Tag Archives: ps4

In Five Minutes or Less: Little Nightmares

little-nightmares-759x500

Before I begin this semi-review, semi-not-a-review post in earnest, allow me to state the obvious: you’re undoubtedly going to hear Little Nightmares in the same conversations you hear about Limbo and Inside in some ways. Ignore that chatter. Little Nightmares may strike some similar chords to what Playdead has done with their past titles, however it is in no way striking the same tone or note in what experiences it attempts to convey.

Yes, there are the similar tropes that come with dark games and brooding environments featuring dire and grotesque consequences for any unwary and unwelcome traveler. There are ultimately gruesome ends your adorable character can meet and plenty of equally gruesome foes to send her there. Environmental hazards and puzzles come in equal numbers and the mere use of light and darkness is more than enough to set the tone for each stage of the short yet endearing exploration.

If you’re into platforming puzzle titles that also feature palpable amounts of ambiance and relevant horrors and low-key fears that will probably make you cringe once you realize the extent of their depth and attention to detail, then Little Nightmares will rock your socks off. Or knock them off and freeze you with fear. Perhaps the most exciting component in the game is that it leaves pretty much everything except what you see with your own eyes quite ambiguous in an almost ‘Souls’ sort of way (of handling lore)- minus the bloody scratch marks on the ground everywhere.

Ambiguity permeates the entire experience and makes it a more convincing and exceptionally interesting one for that matter. You aren’t even given so much as maybe the occasional hint to rotate the camera around if you get stuck, however the rest of the controls are never exactly specified and so it’s up to you to learn the ropes. The experience perfectly meshes both two-dimensional and three-dimensional perspective into a very well thought out 2.5D platforming puzzler.

Although you are very definitely little and dwarfed by the surroundings you will encounter, there is nothing little at all about the immense nightmarish rogues you will inevitably face or flee. Because you cannot fight back in most cases, there is always an air of tension and terror whenever these foes enter the picture and you must fly through some puzzle or another and make it to the next area. I’m still quite shocked at how well thought out each room is and how each area ratchets up the tension and the screen literally crawls with the sound effects and slight background happenings as well.

Little Nightmares is a game that will easily catch you if you pay too much attention to your surroundings, but will ironically let you escape its clutches time and time again should you not find yourself entirely caught up in the warped reality it presents. For the most part the puzzle and platform gameplay never gets too difficult and so the entire experience is perfectly accessible, enjoyable, and entirely worthwhile in my opinion. The presentation itself will pique your curiosity and then the events themselves, as they unfold, should firmly grasp it and drag you into the experience.

The vivid imagery and scenes steal the show almost when coupled with the eerie and daunting soundtrack accompaniment. Oftentimes you may stumble onto a new area and not even notice the body dangling from a rope overhead with its feet just barely visible or the faint outline of a shadow shuffling hurriedly in the background. It’s the moments like that that add to the feeling that someone is always watching and that every skittering motion on screen is some new devilish foe come to rend your flesh or curdle your blood.

Needless to say, Little Nightmares isn’t your typical horror game and it’s much better for that fact. Ambiguity is the name of the game and the game itself will wear you out each and every time you think you’ve understood its nature- right up until the very end. You can feel free to stop and stare at the beautiful surroundings any time, however it still has a relatively run time and as such is a compact and entirely artistic and expressive experience.

If I were to apply my typical review material and run down the brief checklist of everything I tend to go through in those lengthy posts, Little Nightmares would be getting no less than a 9.5 out of 10 from me. It’s entirely deserving of that and a highly replayable experience if only to see the little touches that you’ll pick up with each runthrough here and there.

Tagged , , , ,

Nier: Automata Review

header

Totally dependent upon how you view it, I’ve either spent an impressive amount of time with this game- which released roughly a month ago, or I’ve dedicated far too much to an oddly compelling yet confusing adventure. Nier: Automata is stylized as a successor/sequel to 2010’s Nier, which was just as oddly compelling and yet quite confusing from a convoluted plot standpoint- something which did not impact the cult following it has obviously procured. Without spoiling too much in terms of either games’ story and pacing- whereas the first title takes a humanistic approach to things, Automata drives things the other way and focuses not only on non-human playable characters but the failure of humanity and threat of extinction as a whole.

