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Sept 2, 2016 19:28:30 GMT
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shechinah
Ser Barksalot - Hiatus
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September 2016
shechinah
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
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Post by shechinah on Dec 5, 2016 22:01:16 GMT
Watch Dogs 2
This is a not completely finished review of Watch Dogs 2 as due to technical difficulties, I'm semi-stuck at a certain point in the game but I'd like to share what I think of it so far:
I really enjoy it from a content perspective. I like the characters, the missions and so forth. It's a very enjoyable game in my opinion and I can very much recommend it although I'd also recommend getting it on console since the game is much more demanding on computers so even high-ends are having some difficulties.
Gameplay
So far, I can only speak for non-lethal playthroughs and so far, I've yet to be forced into pursuing lethal methods. While I've encountered one mission that required Marcus to be physically present on restricted territory, I just used the stun gun and the non-lethal hacks. Non-lethal and lethal hacks are helpfully labelled as such so you don't need to worry about accidentally causing one when hacking the enviroment.
Primarily, I use a combination of RC car and drone which works fantastically and is fun. You cannot perform physical hacks with the drone so I use it as a way of surveying an area to better plan my next move, remotely hack objects to make traps and such while my RC car sticks to the shadows.
I can recommend getting the drone as soon as possible. It's a bit expensive but money can thankfully quickly be earned even early in the game like by doing sidequests such as Driver SF.
Driving
I don't have any problem with the driving in the game. I also feel like the traffic and population density is well-balanced. There's enough people on the streets and vehicles on the roads that it feels populated but not enough that the roads became clogged up and hitting the sidewalk once means you've hit ten people. Basically, you share room on the road and streets but you got elbow room to move around which is what I prefer.
My only criticism related to summoning cars is that it sometimes spawns them in awkward places. Basically, it tends to spawn cars in logical places like parking spaces and parking lots... and sometimes it spawns them in illogical places like restrictive areas such as where armed gang members tend to have a very strict no visitor policy. It can make for a fun challenge but it can also be an annoyance if you're not in the mood for it and you're stuck in the wilderness with no alternatives such as other parked cars like there are in the city. Sometimes it also spawns vehicles a good run away from your location despite there being parking spaces closer to you. I haven't quite figured out yet if it get confused if you are standing too close to the road or on the road.
I've had no trouble with the keyboard and mouse set-up for the game. It does not feel wierd or awkward to me.
Sidequests
The sidequests that I've done so far I like but they are very much in the style of the story missions in the sense that you carry out the missions in the same way. I personally didn't dislike this and didn't feel like it missed variety since I love the way the missions are. I also like that on those missions members of your crew weigh in and you talk to each other. Basically, these kind of sidequests feels a part of the main story.
One of the other forms of sidequests is Driver SF which is missions done in a Taxi-style although how you complete it vary from mission to mission. One is about not causing damage, one is about speed, one is about stunts and so on. They're a very nice way of earning money. Unfortunately, you have to pick a car for the missions otherwise I'd be taxi-scootering every mission.
There is also Scout X although I'd consider that more collection-related than sidequest. Basically, you take pictures or selfies of landmarks. What I like is that members of your crew leaves messages at each photo although the comments seem to be randomly generated but that leads to some amusing comments. I once had a character express almost despair at me deciding to snap a photo of China Town. He is an odd man, though, so it might be in-character.
Current conclusion
I can easily recommend Watch Dogs 2 so far although I have to recommend the console versions of the game until further notice.
Note: I don't want to write about the story and/or character portion of the game until I've finished it which is why it is absent.
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Sept 2, 2016 19:28:30 GMT
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shechinah
Ser Barksalot - Hiatus
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September 2016
shechinah
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
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Post by shechinah on Dec 5, 2016 22:13:13 GMT
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Post by Deleted on Dec 8, 2016 3:20:52 GMT
Final Fantasy XV/The Last Guardian
Final Fantasy’s running series hasn’t been shy about heading off the beaten path, if the years have been any indication. Its standalone sequels have run through Steampunk aesthetic, CPR mini-games, 4th-Wall Breaking Octopi, and XII’s venture into a middle-ground between turn-based and action-oriented combat. Our latest contender’s 10-year development raises well-founded concern, though perhaps that’s one way to see if it stands the test of time. So, does it? Well, I *do* have the answer with me today! Somewhere Around here >_> The best and worst of its era seem jammed into our newfound planet as our regal protagonist Prince Noctis gets sent on an unceremonious jaunt toward his destined counterpart and bride-to-be, Lunafreya. Conflict’s often a main ingredient to stir up a narrative, and thus the Dudebro Bodyguards and our Prodigal Son find themselves between a rock and a bard’s place. This non-spoiled preamble serves well as a setup for its open world: Final Fantasy’s dabbled in larger scale world design, but perhaps not with the same tone and reasoning; There’s something inherently western about the Road Trip, casually exploring the vast countryside with your immaculate comrades-in-arms. It’s also nice to see FF handling an Amnesia-Resistant protagonist that decently justifies running around towns without being glued to a But-Thou-Must-Cause-The-World’s-Ending storyline. The world itself is covered with the visually unique: Unfathomably-sized earthen arches stand nearby Ravatogh’s volcanic wonder, in contrast to modern-day inspired skyscrapers and Hammerhead’s humble habitations…even if Cindy’s malfunctioning wardrobe isn’t quite as humble. Humbling, maybe. Standing outside the road-trip simulator sections, I have to at least mention Altissia as one of the most memorable sights of 2016. The inspiration is clear, but they’ve found a sweet spot in the throes of melding historical and fantastical that have to be seen to be believed.
