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Killer Klowns From Outer Space: The Game Review - Clownin' Around

Thu, 06/06/2024 - 06:14

I don't believe in "so bad, it's good." If a movie is especially bad, I'd sooner not waste my time since I don't find especially bad movies interesting on any level. So I've not seen the cult budget horror movie Killer Klowns From Outer Space in probably 25 years, when I was a horror-loving kid who didn't yet know he didn't like "so bad, it's good." That means I initially wasn't excited about a game based on this movie, despite my appreciation for the burgeoning asymmetrical horror multiplayer genre. As it turns out, Killer Klowns is a surprisingly nuanced PvP horror game with enough sugary silliness to not be taken too seriously. Rather than "so bad, it's good," it's simply good.

Killer Klowns follows games like Dead By Daylight, Friday The 13th, and The Texas Chain Saw Massacre, pitting players versus players in a familiar horror landscape. In the case of this game, players are split into lobbies of three murderous klowns versus seven survivors trying to outlast them and escape the map within a 15-minute time limit. Though each asymmetrical horror game has carved its own path, Killer Klowns actually looks and plays much like Illfonic's Jason Voorhees game, which I find to be only a good thing. It's not a clone, but where it's similar, it's welcome, and where it's different, it usually works out, too.

Survivors will need to scrounge for tools like melee weapons and health kits while, more importantly, locating and activating one of several exits across one of multiple sprawling maps, each of them built with intricate shortcuts to discover and routes to learn so that a skilled survivor can get some distance between themself and the squeaky shoes of a klown on their heels. Meanwhile, the klowns are tasked with patrolling the map and killing all humans, either by directly attacking them or hanging them up as human-sized cotton-candy cocoons until they wither away.

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XDefiant Review - Modern Warfare

Wed, 06/05/2024 - 09:00

XDefiant's practice zone offers a stark reminder that you are, in fact, playing a Ubisoft game. In one corner of this abandoned convention center, there are arcade machines for Far Cry 3: Blood Dragon, Just Dance 2014, and Riders Republic. Near the front desk, a large screen displays various Assassin's Creed protagonists striking a pose, while the short corridor leading to the assault course is adorned with a giant Rabbid statue, wide-eyed and mouth agape. All of this gives the impression that XDefiant is a celebration of Ubisoft's history, but that's only half true. Instead, it's a celebration of Ubisoft games that predominantly revolve around shooting guns.

XDefiant feels like an homage, and as such, doesn't offer anything we haven't already seen in the competitive shooter space before. It's a generic free-to-play shooter, mixing ingredients from games like Call of Duty and Overwatch to create an all-too-familiar broth. Being wildly unoriginal isn't a bad thing if the formula works, and in this case, it does, for the most part. But some of its disparate ideas don't quite mesh, and this approach isn't enough to stand out in a crowded shooter market--especially when it delivers such a continuous sense of deja vu.

Each of XDefiant's recognizable game types pits two teams of six players against one another. The action here is grounded, foregoing much of the fluid traversal present in many modern shooters by limiting your movement options and restricting where you can climb. Combat is fast-paced and twitchy, informed by a brief time-to-kill and rapid respawns; it's solid in much the same way CoD was circa 2011, featuring a smaller toolset and tighter focus on distinct weapons.

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RKGK / Rakugaki Review - Paint This City

Fri, 05/31/2024 - 03:30

There's initially something so tantalizing about RKGK / Rakugaki's bold usage of color in its anime-inspired art style. From the jump, the game's story seems rambunctious and absurd in the best possible way, accompanied by gameplay where split-second decisions reward your well-timed jumps and dashes with brief explosions of color. As the game continues, however, the aesthetic of each level begins to run together and the underlying narrative loses steam, leaving only the platforming challenges to evolve in any meaningful way. So even though the story doesn't leave a lasting impression, your acrobatic escapades through each level do, carrying the game to gratifying heights.

In RKGK, you play as street artist-turned-rebel Valah, who is set on taking her city back from Mr. Buff, a rotund megalomaniac set on enslaving the populace with hypnotizing billboard screens and an army of robots. With spray paint cans in hand, Valah does battle with Mr. Buff's robotic minions in an assortment of third-person 3D platforming levels, returning to her home base between each mission to talk with her allies or switch outfits.

Each level of RKGK is a self-contained gauntlet of shifting platforms, explosive traps, twisting rails, and breakable containers that Valah must double-jump over, dash past, grind through, or smash. Enemies populate each level but are easily overcome with a quick spray of Valah's paint--it's not all that challenging or rewarding to take them down. Some provide an additional challenge by shielding themselves or releasing area-of-effect attacks, but nothing that comes close to stopping Valah, even on the harder difficulty where she has less health.