Or at least that’s somewhat the simple gist of it, if it’s even remotely possible to boil down the extensive and surprisingly in-depth lore of the series thus far and of the expansion this game represents as well. I’ll admit, a lot of the coverage and footage I saw for and of the game didn’t exactly blow me away- I was never really impressed by the expansive yet empty world that I saw or the often repetitive encounters with too-similar enemies. While some of these issues remain to a degree, Automata also provides enough base content that it never made me feel that any one element was too overdone or too much of the focus. To a certain degree this means Automata is quite the jack of all trades and genres, however it also fails ultimately to master any one segment because of this.

There is certainly a predilection towards combat- as Nier is at its base a hack and slash adventure game with role-playing elements and other unique gimmicks littered somewhere in between. However I was actually blown away by the fact that certain parts of the game which I would not have immediately expected to be as important or to have such an impact drew me in more so than the solid combat mechanics and exciting locomotion maneuvers themselves. Whereas I thought the environments looked lifeless and bare upon first glance, I completely understand how this ties into the plot and lore and why that’s actually the exact direction the game should’ve and could’ve gone. Couple this desolation and loneliness with an equally melancholy musical score and you have a truly moving work of art.

A lot of this expansiveness adds to the ability for players to take time to think alongside their android character, reflecting on the calamities leading to the ultimate destruction of the human race and life on earth. Although every character you will encounter is in some way machine-related, not all of them will be killer robots or robot clowns and quite a few emulate historical context and interesting caricatures in ways that would put even Fallout’s founding father bots to shame. Such pensive moments as I experienced within many of the quests and plot lines of Automata were a complete contrast to my expectations and honestly raised the bar that much higher for me when it came to the bleak story being told. Somehow, against all odds I became that much more invested in the characters and the universe that I’d previously seen as two-dimensional on paper.

To delve into other aspects of the game and push off from the story and some of the periphery of the game and its moments, as this is a Platinum Games title it boasts an impressive array of combat features and upgrades. There are definite ties to the first Nier title to be found if you know where to look, yet this game serves as an easy stepping on point for newcomers looking for a thrilling and contemplative adventure as well. Combat is kept simple and precise and yet still offers the complexity of some other flashy Platinum Games titles as well- affording players the opportunity to utilize several classes of weaponry suited best to their style of play, while also keeping upgrades and additional unlocks to a minimum so as to keep things comprehensible. There are light role-playing elements here and there, but I’d say they’re few and far between.

One of the most intriguing aspects of gameplay at least stylistically stems from the change in perspective that litters some portions of the game. Typically you play in an over-the-shoulder third-person format, yet on occasion the game shifts to on the rails and top down perspectives for intense firefights utilizing your full android arsenal and party. While ultimately even the bullet-hell segments of the game boil down to eliminating your enemies and clearing the area in search of any interesting lore or story progression, I still found combat and the nice pace of breaking things up a suitable way to keep the monotony of most hack and slash titles to a minimum. The combat is solid enough that there honestly doesn’t need to be too much done with it that is flashy or gaudy and the enemy encounters and boss fights are memorable enough and frenetic and entertaining as is.

The few complaints that I would have do touch a bit on what repetition there is actually present within the game and that comes largely as a narrative and strategic thing. Your character will be afforded the opportunity to deck themselves out in the occasional rare bonus here and there, plugging in a special upgrade chip that boosts stats in certain areas and are hard to come by. Ultimately this adds some strategy to the game, however there isn’t much diversity outside of a health or damage boost and so it isn’t as interesting as it could be in terms of use. Another case I would like to make is that Automata falls heavily into the Dragon Age II camp of adventure titles- meaning there is plenty of lore and content there and it isn’t a bad game at all, however you’re likely to retread many of the same or all-too similar areas for the duration of the campaign and throughout your quests. Although encounters will be varied and narrative progression unhindered, it’s a sort of lazy game design flaw that bugs any and everyone.

