Monday, 11 August 2014

Is Sacred 3 Even A Sacred Game? Peep The Review Here And Ignore That I Said "Peep"

Written By: Tyler
Platform Played On: PC


Despite never playing the first Sacred, I have a love for Sacred 2. It wasn't an easy love and it was one that we both had to work at, but it exists now and it's very strong. The first time I played Fallen Angel I hated it, but this was partially because I had yet to buy a TV that was capable of handling high-def graphics... so reading text on a screen was extremely difficult. In a game like Sacred 2 this was a huge problem. The second time I tried playing I didn't find the game that exciting, but I enjoyed it more. The third time is when I fell in love. I became head over heels in love with its particular brand of open-world RPG, the complex leveling system, the endless loot and even the humour. Some people felt it was flawed but fun, whereas I think it's one of the best games the genre has seen.

Because of this, I was ridiculously hyped for the next entry in this series. I played Sacred: Citadel to help ease the wait, but it didn't click with me. I didn't know then -- and I wish I did because I would have saved $50 -- that Citadel was a good indication of where Sacred 3 was going. It's not that the game was the same because Citadel is a side-scrolling beat 'em up and Sacred 3 is still a hack n' slash, but one could say the simplicity of Citadel has drifted its way over to Sacred 3.

There's this constant debate within the realm of criticism and people can't agree on whether a franchise should be allowed to change. Wars have been waged (I'm purposely being overdramatic) over whether we should evaluate games based solely on what they are and not on the brand, or if we should take the name into consideration when critiquing it. In layman's terms: should I take into consideration what Sacred 2 brought to the table when reviewing Sacred 3, or should I just write about what Sacred 3 offers?

The answer, in this case, is that I have to take into consideration what Sacred 2 gave me. I can't avoid it. I'm all for series changing and evolving, but do gamers not go to their franchises of choice to have that similar gameplay experience? Unless you're a franchise that is known to constantly reinvent yourself, there are always going to be fundamentals in the games we like that make us go back. I don't want to play a core Metal Gear if there isn't stealth. I don't want to play a core Killzone if it doesn't have that heavy feel that the series is known for. Spin-offs are fine, and the concept of Citadel was okay by me because it was cheap and it wasn't a core Sacred.

That Deep Silver completely shit the bed with Sacred 3 is grounds enough for a mid-year leader for my "Disappointment of the Year" award. It went from what should have been one of my favourite games of the year to what will surely be one of the worst.

I want to get the good out of the way, because even though it's hard to find, it is there. I think that the game is reasonably pretty, with a very colourful aesthetic. We often get dark and gloomy environments in games like this, which is great, so it is nice to see an ARPG that embraces lighter colours and a more "pleasant" atmosphere. The fauna is detailed and the world is lively. Blues, greens, yellows all blend together well to create levels that are, at the very least, nice to look at. It's not that the game redefines graphics, but it is solidly put together and I did notice, and appreciate, the care that they put into creating a world that, like Sacred 2, was a little bit different and more cheerful looking than other games within the genre.


The music is also not bad. It's not great, and it's a bit by the books, but it's serviceable and does what it can to give the game a more epic feel when it needs it. It's orchestrated, and relies pretty heavily on quick chants to get its message across. Think Skyrim but not as good. Hell, it lacks the ability to pull you into its world musically like even a game like Divinity: Original Sin does.

The story follows the same path as the soundtrack, giving us a plot that works fine in moving everything along but I can't see anybody being entranced by what they're giving us. Lord Zane has gotten in bed with demons and is trying to open the gates to the underworld, so the heroes have to band together to put an end to that. It's pretty generic Fantasy storytelling, but if I'm being honest I don't go to action-RPGs for their plot anyway. It'd be nice if something could come along and give us a truly worthwhile plot in the genre, but I have yet to really find anything beyond simply "good."

Like in Sacred 2, the story isn't entirely serious. It's about as lighthearted as a game about opening up the gates of Hell can be without flopping around in parody. There's a lot of humour in here, though I'd argue that it's more of an attempt than anything. There are a couple lines worthy of a chuckle here and there but I'm so sick of hearing my brother's character yell "Sexy!" Hearing the same lines over and over is very grating, and a lot of the lines are cheesy and don't work.

Those are the aspects of the game that I'd deem good, or at least decent, and when that's all the praise I can give something we're in trouble.

I've seen it said a few times that this game should be approached like Gauntlet, but Gauntlet is still fun today due to clever level design and intense action. Despite Gauntlet being better, I do see the comparison. Deep Silver has chosen to strip the game of its open-world elements and give us a streamlined, stage-based game. Instead of traversing the world, finding side-quests and picking up copious amounts of loot, you are simply placed in a stage and are expected to make your way to the end while battling hordes of enemies. It is Gauntlet in that regard.

There are some different types of stages but they all amount to the same thing: you kill lots. There are the story stages, and there are stages where you simply just have to kill all the enemies, and there are wave-based stages where you defeat, you got it, waves of enemies. Even the portals that give longer side-quests still amount to the same thing.



The only thing that could save this set-up would be to have stages with dynamic action set pieces or something. Have a lot of exciting, stressful things happen in a stage to keep you on your toes. Instead, it's mostly just floor traps, which are more of an annoyance than anything, or having to turn a wheel six times while groups of enemies attack you.