If only the side-questing could keep up with the eye candy. While many of the quest setups are clever(and often chain together with the same characters), they’re all too often stuck with oversimplified goals: Kill the thing, Reach the thing, or aimlessly wander to *Collect* the thing. I like frogs as much as the next royal refugee, but spending 10 minutes hunting for them just to get a quest of the same carbon-copy format doesn’t make for a ribbeting experience, an- It’s greatest heights in side-quests are two fold: Dungeons & Campin‘. In the current conditions, you’re effectively homeless. Camp seems to be the closest thing to a new one, and this can intermittently start quests of camaraderie that twist familiar objectives into something with more heart to it. I’m also glad to say that both the main quest and Dungeon-y Side quests are *much* healthier in that department, using organically-built puzzles and a late-game section resembling survival horror - its only caveat being that an ability farther in unfortunately throws out the survivalist aspect. The script isn’t necessarily breaking ground, but it’s a large improvement over whatever XIII was - it’s also very notable for its fresh take on one of the best final fantasy moments of yesteryear. So, I’m looking at a puzzle right now. It’s “Finished”, and I can see the big picture just fine. But you know those weird-shaped bits on the sides of puzzle pieces? Well they’re not fitting here, like a Circle in a Square Peg. FF’s combatative Mix-And-Matching has been going on since XII or so, but XV seems geared more for ARPG fanatics. In Theory. The game has an auto-attack, just fine and dandy. Boring, but dandy…. and the game has an auto-dodge, its reliability tied into how many enemies are flying around the screen. As many mantras of FF remain with the series, large mobs are one of them. There are no healer classes(outside of potions often limited by health-caps), and there’s often no reasonable cover. Ergo, all that remains are weapon-wielding brodudes who can sometimes-dodge opponents. Would people really be happy with a system like this in Dark Souls or Dragon’s Dogma? While parry is very handy when used, the absence of a simple roll mechanic in this fast-paced kind of combat makes for a very unfun experience. The least frustrating of the game’s enemy mobs involve the least amount of characters - Boss fights and smaller scuffles work just great. So, a monosyllabic rephrase for Square Enix: Please don’t add so much shit on the screen. There *are* gorgeous summons in the game, but their infrequency out of boss battles make them hard to mention as an enduring mechanic. Similarly, you have magic…in the form of Halo’s plasma grenades? They’re actually quite effective, if it weren’t for friendly fire opposing its use. Though it’s true this is a more realistic portrayal of Area-Of-Effect, it’s long duration of ground damage with allies who generally don’t avoid it means its best used preemptively followed by a Brave-Sir-Robining, or you’re fresh outta luck. Perhaps Co-Ops and MMOs are better suited for that sort of template, since your partners actually have a mind of their own. XV’s combat has the general *idea* right, but how it‘s mishandled makes for an unfun Hack N‘ Dash. Character Techs are the one great positive. Besides the Armiger/Omnislash, it’s the only thing I can see keeping the combat from being a “Hold Circle, and Occasionally Square” game. These moves lend better variety for AoE(Gladiolis), well-placed elemental use(Ignis) and ballistic damage(Michaelangelo) to name a few. This use of character-specific abilities to make them stand out is one of XV’s stronger traits, and I don’t necessarily mean how well they slap a Giant-Sized Level-66 overgrown chicken. While I didn’t find the main cast’s TMNT-esque characterization to be much deeper than the ponds I’ve been allowed to fish in, the ponds I’ve been allowed to fish in proved a mini-game-ish success. The long list of charming, lure types make for a less obtrusive form of fan service, and the big catch challenges themselves(Vesper Gar, Liege of the Lake) require a healthy mix of reflex & instinct. I actually found eyeballing the fish’s movements over the button prompts made for greater success, and a bit less game-y than reading a computerized signal. Alternatively, The dynamic photo system is something I’ve never seen taken to such an extent. While there’s definitely a missed opportunity in not being able to take manual ones yourself, the algorithmic gymnastics for slice-of-life moments help add a less dire tone to a game about Evil Empires & Greed over Forces of Magic. The dudebros won’t be reversing tropes anytime soon, but the clever use of these character-exclusive skillsets help add flavor to a group that would’ve otherwise been a lesson in proverbial character design. It’s a bit unfortunate(and gives me Wolf’s Rain déjà vu) to see that the side characters seem far more interesting than our leather-clad, spiky-haired adventurers. Besides a discordant-tinged baddie, I would’ve loved to have more moments with Ravus and the lot, but many are trapped in scarce cinematics and the occasional bout - it’s all told from the four heroes’ perspectives, so perhaps it can’t be completely helped. One last thing…dude, where’s my steering? It seems your automobile in here emphasizes the auto by staying glued on the road, as semiautonomous as some of our real-world cars do. Feeling extra prescient, Square? Unless you’re a driving nut, this lack of autonomy is a harmless issue due to both fast travel, and a certain feathery friend. Chocobos are wonderful, ideal for dodging ecological obstacles with far better grace than your Mercedes can; Probably the most fun I’ve had riding them since VII, so that’s likely quite the compliment. Final Fantasy XV is an average game. A bold, and ambitious average game. It’s an engrossing world, but doesn’t rely solely on visual treats to justify itself to the rest of gaming‘s larger library. At the very least, it’s a reminder that current Open World gaming can be light in tone without being pigeonholed into Half-And-Half Satirical(GTAV) or Saints-Row Bonkers for the sake of overly-wacky entertainment value. While the game’s experimentation works wonders in the hobbyists’ core mechanics, the radical combat changes and quest “design“ leave too much to be desired: Mostly worthwhile variety, and a greater sense of control besides *hit*, *don’t* get hit, and have Prompto *try* to Hit before starting a trip to Little Caesars. Should you play this game? If you’d read the review, you’ll now at least have a clue. Seems the year 2016 saved one of the best for last. Normally when we look at a virtual character outside of cinematics, you can usually tell it’s an artifical intelligence being told to walk around or just blow things to smithereens. The main feat TLG accomplished is believability that you’re alongside a living, breathing beast of the valley. The way it moves has a sense of realism to how an actual animal of that kind might move, even for the larger-scaled jumping moments; You can see it ready to pounce, and the build-up’s almost better than the jump. Instead of acting glued to your character, it has a mind of its own - whether scratching its ears, or just following you around like a lost puppy. It’s the kind of gratuitous motion that adds the breath of life to a character, and distinguishes a creature who lives, and a creature who simply *acts* alive…Is Trico our Daniel-Day Lewis of the Animal Kingdom? Programming/Animating a colossal beast to act truly genuine, and dynamically play off your actions persistently for an 8+ hour game is a monumental task.
In terms of gameplay, this companionship makes it debatably superior to its earlier incarnation of Ico; Instead of being stuck with a one-way hand-holding relationship, success in the game requires a 50/50 Co-operative split that makes *very* unique use of your giant-sized buddy for its puzzles and platforming. There’s a Journey-esque sense of non-verbal company that feels more intimate and earned than most single-player games may offer. Similar to MMOs, there’s a synergy of skills from varied allies to achieve a goal with a great payoff. It’s also nice to see the puzzles and the game’s lore are far more integrated this round - Trico’s responses to them certainly add mystique to an already ominous setting. The art style follows suit to Ico’s forbidden castle(or Demon‘s Souls/Dark Souls spots like Boletarian Palace/Undead Parish), though they’ve spent much more time in detailing some remarkably intricate architecture that feels like an M.C. Escher painting without a dimensional leap. It plays like their PS2 games put into the PS4 generation - no more, no less. Actually, one more: They do have spectacular set pieces. Not a glorified insanity sort of spectacular. They feel necessary to explicitly display the story, and adds a sense of life to the moments more than just obligatory eye candy. Complaints… can’t turn off the hints for button mechanics , occasional framerate drops(though the pro may remedy this), and there’s a couple barrel puzzles playing off gravity that are more frustrating than fun. Story-wise, it’s canonically separate from the preceding games but almost feels like a reboot of Ico due to many of its story beats. If you’ve never played it, that‘ll hardly be a problem. If you like these kinds of games in either case, it’s a very easy recommend to buy. The Last Guardian is enjoyable for all ages, but very singular compared to many that flock to that category. Go git it m8 Since we're at the end of 2016 gaming, I'll throw some older reviews in the mysterious box of spoilers. Dishonored 2, Fallout 4, Bloodborne, ???)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There‘s an old saying that time heals all wounds, but the years haven’t done any favors when the scrape’s this grave. Emily’s been playing the stately role ever since her mother passed, but the news of a “Crown Killer” frame job isn‘t helping Ms. Kaldwin’s imperial image.