The world and lore is entirely too intriguing for it to be limited in some of the ways it is- perhaps not literally as it is quite expansive, but in terms of scope and use as a character in and of itself. All things considered, if you played the previous installment then you’ll probably agree that Automata is certainly a leg up on the original in nearly every single way possible. The combat encounters are fun if not always diverse, the lore is handled quite well and manages to promote some intriguing plot lines, and the gameplay mechanics are quite solid and rarely offer any hiccups to halt the fluidity of the game. If you’re looking for an experience that has the ability to be a comprehensive one but doesn’t force you to explore it as deeply as you could, then Nier: Automata is for you.

Concept: Guide your android comrades in the eternal war against the machines. Quite literally, rage against the machine.

Graphics: While you will see ultimately a lot of the same, what is there is rendered quite well and there aren’t too many muddy textures involved.

Sound: The melancholy mood that permeates the soundtrack and the narrative itself lends to the experience overall and is a strong selling point.

Playability: While it has some quirky features and abrupt changes in perspective at times, the gameplay handles excellently and fluidly throughout your adventure.

Entertainment: There are often hidden depths to be found but the main draw lies in the fact that the experience is totally what you make of it and there are many interesting facets to the characters and the world and conflict themselves.

Replay Value: Moderate.

Overall Score: 8.5

Tagged , , , ,

Games I Didn’t Review in 2016: The Division

tctd_home_og-image_1200x628

I’ll admit it outright- I was more than hyped for the release of Tom Clancy’s The Division in more ways than I can possible explain. The basic premise of an unforgiving romp through a devastated New York City struck chords favorable to Crysis 2 within me and that was fine by my standards. Add to that the fact that it was the first Tom Clancy game I’d been thoroughly excited for since Rainbow Six Vegas 2 and Ghost Recon Advanced Warfighter 2 and you’ve got yourself quite the hype train rumbling down the tracks.

What transpired is something altogether different than I’d initially imagined and envisioned, although that’s not to say it was terrible or that it hasn’t evolved over time to become a closer image to what I expected. As with any MMO/RPG, The Division fell into many of the same traps that Destiny did in the year or so before. The saving grace for these games is that the developers can take this into account and slowly update it enough with each new patch or content release and bring the game closer in line with what players expected or asked for. The disappointing part is that this takes time and not everyone has the patience to wait for a game to become what it should’ve been from the onset.

Once you eliminate some of the ironically farfetched aspects of the game and its gameplay and factor in the realism and attention to detail, The Division is quite the grandiose picture of a devastated NYC after all. The environments are certainly one of the stronger aspects both in aesthetic pleasure and tense action forced upon you by harrowing conflict in close quarters with an adaptable enemy. The cover system is quite progressive and you’ll certainly need to utilize the variety of environmental protection as you take the fight to rioters, looters, and heavily armed militia forces attempting to make the most of a bad situation. The enemies you’ll face are some of the smartest in terms of functioning thought processes, even if they’ll often open themselves to easy dispatching as well.

When I think of the Tom Clancy brand of games I often immediately think of action-packed tactical outings such as Splinter Cell or Ghost Recon. Truthfully, in the last few years the TC games we have seen have either been a disappointment or fallen somewhere outside of this traditional category. We have had wonderful additions to the Splinter Cell family, but the newest Ghost Recon titles have been far from great in terms of following the tactical baseline. I’m all for trying new things out and The Division is a testament to that for the TC label and surely an influence ultimately for Ghost Recon: Wildlands as well, seeing as it shares the same genre type. What I mean to say is The Division has broken some new ground for better or worse- it does what it states and no more or less, considering the fact that it sticks to tactics and ultra-realistic firefights.

While I recognize that even now it still has its flaws, if I had to recommend whether or not to purchase the game I would definitely say to go for it if you can secure the complete package- DLC and deluxe items or whatever else may be available to you. Microsoft, Steam, and Play Station Network all often offer deals on titles that have been out for some time and packages as well so it shouldn’t be too difficult to find on any main platform. Whereas Rainbow Six: Siege is a great game bogged down by paid content and premium status packs and an initial barebones game in terms of content, The Division only really offers three major expansions and the rest of its paid content is mostly cosmetic. I’m glad that Ubisoft has foregone some of its typical shenanigans concerning paid and premium content and followed more along the lines of Bungie and Destiny.

