Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Tuesday, January 28, 2020

Assassin's Creed: Odyssey (Ubisoft / Ubisoft Quebec), PS4 Pro

From The Manufacturer:
Write your epic odyssey to become a legendary Spartan hero. Forge your path in a world on the brink of tearing itself apart. Influence how history unfolds in an ever-changing world shaped by your choices.

Pros:

  • Voice acting is (generally) good and used throughout the game.
  • There are a variety of weapon types to choose from, facilitating different play styles.
    • The mechanics are given further depth by the ability to dodge, parry, and use a combination of light and heavy attacks, as well as special abilities
    • With that being said, some of the weapons are pretty similar to one another (e.g. the "heavy" weapons)
  • You can further customize your play style via three skill trees (which focus on ranged combat, melee combat, and assassination, respectively).
  • Ship combat is a nice change of pace, with sea shanties. 
  • I generally enjoyed the scouting / eagle sections, even if they did get a little tedious and predictable by the end of the game.
  • There is a ridiculous amount of content.
  • The game has a few different difficulty settings, meaning players can approach the game at their own pace and skill level
  • There are lesbian and gay romance options, BUT they are always off-screen, and never really more than a "fling."
    • To the game's credit, the romance options are pretty varied with regards to age and race (skin tone)
  • I like that there are historical sites in the game.  Their inclusion is unobtrusive, and you can learn as you play.
  • I like the inclusion of Greek words and phrases, even if I cannot confirm their accuracy.

Cons:

  • One of the main hooks of the Assassin's Creed franchise is the interplay between the past and near future.  After the intro cut-scenes, though, the "future" part of the narrative all but disappears save for a few stilted segments sprinkled throughout the game.
    • To add insult to injury, the game does a poor job introducing me to the "future," characters and their motivations.
  • The ending leaves the story incomplete, basically requiring the purchase of DLC to get the full experience.  I could go on a rant about DLC and its role in the gaming industry, but I'll save that for another day.
    • SPOILERS: seeing the modern day character (who's name I don't remember) meet Kassandra (the ancient Greece character) was strange.  The fact that Kassandra was wearing a suit during the meeting was also rather inexplicable.  More than that, it was jarring to see Kassandra die (when she relinquished the magical McGuffin) only to continue her journey minutes later in ancient Greece.  
    • SPOILERS: the game also strikes a weird tone about the interplay between assassins and templars, like it can't decide if one is right.  It takes a seemingly centrist, "inoffensive," view that both are needed for, "the sake of progress."  As someone who hasn't played these games before, that seems like an odd narrative decision (when the public perception seems to be "assassins good" and "templars bad.")
  • Some of the moment-to-moment gameplay is very satisfying (e.g. kicking an enemy off a ledge).  Some of the more long-form gameplay elements are also very satisfying (hunting down cultists).  With that being said, a lot of the "meat," of the game (e.g. mission design, or one mission leading to 6 more) is repetitive.
  • Even on PS4 Pro, the load times to get into the game are quite long.  It isn't nearly as much of an issue once the game is up and running, though.
  • (Nit-pick) The various islands are pretty similar visually.  
    • I am only listing this as a nit-pick because the game is based on a real-world location
  • (Nit-pick) The conquest battles don't really match up with the established vibe of the series.  After all, it's "Assassin's Creed," not, "Mercenary's Creed."  
    • Then again, this didn't really bother me as I am not a long-time fan of the series (meaning I didn't go in with expectations or a preconceived notion of what the game was "supposed" to be)   

Conclusion:
Assassin's Creed: Odyssey isn't groundbreaking in its mechanics.  If you've played other open-world 3rd person action titles, this one isn't going to blow you away.  With that being said, the world is impressively well-realized, and the moment-to-moment gameplay is generally enjoyable enough to encourage further play.  I felt burned by the story, though, be it some of the odd tonal shifts or that the "true," ending is DLC.

Ultimately, if you like the setting, and you don't have strong feelings about what an Assassin's Creed game should be (or, better yet, you like this type of game), you'll get your money's worth out of this game.  I certainly did, since I bought the game for $15 on sale.  It may not be challenging, and it may not be especially stimulating, but by god is there a lot of it.