Jesse’s ongoing interment is bringing in more of the local flavor, including one “Delilah“. She dresses like a flower, but acts like a weed; Her and the Duke seem keen on playing house for a while…remind me to bring the shears when they‘ve had their fill of the royal jam. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Perfect Game. Something we’re all looking to get our hands on, with a smaller few who try building that ideal from the ground up. Look hard enough, and you can see potential for greatness even if the game isn‘t crème de la crème from front to back. While sequels are commonplace in the mass media landscape, they’re also fertile ground for flourishing that same potential beyond where the authors may have aimed for the first time around. After a stroll in Karnaca and more than a few sneak sessions, I’d say we’ve got a serious contender in the ring. Round One. In Dishonored 2, the tagline “Take Back What’s Yours” lives up to its title. You’re given the choice to play as Classic Assassin Corvo Attano(with a VO who needs little introduction), or our new leading lady Emily Kaldwin. It’s refreshing to see a voiced female character in larger-scale Choose-Guy-Or-Gal video games who isn’t just a gender swap of a male counterpart; Her role as empress makes a notable change in how the cast views you, with telling changes in dialogue between the Devious Duo. Besides fighting for survival after an imperial discharge, the player sets off to uncover the how‘s and why‘s of said events, often intertwined with taking down the boss’s main pillars of support. That A-Story/B-Story factor is hardly the only piece to add a spice of level variety, though. As the first two missions get you familiar with the steampunky streets of Karnaca, the rest often set themselves to infiltrate enormous buildings that revolve around a certain theme and character. There’s this sensation of learning your way around these dense city-structures that can be hard to replicate in open-world locales. There’s almost a sense of gaining ownership as you learn the nooks and crannies, the ins and outs of each floor, in a similar vein that Bioshock and the Thief series were superb at. For many of the game’s larger missions, the setting fits the character. The Duke lives in lavish luxury, while Breanna’s living quarters are far from conservative. And then we reach Jindosh’s Clockwork Mansion, which might be the most unique level I’ve seen all year; The man’s cacophonous mix of Genius and Insanity is made manifest to explore at your leisure. In games like Thief and Deus Ex, the levels become your means of Avoidance & Subterfuge: Hidden passages, a close-by room, or a silvery space of rectangular solace. Through extravagant divulgence, we find Jindosh’s rooms; They can shift, swing, and move in wild directions through mechanical ingenuity - the plausible impossible, at the touch of a button. To that end, it’s implemented well as a way to block off soldiers, navigate through Jin‘s cruel labyrinth, or find shortcuts if you’d somehow lost your way. The Assessment Chamber in particular was a memorable mix between Stealth, Puzzle Solving, and Trying Not to Die. Thematic mechanics used as both weapon and problem-solver is also echoed with similar excellence in a later level, Crack in the Slab. The mechanics themselves aren’t completely unheard of, but how they’re stretched, made into something fresh and new makes this noteworthy. Sounds like creativity in a nutshell. Oh, one last thing. The Clockwork Soldiers are the Perfect Nightmare. Good god. The flowery troupe have to all be eliminated, but playing undertaker can make for a very boring solution. Yep, this game’s bosses have Non. Combat. Options available. While they take a bit longer to wrap up than pure assassination, the payoff is light years more remarkable than sticking some dude with the pointy end; The creativity Arkane’s put in these alternatives are praiseworthy(And I dare not spoil them); Solving the bizarre objectives in-game made the end result feel like a real accomplishment, something I prefer over simple text options to burn the peasants or save the Monocle-Wearing puppies. Picking choices from a list, and actually *doing* it yourself feel very different indeed. These choices often seem less like an act of clemency, and more like a twisted sense of poetic justice - are they living well, or living hell? It certainly fits the game’s tone though, and I found them to be a very pleasant surprise. It’s one of many strong incentives for a second run if a few were skipped the first time. Round Two. There’s artistic resourcefulness in the game, but it’s hardly limited to a boss. While the art style and its engine haven’t changed much more than Mankind Divided did from DE: Human Revolution, what they’ve built within it can be quite imaginative. Most of Karnaca’s structural design isn’t far flung from the Victorian streets of Dunwall, but environmental assets tossed in the era like retro-futuristic audio recorders(A Familiar Phrase?) and absurdist-shaped keyboards make for a fine line between the vague familiarity of Art Deco/Steampunk, and the exotic directions Arkane have taken in building them. Small touches can go a long way too, y’know. And of course, the infiltrator missions have the most love put in to their virtual conception. Crap, might be fanboying too much. Cynical Engines Engaged:So when you’re “dishonored” in the first mission, why on earth would these guards leave you(Royalty with years of combat experience)so poorly guarded and unbound? At least for the PS4 Version, Frame rate gets choppy in random spots, and at the beginning of Mission 2(first time on the skiff). This seems very odd, since the PS4 graphics for it aren’t that overwhelming in the first place. Why would I spend 8 runes to craft runes with expensive material costs? The previous required crafting skills didn’t look worth it. Isn’t the excessive gore a little *too* excessive for melee finishing? The device in Mission 7 ends up a vastly overpowered exploit against enemies to the detriment of its challenge. True that it’s more of a story mission, but still, th- Runes & Bonecharms do make for good reason to explore around the Ins & Outs of Karnaca. The paths left untaken, and D2’s density in level design adds a level of replayability in each mission that feels less present in most gaming titles. Finding collectibles around town isn’t breaking ground, but obtaining many of these give both a greater challenge, and better appreciation for the levels themselves. Playing stealth the first run gave me a strong lesson in this: I was in Dr, Hypathia’s lab deducing how to reach up a stairway while trying to avoid the two guards goofing off on its banisters. I swung around and noticed a pair of ebony chandeliers in the distance. Used Far Reach to close the gap, and called it a day. Akin to Assassin’s Creed, natural parts of the environment become a tool of the trade…even if your methods are a bit supernatural. As far as stealth, it’s certainly an improvement over the first. Similar to Mankind Divided, you’re being given a 50/50 split in terms of the new tools for “Dealing” with hostile threats: Sleeping Darts, Victorian Grenades, yadda yadda. Even *with* Far Reach, C.W. Soldiers(who have literal eyes in the back of their head), hellhounds, and spotlights will make the path a difficult one in D2. This can be especially true if your play style is non-lethal assault, since strangling each guard one by one is a timely expense in the heat of battle; Seen enough I-Just-Stabbed-You-So-Grrrrrr! faces to vouch for that. On the other hand, Arkane saw to include a Sprint-And-Nonlethally-Bash-Your-Head option in the same vein of Mr. Jensen’s punch-and-run extravaganza from MD. The only catch is it requires a sliding maneuver that can awkwardly slip right by them if the angle‘s not right; Melee riposte & Strangle may be a safer alternative. Elite guards in particular offer far more interesting melee with multiple movesets and a feigning attack, should you intend to parry your way to victory. Very nice. Some of the new leveling features are ---------------------------------------------- Hey. This is future Dom, long after the “present“ one finished his stealth run. The knucklehead‘s been missing *quite* a bit if you ask me. There’s something about launching a swarm of killer rats that really whets the whistle, and especially hard to beat with its stun locking nature. As far as newer bits, I thought Blood Thirst‘s a smart way to fuel the frenzy: Slice up three, get one free. The adrenaline you build fades over time, so you’re encouraged to go hard and heavy for major scuffles. Problem is, I‘ve…changed a bit since the start. My words are coming out, but they sound a bit too morbid…think my comrades are starting to notice. Aw hell, it’s one of those “Real” morality systems, isn’t it?