Ultimately if I were to assign the game a score it would have to be somewhere in the 7.0-8.0 range, even as of now. I’d certainly lean towards the 80% mark rather than anything lower than 75% however, but I cannot say the game doesn’t still have its fair share of glitches, bugs, and design flaws at times. What is there is approachable and definitely enjoyable, it’s just a matter of persistence and patience as well. I definitely enjoy the frantic feel of combat both against computer generated enemies and player controlled foes in the PvP/PvE Dark Zone. The Division is certainly an interesting take on hybrid shooters, that much is certain.

Tagged , , ,

The Ebb and Flow of Tides

torment-sojourner-of-worlds-art_1280

Planescape: Torment was and is one of my favorite games and also happens to feature one of my favorite universes. I’ve read the novelized version of the companion to the game and it is as much a fun and darkly intriguing mystery as the game itself was and is. Therefore, Torment: Tides of Numenera has been on my radar for quite some time and is truly something that I know I can and will enjoy playing through. This particular blog post is my first for the month (and first in a little while after my short hiatus) as well as a preface to what will soon be my review and report for the game, seeing as it just released.

So far I just want to share some of my thoughts going into the game, as well as a few tidbits from what little I’ve personally played thus far. Mind you, I don’t want to spoil any key elements to the plot or anything so for the most part I’ll be doing my best to avoid that here and in the future. I’ve played literally less than an hour in-game and therefore I’m assuming I’ve yet to even brush the surface of any grand scheme in terms of plot within the Planescape universe this time around as well. For the most part this is just going to be my thoughts prior to booting the game up and my reaction to the fan service that actually led to this title being developed in the first place.

Lately my time has consisted of a few measly things- living and laughing with my loved ones, working, studying important and intricate information on occasion, binge-watching Luther for the sheer heck of it, and salivating over Tides of Numenera and the promise it brings with it. I have greatly enjoyed the sudden influx of semi-traditional role-playing games in the last few years, from Pillars of Eternity to Torment. While I do love the action-RPGs that we see littering the desolate gaming landscape nowadays as well, I can’t help but always miss the “good old days” of classical role-playing as well. And as such, I constantly return to titles like Fallout 2 and Planescape. Whether you’re a fan of the old vibes of the 1990’s or the Baldur’s Gate II vibes from the early 00’s, the last few years have been kind to you if you like tradition meets neo-RPG style adventures.

Although the story of Tides of Numenera seems to largely be a microcosm built within the expansive universe of Planescape lore, it boasts some familiar elements for those of you who’ve played the first game or even read the book(s). When you place a society a billion years into the future truly anything can happen and that is no more apparent then the moment you begin this game. I really enjoyed watching the trailers for the game in the build up to its release and one thing that struck me as the most impressive but also the most obvious was the duality of choice. Choices can have any number of outcomes and as gamers we know this better than most people. Seeing the branching topical storylines in the trailer for Numenera was as awe-inspiring as seeing some of the new and interesting zones I’ll surely be able to travel to later in my own adventure.

I understand that some people greatly prefer the action-RPG archetype to that of the wordy, text-loving Zork II-style classical role-playing genre, and I hardly blame you. Games like The Elder Scrolls (series) and Fallout 3 (or New Vegas and Fallout 4) have plenty of lore and extra side content to discover completely at your own behest. And yet the original titles such as Fallout and Baldur’s Gate and Planescape that offer oftentimes lengthy conversations that rival or surpass Mass Effect in their depth and design are so much better still. I love tense action and leveling up my characters, but something I surprisingly miss a lot in newer games is that break from the action and the ability to truly revel in revelations and deep pondering of philosophical and interesting content. Sure, games like Deus Ex: Mankind Divided handle some extremely relevant and important topics such as technological advancement versus mankind itself, and yet that game is still more a shooter than it will ever be a story.