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Harvest Hunt Review - Running In Crop Circles

Sat, 05/25/2024 - 23:51

There's something timelessly scary about cornfields. Their impenetrable depth and intimidating height can quickly disorient anyone who stumbles into one, leaving them desperate to find an exit path, and turning a simple field of grain into the setting of a horror story. Villainous Games leans into this universal truth as the centerpiece of its folk horror game, Harvest Hunt. Pitted against a ceaseless monster hellbent on corrupting and consuming a village, it's the game's interlocking systems that make it worthwhile, even when the creature leaves something to be desired.

In Harvest Hunt, you're tasked with amassing enough ambrosia over five-night-long runs to secure your village's immediate future. The deeper you get into a harvest season, the higher the requirements and tougher the tasks may become. The game leans into some light deck-building elements like so many similarly designed games have as of late, but these cards are varied enough--no matter if they're beneficial or detrimental--that they remain interesting after several hours of play.

Played in first-person and presented with stylized visuals that borrow Rare's no-straight-lines approach paired with a rustic but comic-booky layer on top of it all, the mood is strong. A foreboding night sky hangs over the randomly generated farmlands, combining with the plethora of cornstalks, creaky footbridges, and uninviting ponds to form an initially intriguing whole. It's a world that makes you feel unwelcome and disoriented, adding a compelling creepiness to a game with a relatively simple gameplay loop.

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Hades 2 Review - Witching Hours

Thu, 05/23/2024 - 15:07

Just like the first game, Hades 2 has launched first in early access, allowing developer Supergiant Games to delicately tweak and balance gameplay, as well as add new content before its full launch. Hades 2, however, feels like a complete product right now. With satisfying combat that has far more depth than its predecessor ever managed, it raises the question: what’s left to refine? It's significantly larger than the first game too, with more areas to explore, different routes to take, and a much bigger story to tell. If it wasn't for its (currently) missing ending and a few placeholders here or there, Hades 2 could already emphatically be declared as a brilliant successor to one of the greatest rougelites out there. Hades 2 improves upon its predecessor in every way, making it a masterfully crafted sequel.

Instead of playing as Zagreus again, you play as his sister Melinoe, who was born after the events of the first game. Her family has been lost to the underworld, after the titan Chronos usurps the throne and takes over Hades' domain. Melinoe, saved from the unknown fate of her family, has been raised to realize one simple goal: Death to Chronos. With the help of her mentor, fellow titan Hecate, and a cast of new and returning gods, shades, and all those in between, Hades 2 sets out strongly from the get go with a story that is gripping to watch unfold between runs.

For all of its improvements, Hades 2 doesn't initially look or feel that different. Melinoe moves with the same speed and grace as her brother, albeit with some slight changes. Unlike Zagreus, Melinoe is far less dash happy, with a longer cooldown between each of her evasive bursts of speed that's initially awkward to get used to. This is offset by a greater emphasis on maintaining speed through sprinting, which you engage by holding down the dash button right after executing it. This sprint provides the same degree of damage-avoidance, but feeds into additional offensive options too. And some enemies are designed specifically to punish a reliance on just dashing to encourage a shift in mindset. This sprint can also be upgraded with boons in a similar fashion to your standard attacks, letting your sprint shock foes with Zeus' lighting, or knock back entire groups of them with the powerful waves of Poseidon. This tangible change is a taste of how Hades 2 approaches evolving a strong, established formula by making small, sometimes experimentative, changes that have a profound effect on the way you approach gameplay.

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Paper Mario: The Thousand-Year Door Review - Step Inside, The Plumber RPG's Back

Tue, 05/21/2024 - 23:00

Let's get straight to the (unsurprising) statement: Paper Mario: The Thousand-Year Door for Nintendo Switch is an incredible turn-based RPG that is every bit as charming, witty, and joyful today as it was two decades ago. Much like 2023's Super Mario RPG, Nintendo didn't mess with the formula so this is the game you know and love, only it's prettier, sounds better, and includes several meaningful quality-of-life updates. But whereas Super Mario RPG was quite obviously an old game reborn for a new generation, Paper Mario: The Thousand-Year Door stands toe-to-toe with the best turn-based RPGs of the current console generation.

Considering Paper Mario's bizarre history over the past two decades, newcomers would be forgiven for not knowing what the heck to expect in The Thousand-Year Door. To be blunt, Paper Mario's original identity and soul disappeared in the wake of The Thousand-Year Door. Today, Paper Mario is perhaps best-known as the Mario series that can't seem to pick a genre. But The Thousand-Year Door, much like its N64 predecessor, follows the tradition of Super Mario RPG and is more aligned with the Mario & Luigi series--the now-defunct series that pushed Paper Mario out of the genre--than any of the Paper Mario games that came after it, including The Origami King. And The Thousand-Year Door's Switch version further solidifies its spot at the top of the Mario RPG tier list.