---------------------------------------------- quite nice. I thought the strength upgrade for bringing down doors the Nicholson way is handy(and sometimes necessary) to reach every nook and cranny in Dishonored 2. The gameplay tweaks aren’t drastic, but they do give some nifty rewards for the ancient art of whalebone collection. One last nitpick. The villain’s performance comes off a bit too showboaty-at-the-character for my taste, analogous to Far Cry 3 & 4 baddies. Something about her portrayal feels a bit too... melodramatic compared to the rest? On the other hand, the character’s motive is *definitely* their most interesting side, even to the point of explaining lore that the first game never covered. While her presence isn‘t consistent for every mission in the game, the other “Boss” characters drastically make up for it in terms of Exigent Adversaries. And so we come to The Grand Finale. Maybe you’re expecting a shrewd collection of metacritical buzzwords like Alas, it was not to be; There are few things more redundant than summarizing a summary. Instead of handing out answers, I had something else in mind. Yours, actually. Question: What's the most important aspect of a great villain? Motive, threat, or a hearty cackle? Questions: How much story is too much(or too little)? Does it depend how it‘s presented? Dialogue boxes, character banter, cinematics, throw it all out the window, or mix and match. Some food for thought. Query: Should A Sequel be Slight tweaks of a strong formula, Drastic changes with vague pieces intact, or somewhere in the middle? Is it a Case-By-Case scenario, or are there key benefits to one direction that outbeat the others? There can only be one. Q: After reading through the review, does the game seem worth the price tag? Why or why not? Remind me not to quit my day job. Fallout 4 has arrived in stores, and it seems everyone and their dehydrated father’s been playing it ever since. Despite my expectations, it seems the Main Quest received a massive improvement, enough that I’d preferred sticking with it over most of the side stuff til quite a ways through. While the changes to the game are hardly radical out of what‘s expected from the sequel, there’s been more than enough fine-tuning under the hood(with some exceptions) to make for a far better playing experience than Bethesda’s previous installment. Fallout 4 is a *safe* sequel, but a very satisfying one. Visually, it’s Skyrim Plus. Lighting gets more attention and Environments look a great deal better than New Vegas or FO3. Some of the textures still have that overly flat look that’s visible in the previous gaming generation, though. Character models can vary. Humans and most conversational characters are around the quality of Saints Row IV or later PS3/360 games. Oddly enough, the handy bots seem to look the best animated of the NPCs. Their animation and movements are surprisingly natural, despite being a self-propelled 1950’s-inspired automaton. Voice Acting is *roughly* BioWare quality. On a similar note, Garrus is everywhere. It’s less of a problem than Oblivion’s Wes Johnson Talk-A-Thon, but it does kill a level of immersion. Otherwise I’ve been happy with the results, and the few celebrity voices are virtually unnoticeable. S’good. While the core gameplay remains *mostly* untouched, what’s wrapped around it is where the main adjustments are. Assumably inspired by their own work on Skyrim, Upgrading and Scrapping plays a much larger role in getting the extra edge. Even if you could care less for upgrading, advanced weaponry/armor is still lootable(and rename able). Upgrading is also tied into what I could only call the ‘nerfing’ of the Power Armor through the fusion core system and its scrap-based repairing. Considering the godlike nature it has in terms of damage reduction and a more realistic take on the armament, I’m not entirely opposed; I’m a bit bugged on the lengths required to actually upgrade said armor. Within 50+ hours of gameplay, I’ve yet to see a piece of adhesive(an intentionally rare item) required to even advance it in the first place, assuming you’re willing to throw points via the leveling system into allowing it in the first place. Melee enemies got some *major* changes. Similar to RAGE, the feral ghouls move more chaotically towards the player and will literally throw themselves in harm’s way. VATS tactics towards the leg are more important than ever with those buggers, especially with Legendaries. Generally, the ranged foes aren’t dramatically different from previous entries, though Bethesda’s added better variety in enemy-types. Assaultron’s the new girl in town with a nasty melee attack and an eyesore that’s far worse. Amusingly enough, shooting both her legs definitely won’t stop her in a Terminator-Esque crawl. Companions and Characters play a much larger role this round and even involve an influence system similar to BioWare’s shtick. Some are based on decision making, others are triggered by actions like Hacking, Lockpicking, or just suiting up in Power Armor. Close to what’s mentioned above, the friendship dialogue seems to activate based on your influence and they’ll generally come to you first - it feels more organic than dropping by the same person for a one-on-one. And yep, romance. Bethursday pls. I attempted two - Piper’s, and Danse. Piper is unfortunately more of the “Oh, you *like me* like me?” deal whereas Danse feels like a better fit, since he makes it apparent he holds respect and trust for you(assuming you earned it). Nick Valentine’s a boss, and one of the few if any that includes a loyalty quest. In either case, I was impressed with this part of Fallout 4 moreso than others. All of that does raise an interesting question: If DAI was BioWare imitating Bethesda, is Fallout 4 the other way around? The leveling system is a bit more streamlined and feels more inclined to those who shun away fancy mathematics in RPGs - this may be an issue for more hardcore fans. In the long run(with a high int), it’s hard not to feel overpowered by the stat-raising marathon and some weapon DMG upgrades. With the level cap removed where it was once around 20, the level of challenge with the right gear eventually gets tossed out the airlock where it was more of a struggle to survive. Complaints aside, the perks have some nifty traits - nerd rage adds a F.E.A.R.-esque slow-mo this round and Nuclear Physicist also compliments those who prefer Power Armor for longer ventures. Conversational Options… is a mixed bag. The character’s fully voiced and you typically get 4 options: Neutral, Investigative, and more along the lines of Paragon/Renegade. This naturally comes with some issues - FO3(at least from what I remember) had quite a few more, as well as BIS/Obsidian being known for recognizing and utilizing the traits of your character to move the story one way or another. Unfortunately, said utilizations in FO4 are very scarce - Charisma ultimately becomes the go-to for talking your way to victory. On the flip side, The cinematics feel more dynamic in terms on NPC Interaction - Approaching and leaving characters isn’t railroaded into conversational options - Characters often start the conversation first whereas you may be used to “Press A to talk“ ad nauseum. If someone’s boring you in a cinematic, just starting walking in reverse and problem solved. Spoilers Beyond this Point. Beware. The Main Quest is wonderful. A beautiful tale about the profound, undying love being Two Dads. Th- Let me try that again. Fallout 3 was about finding a loved one, which eventually spiraled into something of a grander scope, while New Vegas leaned more towards exploring various factions in the fallout Universe. I suppose that makes Fallout 4 a mix of both? With some exceptions, the game flings you into Boston’s growing tension over the “Synthetic Threat” via the institute, which has resulted in most of the factions establishing their own agendas and overall philosophies on the subject. Fortunately, a good few of the Quests within a faction involve characters challenging or quietly rebelling the mantra they’re meant to follow, which can even play out during one of the few endings. The Blind Betrayal is a great example - what happens to a man with a strong sense of loyalty to his cause, only to find out he’s become that which he’s been fighting against for years? It’s a nice touch that keeps a faction’s quest lines from getting stale. Once you hit the institute, the main story finally kicks in high gear. It’s a clever twist on their part, and springs a very strange relationship to the player. Take expectations and toss em’ in the trash, bro. Some (myself included) may have been scratching their head on why events transpired as they did to wait on releasing him for so long, and that gets a better explanation if the institute path is continued long enough. Outside of the “Synthetic Tension” theme a la Blade Runner, it also poses the problem of an ideal, clandestine society like that with the spotlight on their location finally removed. BOS/Institute, and