The best elements of every story at some point must stem from the sheer fact that it is a story in the first place. And that is largely why Tides of Numenera strikes me as a much needed breath of fresh air. Ironically so, to some degree. It is very much old school in some ways but then again why fix what was never broken in the first place? Just because it features plenty of text and character driven choices in its own “craft your own adventure” style of set-up, Torment is no less exciting than the action-fueled adventures of Commander Shepard and the Normandy in its own ways. It is a realm and world-spanning adventure and a worthy continuation of the series as far as I can tell.I’m definitely looking forward to playing it more and more, even if it will be splitting time with my trilogy runthrough of Mass Effect in anticipation for Andromeda’s release.

Tagged , , ,

Games I Didn’t Review in 2016: Titanfall 2

titanfall20220opinion20piece

I have played both Titanfall titles for what probably amounts to a decidedly ridiculous amount of time. I reviewed the first one a long while ago and enjoyed it profusely despite its connectivity issues and other flaws. The second one is very much the Modern Warfare 2 to Infinity Ward’s Modern Warfare 1 in that it steps up the game in almost every single way, adds much more content, increases the replayability tenfold, and then makes other tweaks and adjustments that you never even realized needed to be taken care of but now cannot function without. I guess it’s fitting that Respawn would be the company to produce such a gem, especially with their roots in Call of Duty’s past as well.

Titanfall 2 is without a doubt the greatest first-person shooter title I’ve yet to play on the current generation of consoles. And that’s truly saying something, because there have been some spectacular gems along the way these past few years. My reasons for this lofty accolade are many and yet they all tie in to some of the same facts and opinions as well. For example, one thing that Titanfall 2 does that few other games save for perhaps the Battlefield series have yet to match or come close to, is offer a stunning degree of customization in the multiplayer client. I’m constantly surprised- not just by the amount of camouflage or titan chassis and colors or items offered, but by the entirety of the package provided with the base game devoid of microtransactions in terms of what is already available to players through simple unlocks.

Granted, if you want to pay a dollar or five here and there, you can unlock neat special chassis and camo patterns and packs, but even at the base level without these minimal transactions there is so much available to players. Another thing that is surprisingly done quite well is the leveling and unlocks system. In the first game there didn’t seem to be too much available upon leveling up one of fifty times or making it through another generation and essentially hitting the “prestige” level and restarting. In Titanfall 2 this has been remedied by the addition of golden tickets of sorts that are called merits. Instead of hitting a specific experience cap, you gain x amount of merits per level, per weapon, per perk/feat, per titan, etc etc. All of these combine in your after action review of a match and go towards your overall level and unlocks- of which there are many, many, many things to unlock and discover (whether that be weapons, attachments, camouflages, perks/feats, etc).

Moving away from the multiplayer content for a moment, let’s discuss the equally interesting and exciting single player mode. Yes- this Titanfall title actually offers one and doesn’t skimp by adding in radio bursts of exposition and story to campaign labeled multiplayer matches. I really enjoyed fleshing out some of the characters from the first Titanfall in a standalone story of Titanfall 2’s own creation. The single player does a good job of gradually introducing mechanics and attributes of the multiplayer content through loadouts for titans and weapon pickups for pilots- essentially operating as an interactive and fully immersive tutorial. The story is in some ways cliche for the shooter environment and yet in many others it is truly interesting for all the ways it explores the relationship between man and machine. I won’t ruin any of the spectacular moments the short campaign offers, but I will say it boasts impressive mechanics, some original ideas here and there, and plenty of tight shooting, platforming, and even interesting Singularity/Portal-esque mechanics.

I came into Titanfall 2 wondering how they were going to improve upon the interesting foundation laid by the original title and I came out of my first few hours with the game totally blown away. It’s no mere matter of adding a single player campaign or perhaps adding a few additional titan classes to the mix. Titanfall 2 has completely changed a lot of things around without losing the allure of the original experience or sacrificing anything that couldn’t be built newer or better. The community is thriving so far and the developers are constantly providing reasons for us to play the game- from daily rewards and bonuses to dropping free map packs and additional content every few months like they did with the original game as well. In an industry dominated by microtransactions and paid content, Respawn and Titanfall 2 have made an excellent environment and case for providing what the players want free of major additional charges. Yes, even they aren’t perfect, but it’s much better than $20 a pop for Call of Duty maps and constant barrages of new weapons to pay to win with.

