Saturday, November 30, 2019

"Ecchi Sketch: Draw Cute Girls Every Day," by NewWestGames

From The Manufacturer:
As Yume Akiyama, you'll quit your dead-end job and become a full time manga artist, working in an office with a bunch of super cute girls! You'll need to show them the ropes, and perhaps a little more, in one of three endings in this cute, sexy, visual novel!

-x-

 
Pros:
  • Occasional voice acting, but never by the MC.  It sometimes felt random as to which lines were voiced.
    • Potential con: one of the characters, Rin, has a voice that is a touch grating.  Thankfully, it only comes up every so often. 
  • The game delves into themes of BDSM, but in a way that (generally) focuses on consent and respecting boundaries.  
  • The parental figures in the story seem (mostly) supportive.  This is a nice change of pace when compared to the trope of rejecting parents.
Cons:
  • I figured out the "twist" for one of the story-lines almost immediately.  
    • The rest weren't hard to figure out, either.  If you are looking for twists and turns, this is not the V.N. for you.
  • The interspersed manga panels are well-produced, but show virtually no movement.  
    • UPDATE: there is really only a page or two of manga shown.  If you are expecting to see the final product of the group's efforts, you will be disappointed.
  • The "chibi" versions of each of the girls looked a little weird to me, and when she is rendered the MC doesn't seem like she has a nose.
  • I had to suspend my disbelief with regards to the lady loves not being found out immediately by their office-mates.
    • Also, I'm sure there's at least half a dozen HR violations in this game (lol).
    • The same goes for the (minor spoiler) slumber party scene.  It seems like it was just a convenience excuse to have that scene, rather than something the characters would choose to do on their own
Conclusion:
Other than the premise / subject matter, I'm not sure there's much that stands out about this game.  The best way I can describe it is, "serviceable."  Those looking for a deeper plot, more naughty stuff, or less generic music will be disappointed.  Still, it might not be a bad pick-up if the description intrigues you and you can get it on sale.

Final Score: 
6.5/10

Initial Impressions: "Enter The Gungeon," by Dodge Roll / Devolver Digital (Switch)

From The Manufacturer:
Enter the Gungeon is a bullet hell dungeon crawler following a band of misfits seeking to shoot, loot, dodge roll and table-flip their way to personal absolution by reaching the legendary Gungeon’s ultimate treasure: the gun that can kill the past. Select a hero [or team up in co-op] and battle your way to the bottom of the Gungeon by surviving a challenging and evolving series of floors filled with the dangerously adorable Gundead and fearsome Gungeon bosses armed to the teeth. Gather precious loot, discover hidden secrets, and chat with opportunistic merchants and shopkeepers to purchase powerful items to gain an edge.

-x-

Things I Like So Far:
  • The core game-play loop (delving into a procedurally generated dungeon to earn loot and hone your skills) is a fun one.  I appreciate the pick-up-and-play nature of the game.
    • NOTE: Most items do not come with you after you die; only "Hegemony Credits" are saved round to round. 
  • It's fun to discover and try the myriad of weapons available in the game
  • There are multiple playable characters, each with their own perks (and potential pitfalls).  
  • There is a co-op option, which is always a nice touch.

Things I Like Less: 
  • I can't help but wonder whether a mouse and keyboard would be a better, or at least more accurate way to play.
    • It also doesn't help that my hand cramped up a touch after a particularly long session in handheld mode.  Then again, that is really more because of the Switch than the game.  
  • There is little in the way of story, minus the premise and the various NPCs you bump into along the way.  If you are looking for a story-driven game, you will be better served elsewhere.
  • (Nit-pick) I didn't like the initial control layout.  Dodge and shoot were mapped to ZL and ZR (the tiny "upper" joycon buttons) instead of the larger L and R.  
    • I am listing this as a nit-pick instead of a full con because the game gives you the option to remap every button.
Will I Keep Playing?
This is an easy one to answer: yes.  Between the pick-up-and-play nature of the game and the satisfying game-play loop, I'm sure I'll be playing this one for a while (or at least until I beat the game's final boss).

"Sakura Spirit," by Winged Cloud (PC)

From The Manufacturer:
Rising Judo Star Gushiken Takahiro was two weeks away from the match that would make or break his career -- a championship match where the winner is then signed up to be a young national athlete for Japan. He was very determined to win, in order to fulfill his dreams of finally representing his country for a sport he loves so much.

He's prepared and ready, but that doesn’t stop him from being nervous about his upcoming battle. At the suggestion of his friends and classmates, he goes to a shrine that is rumored to grant any wish or prayer. He pours all the coins from his already full coin bank into the offering box and says his prayer. After praying, he becomes dizzy and nauseous and eventually faints. When he wakes up, he finds himself in an ancient, unfamiliar place.

While searching for a way back to his village, he stumbles upon two girl wielding swords chasing after two… foxgirls? He questions his brain at first, but then follows them, only to be caught up in their shenanigans as well.  Who are these girls, and are they involved in Takahiro’s arrival to this new world? Will he get back to his own world and timeline in time for his match? Or will he be stuck there forever?


-x-

Pros: 
  • The art is reasonably high quality 
  • The game can be completed in about 2 hours (ie it doesn't overstay its welcome) 
  • The characters are enjoyable enough, even if they also end up coming off as uninspired
Cons: 
  • The premise is hackneyed, as is much of the dialogue
  • It is much more of a kinetic novel than a visual one; there is only one choice over the game's run time
  • The character models rarely move, even compared to other games in this genre (visual novels)
  • The game ends on a cliff-hanger
  • The main antagonists of the game are 85% recycled art assets, save a color swap and different hair.
  • The game doesn't go beyond PG-13; if you are looking for lewds, you should look elsewhere
Conclusion:
The game is serviceable, but only if you come in with pretty low expectations. Between the cliff-hanger ending and generically-horny characters, "Sakura Spirit," is a mostly forgettable game. To me, it's a buy only if the premise interests you AND you can get it on sale.


Final Score:
5/10

Sunday, November 24, 2019

"Bloodstained: Ritual of the Night," by Artplay / Koji Igarashi (PS4 Pro)

I've spent the last 2 weekends (and approximately 20 hours) with Bloodstained.  In this time, I have beaten the game and seen the, "true ending."  After dumping almost a full day into the game, my views on Bloodstained have not changed much from my initial impressions.  The game is far from perfect, of course; there are technical issues and the story leaves something to be desired.  With that being said, I'm still glad that the game was made, and that I got to play it.

I think there are a number of reasons to like the game.
  • It is a Metroidvania in the style of Symphony of the Night.  It has a heavy focus on exploration, filling out a bestiary, and gathering rare and powerful items to access the game's true ending. 
    •  While I don't think the game rises to the level of Symphony, especially since Bloodstained is like the "greatest hits" version of the genre, it still ignites my nostalgia to be able to play this kind of game in 2019. 
  • The game was funded via Kickstarter.  Given how other revival-style games have crashed and burned after receiving crowd funding (Mighty No. 9 comes to mind), it is nice to see one succeed.  I can also appreciate that future DLC (like more playable characters) is planned.
    • As an aside, you can probably skip the "IGA'S BACK PACK," DLC unless you are a Koji super-fan, as it only adds a single boss, shard (spell), and weapon to the game.
  • The game offers lots of customization: cosmetic customization via accessories, game-play customization via a variety of weapons and "shards" (or magic spells), and several endings and difficulty levels.  
I said it in my initial impressions and I'll say it again here: Bloodstained is gaming comfort food.  If you are nostalgic for this type of game, there is plenty to do, see, and overcome.  If you don't have nostalgia for this kind of game, it is still easy enough to get into that you may just find yourself sucked in.

It would be an overstatement to call Bloodstained a quintessential game in the genre, but it is a perfectly reasonable entry point for folks who are new to this style of game (or those who want to jump back in).  I wish the game was available on Switch, because this type of game can really shine when you can jump in for a quick exploration session while on the go.  With that being said, I had plenty of fun with the game on PS4, and would recommend it to others looking for this type of game.

Final Score:
7.5 / 10

Tuesday, November 19, 2019

William Shakour's (Unnamed) 3D Printed Pen

YouTube is a blessing and a curse.  On one hand, it provides seemingly limitless content.  On the other hand, it also provides a seemingly endless distraction from other projects and obligations.  Recently, though, YouTube came through for me.  I was perusing fountain pen videos when I stumbled upon SBRE Brown's video discussing the pen I'm reviewing today.  The pen seemed interesting and the price was right, so I made the purchase.  So far, I have been pleased with my investment.  My detailed thoughts on the as-yet-unnamed pen are below.

Basic Info:
  • Name: Unnamed Pen
  • Manufacturer: William Shakour
  • Price: 165 GBP, shipped (approx $215 USD at time of writing)
  • Nib: #8 Titanium "F"
  • Ink Used: KWZ Grey Plum
  • Size: HUGE.  
    • It's bigger than a Conid Kingsize and a only slightly smaller than a Namiki Emperor
Pros:
  • It's gigantic, but without the price tag often associated with oversize pens
  • It's made in a novel way: 3D printing
  • It has a huge ink capacity
  • It's a piston filler pen, which I find doubly impressive given how the pen is manufactured.  My guess is that it would've been much easier to make a cartridge/converter pen.
  • There are options when purchasing the pen (e.g. the color, whether or not the pen is polished, whether or not the pen is round or faceted, etc).
  • The nib (#8 titanium "F") is smooth with just a hint of feedback, which happens to be just how I like my titanium nibs.  I haven't had any issues with hard starts.
  • I like how I can see the ink in the body of the pen even though it isn't a demonstrator.  The ink windows (6 "slits") are well implemented.
  • Mr. Shakour was a pleasure to work with, from the customization of my pen to payment and shipping.  For being a (presumably) one-man shop, I found him very responsive to direct messages.
Cons:
  • The size won't be everyone's cup of tea.  The size also means that no pen case I own is big enough to hold it, so I have resorted to carting it around in the plastic tube it was shipped in.
  • The cap is fiddly to get on and off, even after practice.  I've always been able to get it back on with patience and a gentle touch, but it's not something I think about with any other pen in my collection. 
    • I also worry that the capping process may damage the nib.  This is likely unfounded, as I have had not issues thus-far, but the possibility always crosses my mind when I can't quite cap the pen.
  • The piston filling mechanism arrived so tight I was worried that it was broken (or that I would break it trying to get it moving).  This ceased to be a problem after I got it moving for the first time.
  • I can't help but wonder how durable the pen is, as it already has numerous small scratches.  I'm especially worried about exposing the pen to heat, as I hear 3D printed objects do not do well in hot conditions (melting). 
    • Then again, I do my best to baby my pens, so only time will tell if this is a reasonable concern.
  • Mr. Shakour is a one-man operation (as far as I know), so it may take 1-2 weeks or more to get your pen shipped out. 
  • (nit-pick) Each of the pieces of the pen are a slightly different shade of purple.  The section is the worst offender, and appears to be a noticeably lighter shade.  
    • I don't mind the color shift as the plastic used to print the pen was advertised as "multicolor," but I was expecting the variation to either be more subtle, or more consistent across the body of the pen (i.e. the section not looking quite as different, or the color of the body transitioning more gradually into the color of the section).
  • (nit-pick) The pen doesn't post.  Given it's size, I can't imagine why you'd want to post it, though.
Final Thoughts:
I really enjoy this pen, even despite my concerns and complaints.  The size and manufacture drew me in initially.  The nib and ink capacity are helping to keep the pen in my hand.  The pen has issues, to be sure (the cap, the difficulty of EDC'ing the pen due to the size, and possible durability problems), but the "size to cost" ratio can't be beat, even after importing it from the UK.  The customer service, ability to get a custom order, and unique nature of the pen make it an easy recommendation, especially for those who like their pens on the big side of the spectrum.

Score:
8.5/10

Sunday, November 17, 2019

First Impressions: "Bloodstained: Ritual of the Night," by Artplay (Koji Igarashi)

From The Manufacturer:
Bloodstained: Ritual of the Night is a gothic horror action side-scrolling RPG set in 9th century England. A paranormal force has summoned a demon-infested castle, revealing crystal shards infused with tremendous magical power.

Play as Miriam, an orphan scarred by an alchemist's curse which slowly crystallizes her body. To save humanity, and herself in the process, Miriam must fight through the castle and defeat the summoner, Gebel. Collect, craft, and unlock a vast array of weapons, equipment and loot to defeat the countless minions and bosses of hell that await!



-x-

Things I Like:
  • It's a Metroidvania by the godfather of the genre.  He even appears in the game as a DLC boss.
    • With that being said, I can't say his inclusion was worth the $10 asking price.  The hardest of the hardcore may enjoy earning "IGA'S MEDAL," which is awarded for beating the boss without taking damage.  As a more casual player, however, I just don't feel the compulsion to do that.  
  • I've seen Bloodstained described as, "gaming comfort food," and I think that description is apt.  The game has yet to do anything to break the Metroidvania mold in my playthrough, but the mechanics are all well implemented and serve as a "greatest hits," of the genre (for the most part).
    • With that being said, certain annoying game mechanics also return (most notably, the random drop rate of specific items and spells, thereby requiring a fair amount of grinding to get the best stuff, especially in the late game).
  • The game stars a strong woman (Miriam), which is nice.
  • I appreciate the various accessories and equipment changes Miriam's look.  There is even a "demon barber," named Todd (lol) who can change everything from Miriam's hairstyle to outfit and eye color.
    • With that being said, there are only two "armors" that change the main outfit Miriam wears.
  • The catalog of enemies is varied, though many end up just being palette swaps of each other.  Shovel Knight even makes a (presumably) unofficial appearances as a "Shovel Armor."
  • The game has multiple difficulty modes (Normal, Hard, etc), though every difficulty beyond normal is unavailable until the game is beaten for the first time.  I would strongly suspect that clearing the game will unlock new modes and playable characters.
    • Getting the, "bad ending," unlocks boss rush, for example.
    • I'm told that a 2nd playable character, Zangetsu, is coming as DLC, but I have no idea when.
Things That Could Be Better
  • I think the jump is a bit finicky in the game, especially in the early game.  This issue is negated as the game progresses via abilities like the ever-present double jump.
  • The game seems to have a bit of a balance problem; it took me several tries to beat the first two bosses, while I've defeated every boss since on my first try.
    • This was balanced out in the end-game, though, with a few bosses taking more than 5 tries.  Then again, after grinding for certain materials I was so heinously over-leveled I bet the true final boss without a single health item.
  • The voice acting is hilariously bad (verging on "so-bad-it's-good, actually).  Every character has a varying levels of faux-British accents.
    • Some characters have particularly grating voices, like the little girl that accompanies the shop-keep.  Also, the sync between the voices and mouth movements in the game are hilariously bad (especially the character named "Greenthumb").
  • The story is nothing to write home about, and is a touch convoluted.  
    • To that point, when certain characters died, I wasn't moved at all; I simply wasn't invested in them.
  • Over the course of the game, you can unlock various familiars.  These creatures will follow you around and generally be helpful during normal gameplay.  With that being said, the volume balance for them is very loud, and the noises they make are repetitive.  Also, they often move /
    "react" so slowly I (the player character) defeat what they would attack before they ever hit.
  • I'm a little peeved I can't play the game on Switch, because I heard that version of the game was a mess.  I ended up buying the game for PS4, but I think it would be well-suited to a handheld context.
    • Even on a PS4 Pro, though, there are still occasional graphical hiccups / slowdown.  The ended being a really problem only once, when a boss somehow phased through the ground and I had to reset the game.
  • Some of the level / puzzle design is obtuse (e.g. what to do with the photograph).
  • There is a section with a timer that really don't need it: the train section.  I get that it is supposed to add tension and excitement to the proceedings, but since there was no narrative reason for said timer that I could discern, its inclusion seemed forced.
  • A lot of the games bosses also appear in the 2D Bloodstained game.  This wouldn't be a bad thing, if the 2D versions didn't look heads and shoulders better, and had more clearly defined / better implemented mechanics (Bathin comes to mind immediately).  In other words, winning against the 2D bosses had a lot more to do with pattern recognition and timing, while winning against their 3D counterparts seems to have more to do with mashing the attack button and downing health potions, at least in the early game (and when over-leveled in the late game).
  • (nit-pick) Some enemies that are particularly low to the ground can only be hit with an attack while pressing down and forward.  I found this awkward, and wish I could've just pressed down.
  • (nit-pick) Depending on the weapon you have equipped, there is no default upward attack.  This can make some airborne enemies difficult to deal with.  This is especially annoying when these enemies clip through a room's walls and are essentially invulnerable.
  • (nit-pick) Certain accessories clip into each other when equipped (e,g, the stone mask and most hats).
Conclusion:
Fans of Metroidvania games are sure to like this game, though they likely don't need me to tell them that.  The game isn't ground-breaking, and is easily eclipsed by 2D counterparts (like Symphony of the Night).  It also has some lingering issues (technical, story, etc).  I also really wish the Switch port could've been better, because I think a game like this can really shine on a handheld system.  With that being said, I am glad that this game exists because: 1) it proves that a Kickstarter campaign can lead to a good game, and 2) it is helping to keep this particular flavor of nostalgia-fueled Metroidvania alive and relevant in the late 2010s.

Final Score:
7.5/10

Monday, November 11, 2019

Katana Zero by AskiiSoft and Devolver Digital (Switch)

From The Publisher: 
Katana ZERO is a stylish neo-noir, action-platformer featuring breakneck action and instant-death combat. Slash, dash, and manipulate time to unravel your past in a beautifully brutal acrobatic display.


-x-

I recently completed my first play-through of Katana ZERO for the Nintendo Switch.  I was able to complete the game in approximately 6 hours, and was generally drawn in by its moment-to-moment gameplay and overall aesthetic.  For more details, see my full review below. 

Basic Info:
  • Name: Katana ZERO
  • Release Date: April 18th, 2019
  • Platform: Nintendo Switch
  • Price: $15, though I bought it on sale for $10
  • Developer & Publisher: AskiiSoft, Devolver Digital
  • ESRB Rating: Mature
Pros:
  • I enjoyed the game's neo-noir setting, which I think paired well with the neon aesthetic.
  • The story was engaging, and kept me playing even when certain subsections of a particular level were very frustrating.  The story is not without issues, however (see: cons).  
    • Beyond that, the story is layered enough that I am seriously considering replaying the game to choose different dialogue options.  Said options don't seem to affect the moment-to-moment gameplay, save a "big decision" in the back third of the game, but they were a large part of what initially drew me in.
  • Though the game bills itself as featuring "breakneck action," there is definitely a puzzle element to the game.  Tactical thinking is rewarded, and charging headlong into enemies without a plan is asking for defeat.
  • I appreciate that the moment-to-moment gameplay was mixed up pretty regularly, with everything from (minor spoilers) boss fights to a section where you can play as a different character with a slightly different power set.
  • After beating the game, extra content is unlocked, including a speed-run mode and hard mode.  I always appreciate bonus content like this.
  • I think the bite-sized nature of the game pairs well with the Switch.  Even though I completed the game in two sittings, each sub-stage is small enough that I could have comfortably played through the game in shorter bursts.
Cons:
  • The story is incomplete, and ends on a cliffhanger.  The game was very well-received, so my hope is that a sequel is likely.  The fact that the story was not self-contained also means that the story may never be finished if a sequel / follow-up is never released.  That would be a bummer.
  • Though enemy patterns seem to fall within certain pre-scripted parameters, they are not exactly the same every attempt of a given level.  This means that strategies that failed one attempt might be successful in the next (and vice versa).  Though I concede that most of the failures were my fault (i.e. rushing / pressing a button too early, etc), the upshot of this was that, for me, occasionally victories felt unearned and losses felt unwarranted.  
  • I thought the music was serviceable, but It didn't blow me away.  I'm not humming it post-completion, and I don't feel a compulsion to seek it out for consumption outside the game.
  • (Minor Spoiler) One of the post-game modes seems incomplete, and even offers the message of, "come back in a few months."  If the level / mode isn't complete, why include it in the game at all (especially in the age of digital distribution of games where updates can be pushed out over the internet)?
  • One of the game's features is that a "full speed" run of each level is played back after completion.  While this sounds cool in theory, I often found myself skipping it, especially on levels where I didn't use the time dilation feature much.  These playbacks often also come with small graphical glitches (e.g. like a smokescreen not displaying properly). 
  • (Nit-pick) Occasionally, the way enemy arms & bodies move while tracking the player character look a little goofy.  This is most prevalent while the player character is airborne. 
How Does The Game Compare to Hotline: Miami?
I think some may be tempted to compare these games (Katana ZERO & Hotline: Miami) due to the shared neon aesthetic and fast-paced, one-hit-death gameplay (not to mention that Devolver Digital published both).  Personally, I think this comparison falls flat with even slight scrutiny.  Here are a few reasons: 
  • Katana is a 2D action platformer, while Hotline is a "2D" top-down shooter.  
  • Katana's use of the neon aesthetic adds to the atmosphere, while Hotline's was disorienting (to me).  
  • Katana's story is less opaque than Hotline's.  Katana's may be dense and non-linear, but I still felt I had a clearer picture of what was going on after completing the game (as compared to Hotline).
  • Katana both uses and encourages a time dilation / slowing mechanic; Hotline has no such mechanic. 
At the end of the day, I think folks who enjoy one game can enjoy the other.  With that being said, they are different enough that I recommend watching a few minutes of gameplay on YouTube (or a similar service) first to confirm whether either game is "up your alley," before purchasing.

Conclusion:
In retrospect, Katana ZERO reminds me of a slightly stripped down version of Mark of the Ninja with regards to its moment-to-moment gameplay, story, themes, and tone.  While Mark traded in subtlety, Katana is full of bombast, blood, and neo-noir goodness.  Ultimately, I enjoyed my time with Katana ZERO, despite some of my niggling concerns about the game (especially the story).  I think the game is definitely worth picking up if the premise sounds interesting to you, or if punishing, fast-respawn 2D platformers tickle your fancy.  This is doubly true if the game is on sale.

Final Score:
8/10

Sunday, November 10, 2019

"The Outer Worlds," by Obsidian Entertainment and Private Division (PS4 Pro)

From the Manufacturer: 
Lost in transit while on a colonist ship bound for the furthest edge of the galaxy, you awake decades later only to find yourself in the midst of a deep conspiracy threatening to destroy the Halcyon colony. As you explore the furthest reaches of space and encounter various factions, all vying for power, the character you decide to become will determine how this player-driven story unfolds. In the corporate equation for the colony, you are the unplanned variable.

-x-

I have now completed my first run-through of The Outer Worlds.  It took me approximately 20 hours to finish the game as a fast-talking gunslinger (with a penchant for assault rifles), and I have some thoughts.  I still don't think it is entirely fair to call this game "Fallout In Space," but I can also see plenty of the shared DNA.  How did I get on with the game?  Read my mostly spoiler-free review to find out.

Basic Information: 
  • Name: The Outer Worlds
  • Release Date: October 25th, 2019
  • Platform: PS4 Pro
  • Price: $60
  • Developer & Publisher: Obsidian Entertainment, Private Division
  • ESRB Rating: M
Pros:
  • I really appreciate that this game can tell the story it wants to tell (or rather, let the player tell) and be done in under 25 hours.  I did my best to clear out every quest and side mission, and I was still able to complete the game in a weekend or three.  This is a refreshing change of pace compared to games that boast of "100s of hours of gameplay," which I almost never finish.   
  • There are lots and lots of ways to play & roleplay.
    • For me, this also often lead to option paralysis.  I found myself reloading a save more than once to get what I considered to be the, "best," possible outcome (especially in dialogue-based interactions).  Then again, that may be my issue as a player, not the game's fault.  This may not be as much of an issue for you if you go in with a strong character concept (i.e. who you want to RP). 
  • Character customization is in-depth without being overwhelming.  One such example is that you occasionally have the ability to take on a flaw (like fear of dogs) for an additional perk point.
    • As a pro-tip for those making their character: I wouldn't worry too much about assigning base stats / perks.  Your initial choices are not your destiny, and you will have plenty of time to customize your character via stat points as you level up.
  • I've enjoyed the characters (and the variety of skin tones, ages, etc), the world-building, and the aesthetic of the game a lot.  There is definitely a lot to like here.
    • Sassy ship AI ADA is a stand-out, as her dialogue options typify the game's humor.
    • BUT: there are still basically no chubby people, though, which is a disappointment.
  • (Minor Spoiler) There is an LGBT romance sub-plot for one of the player character's companions.  It's cute.
  • I like the variety of weapon types, and the fact that so much of the game can be approached with no weapon at all.
    • With that being said, by the end of the game, some of the weapons felt the same, save for doing different amounts of damage.  This was especially true of the assault rifles and "heavy" guns my character preferred.  In other words, you will not find Borderlands levels of weirdness as far as weapons go.
  • The world is suitably dystopian.  It is fun and funny to watch the game lampoon the most absurd excesses of capitalism and corporations.
  • Like in Fallout: New Vegas, this game offers ending vignettes for each character and settlement you spend significant time with.
Cons:
  • I am playing on PS4 Pro, but the load times can still be killer.  It is also frustrating to go right from one load screen to the next (e.g. from the ship to a point on a world map, and then from a world's map to an "interior space" like a building).  This happened relatively often, and while it was never enough to have me put down my controller, it was obvious.
  • Seeing the same companion special attack animations over and over gets repetitive.  I wish there was a way to turn off said animations (or that there were more attacks for each companion).
  • The button mapping took time to get used to (ie that L3 is sprint and not crouch, for example)
    • There are also a few bits of UI weirdness (like the fact that it is impossible to unequip a companion's helmet after you put one on, the fact that it is very difficult to holster your weapon and keep it away, and the fact that you can't organize your items when working on a workbench).
  • The game is easy on normal mode, especially with companions.  I almost never died, except when I did heinously dumb things.  Even then, the number of times I died remained in the single digits.  Ultimately, I was more likely to re-load a situation to try a different approach or dialogue choice than because I died.
  • Even after beating the game, I never found an armor I liked the look of.
  • The more time you spend with the game, the more you notice some of the rougher edges, and the presumably smaller budget.  This is everything from smaller issues (like the UI issues mentioned above and minor graphical glitches), to reused assets (i.e. 80% of armors being a re-color of an earlier armor) to the reduced size and scope of each world.  
    • As I said above, I found the reduced scope refreshing, but it is also important to go in with appropriately set expectations.
  • Did the game, "stick the landing?"  Yes and no. 
    •  On one hand, there are groups that focus on more "socialist," anti-corporate beliefs, and depending on the route you take, the people espousing those beliefs can prosper.  
    • On the other hand, (mild spoiler warning) almost all of the leaders of these movements were revealed to be duplicitous in some way: they were murderers, double-timers, and generally portrayed as up their own asses.  It isn't a flattering portrayal, to be sure.  
    • If you are hoping for this game to be about something, you are likely going to be disappointed.  Based on my play-through, the game is more interested in giving the player a power fantasy than espousing any particular political belief (and to be frank, this makes sense, given how Obsidian had to account for player choice).  It does take jabs at capitalism for sure, but only an extreme, dystopian version of it.
Conclusion:
Ultimately, the characters were fun to spend time with, the environments were suitably different, and the choices and ideas contained in the game got me thinking.  It isn't a perfect game by any means, but if you are looking for a spiritual successor to Fallout: New Vegas, or a game that allows for a variety of play styles and RP approaches, this may just be the game for you.

Final Score:
9/10

Over the Garden Wall #2, by Pat McHale and Jim Campbell

3.5 / 5 From the Publisher The Tale of Fred the Horse! This issue takes place between episodes 4-5 of the Cartoon Network miniseries and tel...