even Railroad/Institute couldn’t truly live peacefully with one another - the endings are appropriately bittersweet. BOS is probably the closest I’d see to the true villainous ending. I trust Maxson about as far as I can throw him(in Power Armor). If it were Danse as the Elder, maybe a different story. Railroad is the closest to a Non-Institute good ending, as far as I can tell - at least some “lives” are saved, though BOS’s role after that is somewhat unclear. Side Quests are fairly improved from yesteryear. There *are* fetch quests like Quartermastery, which seemingly go on forever?! I never bothered finishing it all, though I suppose if you’re looking to find new locations and want to grab additional execution points, it’s not a bad route. The Minutemen faction similarly feels like a starting ground for that sort of deal before digging into the meatier quests and it didn‘t take long for me to take the questing elsewhere. As far as Super-Wacky-Random side quests, they’re still Super-Wacky-Random. I helped defend a group of Well-Idiomed Robotic Seamen from scallywags before watching them propel their dirigible through a concrete jungle, gave a demonic egg back to satan, met a Botanical Zsa Zsa Gabor, found pussy in the darndest place, made paint, and found the video game equivalent of based Crusty. So there ya go. That’s Fallout 4 in a verbally-compact nutshell. Is Fallout 4 Worth Buying? lol no, play new vegas you pleb. NEXT Bloodborne Bloodborne is a complicated beast… let’s talk about Souls for a bit first. Souls is great. Known for combat that rewards the observant & punishes the tactically slipshod, as well as a moody forbidden world to explore with a distinctive take on looting narrative, it’s gotten a great deal of acclaim. It’s also a bit clumsy in mechanics, occasionally stale/unbalanced in combat, and the story can come off as a minimalist chase for McGuffins cause’ the king goofed up and now we’re in Dark World for some raisin. Bloodborne manages to solve many of FromSoftware’s legacy issues while throwing in an appropriately disturbing storyline, and a few curveballs with nightmarish outcomes. Hidetaka once described it as mixing the better parts of Demon’s/Dark souls, and well, it kind of is. Layer Number One: Audio/Visual. Unlike Demon’s Depress-A-Thon and Dark’s penchant for Full Choirs pretending they’re at the dentist, the soundtrack has a healthy assortment of moody ambient & unconventional orchestrations that holds a unique vibe outside of its dark fantasy predecessors. Voice acting is great(and less prone to cackling). There’s also a greater distinction between voices too, anywhere betwixt age differences and specific accents, you hoonter of hoonters, you. Visually it borders between PS3 and PS4, but boy what they do with it. Visual detail plays a bigger part, environments are lush with gothic architecture, and plenty I’m best leaving for people to figure out by themselves. Monster types are less of the classic fantasy/berserk stylization and more of the otherworldly abomination-y kind. A scarce few visual issues mar the experience - specific spots don’t always load of how they’re supposed to and look low-rez, though it‘s a very brief problem. Otherwise, they got it right. Layer Number Two: Gameplay. Shields are pretty much gone. Yep! If you can dodge a wretch, you can dodge a ball of ravens gunning for your throat. Shields are hardly a great fit in the Victorian era setting, and this revision can radically alter your tactics - in other words, you can’t just stand their like a ninny and wait for your foe to finish his attacks. Re-Gain is great. If you’re hit, you can hit back relatively soon and get some health back. It’s not something that most will use persistently(unless you’re as mad as the Yharnamites themselves), but it adds a neat flavor to the overall mechanics, providing greater motivation to go on the offensive. Transformation Weapons as a whole are a much-needed breadth of fresh blood. I hardly miss the Dark Souls days of having to grab a bazillion shards to even build a bloody boss weapon, with the normal equipment close to throwaway ability. What you lose in quantity is greatly made up for in quality. Even starter weapons allow instant shifts between range-over-damage, power-over-speed, with later weapons taking more unusual transformations. I’d actually *stuck* with the saw from beginning to end, as the weaponry scaling(or lack thereof?) encourages you to stick more with a certain style than just a convenient stat boost. Boost what you like, not what you get thrown into. Boss Phases - It’s a big deal. DS 1 & 2 had this on *occasion*, but now it’s all over the bloody place. Slogging over a shadowy colossus with the same tactics simply isn’t an option, as new forms(and new enemies?) means a deeper level of challenge which hasn’t seen as much frequency in the series. Level design maintains the Overarching world of Dark Souls, while using a few tricks of Demon’s like using locked shortcuts to bridge the player between close-by areas with greater ease. Chalice Dungeons are an anomalous thing - essentially it’s a roguelike with Dark Souls, and it’s as great as it sounds. Suffers a tiny bit with repetition(which is hardly a surprise), but overall it’s a fun romp with some bosses later on that outmatch the difficulty of the vanilla game, and are actually a pillar of the game’s overall lore to boot. Cause nothing says fun like using a couple glowing slugs and a pool of blood to enjoy some inter-dimensional jolly coagulation. The Dream And The Nightmare
Storywise, it comes with some notable changes from its antecedents. Most of your character’s actions in Quests or with Bosses from Souls may not feel like they’re accomplishing much. Opening paths, and opening more paths, and Le Final Boss. Yep. Bloodborne helps lay this to rest; Bosses aren’t just random demons that fit the area; Their stories and subsequent quests can be interconnected, opening a a hodgepodge of answers and a Pandora’s box of questions. While Souls *does* come with its own revelations, they may not always have bearing on the main story itself - this is also where BB diverges as main game areas and even Chalice Dungeons play an enormous role in building up the lore. The way FS handles the immense backstory reminds me a bit of Chrono Cross in terms of gradually explaining the setting’s original state, and the transition to its phantasmagoric masterpiece. Having said all this, it’s one of the best narratives FromSoftware has managed. One of the greatest fears is that of the unknown, and Bloodborne comes with this in spades. And that’s about as far as I can go without spoilers. Seriously though don’t touch the lava. Should you Traverse the Nightmare? If you’re looking for a challenge, Dark Victorian/Lovecraftian storytelling, and a game full of dark surprises, look no further: Here‘s your dream game. Maybe Next Time.
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Post by AnDromedary on Dec 8, 2016 3:54:47 GMT
Probably one of my favourite youtube reviewers. I've never actually played Watchdogs, but I knw a sequel is coming out soon, so I guess this could be relevant... Yep, best reviewers on youtube. Here is my favorite. Just hits the nail on the head all the way:
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Post by Lavochkin on Dec 17, 2016 5:56:15 GMT
Welp, they made a Doom mod based on /pol/'s meme "Moon Man" and it's not for the faint of heart to say the least, Lol.
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Post by Lavochkin on Dec 28, 2016 21:19:59 GMT
Retrospective on 2016 First Person games.
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Post by Lavochkin on Jan 2, 2017 4:03:51 GMT
Review of the PS4 exclusive(at least for now) Wild Guns: Reloaded by Stop Skeletons from Fighting/Happy Video Game Nerd
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Post by Obsidian Gryphon on Jan 2, 2017 9:33:00 GMT
I agree with AJ's list. I watched most of the games, especially the console ones on Twitch so I have a good idea how the game plays out, what''re the game features, chars, etc. If it doesn't grab attention at any time during gameplay and makes me follow it to the end, then it's a fail for me. This is why I never understood one streamer's listing FFXV as #1. He doesn't have any negative opinion on it. Everything in it is wonderful and fun; he had fun playing it and I fell asleep as he did all the horrible mundane sidequests of fishing, fishing, fishing, hunting, sprucing up the car, drive the car, talk to the babes, etc. I never bothered to drop in for FFXV after that one stream and caught the ending when I popped in to check. Anyway, that's one opinion I don't understand and could only attribute it to fanboy enthusiasm. This is not to say he is wrong to put it #1 on his own list but without inputting a single negative when asked? It's 100% perfect? *shakes head*
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Post by Obsidian Gryphon on Jan 8, 2017 8:12:52 GMT
Roundup of the worst 2016.
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Post by Deleted on Jan 31, 2017 1:40:39 GMT
At the endpoint of 2015, I'd taken a friends' advice on a game I wasn't yet aware of Yakuza. And as they say, the rest is history. The series throws itself in the political intrigue of the Japanese Mafia, bearing similarities to titles like Shenmue and Metal Gear...But I've found that they're aiming higher than to simply be a sum of the past; Instead, a mark was made on the gaming industry through their offbeat take on Brawler/Melee combat, realistic/lifelike characters, a more assured quality in side quests, and some of the best storylining in the AAA gaming market. That was Yakuza 4 for me, anyway. And if you're also new to the series, the Zero/Kiwami titles in 2017 means it couldn't be a better time to jump in. So where does the new game Yakuza Zero fit in all of this? Unlike Yakuza Five's natural progression from the previous game, zero springs to life at a point just before Yakuza 4, acting as both standalone, and a proper jumping point for those unfamiliar with previous games. If we're judging by the cover, multiple protagony's been slimmed down by half of its usual, but is thankfully not indicative of a change in quality - quite the opposite. Fan favorite Kiryu Kazuma finds himself at the lower rung of the Tojo Clan, while events covered in Yakuza 4(which are flashbacked in Zero) put Mister Majima in a position that's glamorous on the surface, and murky at the core. Apropos for the life of a gangster, no? With introductions out of the way, let's get to the heart of why Zero's making a name for itself. Within the first 10 minutes of the game, it's made apparent that SEGA isn't sitting on their laurels in building a sequel. Cinematic design is something they've mastered at this point, and these early scenes present their new directions in cinematic experimentation. Instead of classic cutscenes, we see stylized and filtered frames held inert, like a graphic novel in 3D Space. I was also bewildered by their use of First-Person; There's an immersion and intensity through the literal eyes of your character that's hard to emulate through the voyeuristic viewpoints of classic filmmaking, and the peppered use of that in Yakuza's own brand of cinema heightens the sensitivity when the moments come. Besides their hallmark traits of Ahead-Of-Its-Time facial animation and general craftsmanship, there's inventiveness in how they flow into the game. Goro Majima's opening, as an example of integrating cinematics and gameplay, may very well be the best introduction to a character I've seen in *quite* some time. But of course, style is only one facet of their work. How about substance? When I meet a fictional person, you can usually get a general feel for who they are: Personality, Interests, etc. - The Basics of characterization. But as time goes by, discoveries can grow and alter not only how you perceive them, but their previous actions taking entirely new context. Real life itself follows the same principles, doesn't it? The naturalistic growth in those around you is part of what makes Yakuza characters as interesting at they are, and Zero captures this in one of the most hard-hitting, personal stories I've witnessed. I saw The Godfather at a very young age, but never quite got the appeal of well-dressed men doing horrible things for glittering gold. But what if that's the only family you knew, when the world you grew up in says what's contrary to common belief? Somewhat analogous then are the motivations in Yakuza 0, which find a broader spectrum than just being a guy who doesn't know any better. The use of all these character arcs under the flag of Kamurocho leave so much going on at once in terms of story, the likes I've only seen in The Witcher 2 and a scarce few others...feels like being in the eye of a hurricane. Feels marvelous. Of course, Kamurocho follows suit in the realm of ambiguous moral dilemma. Even if certain parts of the game border on over-the-top(Shirtless Shoulder Tricks, and how the hell did he get that down a sewer, anyway?!), the problems are generally grounded in the ethically gray parts of the human condition . Both Kiryu and Goro are fairly tranquil by comparison, and this in line with their present circumstance can prove to be a true test of character. Despite most of the game's narrative structure juggling the disparate story arcs, they seem to slowly develop into the same overarching plot...this is impressive, considering that they appear as two disconnected mysteries for most of the game. It's telling to the amount of hard work put in crafting a story with multiple characters that intertwine, while also working as an enjoyable independent narrative. So yeh, it's gud. There's also a level of foreshadowing that's well done, and this wraps back into the character development mentioned above. While classical exposition straight from the characters is one way they go about this, there's a few visual hints that, even if they misdirect, will point players in the right direction and keep you wondering how it plays out in the grand scheme of things. That well-paced control of information suggests a smartly-built mystery. But Yakuza isn't just a glorified chessboard, or an immeasurably long story told though cinematic form; It's a delicious piece of Japanese culture for you to explore. As with 4, it holds a realistic take on the cityscape : Kamurocho's littered with modestly-sized ramen shops, karaoke bars, with a healthy balance of familiar and foreign venues for audiences. So what's different this time? An entirely different bloody city, for one. In the wake of Kamurocho's NYC-esque skyscrapers, Sotenbori finds itself to be a bit more modest in Goro Majima's neck of the woods. Built off a river, it offers similar shops and glamorous signage but holds much tighter level design in alleys and walkways on the river's edge. It's quaint, and many memorable parts of the story make good use of Sotenbori's unassuming locale. SEGA's signage has taken some big leaps in making the two cities' night life a tale to remember, its Akira-levels of neon look great even in the daytime. Since this *is* in the 80's, Zero follows suit with the in-game use of pagers, and fitting wardrobe like Awano's Iconic purple blazer. In terms of visual caveats...this is a PS3 game. The cinematics easily hold up to current-gen graphics, but much of the rest is expectedly around High-End PS3. The payoff for PS4 owners is a higher frame rate, something very handy for a game with solid reflexive requirements. NPCs outside of Main/Side characters still have somewhat polygonal faces to bear, and I wouldn't have minded to see more fluid animation in much of the enemies' combat as well. Incidentally, one of the final foes in the game employs a visual trick similar to the game's HEAT system with fluidity that would've been a very welcome addition. For those needing a frame of reference, the HEAT system builds as you beat the living crap out of bozos. It means more extravagant ways to beat up said bozos: Knockout by Bicycle, ducking to have two goons punch each other, that sort of thing. It's fairly grounded, even with the kind of silliness you might see in wrestling games. A more dramatic change made to the established brawling is the new style system. My original instinct was to make a Jade Empire comparison in how it's structured, but the more personalized nature to these styles instead of a One-Style-Fits-All mantra finds itself in a slightly different niche. No longer bound under a single approach, adapting to the battlefield makes combat far more compelling this round. Kiryu's new options switch between the Saiga-esque focus on sweeping attacks/environment, and a "Rush" style which feeds into the player's reflex with quick dodging. I found for many of the bosses(including the new Mr. Shakedown), Rush was a great option to play the role of hyperactive punch-and-dodger. Goro continues this trend: The thug form is relatively normal, a rogue-ish dirty type of fighting...but the breaker form uses literal breakdancing as a form of fighting: Inspired, great for taking down large crowds, absolutely bonkers, yet surprisingly fitting for a character that lively. Last but not least is Slugger. Not the most flexible(breakdancing's better for that), but has excellent range against melee fighters, and comes with a *very* handy charge attack for Bosses/Highly Defensive enemies. Play your cards right, and the ballgame's finished with little fuss.
...with one exception. I'm still not the biggest fan of the Arcade-y approach boss health is handled. The AI has strong variety and often goes through combat phases, but the absurdly-sized HP in half of these scuffles makes them longer than they need to be. This may be hammered in by the latter half of some of these fights as HEAT triggers, where the enemy's speed and strong inclination to block means that even on Rush/Breaker, you can get a few light punches, dodge, and repeating that for quite a while. However, this remains a small nitpick for a game spanning 50 hours long; Conversely, the Big Daddy-esque Mr. Shakedown roaming the streets has a fearsome size, but is easily dodged in rush form, and takes a small matter of minutes to topple. As for the Joe Schmo's, the game throws in traditional Fist/Blade combinations...though it seems guns are allowed this time? Prioritizing who gets the knuckle sandwich becomes a bigger challenge due to this, and careful maneuvering is the best route for staying afloat. Though Kamurocho's level design for outdoor combat typically sticks to the Big-Ass-Circle route, the main story's latter half in particular makes use of larger spaces, and some room-to-room transitions that bring a better flow of combat than previous iterations. One of my biggest complaints on Y4 was its nigh-forced outdoor combat, and this is thankfully remedied through a sprint ability, map markers for enemy encounters, and an amusingly creative alternative using handfuls of yen. But there's more to the game than fighting. Expressing ones' self through interactivity unerringly defines how your story is told, and the stories in Yakuza 0 do so with Bits & Pieces of Kamurocho's Passtimes as well. Do you wanna boogie? :3You can totally boogie. I'll commend SEGA for one thing: With musical gaming trends preferring the "highway" track format to get your groove on, they switched to an oddball system using what I would almost call a Bingo board, with glowing rings to show when to light up the night. It's very cute, and has a solid track of J-Pop/Eurobeat with the sorts of tunes you'd hear back in 88'. Further into the world of oddities, the game's side quests maintain the legacy of being by far some of the strangest quests you'll ever experience. I have to give them credit for consistently building the most outlandish premises imaginable, while remaining *mostly* in the realm of plausibility. I also noticed that they even play off said premises and throw them in reverse, so my hat's off to that. One has to wonder though about the stark contrast between the grounded nature of the main story, versus a Surrealistic/Parodic Kamurocho that seem to coherently fit, I wouldn't have minded a healthier balance of normal and bonkers. Character quests can chain together, or require building a bond beforehand instead of just conveniently jumping into weird shit. A couple of these quests(Mushroom Merchant comes to mind) don't quite hold up for longer than the first round, but the vast majority had me literally laughing out loud or applauding its originality. Whoever wrote these things must've been on some serious weed, man. And I think that's it. A Story that stands far beyond the average title, a shot-in-the-arm in terms of diverse combat, and 50 hours of greatness.
This means my final verdict for Yakuza 0 IS
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Uh....?Hello? Is there anybody in there?
Echo Echo Echo....May have broke the review... Gimme a sec to get things back in action.
------------------------------------------------------------------------------------------------------------------------------ So, a final thought. For every review written, it's wise to find what separates it from the rest of the pack. The main story by itself already accomplishes this on multiple counts. It's not just a bar of quality, but what the game leaves you with after the fact. One of the game's underlying themes captures exactly how I feel about the series: It's important to learn from those bearing wisdom...but to truly make a mark in the world, one must create their own path instead. Yakuza 0's accomplished that mission, I'd say. For those irked by open worlds with little to do, or video game stories that don't quite hold up, Zero may just be your hero. For me, it's a dream come true. Thanks for reading. ------------------------------------------------------------------------------------------------------------------------------
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Post by Obsidian Gryphon on Feb 24, 2017 6:32:19 GMT
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Post by CitizenChris on Feb 24, 2017 10:13:20 GMT
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Post by Deleted on Mar 13, 2017 2:48:28 GMT
Since it got blown up last time, here's the Nioh review. Never thought I’d feel it again. Half a decade’s passed since touching the first souls game, yet the same feeling’s been kindled anew by a game that spiritually precedes Miyazaki’s legacy of daunting challenge in hack-and-slash. Coming 3rd in a line of 10-year creations is Nioh, from the folks who produced the lauded Ninja Gaiden series. Has the gaming vault saved the best for last?
What’s sparking that thrill of battle may not be just learning your enemy’s moveset this time, but learning your own. Made apparent by the game’s opening cutscene, William’s life was joined at the hip by a spirit named Saoirse, who saved him from the brink of death. This attunement to the spiritual has allowed for some supernatural symptoms, including the newfound ki pulse.
After a swing of your blade, you’ll glow an iridescent blue. With a well-timed click using the pulse, any vigor you’d lost will spike up and keep the battle at an active pace. The rhythmic benefits of Ki Pulse border on necessary when faced with the game‘s stronger challenges, habitual dodging and melee demanding as much. While Bloodborne’s Re-gain mechanic encouraged more aggressive combat, it also helped endure longer for a fight - it seems the Ki Pulse holds similar purpose. Countering this…is taking a deep breath. The balancing act of keeping stamina is a noted piece of the Souls series, but the punishment for that typically brought you down to a walk; Nioh goes as far as stopping players in their tracks. It’s a more realistic take on the system, and Nioh evenly raises the stakes as foes will be knocked down with enough effort put in. Bloodborne’s transformation weaponry was renowned for allowing weapons to move effortlessly between speed and power. Nioh’s take on this has less to do with the weapon, and more on how it’s handled through martial art stances to similar effect.
The lower stance even allows you to hit smaller foes that wouldn’t even be possible with other forms; It’s nice seeing grounded combat features beyond what you’d expect.
So. We’ve got hit, dodge, ki, and stance. Sounds simple enough. However, ninja theory’s comeback title has more than a few new toys for gamers to play with.
Even preceding Ninja Gaiden’s xbox debut, the original game’s mantra went beyond melee, focusing on both ranged ninjitsu, and harnessing the worldly elements themselves to survive. In the same vein, Sir William learns to handle talismans, smoke bombs, and the forces of nature to fight them off. But how on earth does an Englishman learn all this in the first place?
As you might’ve guessed, Free Willy lives up to his title and makes way to 17th Century Japan in search of his brighter half. Put under eastern tutelage, you’re provided with a full dojo to hone your skills. This is hardly just a tutorial for the sake of it, as growing your ninja skills beyond that of a novice would be all but impossible without training from a learned master. I’ve always appreciated the gaming sentiment where growth for a particular skill doesn’t simply come to you out of nowhere, picking a leveling option in imaginary space. It’s earned and trained by both you and your character. As much as Dark Souls III’s weapon arts were a step in the right direction, Nioh’s use of its melee skills can play off combos or while an enemy is dazed. This holds a more natural flow to it than something detached from the motion of a sharpened edge.
In either case, the skills to kill you’re provided with are massive in sheer variety, and the consumable justu moves regenerate at the nearest >bonfire I mean healing shrine. By reanimating these items, ability-based consumables no longer work as a last resort due to its scarcity, and allow experimentation for tougher battles or a series of boss runs.
This seems to be a different story for both guns and the bow & arrow. The game counters our weapon’s robust damage-dealing by leaving ammunition either as a pick-up from the enemies themselves, or to be bought at the local blacksmith.
Besides the goods and services you’d expect from a smithy, Nioh provides an option every RPG needs: refashioning wardrobe. Ever found that great piece of armor, but doesn’t quite fit the rest? Based on the gear you’ve owned or worn, virtually anything’s fair ground to not just find the right hue, but the physical build to properly work the dance macabre.
Indeed, the game has a level of customization that goes beyond the cosmetic. Game Director Fumihiko Yasuda’s been cited for that the game takes some influence from Diablo, and the loot system seems to indicate hints of this. Instead of dropping bare bones weaponry and upgrading from the bottom, new gear can drastically vary not just in damage dealing or conventional upgrades, but benefits that’d only apply to the world of Nioh.
It seems Japan is rife with demonic forces known as yokai. Taken from the pages of Japanese folklore, the game finds advantage in using obscure pieces of the mythos to build a fresh experience. Illusory walls have been around gaming since at least castlevania, but the Nurikabe Demon adds a new take on an old idea. While Nioh’s level design doesn’t stray far from what you’d expect, the new flavor to it’s an appreciated deviation.
Some of the items or characters in-game may be familiar for those who’ve played Okami or Persona, but Nioh’s spared no expense in lending eastern folklore not just to its monsters and characters, but the spirits therein.
Saoirse is a guardian spirit, and it seems she is not alone. Whether noble or wicked, many of those that William encounter have found a spiritual being of their own, based in cultural tales of old. This isn’t merely for show - There’s a symbolism between the spirit itself and the mortal it’s chosen, which both emphasize the character’s intents and belief as the story progresses.
Further adding to this is spiritual possession, which briefly peers into the soul of another, should you defeat someone with a celestial guide. It’s storytelling that seems more tangible than finding lore that exists only in an abstract item menu, seemingly pulled out of thin air. Since the game’s main antagonist has a somewhat lacking presence outside of very key points, these chapter-by-chapter vignettes serve as the narrative meat to the pilot’s Tolkien-esque journey. Similarly, William’s spiritual side allows access to amrita memories, key moments from other souls who’ve passed in the game and give a sense of place to each mission.
Besides the main story, there are a hefty list of side missions to fill in the gaps for minor characters or to take you to new adventures. One involving a bridge battle, and another at a bathhouse remain some of the better they’re offering. It’s nice to see rewards go beyond the monetary, either adding major pieces to the story or entirely new guardian spirits with their own bonuses to wield.
What you’re looking at now is one of the new locales for the side missions. Since many of the game’s sub-stories involve backtracking to earlier parts of the game, I was pleasantly surprised by the auburn grass and labyrinth beneath. >But the future refused to change. The level gets reused with enemies switched around. Even games like Skyrim or rogue likes may use the same assets, but building new designs to keep the gameplay loop from stagnating is practically a must. While the quests come with great payoffs, the level deisgn for too many of Nioh’s quests come off lazier than I am. Sorry, but I think they can do better here.
One thing I think Team Ninja nailed this round was turning the safety off for the game’s boss battles. Even for the most demanding foes from Soulsborne, quite a few heavy hitters like Vicar Amelia or Dancer of the Boreal Valley still offer solace if you’re out of range. While not exactly innovative, the emphasis on bosses wielding high range or blistering speed to close the gap makes their challenge worthy of note. The game’s mix of unfamiliarity to its combat and burning the security blankets will rock the boats for even veteran souls fans. My complaints for the bosses are two-fold: Umi-Boza’s level poorly describes how to remove its key annoyance, and rhymes with a cheetah abuses ranged attacks to the point of spam. As a whole though, their fights reach a strong mix of formidable and poignant.
While the fluid animations work great for combat, the environments have with flat textures and the humans have dated character models, even by PS3 standards. Cinematics alleviate this a bit, but the game’s atmosphere still suffers as a result. On the other hand, Nioh does offer what most games don’t - the option to exchange graphical quality over frame-rate performance. While I’m not seeing a drastic difference in the cinematic version, high animation speed and a game like this make a dynamic duo. If top-of-the-line graphics are critical to what you value as fun, then perhaps it can‘t be helped. If not, let the good times roll.
The story itself is perplexing on the first trip. The game explains itself by the end, but the ongoing process can be an effort in confusion. The cinematics happily toss a long list of characters with complex backstories, but the second half in particular is telling too little from the cinematics without context, rushing from one character to another wondering who half the cast is. It can make sense, assuming you read every offered biography and complete the right missions. It has a level of narrative clarity akin to the average From Software game, though there’s more focus on the cutscenes this time around. At its best, they give reason to sympathize with a cast smothered in misfortune and tragedy, avoiding the trite black-and-white nature that we might expect a game like this to delve into.
So, Nioh. While graphical limitations and quest issues keep it from becoming an undeniable Souls-Killer, the game provides an experience you can‘t get from others in that subgenre. It’s hard to say if Nioh is the ultimate game, but it makes a strong case for the ultimate challenge and I’ll happily tip my hat to anyone who can cross the finish line.
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Post by Lavochkin on Mar 17, 2017 2:20:35 GMT
Review of the remastered Turok 2: Seeds of Evil that came out for PC this week.
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Post by Obsidian Gryphon on Mar 19, 2017 8:52:06 GMT
Spoiler tag just in case. This a more even handed review of the MEA trial / game
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Post by CitizenChris on Mar 26, 2017 18:28:38 GMT
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Post by Obsidian Gryphon on Apr 3, 2017 2:00:38 GMT
And bulls-eye for AJ as usual.
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Post by dominus on Apr 26, 2017 19:08:25 GMT
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Post by Obsidian Gryphon on Apr 29, 2017 7:01:51 GMT
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Post by Lavochkin on Sept 3, 2017 22:02:01 GMT
SomecallmeJohnny's review of Sonic Mania.
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Always teacher, sometimes writer
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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Post by linksocarina on Sept 11, 2017 5:38:08 GMT
I don't really do video reviews, but we do have a video section called Quick Thoughts for our site on TechRaptor, and I have posted a few on there before. Latest for me is The Long Dark. My Opencritic page is also growing, got a few new ones on there, including reviews for Tyranny, Pokemon, Masquerada and Battle Brothers. And of course, Mass Effect: Andromeda. Now with a 64 average score and 24 games reviewed. Tomorrow my review for the Tyranny DLC will go up as well..suffice to say I was underwhelmed.
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Post by Obsidian Gryphon on Sept 16, 2017 23:42:00 GMT
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Post by Deleted on Sept 20, 2017 12:35:21 GMT
Tyranny (with Bastard Wound): A Pleasant Surprise.
I’ve played Tyranny with B-Wound expansion installed right after it was released. I have not played an isometric game since Icewind Dale 2, and an Obsidian game – since KOTOR2. I was very pleasantly surprised by how much I loved the game.
Tyranny was an enjoyable experience of a game where you don’t have to choose the “correct” solution, but instead you choose what pleases you at the moment, with copious betrayal options, and moments where you felt you suddenly come to like or dislike a major character. It was a bit like a strategy game with a more personalized “on the ground” experience, and just a touch like reading The Romance of Three Kingdoms.
I’ve enjoyed the setting of the game. The choice of the end of the Bronze Age and iron weapons becoming a new tech was more interesting than the usual medieval settings on the brink of introducing firearms. Equally, being placed in a world where an Empire tries to conquer the territory, with the lords scheming to keep or build their little domains is quite a good fit with a usual narrative of a “small band that goes out and kills lots of people” of any adventuring game.
Overall, the actions in the game were not out of an ordinary for video-games (betrayal, summarily executions, burning villages or cleaning up a tribe that stood in your way) but the overall scenario under which it occurs was well-suited for the narrative. In other words, you did not have to catch your breath and ponder why your LS Jedi Knight is hacking everyone in his path to pieces with a precious few exceptions of named characters.
The magics’ place in the world was intriguing. The system of cataclysmic Edicts coming from a mighty and mysterious Kyros directed the plot of the game, and caused both the mere mortals and more than mere mortals to react to it in their own way.
I have not seen a protagonist that was so plot-empowered in any game in my recent memory than in the end of Act 2 in Tyranny.
Other characters were a fairly interesting blend, both the plot-important and met in passing. The Obsidian’s trademark brilliance of picking the coolest “storytelling” nicknames shone in its writing for the Scarlet Chorus characters. Not to be outdone, I spent quality time trying to decide if I should name my Scarlet Chorus adherent Cocky Bastard or Trash Talk).
Some characters in the game push the right emotional buttons. Barik’s story in particular melted my girly heart, as I enjoyed the interactions with a young soldier who was made special by a curse, and his gut-wrenching existential crisis of superstition and fear to go against his bred loyalty to his superiors to break the curse. This sidequest made me want to rebel against Kyros more than the random slaughter of local factions I’ve engaged in with gusto. Yes, the game did have a fair bit of “Off with her head!” moments, and, you know, sometimes vindictiveness like this in a video-game is a guilty pleasure. On a rare occasion, the brutality I engaged in made me wince (Stone Sea on the Disfavored path).
I was pleasantly surprised at how good the updated isometric projection artwork looks. Voicing was not consistent, and some of it not to my liking (notably Kill-in-Shadows). Only 3 voice-over sets (largely indistinguishable from one another) to choose from for the protagonist was surprising, because otherwise, the customization of your Fatebinder had a commendable amount of choices. Different faces, tattoos, hair, etc were made available on creation, and gear looked rather good imo even (gasp) headgear.
Where I wish Obsidian continued to modernize would have been the combat style. I am aware that some folks dig the turn-based games, but I enjoyed the game in spite it rather than because of it.
The game is not without its flaws. Once in a while a character will be stuck in an animation sequence, and that cannot be fixed but by an earlier reload. Party composition change is somewhat bugged, leaving a character that you added to the party out of the party for a few tries. The Oldwall dungeon design does not have enough pointers/hints for the player, and relies too heavily on you guessing or looking on the forums as to what to do next (Bastard Wound Dungeon is the worst offender there) and that creates a feeling that he game is “broken” or “bugged”. Lantry’s quest items are nearly impossible to find without walkthroughs, because the radius at which the clues trigger is way too small compared to the party’s stride. A game needs another male companion for a rebel/anarchist-colored party. Romances (at least with Barik) won’t trigger for me despite ostensibly being as Disfavored and Barik-friendly as I could possibly be.
I relegate things like crafting magic spells, character builds and stronghold management (spires) to the things other folks will appreciate far, far more than I do, and let them review it.
In conclusion, after my first PT as a Diplomat leaning towards Disfavored faction, I am looking forward to revel in chaos and mayhem of the Scarlet Chorus. I have no problems recommending this most excellent game for anyone who is interested in something off the beaten track and is not put off by isometric projection and archaic combat.
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Post by Lavochkin on Sept 28, 2017 2:11:17 GMT
Review of the official Metroid 2 remake.
Review of the fan remake of Metroid 2.
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