I don’t even think my glowing words can necessarily do the game itself the justice it deserves, but I’ll let the near 90% in average reviews and ratings do the talking for me. If I had to gauge the game appropriately on my own scale, I’d probably give it a 9.5/10 and that’s quite rare for me considering most titles I review typically fall within the 7.5-8.5 range on the spectrum. I’ve honestly enjoyed every single element of the game, even with the few flaws it has, and even considering the fact that most multiplayer game modes operate virtually the same with slight modifications. That’s truly a testament to how exciting and exhilarating the overall experience is.

Tagged , , ,

For Honor Review

fh-screenshot-03-full_255363

In the week since Ubisoft’s For Honor released, I’ve been either playing the game or reading and watching anything related to it. I’ve read and viewed other people’s reviews, talked to them about their thoughts, and tried to talk myself out of writing my own review as well. That last point is not for lack of positive reinforcement, nor is it for negative reasons in regard to the game itself. However, I feel like everything I am about to say is going to in some ways sound pretty redundant, and that irks me above all else. It’s a good thing in a way- if everyone who plays and reviews a game is largely in agreement, then you’re bound to be getting the best possible feedback on your product or as a gamer.

I played through the beta period with a friend not long before the game became openly available, and some things have changed since that time while others have remained the same for better or worse. For Honor is at its best when you completely ignore the story and focus on the combat itself. I am not saying to ignore story mode in its entirety, as it will definitely help you out where multiplayer is concerned and as far as gaining experience overall goes. However, do not get sucked into the narrative itself as you will only emerge confused as to what the ruckus is really all about and why samurai are fighting knights who are fighting vikings. It’s as bonkers as you’d think and as bonkers as it sounds and even more impressively, it’s probably less believable than the events of Resident Evil 7 and their impact (or lack thereof) on its protagonist.

Like pretty much every other reviewer has said to this point in time, For Honor knows what it does and it does it well. If it were a merchant it would be selling death sticks- yes, that’s a Star Wars reference and joke. To take it one step further, the combat is such a priority and so well played out and played up that if this were Star Wars, For Honor would be the severed arm laying on a cantina floor roundabouts Mos Eisley. Now, reeling our thoughts back in and not straying too far from the source material here… In case you didn’t get the memo, combat is an important and impressive thing within For Honor and it is implemented in a way somewhat similar to that of Nioh’s complex yet fluid mechanics. What I mean by this is combat can be boiled down to simple mechanics and yet the ways these mechanics mingle and interlock become complex to understand on a grander level.

Whether you choose to play as a samurai, knight, or viking- heck, even regardless of what heroic class or caste you choose within those three factions, the combat can be boiled down to virtually the same controls and mechanics. Now, one class and one faction may of course handle differently than another, but mechanically they are both stable and familiar once you’ve got the basics under control. You choose between one of three positions- essentially left, right, and high/up. These positions correspond with greater reactionary time given to defense, offense, and overall speed and agility as a result. Similar to Nioh in some respects and simpler/different in others, all three directional positions can be changed on the fly and at a whim by players, lending to breaking combos, counter attacks, parrying and ripostes, dodging, switching targets, and so much more. Simplicity is sound and beauty and even simple mechanics fluidly combine to form a complex melee mesh.

fh_promo-world_ncsa

In case that wasn’t enough for you, don’t forget that battle-ready warriors must also be strategists who account for stamina expended, area of effect items and attacks, enemy ballistics, the ebb and flow of massive skirmishes, and other visceral and intangible factors. Hopefully you’ve all played enough of the Souls series by now to recognize the importance of stamina and why button mashing doesn’t quite work as well in melee brawlers as it does in traditional fighting games. In terms of overall realism, I hope you aren’t considering that as a factor for purchase because you’ll be sorely disappointed- however, as it stands, For Honor offers a semi-realistic and authentic melee experience that more than competently gauges the experience and challenge as a whole. It’s a very psychological experience and should definitely be different player to player when you consider the immense skill and understanding curve from class to class, person to person, faction to faction.