The visual upgrade is more of a fresh coat of paint than a total overhaul. Its storybook aesthetic with pop-up characters and environmental trappings had a timeless quality to it already, but the new widescreen presentation, with its vivid colors and crisp textures, brings memorable locations up to modern standards. The lush flowers and white-petaled trees of Boggly Woods are stunning, Twilight Town's and Creepy Steeple's gloominess is heightened (especially on Switch OLED), and better lighting and shadows make the waters around Keelhaul Key really pop. Environments aren't as richly layered as you'd find in The Origami King, but The Thousand-Year Door is still a beautiful game that could pass for a native Switch title.

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Senua’s Saga: Hellblade 2 Review - Hell And High Water

Tue, 05/21/2024 - 18:00

When Hellblade: Senua's Sacrifice was released in 2017 it quickly became one of my favorite games of all time. I beat it in one sitting and remember feeling thankful that I had played it in a room dark enough to conceal how much I wept as the credits rolled. As a young woman who had endured abuse and was desperately wrangling with her own mental health and attachment issues, Senua's journey resonated and comforted me in a way no other game ever had. So it might surprise you then, that when I heard Ninja Theory was working on a sequel, I was extremely hesitant.

My biggest concern--particularly after Microsoft purchased Ninja Theory--was that the next entry in the Hellblade series would aim to be one of the massive, AAA experiences that are taking over the games industry, complete with a cluttered mini-map, crafting, side quests, and more. That's not to say these features are inherently bad of course--they do have their place--but to me, this felt at odds with what Hellblade did so well. I didn't want breadth, I wanted the series to maintain its depth; I wanted emotion, art, storytelling, introspection, mythos, terror, and magic. In fact, I was so concerned that the studio would trade in its depth for breadth, I didn't foresee what actually happened.

Rather than expanding its systems and scope, or weaving a story equal parts intimate and mystical, Senua's Sage: Hellblade 2 focuses on vastly improving what its predecessor already did so well: visuals and sound. Hellblade 2 is a marvel to look at. It's gorgeous, cinematic, and hyper-realistic, yet still eerie and ethereal. Its music remains extraordinary, and its sound design is primed to make your skin crawl. And yet, I cannot help but be disappointed by how pared down and shallow its story and gameplay are. While Hellblade 2 might be a sight to behold, its minimal gameplay and muddled narrative prevent it from being a game that has any meaningful impact on me.

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Lorelei and the Laser Eyes Review - A Mastery of Illusions

Sat, 05/18/2024 - 07:29

I've never really given much thought to the differences between a labyrinth and a maze. That is, until I played Simogo's Lorelei and the Laser Eyes. A labyrinth, as I know now, is a singular path, twisting and turning, constantly changing in direction. It invokes the illusion of feeling lost, despite the fact that its path always leads to a center. A maze, on the other hand, has multiple paths, filled with dead ends, wrong turns, and requires trial and error to reach its end. The former can be a meditative and reflective journey for some, while the latter is a trying experience that requires patience and perseverance to see it through. Despite these differences, Lorelei and the Laser Eyes brings them together through mechanics, themes, and narrative. The result is a gaming experience that masterfully interlocks storytelling with design, making it one of Simogo's finest achievements, and one of the most impressive narrative puzzle games in recent memory.

Lorelei and the Laser Eyes is a psychological horror puzzle game that sent me on a winding journey through a black and white, neon-red-accented hotel, to untangle a mystery that blurred the line between fact and fiction. It is dense with puzzles, heavy on story, but both are interwoven, and that is key to the way it unravels. I was consistently thrown off the path to the truth, led astray in what I perceived as a maze, when in actuality, I was being armed with knowledge that led me through a labyrinth to the game's heart-wrenching conclusion.

Lorelei and the Laser Eyes

With no setup or direction, the game simply begins. You take control of a suave, sunglasses-wearing, 1960s mod-style dressed woman, standing alone in the woods at night, just outside the historic-looking Hotel Letztes Jahr. Like its main character, you are thrown into this world with no knowledge of who or where you are, or why you're there. The goal of the game is to find the truth, as said verbatim in the game's manual, which is found within the world itself as opposed to being accessible by default. This obtuse direction set the tone for the game--foreshadowing that I was going to have to work to understand anything and everything on the journey before me. It pulled me right in, feeding into my natural curiosity and love for mysteries. The discovery of its hidden truths is tracked via a Truth Recovery percentage in the game's menu. It isn't long, though, until you find a letter with a vague and mysterious message signed by Renzo Nero explaining that you were invited to be at this hotel, on this date, in the year 1963.

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Crow Country Review - Old School Horror

Fri, 05/17/2024 - 04:33

Crow Country is coated in a murky green veneer that gives the impression you're playing it on a grainy CRT TV in one of your friend's bedrooms back in 1996. The polygonal figure of its protagonist, Special Agent Mara Forest, with her visible joints and single block of purple hair, harks back to any number of PlayStation-era character designs. Similarly, Crow Country's environments look wonderfully pre-rendered, lavished in extra detail that sits in stark contrast to its simple, blocky characters. These aren't the static backgrounds of yesteryear, however, but fully interactive playgrounds that add a modern tinge to Crow Country's distinctly retro sensibilities.

This affectionate nostalgia is in service of a game that pays loving homage to landmark titles of the survival horror genre while also boldly standing on its own two feet. Resident Evil is Crow Country's most obvious influence, but traces of Silent Hill and Alone in the Dark also stalk the darkest corners of its '90s-inspired horror. It can be a tad too authentic at times, featuring unwieldy combat that's tempting to ignore completely, but this is still a true advert for the joys of retro-modern survival horror when executed well.

Set in 1990, your first taste of the titular Crow Country occurs when Mara pulls into its parking lot in a white facsimile of a Volkswagen Polo. Crow Country is a decrepit, abandoned theme park that's both dense and labyrinthine despite its small scale--as if designed by the same architect who worked on The Spencer Mansion and Racoon City Police Station. Mara is here following up on a missing person's report for the park's owner, Edward Crow, but it doesn't take long before she's unraveling the park's deepest secrets and most intriguing mysteries.

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Animal Well Review - Going Deeper

Thu, 05/09/2024 - 23:00

It's usually pretty easy to predict how a 2D Metroidvania is going to play out. At some point, you'll probably unlock a double or even triple jump to reach previously inaccessible areas, obtain an air dash that helps you traverse large gaps and pass through specific blockades, and acquire a weapon upgrade that functions as both a killing tool and a way to progress past certain obstacles. Animal Well contains most of these things, but never in ways that are expected. Created by solo developer Billy Basso and published by Bigmode, Animal Well is a surrealist puzzle platformer that's delightfully surprising. Even if its pixelated art style and genre trappings make it seem familiar on the surface, it is a game that often eschews conventional wisdom and stands out because of it.

You play as a nondescript blob who emerges from a blossoming flower into a strange vibrant world filled with creatures big and small. You can move and jump, but that's about the extent of your physical prowess. Upon awakening, you're free to explore in any direction you choose. Animal Well doesn't hold your hand and is exceedingly non-linear, letting you unlock items and abilities in whichever order you find them. There is an end goal that's revealed once you discover a map and get a lay of the land, as each corner of the map contains a flame you need to fetch in order to light the four beacons at its center. Why, you might ask? There isn't an explicit explanation for anything you do, but that sense of mystery is part of what drives the adventure forward.

The other part is the world of Animal Well itself. At first glance, its pixelated art style looks simple, yet each screen holds a deceptive layer of detail beyond its neon-drenched exterior. Whether it's the cascading background elements, reflections on the water's surface, the sway of bushes and vines as you move past them, or the realistic smoke that billows into the air after igniting a firecracker, there's more to the visuals that it may seem on first blush. There are also physics, lighting, and particle systems at play that modernize the game's Commodore 64-inspired visuals, creating a world that feels very much alive, and that's without mentioning the abundance of wildlife.

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Top Spin 2K25 Review – Painting The Lines

Thu, 05/02/2024 - 02:00

Tennis, at its core, is a game about legacy. Names like Billie Jean King, Pete Sampras, and the Williams sisters are immortalized through legendary matches, on-court triumphs, and tournament dominance that have shaped the history of the sport. It seems appropriate, then, that the Top Spin series has lived on in similar reverence since Top Spin 4, which was released over a decade ago to critical acclaim. Now, with developer Hanger 13 at the helm, Top Spin makes its long-awaited return. It serves up an ace in the all-important gameplay aspects, but double faults on content and troubling microstransaction focus mean it’s still far from a grand slam.

Gameplay takes center court in the newest entry and it's excellent. Moving around the court feels great thanks to a strong sense of momentum and weight. That's especially true on different surfaces, as the firm footing of a hard court gives way to sliding around on clay. It looks authentic, and factoring in the different starts and stops on the numerous types of surfaces is an important consideration when playing a match.

Different shots are mapped to various buttons and do an excellent job conveying just how sophisticated volleys are. Whether you are hitting a hard straight shot, curving slices, or smashing a ball right up the line with hard-to-handle top spin, the various options are meaningfully different. A simple timing system lets you tap for controlled returns, or hold to generate power, with both options depending on releasing at the right moment to determine accuracy. It’s straightforward, and rewarding to execute . There's a place and application for each, like intentionally hitting a slow rolling shot to give yourself an opportunity to reposition yourself on the court, or sending a lob high over the head of an opponent who has creeped too close to the net.

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Indika Review - The Devil Makes Three

Thu, 05/02/2024 - 00:00

Indika is a hard game to define. It looks like a horror game, but it's not scary--at least not in the conventional sense. It plays like a third-person puzzle game, but most of the puzzles don't require much thought. What Indika definitely is, however, is a fascinating psychological examination of faith and doubt that's supported by remarkable visuals and mature writing. Occasionally, its ambitions get a little unwieldy, but developer Odd Meter's decision to take on these heady themes and confidently explore nearly all of them is an impressive feat.

You play as Indika, a nun tormented by a demonic voice in her head, as she travels across a nightmarish interpretation of 19th-century Russia to deliver a letter. Most of the game consists of traveling from point A to B, solving a few puzzles, and watching cutscenes, but within these tasks are moments of introspection and self-discovery. Along the way, she meets an escaped convict named Ilya who claims God speaks to him. What ensues is a nuanced exploration of faith and doubt, love and hate, and pleasure and suffering. Both characters believe in the same God; rather than pitting a believer against a nonbeliever, Indika explores the space that exists between two interpretations of the same faith. This specificity allows Odd Meter to delve into different shades of Christianity and examine how the same texts, rituals, and prayers can be bent to ascertain different meanings.

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These frequent philosophical exchanges could have easily come off as overwrought or self-indulgent, but all these musings are in service of the characters and their development over the course of the story. For example, Indika tells Ilya she joined the convent of her own volition, but because her decision was fueled by emotions and experiences that were out of her control, can she really say she became a nun through her own free will? Ilya challenges this notion, and declares that free will is how we rise above our biological dispositions. Reflective conversations like these are key to Indika's character as she grapples with her faith and attempts to make sense of her life.

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Endless Ocean: Luminous Review - Hope You Really Like Fish

Wed, 05/01/2024 - 23:53

Between the advent of cozy games, farm sims, rhythm games, narrative adventures, and more, we're in something of a golden age of non-violent games. If you want to take a break from shooting and punching and instead just relax with some chill vibes, you have myriad options available to you. Endless Ocean: Luminous is an aquatic take, letting you freely explore the ocean with no danger or violence to speak of whatsoever. It sometimes straddles the line between game and edutainment in ways that could be engaging, but achingly slow progression and a lack of realism leave it feeling washed up.

Scientists say only 5% of the ocean has been explored. The name Endless Ocean, and the unexplored nature of the ocean itself, suggests an incredible degree of possibility and adventure. In practice, though, there actually isn't all that much to do in Endless Ocean: Luminous. You can take part in a Solo Dive, in which you explore a seemingly randomized map; a Shared Dive, which is just a Solo Dive with friends exploring the same map together online using Nintendo's Switch Online service (complete with its usual shortcomings); and Story Mode, which gives you short missions consisting of objectives accompanied by a little dialogue.

With this dearth of options, its approach to progression gating further compounds the lack of variety. After the first handful of story missions, the others are locked behind scanning ocean creatures in Shared or Solo dives. To scan you just hold the L button in the direction of sea life until the meter fills, which then gives a detailed look at the creatures in your scan. But the progress gates are set so absurdly high that the novelty wears off quickly. One of the earliest gates is set at 500 scans, which felt high but reasonable. The next was at 1,000, so I had to get another 500. That rubbed me the wrong way. By the time I reached the next gate, set at 2,000--meaning I needed another 1,000 scans--the chill vibes were gone. I was just annoyed. It's hard to overstate how frustrating it is to spend almost an hour roaming around a randomized map scanning fish, only to exit the map and find I've only gained another 200 pips toward my next story goal. Plus, judging by the creature log, there are just under 600 species of sea life total in the game. Why would you need to scan 2,000 times to see a mid-game story mission?

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Final Fantasy 16: The Rising Tide Review - Riding The Wave

Sat, 04/27/2024 - 09:40

It's always a bit weird to go back to a game you finished for story-centric DLC, especially when the base game had a pretty definitive ending. However, those that have just a little bit more left in the tank can take the opportunity to give a game you really loved one more high note to end on. I often think of the Mass Effect 3 Citadel DLC as the best example--an oddly placed, yet near-perfect send-off. Final Fantasy XVI: The Rising Tide evokes similar feelings in that I was just happy to have an excuse to revisit that world and spend a bit more time with characters I cherished. While it does largely play out like more Final Fantasy XVI content, The Rising Tide fills in a few blanks left behind and lets you wield two new Eikons in a questline that reaches similar heights of the original game.

The Rising Tide questline is slotted into FFXVI right before the main game's point of no return, making it feel like an impromptu diversion at a critical point in the story. That said, it is necessary, as many of the events leading up to the DLC provide the context around its story. As Clive, you and the crew are invited to visit a region called Mysidia--a quiet area tucked away in the north and cloaked under the veil of powerful magic to both conceal itself from the rest of the world and maintain a facade of bright blue skies. It's a new area for the game that has its own interesting, isolated society and lets you explore a relatively small but vibrant region, and its stunning views remind you of how FFXVI uses its technical strengths to paint a vibrant and enticing world.

Much of FFXVI was visually dour given its grim nature, so Mysidia's tropical tinge is a refreshing contrast. But this isn't a vacation for Clive--The Rising Tide revolves around the history of Leviathan as an Eikon that, like every other Eikon, was wielded in bad faith. Through the main scenario quests and sidequests, you learn about the people of Mysidia, their way of life, and their particular relationship with Leviathan. The people are self-sustaining and treat magic quite differently from the rest of Valisthea, and their leader, Shula, embodies their ethos as she accompanies you throughout the DLC. She's not exactly a standout character in the grand scheme of things, but she is a solid anchor for The Rising Tide and provides a good enough excuse for dragging Clive off the beaten path. It's a twist to the typical FFXVI plot beat and comes around to be a rather sweet story about breaking generational curses in a way that lends itself more to FFXVI's softer side.

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Eiyuden Chronicle: Hundred Heroes Review - One In A Hundred

Fri, 04/26/2024 - 04:21

In the years since the explosion of game crowdfunding, a stigma has emerged surrounding these titles. Yes, there have been plenty of games that enjoyed great success after their crowdfunding campaigns, but more people remember the high-profile flops: games with big names and ambitious promises attached that, for a variety of reasons, betrayed the high hopes fans held for them. Many of these were revivals--spiritual or otherwise--of beloved series from ages past. Now we have Eiyuden Chronicle: Hundred Heroes, a crowdfunded game designed to carry the torch of the much-beloved Suikoden series from the PS1 and PS2--and, with such a high pedigree attached, there's understandable trepidation: Will this be a glorious return to form, or another disappointment? Fortunately, for us (and all of the backers), it turned out wonderfully.

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Eiyuden Chronicle begins when a young man named Nowa joins the Eltisweiss Watch, a small militia unit under the command of Countess Perielle of the League of Nations. On a joint mission with a military team from the Galdean Empire, the Watch discovers a powerful, ancient artifact, the Primal Lens, earning everyone involved instant renown. However, it's not long before squabbling between the Empire and League over the device, along with internal power struggles in the Empire, erupts into an invasion of Eltisweiss and a full-blown war. As the scope of the conflict expands, so does the story: Nowa rebuilds a resistance army in an abandoned castle, Imperial military prodigy Seign struggles with his feelings of obligation, friendship, and loyalty, and a young warrior woman named Marisa finds her clan caught in the middle.

The story doesn't shy away from its similarities to games in the Suikoden series. In several ways, it outright embraces them: a story that branches into multiple viewpoints, loyalties among friends being tested during war, internal political intrigue, powerful magic runes being a crucial plot device, and, most obviously, the conceit of building a huge band of warriors to take on an even bigger enemy. The story was helmed by Suikoden creator and writer Yoshitaka Murayama (who sadly passed away shortly before the game's release), and it brims with the warmth, wit, and plot twists that made the early Suikoden titles so engaging and memorable.

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Ereban: Shadow Legacy Review - Way Of Shadow

Thu, 04/25/2024 - 04:00

In what feels like a spiritual successor to 2016's Aragami, Ereban: Shadow Legacy transforms you into a deadly shadow that can become one with the darkness--the ultimate stealth operative. The game doesn't quite deliver the necessary challenge to make for a successful stealth game, however, as the first trick you learn will get you through the entire game without a hitch. It does far better on the platforming front, and though its cast of characters could have used some fleshing out, the futuristic sci-fi world they inhabit is cultivated with colorful sights and intriguing snippets of lore.

As its name implies, Shadow Legacy's main gimmick is its use of shadows. You play as Ayana, the last of the titular Ereban, a people who possess the innate ability to become one with and manipulate shadows. Using her shadow merge ability, Ayana can sink into shadows to creep past enemies, slink up walls, and dispose of bodies, encouraging you to stick to the shadows where your toolbelt is at its strongest. Alongside these shadow abilities, Ayana has an assortment of advanced gadgets--some are always useful like a recon pulse that marks enemies and items through walls, while others are more situational like mines that stun targets--which work regardless of the lighting situation.

Light is Ayana's enemy--you don't want to stay in it for too long.

I initially thought that this would present plenty of opportunities and strategies to sneak past enemies, most of whom will take out Ayana in a single hit. There's a healthy variety of foes who want to take her down--standard enemies don't pose much threat beyond the flashlight they carry to take away your darkness, but the more adept snipers can spot you from afar and the stealthy droids who can go invisible can ruin your day if you're not taking time to look for the telltale shimmer. And then there are the human enemies who present a moral quandary rather than a gameplay one--while the mechanical droid-like enemies that dominate each level can be killed with impunity, murdering the living and breathing human workers will negatively impact Ayana's morality and others' perception of her (which I'll touch on a bit more later).

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Another Crab's Treasure Review - Shellden Ring

Thu, 04/25/2024 - 02:00

To stand out as a Souls-like these days, a game needs to either reach similar heights as the genre's namesake when it comes to gameplay, or have a compelling new spin on the genre. While Another Crab's Treasure gets close on the combat front, its excellent 3D platforming are what help distinguish it. Combining those gameplay elements with a genuine, if perhaps slow to start, story about a crab named Kril, who starts as a loner just wanting to get his shell back and go home, but instead finds a greater understanding of the vast ocean, makes for a fun take on the genre.

The game kicks off with Kril's shell being repossessed as a tax by a wealthy monarch, but this setup is mainly used as an excuse to send him on a treasure hunt across the ocean. Kril's story during Another Crab's Treasure is a particularly strong aspect of the game. While initially framed as a tale about Kril breaking out of his routine and finding renewed purpose, it eventually tackles the ocean's ongoing pollution problems, taking the narrative to a place that is bleak yet also genuine. Where Kril finds himself by the end isn't one of those overdone happy endings, but instead a far more complicated place that feels true to some of the game's more dour themes.

The game is broken up into large levels, filled with both enemies and platforming challenges, that you need to explore to find an objective, such as a piece of a treasure map, or reach a far-off structure. The levels are well-designed, with combat and platforming flowing together seamlessly. There are a few places where the brutality of Another Crab's Treasure does overdo it--such as during platforming sections overlooked by ranged enemies--which results in unwelcome difficulty spikes. Trying to navigate these areas while not getting blown up by ranged attacks that take away a third of your health goes from difficult to frustrating, but this only happens in a handful of instances.

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Sand Land Review - Tanks A Lot

Thu, 04/25/2024 - 01:00

The main character in this open-world action-RPG adaptation of the late Akira Toriyama's Sand Land is arguably its egg-shaped tank. Developer ICLA has crafted a game with a heavy emphasis on vehicular combat and traversal, which is a fitting design choice considering Toriyama's love and passion for anything with a motor. You only have to glance at the number of vehicles featured in the Dragon Ball series to appreciate the legendary artist's vehicular love affair. As iconic and instantly recognizable as Toriyama's character designs are, his unique vehicle designs are just as evocative and essential to his signature world-building. Whether it's a car, scooter, hovercraft, or airship, Toriyama's anomalous designs are a delight, and Sand Land's bulbous tank is one of his best, mixing his characteristics with historical influences to create a memorable piece of machinery. ICLA's Sand Land might lack substance beneath its oozing style, but sitting behind the cockpit of some of Toriyama's intricately designed vehicles is a near-constant treat, even if it falters elsewhere.

The first half of the game's story is a faithful retelling of the original 14-chapter one-shot manga released in 2000. Set in the titular wasteland, Sand Land centers on a desert world suffering from an extreme water shortage, where sci-fi, fantasy, action, and comedy intertwine. You play as the rambunctious pink-skinned demon prince, Beelzebub, a video game-obsessed fiend who's as good as gold despite his protestations otherwise. Alongside the stern-faced Sheriff Rao and your wise old pal, Thief, you embark on a quest to uncover a rumored water source that will hopefully restore Sand Land to life. The second half of the game's narrative covers the brand-new events featured in the recently released anime adaptation. While the first six episodes of the show rehash the familiar ground of the manga, the last seven episodes function as a sequel to the original story, with Toriyama conceptualizing a fresh tale that sees Beelzebub, Rao, and Thief embroiled in a lopsided war after venturing into the neighboring Forest Land.

Sand Land might not be as popular as Toriyama's other works, such as Dragon Ball and Dr. Slump, but despite its niche nature, its recent resurgence isn't without merit. The characters and world-building found in Sand Land are its greatest strength, and these elements are seamlessly translated into the game. The relationship between Beelzebub, Rao, and Thief is just as charming as it was on the page, while the game's open world gives their conversations and banter space to breathe as you travel between locations. These moments excel when pulling lines straight from the manga, but pockets of incidental dialogue have a habit of repeating over and over again, which quickly becomes grating to the point where I wish I could've muted it completely.

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Stellar Blade Review - Nier As It Can Get

Thu, 04/25/2024 - 00:00

What we let inspire us and what we pay homage to says a lot about the creations we make. Stellar Blade's influences come from the last two generations of character action games and it wields them proudly, channeling not just ideas but themes, designs, and even stylistic flourishes from games like Bayonetta and Nier Automata. It is only through understanding where Stellar Blade comes from that one can begin to discern what it improves upon and where it falls short of the giants that developer Shift Up's title wishes to stand on the shoulders of.

Stellar Blade puts you in control of Eve, a human arriving at a far-flung future Earth riddled with monsters known as Naytibas. EVE possesses superhuman powers, having been raised on a space colony and trained specifically to free what few survivors remain on the planet from the oppression of this omnipresent and existential threat. Along the way, the story takes a few twists and turns but largely stays in the realm of pulp science-fiction that is sometimes undermined by its own need to one-up itself. Characters change motives in service of plot twists at the drop of a hat and then resume their previous mindset without acknowledgement or comment. There are times that I wished the writing showed a bit more self-restraint rather than feel like the first season of a TV show throwing a hail-mary for a second.

The weight of the inconsistent quality of the writing tilts heavier towards Stellar Blade's disadvantage, as occasional head-scratching side quests are followed up by decidedly compelling ones, though not as often as it should. Just when you feel fatigued with following waypoints, the game serves a side quest with unique content and boss fights or a narrative beyond looking for someone who it turned out already died. The main story grazes the surface of subject matter like transhumanism and moral relativity, but it does little with them. Stilted and stiff voice acting also does little to help you take the story seriously and often brings you out of it. Historically, the quality of a character action game's story has scarcely mattered to the overall package, but those expecting something above the genre average should readjust expectations.

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Tales of Kenzera: Zau Review - Bladedancing

Tue, 04/23/2024 - 00:00

Grief is a messy, convoluted emotion to navigate. There's rarely a straightforward path to get through it; oftentimes it can feel like you're walking in circles around what you're looking for, or banging your head against the same mental roadblock again and again. In many ways, the experience of playing through a metroidvania mimics the feeling of working through grief--the genre is built on a similar path of progression, where the necessary tools to move forward are earned step-by-step, and a protagonist's evolving moveset makes it easier to overcome its challenges and navigate a seemingly inescapable world. Tales of Kenzera: Zau leans into that parallel, creating a powerful and moving message within the context of a stellar action-adventure game.

Tales of Kenzera sees you play as Zau, the fictional hero of a story that a father wrote for his son just prior to the father's death. Zau, similarly, is working through the grief of a lost father. Unable to get past the pain, he calls upon the god of death, Kalunga, and offers him a deal: If Zau successfully brings the three great spirits that have resisted Kalunga to the land of the dead, then Kalunga will bring Zau's father back to life. The god agrees and the duo set out, Zau relying on the shaman masks and training he inherited from his father to overcome the dangers of nearby lands. As a metroidvania, the game features moments where Zau must backtrack and use newly unlocked abilities (freezing water, for example, or a grappling hook used to swing over large pits), which Kalunga helps Zau master to navigate the distinct biomes of the map.

Inspired by Bantu mythology, Tales of Kenzera's map is a beautiful maze that pulls from African culture to characterize and flavor the interconnected areas. The myths of the Bantu color the undertones to the story, equating Zau's battle against larger-than-life monsters with a spiritual journey--you don't question how or why Zau's efforts to beat up a mother helps convince her to come to terms with leaving her daughter behind. Within Tales of Kenzera's lore, these actions make sense, reframing the physical space of the world into something more akin to a mental palace. That reframing contributes to the explosive battles, too, with the sound design and orchestral score of the soundtrack transforming each fight into a frenetic dance of emotion and spiritual energy where flame-infused shockwaves are stand-ins for violent outbursts and well-timed dodges equate to a carefully considered counterargument.

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