Final Score:
7/10

Tuesday, December 24, 2019

Why Rocksmith 2014 Is NOT A Perfect Guitar Instructor

From The Manufacturer:
Join over 3 million people who have learned to play guitar with the award-winning Rocksmith method. Rocksmith becomes your personal guitar teacher as it monitors how you play, dynamically adjusts the difficulty to your skill level, and then slowly introduces more phrases and techniques until you’re playing your favorite songs note-for-note.


-x-

I've been playing Rocksmith (Remastered) on and off for the last few weeks. I should say up-front that believe that the game has made me a better guitarist.  Any tool that encourages players to pick up their instruments is a win in my book!  Moreover, between the official DLC and the near-limitless amount of content via "Custom DLC," (songs with "charts" made by the community), you'd think this game would be guitar paradise, right?  Not exactly.  Here are 5 reasons why Rocksmith 2014 is NOT a perfect guitar instructor. 
  1. All official DLC and most CDLC offer dynamic difficulty, meaning that the game's challenge can change with the player.  While I generally appreciate this feature, it isn't perfect.  I would often bounce between boredom and panic depending on which song I was playing (and which section of the song).  Moreover, the "reduced difficulty" sections sometimes offered chords / fingerings that that seemed harder to me than just playing a "CAGED" shape chord.  I guess it makes sense if you are a "total beginner," but I am not.
  2. It's nice that the game makes recommendations about how to improve your playing for a given song.  The problem, though, is that these recommendations are also often imperfect.  For example, the game often recommends lessons that I had either already completed, or that were irrelevant to a song (e.g. recommending "chords 101" for a song that didn't have explicit chord shapes in the chart).
  3. The "riff repeater" (which allows you to break songs into bite-sized sections for easier practicing) is a great tool for working on particularly difficult sections and riffs.  The problem, however, is that you can't break down a song note-for-note.  In other words, if only 1/2 of a given section is giving you trouble in the riff repeater, you can't focus on just that.  This is compounded by the fact that the repeater speeds up a section after a single successful completion (which is far from ideal, see point 4)!
  4.  Point 3 wouldn't be as much of an issue if it weren't fairly easy to trick the game into thinking you played a note when you didn't.  There are limits to what you can get away with, of course, but this leniency combined with the allowance of "late" notes is a recipe for sloppy playing.  Rocksmith would praise playing that I would be embarrassed to present live, let alone have on a record.  In short, is up to the player to set their own tolerance for rhythmic issues, bum notes, etc.
    1. In other words, rhythm and individual note volume are both fairly easy to fudge.
  5. All of this is to say nothing of the player's technique (i.e. the way the player interacts with the guitar to produce the notes the game is asking for), which the game can't really measure.
In a perfect world, everyone who was interested in guitar (or any instrument) would have a well-qualified instructor to help them on their musical journey.  An instructor could to provide more focused feedback, address issues of technique, and even (potentially) help a student make connections in the music world.  With that being said, lessons can be expensive, and not all instructors are created equal.  

Ultimately, since we don't live in that world, Rocksmith is a reasonable alternative (for guitar and bass players, at least).  I wouldn't be surprised if a generation of guitar players cite this very game as one of their inspirations (not unlike how Guitar Hero and Rock Band drew people to the instrument in the last console cycle).  As I said at the start of this post: "any tool that encourages players to pick up their instruments is a win in my book."

Saturday, December 21, 2019

"Control," By 505 Games and Remedy Entertainment (PS4 Pro)

From The Manufacturer:
After a secretive agency in New York is invaded by an otherworldly threat, you become the new Director struggling to regain Control.  From developer Remedy Entertainment, this supernatural 3rd person action-adventure will challenge you to master the combination of supernatural abilities, modifiable loadouts and reactive environments while fighting through a deep and unpredictable world.

-x-

Pros:
  • The game's premise is awesome.  
    • Here's the TL/DR: investigate an SCP-like organization as a psychic badass.  If that sounds interesting to you, this game is worth a look.
  • The core gameplay loop is fun, and certain actions are immensely satisfying.
    • EX: Sending an enemy's missile back at them basically never gets old.
  • Both the game's protagonist and her weapons can be upgraded and customized to better fit the player's individual approach to the game.  This includes a number of unlockable powers, like a "superhero landing," style attack in which the protagonist dive-bombs an enemy.
  • The protagonist's look can be customized to a certain extent.
    • THOUGH, in my opinion, the new outfits are not unlocked until far too late in the game.
  • Certain settings of the game are inspired.  This includes the Ashtray Hotel, which stands as one of the best sections of the game.
  • The game features a smattering of full-motion video (FMV) cutscenes.  This generally adds to the experience, but has the (likely unintended) consequence of making the in-game character models seem a touch "uncanny" as a result.
  • There is a fair amount of post-game content
    • EX: Any unfinished side quests, the "Jukebox" missions, etc

Cons:
  • The game can be a bit glitchy at times.  This was especially prevalent in certain sections of the map, with some enemies and other assets not spawning correctly (if at all).  
    • EX: The "Jukebox" Mission, where there were supposed to be multiple waves of enemies, but only 3 enemies in total spawned.
    • EX: The Safe Room hallway leading to the anchor
  • There is some obvious slow-down in areas with lots of enemies / explosions, even on my PS4 Pro. 
    • Oddly, there is also consistently a few seconds of slowdown after pausing and unpausing the game.
  • The weapon variety is only OK.  The game covers all of the usual bases (e.g. pistol, machine gun, shotgun, grenade launcher, sniper rifle), but it is unlikely to wow or surprise.
  • The enemy variety is also only OK.  Though different enemy types do require different strategies to defeat, the need for these strategies decreased as the game went on (and my character became more powerful).  
  • Unfortunately, this also applies to the bosses.  Too many of them are just beefier versions of regular enemy types.
  • The game offers little in terms of waypoints (beyond scattered fast travel locations).  This often made finding specific areas and objectives more difficult.  It makes some sense as a means to increase immersion, but I found myself annoyed more often than not.
  • The game's puzzles are one-note (e.g. the Motel).  After you figure out the first one, the next few do little to mix up the formula.  Luckily, said puzzles only appear sparingly and do not disrupt the game's flow too much.
  • Some of the side missions are glorified fetch quests (aka are annoying).
    • EX: The mold missions, talking to plants
  • I was frustrated by the number of times I died by never-ending pit, especially toward the end of the game.
  • I found the game's ending to be anti-climatic.  Though certain key details are revealed, the main issues of the plot (aka the antagonists) are still present.
  • (SPOILER) Mechanically, there is no big, "final confrontation."  
    • To be frank, some of the sub-bosses from the game's side missions were more challenging than the final sequence of the game.
  • (Nit-Pick) The game's generic title can me it a touch harder to find guides / FAQs about the game
  • (Nit-Pick) Even though the game gave me a number of cool traversal powers, I never felt pushed to use them in combat (and/or to their full potential).  I am listing this as a nit-pick because I could've made the choice to do this without the game's prodding.
  • (Nit-Pick) I wish there was a way to carry more weapon mods.

Conclusion:
I liked the game enough to finish it.  Even though there are numerous, "pain points," they never stopped me from moving the story forward.  At most, they were a temporary distraction.  

The game is not perfect, and I felt particularly let down by the story.  With that being said, I think the premise, atmosphere, supporting characters, and core gameplay loop go a long way toward keeping the game interesting.  Ultimately, if the idea of playing an "SCP" style game as a super-powered psychic sounds interesting to you, this game is definitely worth a look (especially if you can get it on sale).

Final Score:
8/10

Thursday, December 12, 2019

Initial Impressions: Shovel Knight's King of Cards, by Yacht Club Games (Switch)

From The Manufacturer:
Play as King Knight, the gilded Goon himself, As he travels through 4 new worlds and more than 30 all new courses, on a journey to best the three kings who rule over the land.

-x-

Pros: 
  • It's more content for what is arguably the best indie game of all time.
  • It's FREE if you bought the "treasure trove" version of Shovel Knight
  • The platforming is as sharp as ever, with King Knight offering yet another set of movement mechanics to traverse the world with. 
  • The game has a LOT more levels than other Shovel Knight expansions (they said levels tend to be shorter as a consequence). 
  • The music is still top-notch.
  • The visuals are as sharp as ever, even if a lot of assets from previous DLC is (understandably) re-used.
  • As one of the earlier (if not the earliest) entry in the Shovel Knight timeline, it is interesting to see another side of the various residents of the Shovel-verse
Cons:
  • I understand why King Knight has to play Joustus from a story perspective, but it doesn't mesh well with the otherwise fast, tightly-paged platforming sections.
  • The game takes an even more comedic tone than previous Shovel Knight DLC, mostly at the expense of King Knight himself.  While the jokes were often funny, I couldn't help but feel a bit of tonal whiplash between King Knight's apparent incompetence / vapid nature and that fact that he wins battle after battle (be it of Joustus or a physical engagement). 
  • King of Cards punishes you for losing Joustus: the winning player can take a card from the loser (as long as it was in play when a match ends).  Though these cards can be bought back, this mechanic is likely to frustrate players who want to focus on the platforming (and who would rather spend their in-game currency on upgrades for King Knight rather than on cards).
  • I just haven't been as excited by King of Card's artifacts (aka Secondary Weapons).  In particular, I'm disappointed that they seem to focus exclusively on offensive / defensive abilities, rather than adding to movement tech (like they did in other Shovel Knight DLC).
  • (Nit-Pick) Artifacts (aka secondary weapons) are gathered more sporadically in King of Cards, and are never purchased "in-level" (for a discount) like previous DLC.  There isn't anything wrong with this approach (hence it only being a nit-pick), but it felt like there was one less reward for skillful play compared to previous iterations.
Will I Keep Playing?
Yes.  I'm excited to see what else the game has to offer, even if I think the card game portion of this DLC should've been completely optional.  Beyond that, I'm stoked to see what Yacht Club Games does next.

Sunday, December 8, 2019

Initial Impressions: Rocksmith Remastered: 2014 Edition, by Ubisoft (PC)

From The Manufacturer:
The fastest way to learn guitar is now better than ever. Join over three million people who have learned to play guitar with the award-winning Rocksmith® method. Plug any real guitar or bass with a 1/4 inch jack directly into your PC or Mac and you’ll learn to play in just 60 days.


-x-

Things I Like So Far:
  • The game has a wide selection of songs; this includes tunes from the last 50+ years.
  • I like that the game makes suggestions about how to learn a given song, giving the user a path to mastery.  This includes everything from playing the song to set the difficulty to providing chord charts relevant to the song. 
    • Nit-Pick: I wish the chord charts were more interactive than a picture.  It would have been nice if they reacted dynamically to being played (and being played correctly) like they do during normal game-play.
  • The game offers more than just tabs (a la GuitarPro).  Among other things, it can react to your playing and adjust the difficulty accordingly.
    • It also offers a "riff repeater," that allows the user to isolate certain sections of a song over and over until they are mastered.  In my mind, this is one of the most important features of the game, as it allows songs to be "worked up," in a manner similar to how I would learn them without Rocksmith. 
  • You can learn to play bass, too.  I really appreciate that both are included, as I could have totally seen a different publisher releasing that as a different game (and still asking full price).
  • I like that there are many way to learn from Rocksmith, including lesson videos, "games," that help the user guitar-related skills (e.g. string skipping, fret locations, etc), and of course, the songs themselves.

Things I Like Less:
  • DLC songs are $3 a pop when they are not on sale.  
    • It's not that the price is unfair, given the cost of licensing, transcribing, and programming any given track, but it also means the end user could easily pay hundreds or thousands of dollars to get all the songs they want.
  • The "dynamic leveling," (aka dynamic difficulty) mentioned above can be hit-or-miss.  
    • While it is nice to be able to play bits and pieces of even the most difficult songs, I wasn't always able to hear the song in what I was playing.  This was especially true when the given part was really cut down compared to the, "full version."  Dynamic difficulty also sometimes made it difficult to know when to play, especially when the, "full version" of the song (with more notes) was chugging along in the background.
  • There are certain features of Rocksmith that are oddly difficult to access.  
    • Two examples that come to mind are: 1) adding fretboard markers to the on-screen UI while playing songs, and 2) creating playlists of songs (beyond just adding a given song to your "favorites").
  • The game is not without technical issues, even 5 years later.  
    • First, some of the DLC songs didn't work when they were released to the general public.  I haven't encountered any "unusable DLC," but apparently that was a problem when the game was younger. 
    • Second, the game sometimes slows down (with glitched / "bit-crushed" audio to boot) if certain audio outputs are used.  I had no problem playing on headphones, but this would happen within minutes when I played the game using speakers.  
  • The game is far from a complete, "perfect," learning tool.  In particular, I found it was sometimes much too forgiving with my timing while playing.  It also sometimes gave me credit for notes I clearly missed, but was "miming," on the guitar as I was flailing to keep up with a song. 
    • Granted, I can't lay both of these problems solely at Rocksmith's feet; it is also my job as a player / musician to try and address these issues. 

Will I Keep Playing?
Given that I spent a bunch of money on DLC during the 2019 Steam winter sale, yes.  Despite some of the issues listed above, I still think the game is worth playing.  I don't think it will ever replace in-person lessons, but if nothing else, it keeps me playing the instrument.

Saturday, December 7, 2019

"Crush Crush," by Sad Panda Studios

From The Manufacturer:
Hey hot stuff! Are you looking for a fun and flirty game to kill some time and make you laugh out loud? That’s a crazy coincidence, because it’s been looking for you! Welcome to Crush Crush – the Idle Dating Sim!

-x-

Pros:
  • I found the writing to be better than this game's sibling, "Blush Blush."  It's definitely more off-the-wall, and got more laughs.  They're both pretty vapid, but but this game takes itself a touch less seriously.
    • One of the girls you can interact with is a LITERAL BEAR, for heaven's sake.
  • There's voice acting for every one of the unlockable characters.  That's neat, even if some of the voices sound a bit similar
  • The game is "free."
    • NOTE: It also includes micro-transactions to speed up the process of moving forward with each girl.  The game doesn't seem predatory (ie with enough time and patience  you could unlock everything without paying for the game), but it is still a little annoying to see ads for these purchases baked into the game.  
    • There is also a $7 "moist and uncensored" DLC add-on that makes the game for "adults only."  I didn't buy this, but I guess it's cool that it exists for those who want it.
  • You can earn some in-game currency even while the game is closed, which is nice.  It is a "quality-of-life" feature that I appreciate.
  • I like that there are other ways to interact with the game and its characters when compared to "Blush Blush."  In particular, the cellphone comes to mind.
  • All the language is gender neutral, so you can enjoy the game pretty much no matter how you identify.
  • One of the girls, Quill, is a treasure. 
Cons:
  • I think calling this game a "dating sim" is generous; it is really much closer to an idle game with dating sim elements sprinkled in.
  • The art isn't as good as this game's sibling, "Blush Blush."  It definitely has a whiff of "DeviantArt Anime" for some characters.
  • You can create an avatar, but it doesn't really appear in the game's cut-scenes in any meaningful way.  Also, the rendering of the avatar looks noticably more lo-fi than it did in "Blush Blush."
  • The end-game (i.e. unlocking and reaching the "highest level" with each character) can be really brutal, and requires a number of "resets," to get a speed boost. In other words, the game artificially pads its run time by making the player start from the beginning. While this may be a trope in clicker games, it's a bit weird in a game where relationship building is the core of the narrative.
  • I'm not sure if this is a pro or a con, but there's a yandere character.   She even makes her appearance by offing another character named "Generica."  It's funny in a trope-y sort of way.  I was also impressed (and creeped out) by the fact that the other girls have dialogue that mention the yandere following / stalking them.
Conclusion:
Just like my "Blush Blush," review, if you like idle games and the cast of characters is of interest to you, this game may be up your alley.  Also, to give credit where credit is due, the game's zany writing and voice acting are above average for the genre.  With that being said, if you want a more "traditional, VN experience, you can safely skip this one.  In the end, I had fun with "Crush Crush," but it draws more of its DNA from the "idle game" genre than from visual novels, so it is important to know what you are signing up for.

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

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!



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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.


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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

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...