No matter what modes you take part in the mechanics and game remain largely unchanged- even between single and cooperative play, 1v1, 2v2, and so forth. The gameplay is almost always tense in skirmishes whether it be at the start or the thrilling and blood-soaked conclusion. Rarely will you so incredibly outmatch or outpace an opponent or opposing team unless you managed to exploit mistakes or openings and double or triple team their only remaining player. The whole 1v1v1 kind of setup is truly entertaining and interesting to see played out and it helps that it works remarkably well in execution as well as conceptually. Don’t worry about getting left out to dry by incompetent teammates however, as most modes also account for leveling the odds against multiple attackers by gifting you the power of revenge (mode) and devastating combos.

Like most traditional fighters and even other online hack and slash brawlers, For Honor offers more than a handful of playable characters between its three factions. Unlike most other games however, it is not as simple as you would expect to switch between them. Although every character is virtually the same on a fundamental basis, each faction boasts several classes that are far from the same old class in the other factions’ offerings save for a cosmetic upgrade or change. Each class offers varied range, capabilities, combos, chains, and more. On top of that, you can actually customize this even further to a certain degree whereas finishers and coup de grace are concerned, among other items of interest. While story mode will act as somewhat of a tutorial for certain classes and help you to warm up to gameplay and the variance between factions and methodology whilst fighting, it’s still quite a jarring difference in reality and really forces you to learn not just your own character but your opposition’s as well.

As with many fighting titles, each character is very much a give and take sort of proposition- meaning while one class may offer plenty of strength and attack power, another may have them beat on light attacks and plenty of stamina. You must be tactical and strategic even in your choice of class within your faction, and that’s perhaps the most interesting thing to note about a game that otherwise looks like a simple and repetitive hack and slash multiplayer experience. In many ways, even if the story does not, For Honor digs very, very deep and maintains its focus without sacrificing vision or fluidity of design. Each character has their own potential for earning gear and upgrades to cosmetics, statistics, and prowess as a whole. It’s a pain to slog through match after match in search of hard to come by earnings, so I’d recommend playing through the story mode as well for some slightly easier currency pickups, as well as finding collectibles and performing side tasks. If you’re careful and pay attention to how you pursue certain upgrade paths and characters, you won’t have to suffer through the plethora of microtransactions that plague typical Ubisoft and online-heavy games.

fh-screenshot-06-full_255341

And now we come to the relatively minimal negative aspects of the game, save for the aforementioned microtransactions which are of course deplorable but thankfully (relatively) avoidable as well. For Honor is a visceral and gripping experience- certainly one of if not the best fighting/hack and slash/brawling game I’ve yet to play. And yet for a game that focuses so much of its real estate on the online infrastructure it is afforded, that online aspect can be such a bear to deal with. I know it has only been a week thus far, and yet I still had higher hopes for the servers and the matchmaking- especially seeing as that’s obviously the main focus of the entire project. Disconnects and network bumps or errors must be addressed in the future, and sooner rather than later. If they are remedied then I have no doubt it’ll improve the experience as a whole.

Concept: Vikings, knights, and samurai fight for a thousand years in a conflict that nobody really cares too much about because we’re all too busy watching this one guy get his head lopped off and his body lifelessly tumble off a bridge and into some beautifully rendered water.

Graphics: The environments are varied and textured to an amazing degree. Characters looks great even though they are all strikingly similar up until you’ve leveled enough of your gear to truly make a name for yourself and stand out from the pack. Every environment also features accompanying dynamic weather changes and patterns which look and feel believable and fantastic.

Sound: Although you’ll mostly hear cries of pain and anguish, metal on metal, and other sounds typically associated with combat or films, the soundtrack is a great, resonant accompaniment as well.

Playability: Like any good fighting game, For Honor is easy to grasp and difficult to truly master. The mechanics are simple and straight forward, the means to defeating all of your enemies are laid out in front of you, and yet the path towards your objective is sometimes blocked by an incredibly agile samurai warrior who claims your life time and time again.

Entertainment: For Honor is a semi-flawed experience in that its fun and atmosphere hinge upon a networking system which boasts many prevalent issues at the current time. However, the experience as a visceral fighting game and realistic depiction of combat and battlefield tactics is unparalleled and often well-realized. It is a fun experience if you can handle connectivity issues for the time being.

Replay Value: High.