This is where it's difficult to separate it from its brand, and the game suffers immensely because of it. Did anybody who anticipated this release want a Gauntlet clone? No, we wanted a huge world to explore, we wanted loot and we wanted a complex leveling system because this is what the previous Sacred gave us.

The sad thing is, I could actually have done without the open-world aspects if they had to strip it away. I wouldn't have preferred it because it was one of the selling points of Sacred 2, but had it gone a more Diablo 3 route where it's always very clear where you have to go, with very minimal exploration... I would have been fine with it. I really just enjoy the genre when done right. We are at a point in gaming where people seem to rage if a game is linear, but I don't mind linear. I've always found these types of games to have tremendous replay value, so I'm okay with only having one direction to go in.

What bothers me is that they've made the game boring and pointless. Hack n' slash is repetitive by nature, yet games like Dynasty Warriors remain fun. However, in the action-RPG I find it difficult to muster up the energy to continue laying waste to entire armies if there isn't something connected to the action. That is always the loot and the leveling.



There isn't any loot in this game. You pick up money, health and energy orbs, and that's it. Laughably, sometimes at the end of the level the treasure chests or enemies will drop health orbs. These don't matter because you're at the end and you gain all your HP back anyway. Without sufficient amount of loot, it's very hard to even care about killing the enemies.

The same can be said with the lack of real level progression. Sure, you level up, but it's in a very hollow way. You don't have stats to manage and there's very little customization in anything. You can choose between leveling up your combat arts, your skills or your equipment, but it's so straight-forward that it seems more like a chore than anything. You only have a couple ways to go, and there's no experimentation to see what is best. You'll very quickly find what works and stick with it because there's only a few different combat arts per character. In terms of skills, you are able to level up things like blocking, dodging or reviving. The choice there is whether you want to be able to block or dodge, because you can only have one at a time. This applies to your combat arts as well, though you can actually have two of those equipped at a time. This is a significant departure from the system in Sacred 2, which is almost godly. It's one of my favourite in the genre.

Everything is basically just handed to you. Sure you can level up the amount of potions you can carry, but you are given two at the beginning of every stage so there's no continuity and excitement in managing your resources. 

The combat leaves a little to be desired as well. At first I thought it was interesting for the genre, with something as silly as being able to roll being a plus because there aren't a lot of ARPGs that actually allow you to roll or block. It seems like a novelty at this point, but it's welcome. Unfortunately that wore off really quickly when I realized that it's still the same ol', same ol'. You have a special attack meant to break shields, but that overstays its welcome and just ends up seeming like a way to lazily add difficulty (another sore sport because the difficulty spikes are so uneven and annoying). A long with that you have two combat arts equipped on you, and of course the left mouse button is your basic attack.

Striking your foes is satisfying but it lacks the oomph of a game like Diablo 3. Regardless, it is reasonably fulfilling to lay siege to enemies. 

My biggest problem with the combat is one that I imagine would be fixed by using a controller, but I don't currently have a PC controller (just ordered one last night actually... yes I know you care about that): the controls. You move with WASD, but you attack in the direction that your mouse cursor is pointing. I hate this choice in pretty much any game because it makes it frustrating to attack where you want, or more specifically, dodging is a pain in the ass because logic tells you that you'll roll left when you're facing right, but the game tells you you'll roll right when you're facing left because you were pointing that way. This may seem like a silly criticism to some, but it heavily impacted the game for me.

It doesn't help that sometimes the game just ignores what you want entirely. I was playing as the Seraphim -- because it's Sacred and someone has to -- and she has a move where she jumps in the air and lands where you've pointed and does damage to any enemy close to where she landed. Only sometime she jumps in the opposite direction from where I'm pointing. The first few times this happened I thought I was just terrible but while that is true, it isn't why. It seems that the game incorrectly registers it sometimes. I also found that it didn't really send her exactly where I wanted it to.

Which brings me to the final part of my review, where I nitpick some smaller problems that just made me hate the game more. I had a lot of problem playing online. For one, my brother couldn't seem to join my game when I invited him so I'd have to just join him.

From my experience, and I'm well aware that this could differ for people, the person who was hosting the game seemed to run into issues where if you tried using your mouse to click options it wouldn't click the right one so you'd have to use the arrow keys and enter to be affective. The person joining the game ran into lag and constant yoyoing -- I don't know if this is an actual term but I heard my brother say it and I like it -- and it got frustrating. You'd fly back and forth constantly if you were not the host.


Even quitting out of the game is stupid. When you finally click the option to quit your game on the main menu, you actually have to hit the ESC key again. Why? Why would you do this? Normally in a review I'd ignore this or give it a quick mention in the middle of another paragraph but no, not only does this game not want me to have fun... it doesn't want me to quit either. It's like an abusive husband. Or wife, because we here at On The Gamely believe in gender equality.


It's not that these problems are huge. The yoyoing online was a problem, but these minor problems add up and when they're coupled with how terrible the game in other ways, it just amplifies them.

I hate Sacred 3, and from the looks of things, most people do too. The best that I've seen is that it's okay and when you don't look at it as a Sacred game, it's not too bad. When I first started the game I could have gotten behind that, but after spending some time with it, all I see is a lackluster new entry in a series I love, infested with poor game design.




Rating: 3/10
Verdict: Sacred 3 will crap on fans of the series, but even if one can separate themselves from the brand and look at the game as it is, it's still a very shallow experience. 

This is me right now, in case you didn't guess that.

Sunday, 10 August 2014

This Week In Games, August 10 - 16, 2014: Hohokum, Risen 3, Disgaea 4 and Some Weird Japanese Stripping

Written By: Tyler

Greetings friends, and welcome to another addition of "This Week In Games," the weekly article that I write where I discuss the finer points of surrealist art.

Each week I go on Gamespot -- you may have heard of it -- and I look at the new games that are coming out. I then write about them because this is a blog after all. I don't choose every game because to be honest, not every game is worth mentioning, but I pick some of the more interesting ones, whether it's good or bad, and I pick the bigger releases. Just because I say there isn't anything really coming out on a day, doesn't mean there isn't. It just means that there isn't anything that fantastic or worth checking out. That may sound harsh but there are so many games out these days that you have to pick and choose.

I also only talk about North American releases because that's where I'm from.



August 10

Nothing! It's Sunday after all.


August 11

It looks like there's nothing here according to Gamespot.


August 12


Disgaea 4: A Promise Unforgotten 


Coming Out For: PS Vita
Genre: Strategy - RPG
Gameplay: https://www.youtube.com/watch?v=D1vN2TGKwns
 
It was released in 2011 on PS3 but now you can pick it up on the Vita. It's enhanced and expanded, including apparently 50 pieces of DLC. The Disgaea series is one of the few RPG series that have gotten a really good following that I haven't ever tried, and I know that's criminal, but fans of the series should check this out.


Hohokum

 


Coming Out For:
PS3, PS4, PS Vita
Genre:
Adventure
Gameplay: http://ca.ign.com/videos/2014/07/23/hohokum-launch-trailer


It's kind of hard to explain Hohokum but it is my most anticipated release of the week. It looks gorgeous, and I'm sure the soundtrack will compliment the visuals exceptionally well. From a gameplay perspective it's a bit of an oddball... even the creators try to avoid describing what it actually is, choosing to just let them play it instead. In an article on Mashable, I saw the idea of flying a kite mentioned a lot and that seems appropriate. In it you just fly around in a colourful and active world and things happen. I can't sell you on it; if you look at that screenshot and it looks like something that might pique your interest, then make sure to watch that I linked above and see what it looks like in action.


Risen 3: Titan Lords





Coming Out On: PC, PS3, Xbox 360
Genre: RPG
Gameplay: https://www.youtube.com/watch?v=0vU42VAFzoE

Risen 3: Titan Lords is a medieval RPG that is promising a "classic RPG" experience, with a large, breathing world with a ton of side-quests and places to explore. It is played in a third-person view and you level up your character, use points to up your attributes and unlock skills, and do battle with various baddies using a combination of magic or melee. Use quick or hard attacks, mix them up, throw in some magic, be on your way to victory.

If this sounds like every other RPG you see, then you're probably right. Obviously I won't know until I actually play it, if I get around to it, but from the gameplay videos I've seen, it honestly doesn't look like anything that fantastic. It looks fairly generic. The visuals aren't exactly stunning, the battle animations don't look fluid (and some are laughable like what appears to be stabbing with a mace), and there's nothing here that screams "must-play." However, it doesn't look terrible either. I can't see Risen 3 standing up to the best in the genre, but it could serve you decently well as an RPG to tide you over until a better one comes... especially since, if you're like me, Sacred 3 has let you down (review on that coming). I imagine this ends up being a 6 out of 10 or maybe a 7, and people seem to forget that those scores aren't actually bad.



Akiba's Trip: Undead & Undressed 

Ima just leave this here and I'll be right back.
Coming Out For: PS Vita, PS3
Genre: Adventur/Action-RPG
Gameplay: https://www.youtube.com/watch?v=btW9_L8d48U

Akiba's Trip is a game where basically demon creatures have taken over Akihabara. There is a conspiracy that you will unravel, but more importantly you have to strip the clothes off of demons and expose them to light. I imagine that line is going to either make you want to play it or avoid it at all costs. You have to appreciate Japan and their willingness to do stuff like this.



Surgeon Simulator: Anniversary Edition



Coming Out For: PS4
Genre: Simulation (Of Sorts...)
Gameplay: https://www.youtube.com/watch?v=hYLPHa-4sUs

Ah yes, here we are, with a port of the wildly popular and comical Surgeon Simulator... this time for PS4. Fumble your way through a variety of operations this week, along with an exclusive PS4 mode that nobody seems to know anything about. Have fun and happy surgeoning!



August 13

Just a release of Hohokum in other places.


August 14

Gaiabreaker


Coming Out For: Wii U
Genre: Shoot 'Em Up
Gameplay: http://www.destructoid.com/the-wii-u-is-getting-one-shmup-richer-soon-with-gaiabreaker-273733.phtml

The Wii U hasn't had a lot going on since it was released, but this week there's a vertical shmup being released in the eShop. It doesn't do much that we haven't seen before, but since these games aren't as common as they were back in the 90s, it's still nice to see one. It could be a nice little game to play while you wait for something bigger to be released, like Hyrule Warriors or Bayonetta 2.


August 15

Another day where there isn't really a whole lot going on.



That's it for this week folks. Make sure to comment in the little box below (is it still there? Who knows?), or follow me on Twitter by clicking here here here. See you next time.

Wednesday, 6 August 2014

A Review Not Read or; A Road Not Taken Review

Written By: Tyler
Platform Played On: PS4

Don't tell me you can't do something PS4!

Rating: 7.5/10
Verdict: Road Not Taken is a good puzzle game with a simple idea that mostly works. The visuals are gorgeous, the story a bit lacking, but all-in-all it's a good experience.


The Roguelike is an insanely popular genre in the indie community, along with platformers. You don't see many large studios dipping into their genre, but some may say that the indie scene is flooded with them. I agree, somewhat, but the beauty is that you don't have to play them. I know, it's a crazy concept.

When I first saw Road Not Taken, I thought it looked like a charming take on the genre, and it was one of the few Roguelikes that caught my attention. With that said, I was still a little cautious going in because I wasn't sure if the pendulum would swing towards the positive or the negative in how it plays.

It has a novel concept; you are a Ranger and you go into the forest to save children. It has a cartoonish/fairy tale art style, you walk around on an isometric grid and it avoids a lot of the conventions of Roguelike by not being turn-based and not actually allowing you to fight... or at least in the way that we've grown accustomed to. It also is a puzzle game first and foremost.

In Road Not Taken, your only "weapon" is your ability to pick up objects (up to four around you) and toss them in a straight line. You can also pick them up and walk around them but it subtracts from your energy (your life) when you do so, so it's a more feasible option just to chuck things around. Which applies to real life too. It's a game mechanic that indie games can get away with since they're generally smaller in scope and aren't full-price -- it's free for PS Plus members this month -- and it does put an interesting spin on the typical Roguelike proceedings.



The game takes place over fifteen years, which each level being a year. Your energy that remains carries over to the next year so it pays to plan your moves accordingly and intelligently so you don't gimp yourself. The levels are procedurally generated which means when you die you won't have to repeat the same puzzles over and over, but I don't find that they change enough to warrant me replaying the game repeatedly. The situations do change, and at first there is a lot to explore and figure out, but when you die and have to do the early years it's a bit tedious. When things get tedious I tend to zone out and my lack of concentration due to that only hurt me later on.

The developers promise a lot to uncover, and they're right. There are a lot of things going on in this deceptively simple-looking game. There are a lot of different items that you can create by combining different objects on the map (by throwing objects into each other). Enemies and objects react in interesting ways and your book keeps track of how to create things. For example, throw an axe at a tree and it creates wood. Put together two pieces of wood and you make a fire. Throw a kid into the fire and it will follow you. The last one makes sense because if you abuse your child it loses its self-esteem and becomes dependent on you. Other reviews have knocked and made fun of that little tidbit, but I chose to rationalize it.

Even though when you die you have to start fresh, you don't lose the secrets that you've discovered, so subsequent playthroughs give you a bit of an advantage because you have all the knowledge of what you've learned before documented. That's great because my memory is terrible. What blog am I writing for again?

Some of the things don't make a lot of sense, but I guess the game has its own logic. It doesn't matter because once you bump into things it'll write down how to make it, if you can, so you don't really have to think. It is fun seeing what the world has to offer, and the first few times I had to restart I discovered some neat areas, such as the Yeti early on:


The problem is that due to the limitations of energy that you will no doubt face, it doesn't really pay to take the risk and explore some of these areas. Say you're seven years in and there's an area you want to check out, but you know you're getting low on energy and have a lot of years to go, will you really take that chance? I didn't.

Unfortunately the game does reveal itself to be a little more shallow than it would lead you to believe rather quickly, so as much fun as it is to discover things the first little while, it becomes pretty routine and less interesting. Doesn't change the fact though that at first I loved the game. Had I written the review over the first couple hours, I would have given it an 8.5 at least.

The visuals are a high point for me. Like I said above, they have a fairy tale quality to them and it's beautiful to look at. The evil spirits look intimidating, the animals look cute. Even the blocks that don't move have character. It's a world that is designed well and expertly brought to life with gorgeous artwork, and it proves that you don't need complex graphics to unleash a rich world on gamers.

Being able to throw things actually makes for some interesting puzzles. Over the last few years I've been fascinated more by puzzle games with simplistic hooks but compelling gameplay. Catherine, for example, was an incredible game and all you had to do was move blocks. Road Not Taken has that affect on me, though to a lesser extent. The gameplay is easy to pick up, but due to energy, you have to really think about all your moves, especially when you have spirits following you.

There are a couple annoyances, namely the fact that once you pick up an object you can't just put it down which I deem artificial difficulty... meaning it's a bullshit way to make the game harder like the computer literally just cheating in older games. There is also a problem of having to backtrack because a specific area requires something that isn't on this screen. This means that you will have to try not to block yourself off when proceeding to the next area because heaven forbid you have to return later. I get what they're trying to do, but this just reeks of poor design.

Outside of being in the woods looking for kids, you can walk around the very small village and make friendships by giving gifts to the people you talk to. In Road Not Taken, you can also do this, because the developers know that the only good friendships are superficial friendships based on presents. When you give them gifts, they will go from Acquaintance to Friend to even possibly Marriage.

You can also go into your house and equip a few items to make your experience easier, or ban up to two things from the map... but there are so many possible obstacles in this game that two doesn't really seem like very many. It's still a nice feature to have, because some areas can get really frustrating.

There's a story here but it's pretty mild. Like I said above, you are a Ranger and you save kids. There's potential here for a pretty touching plot but that's not really the point of the game. In fact, it's pretty disposable, except for the ending which actually does a good job of portraying emotion despite the fact that the rest of the game lacks it. I can criticize a game for not doing something but a good scene is a good scene and the ending, though incredibly short, is a good scene.

I quite like Road Not Taken, and I think it's a worthwhile entry into the Roguelike canon because it is a little bit different and ambitious, while keeping some of the mechanics that fans of the genre enjoy. It has a few drawbacks, but it's a fun, thought-provoking puzzle game that plays well for the most part.

One Of The Dinkiest Shooters Ever? A Lovely Planet Review

Written By: Tyler


Rating: 7.5/10
Verdict: Don't be fooled by the graphics, there's a pretty intense shooter in here.

Do you love first-person shooters? Are you sick of the grim, violent nature of them? Maybe you are and you couldn't possibly fathom finding something to soothe this pain inside... but fear not, because Lovely Planet is here and it is attempting to give you a first-person shooter that's less ordinary than the rest.

Right from the beginning you realize that something is a little different about Lovely Planet when you compare it to other games in the genre. You're bound to notice the graphics, and that will lead you down the path to discover that it is a lot more colourful and joyful than a lot of shooters... to an extent.

Take a look at these visuals:

SERIOUSLY LOOK AT ME!
They aren't exactly the most mind-blowing thing you've seen, even within the indie community where budgets are smaller and fewer people are there to create. The character models are very simplistic, though some are menacing in their own right, and the environments could have been done by a child. In fact, I believe I've made similar things in my life in my younger years. There are clouds in the sky, and sometimes platforms that you can't reach, but there isn't a whole lot here in the way of atmosphere. Your single gun looks like a stick. The enemies are squares or other shapes with some eyes and mouths. The visuals aren't pretty to look at in a conventional sense, and I know this will be a turn-off to some people.

It does have a certain charm to it in how colourful and joyful it looks. It's a nice change from the kind of graphics we usually see in shooters, because really, the genre is violent by default so having hearts scattered throughout the levels isn't exactly a priority. It's quite literally meant to be a lovely planet, and at first glance it certainly is.

However, if you strip away the cutesy nature of everything, things aren't as lovely as they may have appeared to be. The gameplay consists of you using your semi-automatic rifle to mow down the enemies and progress to the end of the stage. Sounds simple, right? The game is hard.

Even though the goals don't change and sound easy, this is a game of frustration, memorization and sweet, precious death. You fail the level if you get hit once, which can be annoying because there is a bomb-type thing that when it explodes, regardless of how close you are, it's the end for you. You have to kill every single enemy in the stage while avoiding the innocents. Lovely Planet may start off casual and I don't blame you if you're fooled by the flamboyant visuals and the dinky, upbeat (yet fitting) music, but it gets increasingly difficult to the point that you may think it's impossible. You may have to jump in the air and shoot three different things before they hit the ground so your aim has to be on-point. This is a speedrunner at its core, which flies in direct contrast to the look and feel of the game because you would think it'd be more relaxing than it is. I went in thinking it'd be a pretty lightweight game that I could breeze through but it's anything but. It's not an incredibly long game if you don't die as levels can be completed in a minute or so and there are five worlds with about 20 different mini-stages in each, but you will die. Lots.


They've done a good job of polishing the controls as well. You move rather quickly and can jump, there are no iron sights, and shooting feels good, if a little slow. I didn't come across any glaring problems in this regard, so it made platforming and blasting fun. The last thing a person wants in a game where they have to be almost perfect is to have terrible controls preventing that, but Lovely Planet functions well.

It's not a game I am in love with, but it is definitely solid. I think that the graphics could have been more enticing to really make it feel like a lovely planet, but it's hard to concentrate on that when you have to act quickly.

Tuesday, 5 August 2014

Hyrule Warriors Nintendo Direct And My Hyrule Warriors Impressions

Written By: Tyler

Watch here: http://www.nintendo.com/nintendo-direct/08-04-2014/#/video-ndirect

Today Nintendo hit us up with another Nintendo Direct. If you know me in person or follow this blog, you may be aware that while the Playstation has been my primary system since the first one, I'm a Nintendo fanboy in my heart and always treat their systems as my secondary console. Nintendo gives us games that no other platform will -- quite literally because they own and develop their most legendary IPs -- and they're just damn good. I also respect the fact that Nintendo goes off and does their own thing, even if it isn't always for the best. I actually love the Wii U and love the Gamepad.

They may be horribly out of touch in some aspects of their business model and plan, but in others they innovate. I always look forward to Nintendo Directs -- they're an event for me. They're usually about half an hour of showcasing new footage and breaking news. The only problem with the Directs is that they quite often disappoint. I, like many others, hope for certain things that we never get. Some of it is our own fault, but some of the blame rests on Nintendo.

This one focuses on Hyrule Warriors, which is a game I am looking forward to but it's not one of the big games of the year for me. I quite enjoy Dynasty Warriors but don't follow it religiously and I'm not a fan of Zelda at all outside of a few games that I mildly enjoy. So how did the Hyrule Warriors Direct fare? Read on for the news that matters.

Hyrule Warriors is looking like a good time with just enough change on the Dynasty Warriors formula to make it fresh. Don't get confused though, because this is still more of a Dynasty Warriors game with a Zelda skin than the other way around, but I'm okay with it.

The boss battles should be of interest in this. Though it will lack the legendary Lu Bu, it will have bosses from other Zelda games, and it will require the items that you find throughout the maps in order to defeat them. This should keep battles relatively unique and inject some strategy into the button mashing formula that Destiny Warriors is known for.

You will also need to use the items to open up different areas much like in Zelda. 

There are tons of things from the Zelda series brought in, such as the Cucco. They will come after you if you hit them and you'll see them mingling with the enemies on occasion. However, in some situations you can actually make them your allies. Other characters such as the Bombchu or even the Moon from Majora's Mask will also be included. It's safe to say that there will be plenty of fan service involved but it's interesting how they incorporate some of these. For example, you can hookshot the Moon to have it fall on enemies.

You'll have things like grass cutting, which seems silly, but it is part of the Zelda charm. Apparently they were going to have a stage that consisted solely of grass cutting but they didn't include it. I think that might be a good thing because I can't really see that being enjoyable. Sometimes Nintendo makes a bigger deal out of certain aspects of their IPs than they deserve, and I reckon the grass cutting is one of them.

These are the characters that they talked about in the Direct: Link, Zelda, Impa, Sheik, Ruto, Darunia, Midna, Agitha, Zant, Fi, Ghirahim, plus some new characters like Lana. They will all have their own attributes and weapons, such as a sword, a giant hammer, etc. This is typical Dynasty Warriors fare.

This isn't really news, but expect to see a bunch of stages based on places that you know and love within the Zelda universe, such as Skyloft, Lake Hylia and Twilight Field.

You can fill a bar by defeating enemies that will power-up your character when used. It is called "Focus Spirit."

In terms of character progression, it's light but it exists. Your characters level up as you slaughter your foes, and some materials drop in battle that you can use to craft badges that enhance your stats. You can also acquire weapons that enemies drop... some of these also have skills in them or if they have an empty slot you can fuse your own skills in it, such as more attack damage or a better chance of finding hearts.

There's a mode called "Adventure Mode," which basically slaps you on a NES-inspired map and you can move around to the different stages and play them. Each stage will have its own victory conditions and once you achieve them the level will end and more spaces on the grid will open up around you so you can progress to the next stage. It's not mind-blowing, but it's something.

Like any Destiny Warriors game, the core gameplay consists of spamming attacks until hundreds of enemies fall to your might. You can take over bases in the middle of combat to help turn the tides of battle, but mostly it'll just involve you laying waste to enemies yourself.

One sore spot for me is the lack of online co-op, and how they handle the local co-op. I don't know why but for as forward thinking as Nintendo is in a lot of ways, they have some problems with minor issues. Instead of playing on the same screen, which is completely acceptable in local co-op, especially since most people have bigger TVs these days, one person will use the Gamepad screen and the other will use the TV and Wiimotes. Not only that, but the screen resolution will go down when playing in local co-op. I don't know why they felt the need to do this to use, but it's a bit of a downer. I normally play Dynasty Warriors with a friend but I'll be playing this one solo.

As the Direct ends, we are shown Ganondorf. Of course he is badass, and of course you will want to play as him. If you're a Nintendo Club member then you can get the Demon King costume set, and like most games, there are pre-order bonuses from select retailers.


I think the variety and whatnot of the enemies, mixed with the Zelda characters and atmosphere, will make it a little more exciting than just a normal Dynasty Warriors. I enjoy this idea as a one-off, but if it became a series I think the novelty would wear off. After seeing the Hyrule Warriors direct, I don't know if I'm more excited for it or not, but most of my fears have been put to rest, and the problems I had with the game I already knew (such as the co-op).

Monday, 4 August 2014

Why Go Outside When I Can Play Eidolon? This Is The Review

Written By: Tyler



Rating: 8/10
Verdict: It's a slow game with a few technical hiccups, but getting lost in this survival/walking simulator is a pretty rewarding experience. 


I turned on the game, clicked the "Play" option and then the words that were there because of the title screen disappeared instantly and I was left standing -- in first-person view -- on some grass, surrounded by trees, with the whole world ahead of me. I was confused, silent but intrigued. Here is a game that I can respect in the same way as I do games like Minecraft or Terraria for its willingness to just drop the players into unknown territory and let them fend for themselves.

Eidolon isn't an exciting game and it's not one that everyone will take to. I didn't immediately take to it myself, if I'm being honest. It's a walking simulator, and it is labelled as such on its Steam page, and it's all about exploring. You walk through a massive world -- seriously, the scope is huge -- and it's easy to get lost because while certain areas do look different, a lot of it looks similar. You can walk for hours and find very little without guidance, or you might get lucky and hit the jackpot and find a bunch of things in quick succession. There are goals, but the game doesn't indicate them at the beginning, so it's up to you to decide what you want to do.

I say that the game doesn't indicate them at the beginning, but it does do a little bit to push you along if you want it to. As you travel this post-apocalyptic Washington, there are two types of things you can collect: a green shape and a white. The green has plot items, such as notes or even maps. These are all hand-written with their own personalities and piecing them together to uncover the personal and more large-scale narratives is interesting. The game has a feature that will show you the direction of the next piece of information. The white gives you items, such as binoculars, a bow, a fishing rod, etc. These are few and far between so when you collect one it's a big deal.

Some people aren't a fan of this type of gameplay, either. Some will definitely find it boring, and that's completely understandable. It really depends on your philosophy concerning what makes a "game." This may not be enough to warrant your attention. I think it has enough gameplay to keep it interesting.

Sprinkled in to add a little bit of tension to the exploration are light survival elements. You can starve, you get tired, you can get cold and die or you can get injured. Injuries can lead to death if they aren't appropriately dealt with, but there are healing checkpoints scattered throughout the world so death isn't always a bad option.

I was looking up the butt of a deer.

You can get mushrooms, berries, catch fish, kill animals with your bow (though be careful because some are aggressive and you have to be pretty spot-on with the trajectory of the arrows), and food can go rotten. Don't fear though, because the game isn't about surviving really and it feels like a game mechanic just kind-of tacked on to make it more like a conventional game. Food is everywhere in some form, and I never starved to death. This aspect of the game may give you a little something else to consider besides the scenery, but it's never overbearing or even difficult, because that would detract from the core element of the game: relaxation and discovery.

This isn't a genre that I prefer, but I like all genres because I love games. The idea of simply walking around and uncovering a world, with very little else to do, sounds interesting on paper but is often done so poorly it's boring. Eidolon doesn't suffer from that because of the care put into making the world believable and atmospheric. However, it's not perfect and has a few hiccups along the way.

But then a deer was just standing on the head of its enemy.

Since it was done by a smaller team, it's easy to forgive that the graphics just aren't that great. They're completely serviceable in this context, but the world does feel same-y and a little unpolished. Some of the models used aren't that appealing to the eyes, but I'm not saying that they're bad. The unfortunate reality, at least in my opinion, is that a game like this would benefit greatly from a bigger budget and thus better visuals. Imagine a AAA studio making this game and fantasize the incredible environments that could be created. Some genres are less reliant on top of the line graphics than others. A world in which the only thing you can do is explore puts more emphasis on the visuals than say, an RPG. Ice Water Games done a good job with the resources they have, but it's not one of the prettier indie games I've played. I deem this more of an observation than a criticism though, merely something I threw out there for the readers so they'd know what they can expect going in.

The game also stutters a bit when loading areas, but that's most likely because the world is gigantic. This is forgivable and basically ignorable. The animations of the animals and whatnot could have used some polish as they just go from standing one second to awkwardly on their side the next once you've killed them.

Despite this, it's still entertaining to adventure in this world, because occasionally you will see something like this:


The music plays a bit role in bringing Eidolon to life though. Sometimes it's non-existent, but then a song will slowly work its way into the fold and it'll be gorgeous. Slow guitar will often enter, and a beautiful ambiance permeates Eidolon, putting you at peace with yourself while you explore the world and unearth the stories of the ghosts of Washington. Or just kill animals.

Sometimes the songs are more menacing. I came across one place and instead of the typical pretty tune I was accustomed to hearing, something a little creepier, a little scarier, edged its way into my brain. I was investigating what looked to be ruins, and it was very fitting.

Michael Bell did an incredible job with the soundtrack, and it really does a lot to engulf you in this world.

Eidolon is a great game to those who are willing to give themselves over to it. It meditative, relaxing games where you simply explore an empty, lonely land aren't your thing, then avoid this one. If you are able to get into this kind of thing, there is a lot to love here.


Sunday, 3 August 2014

This Week In Games, August 3 - 9, 2014: Sacred 3, Road Not Taken, Metrico, The Swapper, etc

Written By: Tyler

Hello people, and welcome to another addition of "This Week In Games," the weekly On The Gamely feature where I talk about how great Guardians of the Galaxy was.

Each week I go on Gamespot.com and see what games are coming out this week. I then pick some of the more interesting ones and I do a quick write-up about why you should avoid them or play them. I tend to pick games that are seeing their first release, but I do pick ports once in a while, and I go by North American release dates... sorry other parts in the world who aren't 'Murica, but I live in Canada so that's how I'm running things.


August 3

It's Sunday, do something besides game! Or just play an older game. Either way, there are no new releases on this day.



August 4

Jet Gunner


Coming Out For: PC

Genre: Platformer
Gameplay: http://store.steampowered.com/app/314250/

Jet Gunner is hitting Early Access this week, and it's an homage to the games of the 8-Bit era. At one point, I think that was a really good selling point but indie games have come so far and we're so used to seeing this kind of thing that the game really has to do something interesting with the nostalgia, like Shovel Knight did. So is Jet Gunner up to the challenge? Obviously it remains to be seen but for what it's worth it looks like a pretty good, fast-paced side-scroller. The visuals don't really pop to me, but I've only seen the video in the link above, but it will probably be a solid game. I'm just not entirely sure if it'll have a lot to offer that a ton of other indie games (and NES games) haven't already. 



RPG Tycoon 



Coming Out For: PC, Mac

Genre: Simulation/RPG
Gameplay: https://www.youtube.com/watch?v=QCwlh8bpqhg
RPG Tycoon is another game that is hitting Early Access, and this one is promising to be a mixture of an RPG and simulation games like Roller Coaster Tycoon (and other Tycoon games). Though I've never actually played any Tycoon games, this one interests me because of the RPG elements. You run your kingdom and heroes come and do quests. I'm not sure how much depth it's going to have to it, but I enjoy when games blend simulation and RPGs together, like Recettear a few years back. It'll be interesting to see how RPG Tycoon develops as time goes on.



August 5

Sacred 3


Coming Out For: PC, PS3, 360

Genre: Action-RPG

Gameplay: https://www.youtube.com/watch?v=TFCURzNgCYo

Sacred 3 is the big release of the week for me. It was released on the 31st elsewhere, but it's hitting North American soil August 5th. I'm a big fan of the second Sacred and consider it one of the finest examples in the genre, and an underrated gem because I don't think it got amazing reviews across the board, so I was really looking forward to this... until just now.

I've been avoiding reading much of anything about it because I just wanted to go in as blind as possible because discovering the different features of games is appealing to me. Usually this works out fine, but I read a little bit about Sacred 3 and I am really scared now that I'm going to be let-down. They streamlined the experience, got rid of the open-world aspects, dumbed down the RPG elements and instead give us levels and a lot of actions. I'm very cautious now, but I already pre-loaded it so I'm in it for the full haul. A review will come for it.


Road Not Taken



Coming Out For: PC, Mac, PS4, Vita
Genre: Roguelike/Puzzler

Gameplay: https://www.youtube.com/watch?v=Iqz16Khp61I

Boasting nice music and great 2D art, with the promise of procedurally generated levels, Road Not Taken seems to be a slightly interesting take on the Roguelike. It's got puzzles, for one, and your character is a Ranger who is trying to save children... by pushing and levitating objects. I've read that the puzzles are deceptively difficult, so this could be a good game to sink your teeth into, especially if you're a fan of the genre.



Mind: Path of Thalamus


Coming Out For: PC
Genre: First-Person Puzzler
Gameplay: http://store.steampowered.com/app/296070/

If the video that plays when you access the Steam page for the game is any indication, the developers want to make you feel something. To solve the puzzles you can manipulate the weather or travel into the past. I'm not sure how those things tie in together but I don't care because it's a neat gameplay mechanic and I really hope it works out well for the game. The main character asks how many times he'll kill "her" at the beginning of the trailer, and I'm looking forward to figuring out the answer. My guess is twenty.



Teenage Mutant Ninja Turtles



Coming Out For: 3DS
Genre: Action
Gameplay: I actually can't find any videos of it...

I was just going to ignore this game but I wanted to include a 3DS game and I like the Ninja Turtles. With that said, it's hard to find anything on this game, and it will more than likely end up being incredibly terrible so I wouldn't waste my money on it if I were you. I mean, it's a movie tie-in with a Turtles reboot that's pretty controversial at this point.



Metrico



Coming Out For: Vita
Genre: Platformer
Gameplay: https://www.youtube.com/watch?v=87SRSElTR9Q

I think the Playstation Vita wins "game of the week" in the handheld department this week. Metrico is a game with pretty simplistic visuals, but like The Floor is Jelly, it looks like it's still going to give us a beautiful and atmospheric journey. The gimmick of this platformer is that each screen will have different rules that you have to figure out. This should make every stage a new, exciting experience. I wish I had a Vita, because this may be a game I'm going to regret not being able to play.



August 6

Back To Bed


Coming Out For: PC, Mac
Genre: Puzzler

Gameplay: https://www.youtube.com/watch?v=0lz-QUPABqw

Set in a surrealist world, you have to help sleepwalker Bob get through the puzzles. What will make this game exciting is the fact that he will be constantly walking so you'll have to think quickly. I love surrealism so the artwork appeals to me.



The Swapper


Coming Out For: Playstation 3, Playstation 4, Vita
Genre: Platformer

Gameplay: https://www.youtube.com/watch?v=I3EyhIM9k_k (PC)

The Swapper was a PC indie game released last year and it got really good reviews. It's a platformer but the take on it is that you have a gun called "The Swapper" and it creates clones of you. I've never gotten a chance to play it, but it looks like a great Sci-Fi game with an intriguing story that doesn't beat you over the head with it. Make sure to check out this port.



Crawl


Coming Out For: PC, Mac
Genre: RPG/Action
Gameplay:https://www.youtube.com/watch?v=2_3xrqjTyes

Every now and then when I'm looking up games that are coming out this strange game that I've never heard of pops up and I'm amazed by it. Crawl is a dungeon crawler game with an emphasis on local co-op. The twist is that your friends control the monsters, and when one of them kills you he/she instantly becomes the hero and tries to complete the dungeon. Now, I don't have any friends, and local co-op is increasingly hard because of this, but I absolutely love this game and encourage everyone to support this if they can. It'd be a bit of a waste for me because I won't be able to get the full experience, but maybe sometime down the line.


August 7

Nothing interesting being released here unless Shut The Box for Wii U is interesting to you.



August 8

GamersGoMakers


Coming Out For: PC

Genre: Simulation

Gameplay: https://www.youtube.com/watch?v=Hchq3HalHlo

GamersGoMakers has a silly name but it's a neat idea. If you've ever wanted to run a video game company but, y'know, can't because you're as dumb as me, then here's a game for you. In it, you start in the 1980s and you develop video games. As the game progresses, your company will get bigger, you will manage your resources, and you can even buy out your competitor. This could be fun.



Victory At Sea


Coming Out For: PC

Genre: RTS

Gameplay: https://www.youtube.com/watch?v=ToEPgfKyAZQ 

Victory At Sea is an explorative combat real-time strategy game where you explore the sea and shoot other ships. It boasts over 80 ships and three game modes, and if this is your kind of thing then it may be worth checking out, especially since we don't see a lot of games like this.



August 9

Nothing, it's the end of the week!



That's it! Those are the games that I deemed interesting for one reason or another. Leave a comment in the little box below if you want to yell at me or contact me on Twitter @ArtBathednCrime. See you next time.