Overall Score: 8.0

Tagged , , , ,

Absolving Us of our Sins

ss_f807b4002b8bfb069cc6e22d4b29f58141f6bb7b-600x338

Today’s post has to do with two games that are coming in the as of yet undetermined future, but supposedly within the bounds of 2017. The first title is Absolver- an action oriented role-playing game seeking to meld concepts of RPGs and MMOs in terms of story and open-world gameplay. The second is similar in design but follows a more rogue-like situation as it is none other than Capybara’s Below. While these two games bear similarities in both initial glances and potential expectations, they couldn’t be more different upon looking at the winding paths they’ve taken during their development and overall tenure in creative production.

I’ll start with Absolver, which is being developed by Sloclap- a studio made up of former Ubisoft veterans who have worked on a number of titles in the past including Ghost Recon. It is being handled on the publishing side by Devolver Digital- more widely recognized for their work on the Shadow Warrior reboot and sequel. In terms of technicality, the game is going to be rendered fully in a version of Unreal Engine 4 and therefore should be pretty versatile in what it can handle and how it can evolve throughout the single and multiplayer components of the campaign and story.

The game is set in a fantastical land rife with martial artists and warriors seeking to prove themselves worthy of admission into a class of peacekeepers which derive their names from the title of the game itself- Absolvers. The game seems to want to meld plenty of preexisting attributes from other titles into an original and inventive experience, which is commendable to say the least. Players will find themselves in 3v3 and 1v1 matchups against computer controlled and player controlled opponents throughout the story as they traverse an open-world setting. While at its core it wishes to be a fighting game, movesets will be determined by collected cards and skills- meaning the more gear and bonuses you desire, the more exploration and combat you’ll inevitably face.

As of right now, the game is set to be initially released for PS4 and for PC, which brings me to my smooth jazz transition to Below- set to show up on Xbox One and PC initially. Below has been in development for what seems like a very long time, and has consistently been one of my most anticipated titles of the year. Luckily, it seems like we may have an opportunity to actually witness its arrival in 2017 and alongside a slew of promising content and activities as well. I’ve already mentioned that it shares some single and multiplayer similarities to what Absolver wishes to accomplish, that it is a rogue-like title, and that it too has an evolving and open world. What also catches my attention is the fact that perspective and exploration play an even larger role in Below than combat and evolution seeks to.

It is, at its root, an adventure title seeking to send your tiny player-character into the world and the depths of caverns and crags in an ever-evolving experience and story. You will very definitely be able to write your own experience and your own narrative in the way you explore and the things you discover. The difficulty and overall mechanics sound very close in execution to Salt and Sanctuary- a title that many have enjoyed comparing to an independently developed Dark Souls, essentially for lack of a better comparison. If you think back to Double Fine’s Massive Chalice, which featured randomly generated worlds and stages and an interesting overarching narrative woven into the player-characters’ survival, you’ve probably got a firm handle on what Below seeks to encompass.

While the finer points and details of both titles are inevitably not going to release until closer to said games’ actual release dates as well, I’d like to think I know what to expect but also am open to welcome advancements and surprises. Below has been a long time coming and even Absolver has been in development for several years now, so it’ll be nice to see how they are received and if they live up to the hype and anticipation. I like to think that indie experiences constantly surprise and baffle us more than their triple-A competition, and that they’re more likely to garner praise and receive cult followings than to be belittled like annual releases and large IPs. I know today’s post has been a brief one but I’ll leave you with a gorgeous picture of Capybara’s adventure title as compensation.

below-gdc-capybara-games-2016-6-0

Tagged , , , , , ,
Mr. Miniike's Tea-Sipping Reviews

Album reviews and pop culture nothings by a Christian INFP New Yorker turboplebe with no musical talent. Mostly empty gushing. How can you resist?

ultimatemindsettoday

A great WordPress.com site

Selected Essays and Squibs by Joseph Suglia

The Web log of Dr. Joseph Suglia

The Ninth Life

It's time to be inspired, become encouraged, and get uplifted!

Elan Mudrow

The Ridges of Intertextuallity

Storyshucker

A blog full of humorous and poignant observations.

What Inspires Your Writing?

A blog dedicated to writers...and the people, places, and things that spark their creativity

%d bloggers like this: