GAME REVIEWS | Attack of the Fanboy https://attackofthefanboy.com Video Game Guides, Reviews, News & More Thu, 10 Nov 2022 16:33:17 +0000 en-US hourly 1 Pentiment Review https://attackofthefanboy.com/reviews/pentiment-review/ https://attackofthefanboy.com/reviews/pentiment-review/#respond Mon, 14 Nov 2022 14:00:00 +0000 https://attackofthefanboy.com/?p=869638 Pentiment is a murder mystery game from Obsidian Entertainment and Xbox Game Studios. The idea for Pentiment was created by Joshua Sawyer, the game’s director, during his time at Black Isle Studios almost twenty years ago. He was inspired by a 1992 roleplaying game called Darklands, also set in the Middle Ages. Sawyer tried multiple times to bring his vision to life and finally was able to with Xbox Game Studios after they acquired Obsidian. I’m so grateful they gave this game a chance because it is, in my opinion, one of the best games of the year and one of my favorite games I have ever played.

The Choice is Yours and Yours Alone

Dialogue-Choices

Pentiment is the ultimate dialogue-heavy game. Your choices genuinely influence how your game plays out with dialogue checks, your ability to see certain scenes, and the overall three-act story. There is no illusion of choice here. Your actions in Act 1 will, directly and indirectly, change Tassing, the characters, and the story in Act 2 and Act 3. I’ve played this game multiple times, and I still have yet to have a wholly duplicated playthrough (some overlap, yes, but not the same).

I didn’t realize it was possible to load old save files until after my first playthrough, but I’m glad I didn’t. While I would have liked to have the perfect playthrough, I also enjoyed a natural playthrough where my decisions were based on emotions and logic rather than theorycrafting.

The Setting – Welcome to Tassing

Tassing-Bavaria

Pentiment’s murder mystery takes place over three acts that span 25 years in the town of Tassing, Bavaria, which is part of the Roman Empire. The developers used 16th-century history and incorporated them into the game, which created a semi-true historical fiction setting. You will learn about the 16th century, how people lived, the laws of the land, the religions, and the various pieces of art and music.

The story starts in 1518, and you become a journeymen artist named Andreas Maler, who works in the Scriptorium of the Kiersau Abbey in his journey to become a master artist. You will be dropped right in the middle of a murder mystery and several conspiracies. While solving the mystery, you will unearth the history of Tassing and eventually learn the town’s fate and inhabitants.

Your goal for each Act is to investigate the murder that takes place. You will investigate, compile evidence, and ultimately sentence a resident to death. There is no correct answer here, and your actions will ultimately decide how your game plays out. The game does not give you an answer. Instead, you decide who did what and why.

Your goal for the entire game is to solve who the mastermind is, nicknamed the thread-puller, and why they are causing Tassing residents to commit murders. Based on the evidence you find during each Act will ultimately help you solve the mystery and understand why they are causing such havoc in Tassing. The game’s ending made me gasp, and I never once thought it was the person behind everything.

The Cast of Characters – Not a Dull Character in the Bunch

The-Characters

The developers did an insane job immersing you in Tassing, the Kiersau Abbey, and the outside world by developing the game’s characters. You will interact with characters that range from peasants to royalty and everything in between and you experience every aspect of the characters’ lives across the 25-year span of the game. From birth to death, you will grow to love or hate every character and will get to experience their journey. Your actions will, directly and indirectly, affect how their lives play out, and by the end of the game, you will be sad to leave. You will be invested in the characters’ lives, sad when things don’t go so well, happy when they do, and feel a sense of community when the town rallies.

The Art Style – A Sight for Sore Eyes

The-Barons-Death-Scene

Pentiment is a 2D game that uses an art style inspired by early prints, woodcuts at the transition, and late medieval manuscripts from late medieval to early modern art eras. Hannah Kennedy, the games art director, worked closely with the Getty Museum and the Huntington Library as inspiration using their collection of illuminated medieval manuscripts. In addition, the art team consulted manuscript experts like Christopher de Hamel to ensure Pentiment was as authentic as possible.

The game also uses stylized font and word effects for the dialogue system that mimics manuscripts of the 16th century which add even more to the authenticity. My first gripe is with the stylized font and word effects used for the dialogue system. These may wear out their welcome to some players after a while. However, I’ll admit that I kept it on for the entirety of my first playthrough and then used the game’s Easy Read feature for subsequent playthroughs (for completion speed more than anything).

The Soundtrack – Pleasing to the Ears

Music-Staff

Pentiment’s composers were Alkemie Medival Music and Ensemble, both of which did a fantastic job with the game’s soundtrack and in-game sound effects. The music is what set this game apart for me. The opening credit scenes made me feel like I was about to embark on an epic journey akin to the experience of watching the intros to Hell on Wheels and Game of Thrones for the first time. I had a sense of excitement and was ready to begin my journey.

Again, the music is what put this game over for me. Whether it is background music that highlights the game’s current mood, the period instruments being played, or the chants of monks, everything has been orchestrated exceptionally well.

Primary Game Mechanic – Time Waits For No Man

Time-Mechanism

My second and last gripe with Pentiment comes with its use of a timing mechanism. You will only have a certain amount of time to investigate the murders during each Act. On top of that, most actions you take will cause you to lose time during each of your days. Finally, you can only visit certain areas and interact with certain periods during specific times of the day. You have to plan how you want to spend your day and decide what actions are worth more than others.

This is more of a personal gripe because I wished I had more time to investigate and explore the world without the game limiting my actions through the various time limits. The time limit, however, does add a sense of importance, doom, and instability to your actions because you are not sure what the correct action is at the time or if you will miss out on another potentially significant action.

If I could only give you one piece of advice in this review, it would be to take advantage of the different times of the day. Just because you only have one objective in your journal doesn’t mean you can’t explore, talk to residents, or uncover more evidence. So put on your thinking cap and be super creative!

Are there Bugs or Game Breaking Issues?

I only ran into one bug during all my hours playing Pentiment. It happened at the start of the game when you first gained control of Andreas in Tassing. When you go downstairs, the options to talk to the residents and the option to leave the house are not there. I had to, unfortunately, restart the game to fix this issue. I’ve played through this seen several times since and have not run into it, so I believe it was just a fluke. Pentiment is a highly polished game. You will not be frustrated with any issues that will break your immersion.

The Verdict

I laid in bed every night after playing Pentiment and thought about what I had just experienced, how it tied into my previous playing sessions, and how it would all tie together during my subsequent playing sessions. A game hasn’t consumed my life like this in such a long time. I fell in love with the setting and the cast of characters, and I became so invested in the story that I had a hard time setting the game aside for the night. This made my decisions feel more critical, and I questioned myself after each one, wondering what I should have done differently or what could have gone better.

When the final scene finished, and the credits rolled, I sat there staring at my screen with many emotions. I was sad to be leaving Tassing, happy that I could make residents’ lives better, sad about the outcomes of others, and wondered how things could have turned out differently. Even if I weren’t planning on playing through Pentiment again for this review and guides, I would have done so without hesitation. Pentiment will make you want to play through the game multiple times to see the story unfold differently based on the actions you wished you could have done.

Unter later…

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Harvestella (Switch) Review  https://attackofthefanboy.com/reviews/harvestella-switch-review/ https://attackofthefanboy.com/reviews/harvestella-switch-review/#respond Thu, 10 Nov 2022 16:33:15 +0000 https://attackofthefanboy.com/?p=869310 Harvestella is a title that has, since its reveal, gathered a significant amount of both expectation and curiosity, mainly thanks to its visuals and premise. But does Square Enix’s new life simulation RPG manage to make its mark through the seasons? And what about the Switch, can the console bring the best out of the game?

A Charming and Fresh Experience

Although Harvestella is an RPG whose biggest focus merges the unison of Daily Life mechanics and core JRPG features, the whole experience relies on farming mechanics as its driving factor, as players are able to freely renovate their land, plant and grow a wide variety of crops, raise animals in order to get resources, as well as craft, cook, fish, and sell their wares. Selling your products and items is also one of the only ways in which you can earn Grilla (the title’s main currency) in the game.

This, is the game’s main selling point, as Harvestella excels in its ability to offer two fundamentally different but directly related and dependent gameplay aspects, all without sacrificing one in favor of the other. A feat made possible thanks to the game’s progression system and the way each new renovation performed or milestone reached truly opens up a world of possibilities.

The game’s overall storyline and narrative style also deserve praise. While the plot is not groundbreaking, it manages to deliver a solid RPG experience, which feels in many ways similar to classic RPGs. The game also features many clear nods and homages to classic JRPGs, such as Chrono Trigger.

Harvestella-review-story
IMAGE: Square Enix.

As all RPG fans know, a great JRPG experience needs to fill a few requirements, which are having a high-quality cast of characters and narrative, a good set of gameplay mechanics, and a wide array of side-quests and activities. With that said, we are happy to say that Harvestella checks all the boxes, as the game also features a wide array of side quests, as well as many other activities sure to please fans of the genre such as collectible hunts, among others.

In Harvestella, players can take part in two kinds of side quests, those given by NPCs and those given by the game’s companions and supporting cast. The companions and main supporting character quests will feature more in-depth stories as well as explore their character arcs outside of the main storyline. By completing the quests, players will also increase their bond level, thus unlocking, in most cases, new skills, buffs, and special abilities.

On an unrelated note, as we also know a lot of people will be asking: Yes, you can pet all of your animals in Harvestella.

Harvestella-Review-petting
IMAGE: Square Enix.

A Combat System Which Shines in Its Simplicity

The game features a highly intuitive combat system, where you take on the field as the protagonist and can partner with up to two AI-controlled companions. As advertised, you can switch between the game’s available jobs, or classes, on the fly, each featuring its own set of unlockable skills and passives.

Overall, Harvestella’s straghtforward approach to combat is its biggest strength, as it gives players the freedom to try out a good amount of different playstyles and combinations in order to find the best strategy against certain bosses and special enemies. Just like in the Kingdom Hearts series, the fact that the on-field encounters occur without the need for loading screens also provides a truly smooth and relaxing experience — especially when revisiting older dungeons in search of resources.

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IMAGE: Square Enix.

The Break Gauge system, which is already an RPG staple, is also present in the title and can be considered the main boss-related mechanic in Harvestella, as you will both be able to open enemies to damage and perform special attacks once their conditions are met by triggering it. With that said, the lack of more in-depth descriptions regarding both characters and enemies in the game’s Encyclopedia is truly felt. In the enemies and boss-related sections, to be precise, the game only features the name, the design, and the weaknesses of each of its entries.

Preparation is Key

Although relatively few in number, Harvestella’s dungeons are another plus. These areas are large and they can only be completed or fully explored after multiple visits. Apart from the standard dungeons and explorable areas, the game also features a descending dungeon, only available during Quietus.

Apart from collecting items and facing enemies, players are also able to make use of craftable tools to fix paths or, in many cases, literally blow open new ones during their ventures through the dungeons and combat areas. But be advised, as Harvestella is at its core a life simulator, so everything you do from traveling through regions to working on the farm and exploring dungeons — will take time and expend stamina, both of which should be managed carefully.

The crafting and item usage mechanics once again showcase how both facets of the game complement each other, thanks to the way they push players to only dive in after crafting and preparing the necessary resources. The mechanic also further segments the importance of steadily building your farm and unlocking new crafting recipes, since not doing so may result in either wasting a whole game day by entering a dungeon without the proper tools to proceed or in falling to an enemy for the lack of consumables.

The ability to craft new tools and items also makes the task of returning to once-visited maps as part of side-quests or in search of collectibles way more exciting, as you will be able to unlock new paths by using the new tools, thus unlocking new bosses, resources, and items.

A Musical and Visual Spectacle

Harvestella’s art direction is top-class, thanks to the presence of gorgeous scenarios, each filled to the brim, as well as unique and truly charming character models. The game’s overall artwork is also a differential, thanks to its charm and attention to detail, all of which can be seen during dialogues, through the menus, as well as in the overall presentation of many of the in-game items, animals, ingredients, and dishes.

All of the in-game main regions also change based on the season in question, which is truly a great plus, both visually and from a gameplay perspective, thanks to the presence of season-exclusive items and fishes. With that said, the most striking point of the game’s on-field presentation lies in the excellence of its textures, which truly excel while showcasing fabrics, foliage, and in setting the tone through the presence of strong color schemes.

Harvestella-review-environments
IMAGE: Square Enix.

The game’s sound direction is also stellar, as it manages to enrich the experience and truly takes the game to whole new heights. The game’s soundtrack, signed by veteran composer Go Shiina, known for his work on the God Eater series, Code Vein, and in the acclaimed anime adaptation of Koyoharu Gotouge’s Kimetsu no Yaiba, may be one of the composer’s best. The songs capture and bring emotion with both class and substance.

Harvestella-Review-soundtrack
IMAGE Square Enix.

Regarding Performance

As many already expected, FPS drops do happen in some scenarios and are frequent when facing magic-wielding enemies, given the Switch’s hardware. The drops do not hinder the experience significantly, in most cases. Although the game does look especially blurry in some sequences and when navigating the world map.

The Switch also struggles during some boss battles, especially the ones with feature bigger scales and multiple areas, as well as in scenarios where you must face multiple enemies. During dialogues, especially those featuring the whole party, the performance also suffers a hit.

The loading screens, which were one of the main complaints in the demo are frequent but overall pretty short and thus do not hinder the experience significantly in any way.

The Verdict

Harvestella is a solid life simulation RPG, which has its farming system and intuitive mechanics as its biggest draws. While the presence of beautiful visuals, a flawless soundtrack, fluid overall mechanics, and a charismatic set of characters and narrative manages to set the game apart as one of the most charming, although not without its flaws, RPG experiences of the year.

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Dying Light 2: Bloody Ties DLC Review https://attackofthefanboy.com/reviews/dying-light-2-bloody-ties-dlc-review/ https://attackofthefanboy.com/reviews/dying-light-2-bloody-ties-dlc-review/#respond Thu, 10 Nov 2022 08:01:00 +0000 https://attackofthefanboy.com/?p=870834 When I finished Dying Light 2 earlier this year, I remember wanting more. Techland had crafted the ultimate parkour playground and stuffed it full of zombies and choice-driven quests, and I wanted more. Despite the issues the base game of Dying Light 2 suffered from, the gameplay loop of leaping between rooftops and slashing through hordes of the undead never got old. Now, the game’s first story DLC, Bloody Ties, gives players a reason to return to the streets of Villedor for more Dying Light action. Fans of the series have been clamoring for more Dying Light 2 since the game’s roadmap was first revealed, and that’s exactly what Bloody Ties is: more Dying Light 2, for better and for worse.

Despite being the first piece of story DLC for Dying Light 2, the Bloody Ties DLC does not pick up after the end of the main storyline. Instead, Bloody Ties is a side story that takes place during the main story of Dying Light 2. It centers around a massive combat arena called Carnage Hall where Aiden inevitably climbs to the top. The DLC isn’t just about a fight club though, since Aiden also gets swept up in some family drama right from the get-go.

Dying-Light-2-Bloody-Ties-DLC-Victory

It’s just what you’d expect from Dying Light 2 story DLC. There are a few new infected variants, some new weapons, and a string of new quests with multiple outcomes based on your choices throughout the story. That’s the main problem with Bloody Ties, however. It doesn’t do anything particularly new or exciting, causing it to feel repetitive even with its short 4-hour runtime.

There are some new ideas in Bloody Ties, namely the spectacle-filled opera fights that take place in Carnage Hall. These are the core of the DLC, large gladiatorial events where you battle opponents on a themed set in front of a live audience. They’re challenging, letting you get the most out of Dying Light 2’s combat system, but the novelty wears off fast and they quickly start to feel like rote combat encounters.

The family drama that permeates the arena is the real highlight of Bloody Ties, but even that falls short by the time everything wraps up. Things start off strong, with Aiden partnering up with a plucky wannabe fighter named Ciro. Things quickly go south after their first fight together, and Aiden slowly learns the intricacies of his family tree and how it all relates to the fights at the Carnage Hall. It’s a story about revenge and the price of power, and it’s interesting enough to keep you motivated to finish this relatively short DLC storyline at the very least.

Dying-Light-2-Bloody-Ties-Ciro

If this all sounds really pulpy, that’s because it is. Techland is using Bloody Ties to explore a less serious corner of the Dying Light universe, deviating from the moral conflict between the Peacekeepers and Survivors in favor of a cheesier storyline where the villain is literally named Skullface and you fight in a place called the Carnage Hall. That doesn’t mean that Bloody Ties isn’t a serious story, it’s just a different type of story that serves as a companion piece to Dying Light 2’s overly serious main story.

Of course, Bloody Ties is just the first step of fleshing out the world of Dying Light 2, and the game’s upcoming story DLC packs will most likely explore other corners of Villedor and experiment with multiple different tones. Techland is committed to giving Dying Light 2 an insanely long lifespan with plenty of post-launch support, and that’s one thing that gives Bloody Ties a slight advantage. The base game of Dying Light 2 has seen several improvements since launch, and players who haven’t been diving into the game’s free chapters and events will be treated to a host of enhancements when they boot the game up to play Bloody Ties.

Dying-Light-2-Bloody-Ties-Carnage-Hall

Along with the chapter-specific vendors, which remain in the game permanently after their addition to ensure players can obtain their gear at any time, Dying Light 2 now has new game plus, a photo mode, and plenty of other improvements. Console players now have an FOV slider and a balanced graphics mode that provides the best of both worlds between framerate and picture quality, PC players now have access to AMD FSR 2.0 to boost performance, and the game now has a gritty color grading option to make it look more like its E3 2019 trailer. These are small improvements but they add up, and these under-the-hood enhancements make Bloody Ties feel like much larger of an addition than it actually is.

The Verdict

Ultimately, Bloody Ties is quite underwhelming compared to the base Dying Light 2 experience. It’s not that long, the characters aren’t that interesting, and the combat encounters get stale very quickly. With as strong of an emphasis as Dying Light 2 placed on its main story, I kept waiting for Bloody Ties to make a narrative impact that never came. Still, those looking for a reason to return to the streets of Villedor have finally gotten what they’ve been waiting for. Bloody Ties is a safe, short expansion that gives dedicated Dying Light fans some new stuff to mess around with, but there’s not much to entice other people to dive back in.

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Sonic Frontiers Review https://attackofthefanboy.com/reviews/sonic-frontiers-review/ https://attackofthefanboy.com/reviews/sonic-frontiers-review/#respond Mon, 07 Nov 2022 14:00:00 +0000 https://attackofthefanboy.com/?p=869148 When Sonic Frontiers was announced, I was admittedly skeptical. I was a non-believer. I thought this game would fall flat, be lifeless, and be another entry that followed the overdone open-world formula that we have seen in the past decade. After playing the game for a reasonable amount of time even after the credits, I’ll gladly eat crow for my past sentiments.

Sonic Team really nailed what makes a Sonic game great and true to the franchise. It’s about good platforming; it’s about engaging gameplay. Most importantly, it’s about going fast. In previous Sonic games, that whole mantra of going fast started to feel like a relic of the past. However, with Frontiers, it’s back in full force in a way that reinvigorates the typical gameplay loop and more.

Elements of New and Old Done Right

The moment you start a new game and get past the menus, the story begins with an easy-to-follow plot. Sonic and his friends are just minding their business during an adventure, and then comes some calamitous event orchestrated by their long-time adversary, Dr. Eggman.

As things go awry, it’s up to Sonic to save his friends again from imminent disaster, and you can assume control of him. Immediately — and this is a bit of a divisive topic for many — we’re back in yet another rendition of Green Hill. The movement, platforming, and everything we have grown used to from the modern Sonic games is all there. Muscle memory kicks in. It somehow feels like 1991 and 2022 meshed together.

Progressing through the stage, familiar foes are laid out to stop you from reaching your goal. Collectibles are still there for the completionists. That familiarity feels nice. No frustrating gimmicks are thrown at us that make the game feel slower.

Upon finishing that first stage, you enter the first open-world instance. The familiarity still lingers. You see springs, grind rails, boosters, and jump rings scattered about. They’re all placed in such a way that you can see the ideas of new and old merging to create something that the series needed.

There’s a healthy balance between venturing into the vast open zone instances laid out in the game and platforming through traditional levels. You go and explore for a bit, discover new landmarks, and progress the story further. In the next instance, you’re back in familiar territory, racing for the best time possible for a stage clear.

Gotta Go Fast!

While moving forward in the world of Frontiers, you’re slowly eased into the combat of the game. Although we’re used to Sonic utilizing his speed and spin-dashing to take down any foes who get in the way of helping his friends, what’s presented to us instead is an entire combat system where he’s throwing punches, kicks, energy waves, and all sorts of acrobatic moves to defeat his enemies.

Sonic-Frontiers-Fast-Combat

The thing is, with a combat system like this, the game still maintains the whole “gotta go fast” mantra. Purists who only like the running, dashing, and homing attacks can rest easy knowing that the Blue Blur’s biggest selling point remains intact.

There’s depth when it comes to combat in Sonic Frontiers. You can still very much outrun your opponents and spin-dash them until they’re defeated, but the mix of flashy combat and new skills adds a new layer of gameplay that really benefits the game in the long run.

With all these new skills ready to be used, this allows Sonic Team to introduce brand new enemies and boss archetypes. At the end of my playthrough, there were definitely some battles that stood out compared to even some of the most iconic ones in past Sonic titles.

Even with all this mention of combat and skills, Sonic is mostly able to pull this off because of his untapped potential. Little speed was sacrificed if any. The game still feels like a Sonic game at its core, and it makes sure it stays that way.

You’re Never Really Alone

One of the biggest concerns many fans (myself included) had for Frontiers was that the Starfall Islands were going to be barren. These fears were valid mostly due to potential technical restraints, the speed and freedom that players have in exploring, and the track record Sonic Team had in the past when it came to consistently good games.

To alleviate many of those fears, the team instead created a game that feels populated. The open-world instances aren’t empty. In fact, the mix of different obstacles, puzzles, challenges, enemies, and collectibles feels like Sonic Team created a typical zone and turned it into an entirely explorable area. It never feels like you have to mindlessly run from point A to point B until the story progresses forward.

The mix of different obstacles, puzzles, challenges, enemies, and collectibles feels like Sonic Team created a typical zone and turned it into an entirely explorable area.

That feeling turned into starting at point A but taking about an hour to get to point B because I found an entirely new area with new enemies to defeat and items to collect. This is also what makes Frontiers so great. Its story is linear, but your player progression isn’t restricted. Unless something is directly tied to the story’s progression, there really are no restrictions on what you can fight or where you can explore.

It’s fun to just run around the Starfall Islands, collecting as many rings as possible, defeating the ancient Guardians, and leveling Sonic up. And that’s what’s even more impressive about the game. With RPG elements directly implemented into player progression, the things you do will only make you stronger.

Sonic Levels Up in New Ways

Luckily, these RPG elements are digestible so that players of all skill levels can easily dive into the true depth of Sonic Frontiers. His stats are divided into four categories: ring capacity, speed, power, and defense. Each stat can be leveled up, making him that much more effective overall.

Top that off with learning new abilities in his skill tree and now we somehow have the culmination of a new standard for 3D RPG platforming. The best part of Frontiers having the aspects of a role-playing game in it is that there never really feels like you have to halt your progression to grind.

Sonic-Frontiers-Chemical-Plant-Remix

It helps to increase your stats as you progress, but everything feels so natural. There are no expected levels or barriers to entry for moving forward with the story. You simply have to complete or collect what’s necessary to move on. The grind is something you do at your own pace as a completionist or to make the game easier on yourself.

The cherry on top of the progression is that the gameplay loop of modern Sonic games is extremely engaging. You’re rolling around at the speed of sound. You got places to go and you’re following your rainbow (Sonic Adventure 2 fans, this one’s for you). Even when you’re grinding it’s not boring. The combat will also help you mix up your strategies against enemies with more gimmicks.

Fan Service Galore

Speaking of the gimmicks in Frontiers, these go hand-in-hand with the amount of love and fan service poured into the game. These gimmicks mentioned earlier are in the form of enemy attacks. In Sonic Frontiers, we battle a whole new faction of enemies that aren’t Badniks or from some arbitrary military group.

Rather, we’re fighting extraterrestrial mechanical enemies from ages long ago. The only thing is, many enemy archetypes whether big or small, are reminiscent of enemies we have faced in previous Sonic games. There may be extra steps to take them down, but many of the grunt enemies look oddly similar to those G.U.N units faced in the Adventure series. Certain bosses like the Squid feel like you’re playing through Starlight Carnival from Sonic Colors.

Sonic-Frontiers-Squid

When I say that the elements of new and old are done right, it’s things like this that further prove my point. That feeling of nostalgia is tapped into even more as you hear more character dialogue. Sonic and his friends make callbacks and references to their previous endeavors, not only confirming that Frontiers is Canon, but that those are memories to be held. For obvious reasons, I will not go into spoilers here regarding those references, but you can do so by playing the game or watching playthroughs.

A Good Foundation for the Franchise’s Future

The future of the Sonic franchise started to look like doom and gloom after the release of the self-titled game back in 2006. Since that year, many mainline titles were very hit or miss. Some standouts have come out since, but Frontiers might be the one to actually put the Blue Blur back on the map.

Verdict

Sonic Frontiers really picks up the slack where this franchise started to falter. It’s still a Sonic game at its core and makes sure to stay true to the name even when branching out into other areas unfamiliar to the series. With many risky elements implemented like the combat and open world, these were executed in a way that enhanced my time playing. The game plays very well and will appeal to veterans and newcomers to the long-running series.

To those who still might be skeptical, give it a try. Frontiers preserves the best aspects of a modern Sonic game and expands upon it in ways that helps refresh the series moving forward. Despite how well your platforming expertise is, this game is really hard to put down. It makes you want to keep running around, reaching new heights and new locales.

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Call of Duty: Modern Warfare 2 Review https://attackofthefanboy.com/reviews/call-of-duty-modern-warfare-2-review/ Fri, 04 Nov 2022 21:31:08 +0000 https://attackofthefanboy.com/?p=868902 The release of Infinity Ward’s Modern Warfare reboot in 2019 marked the beginning of a new era of Call of Duty. The franchise made a directed effort to return to its roots, with Infinity Ward working on Modern Warfare games, Treyarch working on non-futuristic Black Ops games, and Sledgehammer taking over the series’ WWII history. Despite Treyarch and Sledgehammer’s efforts, though, Modern Warfare always felt like it was at the forefront of the franchise’s revitalization.

Modern Warfare 2019 introduced an engine with industry-leading visuals and sound, a new seasonal progression model and story structure, new modes like Gunfight that have become series staples, the remarkably in-depth Gunsmith system, and several other new additions that made Call of Duty better than ever. It also introduced the world to Warzone, which has become the central pillar of the franchise and provided a throughline between all of these otherwise unrelated entries.

Now, Infinity Ward is back three years later with the follow-up to the most beloved Call of Duty entry in years. It also happens to be the namesake of one of the most celebrated multiplayer shooters of all time. After the lukewarm reception to Black Ops Cold War and Vanguard, the hype is certainly there for Modern Warfare 2. Infinity Ward is usually leading the charge when it comes to innovation within the Call of Duty franchise, which is why it feels so strange that Modern Warfare 2 takes so many steps back.

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Campaign

Modern Warfare 2’s single-player campaign is a complicated mess. Infinity Ward has made it clear that its number one goal with this year’s campaign is to set a new standard for level variety, and it succeeds on that front. Modern Warfare 2 is not strictly a linear corridor shooter. Those sections still do exist, but they’re spaced out between more engaging and open gameplay scenarios.

Stealthily taking out terrorists on an Amsterdam dock while diving in and out of the water for cover, sniping guards and clearing outposts from afar alongside Captain Price, hijacking vehicles as you make your way to the front of an enemy convoy, and scavenging for supplies to craft improvised weapons are just a handful of scenarios that the game’s campaign will place you in when you’re not partaking in bombastic set pieces or clearing rooms with your squad. While some of the handholding sections can still feel repetitive and stale, dull moments are rare in Modern Warfare 2’s campaign.

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The same cannot be said about the game’s narrative, however, which is where the campaign falls flat on its face. It’s a globe-trotting story that spreads itself way too thin, bouncing back and forth between forgettable villains as the paper-thin plot moves along. The newly-formed Task Force 141 is on the hunt for terrorist leader Hassan Zyani who is in possession of American missiles. They discover that his terrorist organization is working with a Mexican cartel as a smuggling partner, so the group allies themselves with Mexican Special Forces as they work to find the leader of the cartel while hunting for Hassan at the same time.

Thankfully, the story is saved by its characters and dialogue. Price and Gaz, who had the bulk of the screentime in the first game, take a backseat to Soap, Ghost, and newcomer Alejandro Vargas of the Mexican Special Forces. Their interactions while out in the field are fantastic, and their uneasy alliance transforms into true friendship by the time the credits roll. Ghost and Soap, in particular, have such a great relationship that I’ve written an entire article about it. The way they warm up to each other and the way Alejandro comes to respect the two of them carries the story. To put it simply, the parts of the story set in Mexico have strong “you’re invited to the carne asada” vibes.

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Ultimately, the campaign is enjoyable from a gameplay perspective. The shooting is stellar, as you’d expect from an FPS franchise that’s been running for this long, the locations are varied and beautiful, and the missions rarely last longer than they need to. Just don’t go in expecting a story more complex than good guys shooting the bad guys. Don’t think about it too hard. It’s a fun blockbuster thrill ride, and there are some top notch banter and character interactions along the way.

Co-Op

After the credits roll on Modern Warfare 2’s single-player campaign, the fight against Al Qatala continues in the cooperative Spec Ops mode. Spec Ops was one of the defining features of the original Modern Warfare 2, so expectations are high for this year’s implementation of co-op right off the bat. Modern Warfare 2019’s version of Spec Ops was a total mess that was abandoned very soon after launch in favor of Warzone and multiplayer updates, and unfortunately, it seems like the Spec Ops mode in Modern Warfare 2 may very well suffer the same fate.

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At launch, there are three co-op missions and the trio is entirely underwhelming. There’s a stealth night-op that involves infiltrating a small town and retrieving radioactive material, a large-scale mission that tasks players with destroying SAM turrets, and a defense mission that requires players to defend bomb sites from waves of increasingly difficult enemies. If these sound basic, that’s because they are.

Sadly, Spec Ops feels like an afterthought in its current state. There are only three missions that can be completed in just 10-15 minutes each. They’re also not hand-crafted levels, instead taking place at various POIs of the upcoming Warzone 2.0 map, Al Mazrah. The intended design is to replay them over and over to earn higher star ratings and faster times, but the incentives just aren’t there. You can’t even reliably level up your weapons in co-op modes since there are only a predetermined set of guns available in each mission with no attachment customization. The missions are enjoyable and do allow for a fair bit of freedom in your approach, but co-op isn’t worth more than a short few hours of enjoyment at the most right now.

Despite its lackluster first impression, there is one potential saving grace for Spec Ops: raids. Modern Warfare 2 is getting cooperative three-player raids as a part of Spec Ops starting in December. There’s not much information about these currently, but they will be challenging, linear missions that involve puzzle-solving in addition to intense bouts of combat. Hopefully, these raids will prove popular and have compelling rewards so Infinity Ward will continue to add cooperative content to the game, but as it stands right now, Modern Warfare 2’s co-op mode is an utter disappointment with an uncertain future.

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Multiplayer

No matter how much effort was put into the single-player campaign and cooperative mode, multiplayer was always going to be the main attraction of Modern Warfare 2. Despite its stellar presentation and super satisfying shooting, Modern Warfare 2’s multiplayer suite is a mixed bag. The core of what makes this franchise good is still there, just as it is every year, but the lame map pool, missing features, balancing issues, and overturned skill-based matchmaking hold it back from being truly great.

If there’s one word that describes Modern Warfare 2’s multiplayer philosophy, it’s deliberate. When I visited Infinity Ward to preview Call of Duty: Modern Warfare 2 earlier this year, they described the three core playstyles that would be catered to for multiplayer: Rushers, Sentinels, and Stalkers. It felt like the studio was finally trying to explain the reasoning behind the balancing decisions and playstyle changes that the series had been undergoing in recent years.

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Most Call of Duty players do fall into these three archetypes, but with them laid out so clearly in pre-release marketing, it’s now much easier to see why Modern Warfare 2’s multiplayer doesn’t work as well as it could. By attempting to cater to everyone, Modern Warfare 2 pleases no one.

The Rushers of the community, those who favor running, gunning, and bragging about their K/D ratio, are severely punished this year by the nerf to movement mechanics and changes in the new Gunsmith system. The removal of slide canceling is a controversial decision for the competitive Call of Duty community, but it’s largely a good decision for the health of the game.

The only issue is that Rushers don’t have any new advantages to make up for the removal of movement mechanics, since nearly every attachment in the game penalizes ADS speed and the attachments that allow for a quicker ADS speed don’t work as well as they used to. This is an intentional choice to force Rushers to use faster weapon classes like submachine guns and shotguns, which makes sense on paper, but this idea fails in practice due to Modern Warfare 2’s balancing issues at launch.

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It’s hard to feel motivated to use a rapid-fire SMG like the Fennec 45 when weapons like the SP-R 208 marksman rifle exist since it completely outclasses almost every weapon in the game even without a decent attachment setup. The SP-R 208 is the most extreme example for sure — the community even jokes that it is simultaneously the best sniper rifle, marksman rifle, shotgun, and assault rifle given its dominance in the meta right now — but it’s emblematic of a larger issue with weapon balancing as a whole. Guns like the M16 are nearly unusable compared to other weapons in its class, for example, and there are other weapons that players are dreading to use when it comes to the camo grind.

The Sentinel and Stalker archetypes are having much more success in Modern Warfare 2, but even they are not without their faults. Modern Warfare 2’s lack of information and spawn system makes these play styles a total headache. Players don’t appear on the minimap as red dots when firing weapons anymore, a continued change from Modern Warfare 2019, and it’s difficult to gather any information about where the enemy team is because of it. It’s hard to organize a flank or make a play for an objective if you just don’t have anything to go off of.

That’s not a huge issue though, it’s really the spawns that are to blame. A good Call of Duty player can keep track of ally positioning and previous enemy spawns to predict where enemies will come from, but Modern Warfare 2’s spawn system is egregiously bad. Enemies will spawn in your crosshairs, you’ll spawn feet away from enemies, you’ll spawn on active grenades, and so on. It’s endlessly frustrating and makes controlling parts of the map impossible, leaving objective-based game modes to feel entirely random without any sense of flow at all.

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With all of these changes, it’s clear that Modern Warfare 2 actually encourages players to play slowly and steadily, clearing rooms and checking corners as they proceed cautiously through the map. That’s not a bad change at all; the slower pace is a breath of fresh air. However, if Infinity Ward wants Modern Warfare 2 to be played this way, it needs to reward that style of play and let those players dominate without spawning an enemy behind them at random.

Outside of general gameplay issues, Modern Warfare 2’s multiplayer map pool is also disappointing. It’s definitely a step up from the launch map pool of Modern Warfare 2019, but these maps feel mediocre at best and downright frustrating at worst. Maps like Taraq have basically no flow to them, while other maps like Santa Sena Border Crossing have proven incredibly divisive among the community. The best maps at the moment would have to be Crown Raceway and Zarqwa Hydroelectric, but even these don’t excite like the Modern Warfare maps of old. Infinity Ward will likely rely on remastered maps as Modern Warfare 2 gets seasonal content drops, and while original locales would be appreciated, I don’t know if this studio has that spark left in them anymore.

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Speaking of maps, Modern Warfare 2 is missing an entire map from the beta: Valderas Museum. There are some copyright issues behind the scenes that held this map from the full release, but a missing map is emblematic of another huge issue with Modern Warfare 2. There are too many missing features at launch. Gunfight isn’t here, hardcore mode is coming with the launch of Season 1, challenges and medals don’t exist, reticle customization is nowhere to be found, custom weapon blueprints cannot be saved, ranked mode is coming next year, barracks and leaderboards aren’t in the game, and so on. There still is a lot of content to enjoy right now in Modern Warfare 2, but these are easy additions that have been series staples for years now.

These features have likely been cut so Infinity Ward could focus on the three major gameplay changes this year: weapon platforms, the new perk system, and attachment tuning. Weapon platforms are the new progression model for unlocking weapons and attachments. Essentially, each weapon now belongs to a family tree and you have to level up the weapon at the beginning of the tree to branch out and unlock new related guns while getting new attachments along the way. These weapons all share attachments too, so anything you unlock on the M16 can be used on the M4 as well, for example.

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This is a good idea in theory. However, it forces players to use weapons they don’t want to use in order to get the attachments that they need. For example, the process of unlocking a red dot sight in this game is absurdly complicated. You have to level up the M4 to level 13 to unlock the FTAC Recon, which you then have to level up to level 16 to get the FSS Hurricane SMG. Once you have that, all you have to do is level that SMG to level 3 to unlock your very first red dot sight. It’s overly complicated and results in frustration more often than not.

If each weapon unlocked a basic set of attachments like a red dot sight and then each weapon in the platform tree unlocked a variation of those attachments, like a different style or reticle color, the system should work a lot better. In its current state, it’s a mess, with some attachments currently unobtainable since they do not have any unlock criteria at all.

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Speaking of unnecessary changes, the perk system has been revamped in Modern Warfare 2. Now, players begin the round with two perks active while the third and fourth perks in their loadouts are activated mid-round by getting kills and scoring points. Most players will have all of their perks active a few minutes into each match, so it just feels like busy work. There’s nothing more deflating than getting 3 kills and instinctively trying to call in a UAV only to realize that Hardline isn’t turned on yet, so you’re still one kill away from a recon flyover.

Finally, attachment tuning brings a new layer of customization to the already remarkably in-depth Gunsmith. In practice though, it doesn’t do a whole lot for your weapons. Once you reach the max level with a weapon, you can fine-tune the stats of each of its attachments to favor one of two stats. However, even if you tune all five of your attachments to favor the same stat, like ADS speed, the difference is negligible. It’ll likely make a larger difference in Warzone 2.0 where recoil control and things like that will matter much more over long distances, but as it currently stands in Modern Warfare 2, it’s a disappointing feature that could have made build crafting a much more complex and personal process.

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Despite all the other pros and cons of Modern Warfare 2, one hot-button issue still takes precedence over everything else: skill-based matchmaking. SBMM absolutely has a place in online video games, especially Call of Duty, but its implementation in Modern Warfare 2 feels completely overtuned. Performing well during a match is no longer exciting but terrifying since you know your next match will be against FaZe Clan. Getting stomped by FaZe Clan will then send you to play against a squad of third graders in the round after that.

The changes behind the scenes need to be much more gradual for this system to not be frustrating. The SBMM debate has been blown out of proportion by streamers, content creators, and the community as a whole, but there’s still some truth to it. It makes playing with friends, one of the best parts of Call of Duty, an absolute nightmare since everyone’s squad is of differing skill levels. Partying up with your casual friends will ruin the game for them if you’re an above-average player, and that’s just sad.

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The Verdict

Ultimately, Call of Duty: Modern Warfare 2 is an enjoyable shooter just as Call of Duty is every year. However, for a studio like Infinity Ward that churns out banger after banger, this game feels safer and more iterative than most Call of Duty sequels, and the changes that it does make do more harm than good. Still, it’s easy to have fun with Modern Warfare 2. There’s just something about chasing killstreaks and grinding camos that never gets old, even if the game is missing features, has lame maps, and has spawning issues. Call of Duty is the world’s premier first-person shooter franchise and Modern Warfare 2 is a solid reminder of why that is. As the world’s premier FPS franchise, though, it needs to do better.

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God of War Ragnarok Review – Become Better https://attackofthefanboy.com/reviews/god-of-war-ragnarok-review/ https://attackofthefanboy.com/reviews/god-of-war-ragnarok-review/#respond Thu, 03 Nov 2022 15:59:00 +0000 https://attackofthefanboy.com/?p=866365 In God of War (2018), Faye’s posthumous wishes were granted. In sending Kratos and Atreus on a quest to spread her ashes from the highest peak in all the nine realms, truths were discovered, bonds were formed, and enemies were made. With the death of a major character in God of War (2018), the stage is set for God of War Ragnarok.

Put simply, God of War Ragnarok proves itself as one of the best video games ever made. By refining almost every detail that made God of War (2018) an exceptional game, God of War Ragnarok delivers a multi-faceted adventure that will define what great narrative games look like in the future.

Whether it’s the player-driven combat, detail-heavy realms, or world-class storytelling, God of War Ragnarok shines in almost every light. Know that this review is spoiler-free. Each and every moment in this game is worth experiencing for yourself. To spoil anything would be to dishonor this marvelous adventure.

Mixing The Old With The New – The Combat and The Enemies

With so many weapons of war and attacks at your disposal, the fun is found through player-driven experimentation. Jumping off a ledge to slam your frosted axe into an enemy or grappling across a gap to lunge your flaming blades into your foes is just a few of the new combat possibilities available, but that’s not all. There are also several shield varieties to choose from, all with their own special abilities. Whether you’re a parry pro or need a portable wall to block all incoming attacks, the different shield types feel great and offer unique playstyles.

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In God of War Ragnarok, enemy variety isn’t a concern. As if weapon combinations weren’t enough, there are also environmental weapons that add even more choice to how you crush your competition, and the new level of verticality creates fun, diverse mini-arenas. Enemy creatures, soldiers, and undead offer different attacks that are challenging to read and stunning to watch. Even better, Atreus is grown and has a lot more autonomy to attack and kill enemies on his own.

There are dozens of mini-bosses as well that make finding new areas fun and mastering combat a necessity. Don’t worry, you won’t face the same troll mini-boss over and over again.

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When it comes to combat, God of War Ragnarok can be boiled down to more God of War (2018). While this is true, and not at all a bad thing, Santa Monica Studio has taken the combat in God of War (2018) and elevated it. Though some may find the combat repetitive, it never feels dull because there are so many ways to approach a battle. The tried-and-refined approach to player choice and encounters all centers on a “whatever feels fun” mentality, and it merits success.

Feel Fimbulwinter – The Performance, The DualSense, and The Accessibility

God of War Ragnarok is playable on PlayStation 4, but with the PlayStation 5’s higher resolution, consistently fast frame rate, and DualSense controller, God of War Ragnarok is something to behold. With the DualSense controller, you’ll feel the light taps of rain as well as the explosive build-up of power required to sever an enemy’s head. Whispering souls in Alfheim and whistling wind in Helheim echo through the DualSense’s speaker. No matter the activity, the DualSense controller makes you truly feel like the God of War.

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You can feel the weight of a charged heavy attack as it sinks into the enemy. You can taste the wind as you explore the jungles of Vanaheim. And because of the plethora of accessibility options, you’re allowed to play this game exactly as you want to play it. The level of quality this game hits is top-notch. Everything works together to deliver an unforgettable experience.

On PlayStation 5, God of War Ragnarok can run at 120 FPS with minor frame rate drops. Even when running toward seven different enemies that are all charging forward, you can take comfort in knowing that God of War Ragnarok is capable of handling busy areas with performance that never hinders the experience.

God of War Ragnarok has no egregious bugs to speak of. In a world full of buggy live-service games and half-baked game releases, it is a breath of fresh air knowing that there are almost no bugs in God of War Ragnarok, and if there are any bugs in the game that we missed, they will surely be ironed out by a team dedicated to excellence.

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Last but certainly not least, there are pages of accessibility options. All of the buttons can be remapped, individual difficulty options can be adjusted, text can be recolored and resized, multiple audio options are available, and so much more. I loved seeing this degree of extensive, detailed accessibility options as it makes God of War Ragnarok playable for more gamers than ever while pushing the medium one leap forward.

Master Craftsmanship – The Environments and The Details

Speaking of immersion, Santa Monica Studio worked hard to create the most gorgeous nine realms you’ll ever see in a video game. Whether it’s the frozen whisps of Niflheim, the red deserts of Alfheim, or the sweeping vistas of Asgard, God of War Ragnarok’s environments are diverse and genuinely breathtaking. It is a shame that God of War Ragnarok doesn’t have a photo mode in the review copy. I often found myself spending several minutes in between exploring and fighting to just soak in my surroundings. God of War Ragnarok is alive.

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What makes the whole world of God of War Ragnarok feel alive is the incredible attention to detail. While the landscapes are colorful, distinguishable, and packed with details, the wildlife steals the show. Otherworldly pixies flutter past your boat; large magical stags run in the clearing beyond; red, green, and blue bugs glow in the dark cave you’re exploring. These explorable stages are filled with activity, beauty, and authenticity.

All nine realms are explorable in this game which means there are several open arenas to get lost in. While experiencing everything God of War Ragnarok offers in its main story, you can take time to investigate one of the many surprisingly large open areas that contain meaningful collectibles and incredible side quests. It is easy to lose track of time traversing and discovering every little detail in God of War Ragnarok.

Father and Son and Friends – The Characters and The Themes

Storytelling is the heart and soul of God of War Ragnarok. Whether micro or macro, God of War Ragnarok uses its colorful cast of characters to deliver well-executed, smart themes that will linger in your mind hours after you put it down. While the core of this game is still centered on a father and his son, the characters surrounding them are independent vehicles that explore other avenues of narrative in ways that no other game has successfully accomplished.

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What makes God of War Ragnarok a masterpiece is the characters, the themes, and the storytelling. In God of War (2018), the main characters focus on Kratos and Atreus and one of the main themes is becoming more than your mistakes. And in God of War Ragnarok, the story picks up right where it left off. The main theme is explored much further as many more are introduced, and the introduction of additional characters delivers powerful, thought-provoking dialogue that widens the scope and creates space for countless story-focused vignettes.

While still part of the larger narrative, each character — Kratos, Atreus, Freya, Sindri, Brok, Odin, Thor, and many more — has their own motivations, their own past, and their own goals. The abundance of well-developed characters makes the stories told in God of War Ragnarok feel like less linear conclusions in favor of more discussions observed through multiple lenses.

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God of War Ragnarok is a game that asks giant questions. Does the past define who we are now? Are we free to choose our own destiny? Is violence ever justified? Themes of prophecy and choices, actions and consequences, war and peace, resentment and forgiveness, closing and opening, trust, love, family, grief, and responsibility, are topics that God of War Ragnarok — an action game that has transcended its mythological beat ’em up roots — successfully deliberates.

A Tale You’ll Never Forget – The Path and The Favors

God of War Ragnarok uses its characters to tell stories in two main ways: the Path (the main quest), and the Favors (the side quests). In short, you don’t need to worry about the Path’s quality. The Path is an absolutely phenomenal thrill-ride adventure that closes the God of War Norse saga out nicely. But honestly, we never needed to worry about whether or not the main story was going to be good or not. The Path deserves five stars, but the Favors are a new gold standard for video game side quests.

Most of the Favors in God of War Ragnarok are the best side quests I’ve ever played. Without spoiling anything, the quality of the Favors can look like Kratos helping Mimir through his past mistakes and together, feeling the weight of resolution, or a growing, mindful Atreus who now contemplates the consequences of helping those who can’t help themselves while Kratos enjoys the fleeting moments with his son that only a father knows. The Favors are bite-sized stories that are all about quality over quantity.

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Filled with micro-narratives revolving around the themes discussed earlier, the Favors feel like necessary pieces of story since the world of God of War Ragnarok is so intertwined and obsessed with character-first storytelling. While you are playing as a god, the humanity of these multi-dimensional characters is on full display during Favors. And the way they are handled is also excellent. Favors are introduced gradually, which allows players controlled freedom instead of the decision paralysis that multiple side quests given all at once often result in.

Santa Monica Studio is so confident in its Favors that major story beats are contained in them. If you want to discover the full story of God of War Ragnarok, play through all of the Favors.

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The Verdict

God of War Ragnarok invites you into a world of wonder, conflict, and conclusions. With an improved combat system, impressive new enemies, immersive environments, and unparalleled storytelling, God of War Ragnarok delivers one of the deepest, richest gaming experiences to date.

Though the perfect game doesn’t exist, God of War Ragnarok’s ability to lead a player-driven, multi-layered story is worth celebrating. For people who love resonant video games that challenge the gamer both mechanically and narratively, God of War Ragnarok is an outstanding game that will stand as a beacon for what storytelling greatness should be.

God of War Ragnarok is available on November 9, 2022, on PlayStation 5 and PlayStation 4.

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The Entropy Centre Review https://attackofthefanboy.com/reviews/the-entropy-centre-review/ https://attackofthefanboy.com/reviews/the-entropy-centre-review/#respond Wed, 02 Nov 2022 19:38:19 +0000 https://attackofthefanboy.com/?p=868372 When you first start up The Entropy Centre, you may be shocked to know that this isn’t a prequel or sequel to the excellent Portal series. Taking cues from the general visual and audio stylings of that title, you’ll come to find that this title does make its way out of the shadows of its inspiration. Will we eventually see games that are taking clues from The Entropy Centre in the future, or is this a title that will be rewound out of our memory?

Back, Back, Back It Up

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Brought to life from the mind of a single developer, The Entropy Centre has a unique visual style that could fool plenty of gamers into thinking it was a big-budget AAA title. Beautiful reflections, stunning scenery, and inventive imagery surround you as you make your way through the titular building you have found yourself trapped within. Even if some of the corridors that you plod through on your journey feel a bit claustrophobic, once you break out into the totally real and not artificially crafted world that surrounds you, you’re in for a visual feast.

As you continue through the Centre itself, solving puzzles along the way, you’ll find vegetation that moves when interacted with, reflections in surfaces that match up perfectly, and other key points of information that are given to the player in great detail. No matter if you’re on a console or PC, you’ll find that this is one of the nicest-looking games on the market currently. There is no visual noise that can distract the player, allowing you to focus on your main objective at all times.

While the game is overall stunning, there are a few things that can detract from the overall experience. For those looking for a hardcore puzzle title, you may not find that with The Entropy Centre, as anything you’re able to interact with is highlighted with an orange outline. This may be great as you start your journey into the unknown, but an option to turn this off could increase the challenge of the early game, or for those making another run through the game.

You’ll also find a few glitches that can destroy the emersion that you’re feeling, with cubes phasing through walls and other objects being far too intrusive to your overall goal. With a single save point, this could leave some players frustrated as they lose a fair amount of devoted time to a glitch that sets them back. However, the puzzles themselves are entertaining enough to warrant another playthrough without boiling your blood.

Put Your Thinking Cap On

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While Portal may have, well, portals, you’ll have the power to reverse time to help you solve different puzzles across your time in the Entropy Centre. With each new room that you enter, you are granted a new piece to the puzzle, with anything ranging from bridge bricks to laser bricks, you’ll need to examine and think before you jump into anything.

For puzzle enthusiasts, you’ll find that this title can take a little while to start cooking with gas. While the first half of the game starts off a bit on the easy side, the second half of your time will require that you put on your thinking cap and get to work. Some of the puzzles genuinely feel like the best in the business, while others may leave you feeling frustrated until you figure it out. That’s the feeling I was hoping for throughout the game, rather than feeling slightly underwhelmed by the opening half of this title.

Another part that was underwhelming in the long haul was the overall narrative that the game strings along. While entertaining, there is some missed potential from the overall padded feeling of the game. As you continue through the centre, it feels like if some extra weight was cut off to increase the overall tension, the flow of the game could have matched the cleverness of its puzzles in the long haul. Leaving you with an ending that does a swell job of wrapping up what happened, the length and padding hamper the overall replayability of this game. While it’s not the end of the world, a few hours trimmed off may have helped push this title to its full potential.

While the first half of this game may not be the strongest point, the second half is something quite memorable. As you get into more genius ideas that require you to admire the scene you’re in and find the proper solution, you’ll pine for more of these kinds of puzzles. Even with the visual cues, these levels are a masterclass in puzzle design and show the true potential that this title has. With all of the tools available at your disposal, solving an elaborate puzzle feels like the greatest achievement you can make.

The Verdict

As you cross the finish line and find out what your journey was all about, you’ll come to appreciate what The Entropy Centre has brought to the field. While it may not be the perfect puzzle title, it offers a fresh and unique take on the genre that is visually impressive and has some genuinely great puzzle action along the way.

While a padded length detracts from the overall excitement of the title, you’ll enjoy more of your time in this titular area than you originally anticipated. Stubby Games has done something unique and thought-provoking with this game, even if it doesn’t deliver on every front. As they continue to learn and grow from the mistakes that were made, we will without a doubt see something even more exciting in the future from their hands.

They say that imitation is the most sincere form of flattery, and it’s a key point to mention about The Entropy Centre. In more ways than one, you’ll find that this time-altering adventure takes a few key points from the granddaddy of First Person Puzzle games, but also does just enough to set it apart from its clear inspiration. While there may be a few stumbles along the way, The Entropy Centre has a unique twist on a familiar premise in this particular genre. It may not redefine it in any new ways, but it’s something that will help scratch an itch in a brand-new way.

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Resident Evil Village: Winters’ Expansion Review https://attackofthefanboy.com/reviews/resident-evil-village-winters-expansion-review/ https://attackofthefanboy.com/reviews/resident-evil-village-winters-expansion-review/#respond Tue, 25 Oct 2022 21:37:11 +0000 https://attackofthefanboy.com/?p=865879 After having to put the controller down for Resident Evil Village, the hopes were high for additional content. Capcom heard what fans were saying and answered with the Winters’ Expansion, which is finally here and does not disappoint. A few hiccups could have been executed better, but it is worth every penny for the 20-dollar price tag. For those who have yet to purchase the original version and would have to buy the Gold Edition, go for it — the expansion improves the product. 

3rd-Person Mode

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Suppose your go-to Resident Evil games are Resident Evil 4 and the beloved Resident Evil 2 and 3 remakes. In that case, you may think that 3rd Person Mode in Village is a no-brainer, and you would be right —to a certain extent. Under this new perspective, the horror aspects are still there, and it feels more like an action game. It is a plus to have the ability to see behind you, which makes it scarier as zombies chase you, and it also helps with navigation around the castle.

That said, some parts of this mode feel more like a mod instead of a whole new way to play. The way Ethan moves around feels unnatural, causing one to wonder whether all Capcom did was move the camera back, instead of rebuilding the experience as a 3rd-person game.

The implementation of a 3rd-person perspective was a perfect way to please the fans of older titles and the remakes, but the effort behind it is the bare minimum. All the cutscenes remain from the first-person perspective, showing minimal effort on the developer’s part, and there is still no way to see Ethan’s face. If you are one of those players who prefer the first-person perspective, then we recommend staying with the original mode.

Even so, it is still a fun experience playing from a new perspective. If you are a die-hard fan of the 3rd-person Resident Evil games, then it’s a nice breath of fresh air that offers a new reason to jump back into the main campaign, despite the mechanic’s lackluster implementation.

Mercenaries: Additional Orders

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The Mercenaries mode is tied to the original mercenaries included in the original game, but now it is called “Additional Orders.” Heisenberg and Lady Dimitrescu are playable characters, along with Chris Redfield, and a couple of new stages. Some of these characters need to be unlocked as part of a progression system mechanic, so you will need to work hard to play as them. Their abilities, however, are exciting to mess around with and add to the longevity of this game mode.

It’s evident the developers increased the intensity by adding more aggressive enemies, which is hands down an improvement of the original mode in 2018’s Village. I wanted to go back again right after a match was over, which wasn’t previously the case. It is unfortunate that Capcom didn’t add more characters to the mix, considering there are tons to choose from in the game, but hopefully, we will see that in further DLC for the mode down the line.

Shadows of Rose

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Shadows of Rose is an excellent DLC that ties into the story of Village well by answering some questions we had while still leaving some cliffhangers. There is so much emotion packed into this short 3-hour play, and the actress behind Rose, Jeannie Diane Tirado, executes this so well that it makes you wonder why Capcom chose to make Ethan the leading character of Village instead of her.

Without getting too deep and crossing spoilers territory, the story’s heart is focused on Rose’s past and the emotional trauma she has had to deal with growing up. It’s an intense, heartbreaking, and very scary DLC that adds to the conclusion of Village well, but it’s not without its faults.

Environment and Map Design

Shadows of Rose brings you back to familiar areas of Castle Dimitrescu and House of Beneviento, with a few new rooms available to explore that Ethan couldn’t access in the original campaign. You’ll see changing environments and creepy undertones, and there’s a unique charm found here that makes you want to continue forward to see what’s next. That said, the way the map layout plays out is highly linear compared to Village and doesn’t add much to the classic Resident Evil backtracking style.

Yes, you will have to find keys to progress and use Rose’s abilities to unlock new pathways, but it takes minimal thought and navigation. The addition of the red blood spread throughout the story is a nice touch and adds some freshness to the environment and puzzles, but even so, the level design lacked complexity. I rarely had to look at my map to figure out where to go next, which is a crucial aspect of all Resident Evil games.

Combat and Powers

Rose’s combat consists of standard gunplay and unique powers against the monsters she encounters. The gunplay feels the same, as it should, while the powers positively add to the combat by making the gameplay feel more fast-paced and strategic. Knowing when to use stasis power to give yourself some time to run away to safety is essential here, and it feels great when you successfully pull this off.

Powers have the same resource mechanic as ammo and herbs — you’re constantly on the lookout for resources to recharge this power, preventing you from feeling overpowered and instead making you feel like you are still surviving by the skin of your teeth. That nail-biting feeling of genuinely trying to survive is what these Resident Evil games do so well, and Shadows of Rose is no different.

Positives aside, it was an odd choice to receive access to the majority of Rose’s powers within the last 20 minutes of the game. These were the most incredible and fun powers in the whole DLC, and to keep it from the players until the very last section is an unnecessary tease. The entire campaign could have benefited more if all powers had been readily available earlier.

Tons of Horror

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There are some specific horror sequences in this DLC that are downright terrifying. The monster shrieks are piercing, and the designs of these monsters, while very few, are disturbing to look at. The unsettling sense of feeling someone stalking you is very much present here, especially in one specific area. It has a twist that adds to the intensity and dread the game is trying to emulate. In comparison between Village and Shadows of Rose, this specific part is the scariest out of the entire package.

Even though Village did offer some scary sequences, it was mainly action based, and you can tell that Capcom wanted to turn the horror aspect up a notch in Shadow of Rose. Constantly feeling at the edge of my seat makes me wonder if this indicates the tone of Resident Evil 9. Playing the Shadows of Rose campaign with a good pair of headphones is highly recommended, increasing the intensity if you are brave enough to do so.

The Verdict

The Resident Evil Village: Winters Expansion is a great addition to an already beloved game. Capcom could have executed the 3rd person mode better in some parts, especially when it came to cutscenes, but it is still a fun experience for those who prefer the 3rd-person entries. Mercenaries added longevity to its name by providing more characters to play with and increasing the intensity. I can see myself continuing to play it due to its addictive nature and new abilities.

What stole the show, though, is Shadows of Rose. An emotional, heartbreaking story that doesn’t let up and is one of the better DLC stories we have received for any Resident Evil title. My only wishes are that it was longer and had a less linear map design that required more problem-solving regarding navigation and more abilities at my disposal. Still, the horror sequences and story make up for it and make it memorable as a worthy contender against the rest of the entries.

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Gotham Knights Review https://attackofthefanboy.com/reviews/gotham-knights-review/ https://attackofthefanboy.com/reviews/gotham-knights-review/#respond Thu, 20 Oct 2022 11:00:26 +0000 https://attackofthefanboy.com/?p=864290 Gotham Knights provokes a sense of familiarity with returning to Gotham City. From traversing through the city’s landmarks and putting some of its most iconic supervillains behind bars, a lot is done right where it counts. However, that sense of familiarity is bogged by some technical issues that can mar one’s overall enjoyment of such an ambitious title.

This is a much different game than what we’re used to when compared to the critically acclaimed Batman Arkham games from previous console generations. For starters, this game is set in a different universe than what we’re used to.

Batman is dead, and now it’s up to his Bat Family to fill his shoes and maintain his crime fighting legacy. Following the events of Batman’s — or Bruce Wayne’s — death, his absence is felt all throughout the city. Multiple crime syndicates rise up, causing disarray all over.

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Play as Batgirl, Nightwing, Robin, or Red Hood to patrol the streets of Gotham and face off with the city’s greatest threats. This is a breath of fresh air and shines the spotlight on the younger faces who helped the Caped Crusader fight numerous crimes and solve multiple cases over the years. This is arguably one of the best aspects of the game.

His Legacy Lives On

With his sidekicks now at the helm of delivering vigilante justice, we get to see how each of them interacts with one another. From mourning the loss of Batman, we gain an insight into their backstories and the character growth really makes you care about the Bat kids. The dialogue and narrative feel very much on par with the stories told in the comics and in the animated series.

Gotham Knights tells a simultaneous story from the perspective of one of the four newly appointed heroes. While you get to pick and swap out heroes on the fly, they will each have their own sets of dialogue and exchanges with the various patrons of the massive city. The more you play as them and progress with their abilities, the more you will learn about them. From the references made in their dialogue and interactions with other characters, it enriches the overall story of the game.

For example, I played as Red Hood for the majority of the campaign. There was more dialogue that revolved around his death and resurrection via the Lazarus Pits. As his character growth progressed along the way, it made me more invested in his character in this timeline.

A Grim Time for Console Players

The strong narrative and iconic cast carry the game where it starts to falter. For the sake of this review, I played Gotham Knights on the PlayStation 5. It runs at a steady 30 FPS, or at least it tries to. From booting up the game, it just felt slow. For a game that runs on current-generation hardware, it’s disappointing that there isn’t even an option to optimize frame rate over resolution and graphics.

A 60 FPS option is a bit of a common standard now for PlayStation 5 and Xbox Series consoles. The fact that we’re locked to 30 frames is where things start to look shaky for this game. I tried to look past it because I was already hooked on the story from the intro cutscenes, but then it really starts to make the weaker aspects of the game stand out more.

Once we’re actually in control of our character, Gotham Knights’ movement and combat system feel outright clunky. It’s hard to tell if it was because of the frame rate or because the movement system was faulty. Trying to climb walls, grapple onto ledges, and dance around our enemies in combat is such a mixed bag. You look like a badass in doing so, but it feels like the whole methodical combat we’re used to from the Batman Arkham games was toned down.

In some instances, that steady frame rate can easily dip below 30 frames, making an already clunky system feel even more sluggish. The graphical rendering of character models and the environment is very high in quality, but you can start to feel optimization issues. When you’re speeding through certain parts of Gotham on your Batcycle, there will be some hitches and stutters along the way. There are even some big fights where you have all sorts of chaos directed your way where the frame rate starts to dip.

In a game where you’re fighting a bunch of people, it’d be nice for the performance to remain consistent. The experience starts to get dampened by things like this, especially with locking console players at 30 frames.

To make matters worse, there is no option to lock onto certain enemies. You’re just kind of swinging around, throwing things, and dodging around until all your opponents are defeated. Sure, as you progress, the combat becomes a bit more complex. The only time when combat feels good is when you’re on a stealth mission and the frame rate isn’t too much of an issue. Performance is not an issue when inspecting crime scenes and solving puzzles, so that’s good too.

Become a Dynamic Duo and Bring the Hurt to the Criminals

One of the cooler aspects of Gotham Knights definitely lies in its cooperative multiplayer mode. You can essentially take on the entirety of the story with one other player. From roaming around freely and stopping premeditated crimes and taking on enemy strongholds, most can coordinated and completed with a friend. On top of that, it’s as easy as inviting someone to your game or joining up with an invite.

Just drop in and out. Players will retain progression all throughout, giving you an even bigger incentive to do so. This includes leveling up, gaining more resources, and fulfilling quests given by NPCs. However, performance still takes a hit, if not a worse hit when playing cooperatively. The progression and exploration are nice, but with more people on screen, the optimization issues really start to slip through the cracks.

Many Suits and Weapons at Our Heroes’ Disposal

Speaking of progression, the game does a decent job of making its progression system very digestible and overall serviceable. As an action RPG, there are no complicated systems or too much of a grind to deck your hero out and make them into an unstoppable crime-fighting machine.

You simply level up by defeating enemies and completing quests and solving crimes. Earn new items and resources to craft better pieces of gear by also doing the aforementioned. The game rewards you for going beyond and exploring.

There was never a time where I experienced some kind of progression block because my gear was under-leveled. What makes this even better is that levels are shared between the four characters, making easy transitions if you ever want to make the switch.

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While progression is shared, characters won’t share ability trees or gear. If you decide to play through the majority of the game with just one character, there will be some walking back to do so you can get your other characters up to snuff. It won’t be too tedious, but the feeling of having to backtrack does.

Next, I think it’s important to talk about the game’s depth. In terms of combat, Gotham Knights falls flat. The characters feel unique enough to have their own playstyles, but feel too similar. They all cover the typical tropes in an RPG, but once you master one, it won’t take too long to master all. This can either be a strength or a weakness depending on preference.

Shaky combat and performance aside, the game does a wonderful job when it comes to occupying your time. There’s always something to do in the crime-ridden city of Gotham. Someone’s getting mugged in what feels like every corner. Cops are outright having an armed standoff with criminals, or worse, there’s a hostage situation going on and you have to carefully meet the criteria to complete your task or else the mission is a bust.

There are a healthy number of collectibles to earn, side quests to complete, and trials to beat. Every time you exit your base of operations, the Belfry, your map will have all sorts of objectives to complete. Along the way, that will accumulate a lot more time than you think. It’s a lot of busy work, but it sure is fun putting the hurt to the criminals and earning more powerful rewards.

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The Verdict

All in all, the game feels like a complete package. There’s a full story to be enjoyed. Customization and progression are natural and healthy in variety. The exploration is tons of fun. Interacting with various key Gotham citizens feels just right, especially when they are worth your time and dialogue to put bad guys in their place. It’s an ambitious step to put Batman’s sidekicks at the forefront of the story, and it works. Gotham Knights only starts to struggle when you look at the performance. It’s a fun time on a bumpy road.

It feels good to be back in Gotham City, traversing from place to place with all sorts of cool abilities and gadgets. Take to the streets or on the rooftops, foiling criminal plans and putting supervillains behind bars. Gotham Knights does a spectacular job of creating a world that’s fun to explore and learn more about, but not without its technical faults.

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Uncharted: Legacy of Thieves Collection (PC) https://attackofthefanboy.com/reviews/uncharted-legacy-of-thieves-collection-pc/ https://attackofthefanboy.com/reviews/uncharted-legacy-of-thieves-collection-pc/#respond Tue, 18 Oct 2022 15:00:27 +0000 https://attackofthefanboy.com/?p=863682 As the years continue to fly by, the Uncharted: Legacy of Thieves Collection ages like a fine wine. No matter if you got a chance to enjoy Uncharted 4: A Thief’s End when it was first released, or if you had your first taste of it when it launched earlier this year on PlayStation 5it’s still hard to find an adventure title that can match its energy and storytelling.

While much praise has been heaped upon this franchise, the fourth and final numbered entry is something that I, personally, haven’t experienced yet. While owning a PlayStation 4, there were plenty of other blockbusters that preoccupied my time and made me forget about the series for quite some time. As my first venture into the two titles included in this collection, I was blown away.

A True Legacy To Withhold

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Years prior, I had played through all of the previously released Uncharted titles. While most of my memories stand with the second entry, every game in the franchise had more than its fair share of moments that were genuinely pulse-pounding and exciting, especially for a long-time gamer.

When Uncharted: Drake’s Fortune initially launched for the PlayStation 3, the idea that a character would have dynamic animations when they would pop into the cover system was something unheard of at the time. Alongside the graphical fidelity that the title showcased back in these early years of HD gaming, it was hard to believe that the series could ever improve upon that.

Uncharted 4: A Thief’s End was easily one of the most astonishing PlayStation 4 titles, but this subsequent re-release on PC has improved the quality to new heights. While this game was already a stunner on PlayStation 5, the ability to tweak your graphical settings to your exact liking and aim for higher framerates than you can achieve on consoles is something to behold.

While I don’t have the most powerful PC in the world, it could be said that my device is quite modest. Running a Radeon RX 6600 and a Ryzen 5600x, both titles in this package ran like a dream. With every graphical setting maxed out, I was able to run this title in 1080p without a drop under 60fps, and many times running on average between 80-90fps.

The optimizations that were done to allow many different gamers the chance to experience these titles are something that deserves a round of applause, as even with the enhanced models turned off, you’ll still have quite a looker of a game. Naughty Dog has been known to push consoles to their limit, and with their recent interest in releasing titles on PC, we can only wait to see how other remakes are bound to look on the horizon.

Alongside these options, you’ll also be able to put NVIDIA and AMD technology to the test, and see how much you can make your system work with the DLSS and FSR that can make these games run better than ever before, even on some of the weaker cards on the market.

The lack of further graphical options is disappointing in the long run and tends to hurt the overall price point of the title. While Ambient Occlusion helps to solidify the realism that the world showcases around you, the lack of Ray Tracing and other options that could help take advantage of this more powerful hardware does feel like a missed opportunity.

Seeing these games taken to a whole new level on PC would have been a sight to see. These titles do look stellar, but with a few more options available to players, it could have helped solidify this as one of the best-looking titles available on your computer. We can’t imagine it will be long before a mod adds in Ray Tracing to push it to the next level if we are going, to be honest.

Controlling Your Destiny

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Depending on the type of player you are, if you aren’t a fan of using a controller to play these types of titles, you’ll be able to navigate around these well-crafted worlds with ease using a keyboard and mouse. While it still feels weird playing a game that knowingly was built with a controller in mind, the port handles these with surprising ease.

Switching between these two control methods during the review, players have a plethora of options that can help them along the way. Accessibility is something that Naughty Dog has been putting at the forefront of their games for quite some time now, and the ability to mess around with plenty of different options to help you ease your way into the game is something that helps it be playable for many.

If you’re a fan of movement with a controller, but can’t seem to nail a hit on your enemy, you’ll be able to lock on to them while aiming. Some purists may say that this makes the game too easy, but it’s something that opens it up for players of all skill levels. The story that unwinds in these titles is something that many players would love a chance to experience, and these options will allow that to happen.

While the accessibility options may not be as robust as they are in The Last of Us Part I, you’ll find that there are more than enough options here to help anyone experience these titles in their full glory. Be it a press-to-hold rather than tap for Quick Time Events, or the previously mentioned lock-on option for gunfights, you could hand the controller to just about anyone and watch them enjoy themselves.

Surprisingly, a game with this much movement feels as well as it does on a keyboard and mouse, but there were plenty of times that I found myself gravitating toward this control method. Especially when it comes to gunfights, where a perfectly placed shot between the eyes can end a confrontation before it starts. No matter how you play, you’ll feel right at home.

The Price Of Being A Hero

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Inside this package, you’ll find that you’re able to get your hands on two of the greatest adventure titles ever created: Uncharted 4: A Theif’s End, as well as the stand-alone title Uncharted: The Lost Legacy. With a basic menu allowing you to choose whichever adventure off of the bat, you’ll be swinging, shooting, and bludgeoning baddies in no time.

Being able to jump into these two titles for the first time on PC is something special, but it also feels a bit out of place. The main reason for that is because of their placement on the timeline. Uncharted 4 is a beautiful send-off for Nathan Drake with plenty of self-referential jokes and humor poking at previous adventures that you’ve been on in the past.

And on the other side of the golden coin, you’ve got the Lost Legacy, which puts you in the shoes of Chloe. If you’ve never played the series before, you may not even know exactly why she is as important as she is to the series until further into this title, as well. It’s amazing to see these titles find a new life on a new ecosystem, but without the previous entries available on the same platform, it feels a bit strange.

Naughty Dog has already brought the Uncharted Series to life on a few different generations of platforms. With the remastered Trilogy being released on the PlayStation 4, it may be an excellent idea to bring these to the PC in the future so that way fans can experience the franchise in its full glory, rather than just the ending notes.

Does this feel like a cheap cash grab or anything like that? Not in the slightest, as there have been meaningful tweaks made to the game before its release on PC to ensure that it runs well on any hardware, not just the latest and greatest. However, releasing the final games in the franchise on a new machine does feel a bit strange, especially if you’ve never gotten a chance to play the previous entries before.

The Verdict

As a swan song for the series, the Uncharted Legacy of Thieves Collection delivers on the grandeur for which the series is well known. Whether this is your first time exploring these detailed and beautiful worlds or your fifteenth, it’ll be hard for you to come across a package of adventure games that can deliver the thrills and chills that these titles can.

While it’s baffling that you can’t play the previous entries on PC, the finale for the franchise feels right at home on this machine. With the graphical bells and whistles that lay under the hood and storytelling that still holds up well to this day, you’re in for a treat if you’ve never experienced these titles before.

However, if you’ve already played through this title on a previous console, there’s not really much of a reason to purchase this once more. If you’ve never experienced these adventures due to a lack of time or a backlog that just doesn’t seem to quit, now is the perfect time to dive in on any console of your choosing. If you’ve got this on PlayStation 5 already, however, there isn’t a reason to double dip.

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A Plague Tale: Requiem Review https://attackofthefanboy.com/reviews/a-plague-tale-requiem-review/ https://attackofthefanboy.com/reviews/a-plague-tale-requiem-review/#respond Mon, 17 Oct 2022 18:00:07 +0000 https://attackofthefanboy.com/?p=863380 A Plague Tale: Requiem excels at blending history with fantasy through alluring first-class gameplay and narrative structure. The sequel to A Plague Tale: Innocence is a heart-wrenching story that focuses on our main protagonist Amicia, the daughter of a French lord, along with her brother Hugo. The family name of De Rune rings true as they continue through the pits of darkness a story told of Amicia and her companions seeking to find a cure for Hugo De Rune which takes us through stirring moments not seen in many other games. A Plague Tale: Requiem is the perfect sequel.

The Calm Before the Storm — An Introduction to Remember

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Gorgeous sights befell me when I started the game. A sweeping landscape of rolling hills and bucolic scenery is clear everywhere you look. As Amicia, Hugo, and Lucas take front and center, the initial conflict is immediate and exquisitely crafted.

At first glance, we face an almost cult-like faction. Veils of basket-akin faces slaughter their way through an entire settlement. However, it is discovered later that we aren’t going to clash against a cult; no, instead, we encounter a ruthless army of soldiers led by The Count and Arnaud. Of course, the antagonists tend to change at any given moment as the story unravels.

Gameplay and Puzzles — The Rats are Not the Only Ones with True Power Now

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Within the original A Plague Tale: Innocence, playing Amicia felt a little helpless during combat. Generally. there wasn’t any way apart from a well-aimed slingshot fire to eliminate enemies in proximity. In A Plague Tale: Requiem, however, this is not the case. There is a deep-rooted sense of darker tones evident in the sequel and Amicia’s ability to now counter, stealth kill, and fight certain enemies is a brilliant addition to the already enjoyable formula of the series.

This change most certainly does not make stealth feel pointless in any way, thanks to the all-new skill improvement system there is always a reason for you to use stealth. In order to earn skills in the game, you will have to alter your playstyle to an according skill line, whether that is to be ruthlessly aggressive, or use logic and tactics to your advantage. It is an impressive way of earning skills that should be highly commended for how successful the system feels. There is even a new “Quick Distract” mechanic which allows you to throw a stone over the shoulders of enemies walking towards you when alerted. Of course, adding even further complexity to the main stealth functionality.

Along with general mechanics, there is now an ability akin to Eagle Vision (akin to the Assassin’s Creed series) within the game. This is called “Echo” which Hugo can utilize to see Enemy outlines when rats are close. Not only that, but once again Hugo will be able to control rats. Though this time, he can take full manual control. It is an explosion of fun in its purest form. The control reminded me of similar abilities pulled from the Dishonored series, which had me on the edge of my seat.

Furthermore, Amicia eventually acquires a crossbow as you progress through the game. This addition ensures that combat is always going to be something that the player can engage in whenever they have the resources for it. Equally, gathering resources, upgrading abilities at workbenches, and crafting are all a great pleasure.

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Puzzles are interwoven throughout A Plague Tale: Requiem and, generally, it will once again be a case of avoiding enemies or rats and lighting areas on fire. I would have loved to see more diversity in puzzles, but thankfully, some chapters take the puzzle design to higher heights. Another noteworthy mechanic was the ability to throw objects over to other characters in puzzle areas. In some locations, you’ll learn how to solve crank puzzles and in others, your heart will beat out of your chest as you meticulously avoid the scurrying rats.

Replayability is also something that has been encouraged to a great extent. There is a new crossbow to unlock by completing the New Game+ with numerous collectibles to find throughout the world such as flowers that can be equipped by Amicia and more.

Narrative and story — A Realistic Glimpse at Pain, Love, and Torment

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The story succeeds in every aspect. Appearances of new companions such as Sophia (known as the Sea Scorpion) and Arnaud has also been very successful. They both add a lot to the story in their own ways thanks to their incredible performances and placement in the narrative. As you get more familiar with them throughout the game, you will equally see their character development evolve in eloquent ways. 

Although, the story once again mainly focuses on the De Rune family, and Lucas, the fabled Magister from the first game. Amicia’s psychological condition has taken a heavy toll due to past events. There are certain moments in the game where she loses all control of her true self, and the voice actors deserve a lot of praise for their talents.

As much as Nathan Drake from the Uncharted series can run around and kill thousands of people in a short period of time with no effect,  some people simply can’t do that. They aren’t meant to be able to do that. This is why A Plague Tale: Requiem’s much more grounded take on the torments of killing is an interesting insight . the screams of horror that surely must emit effusively from one’s mind.

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Amicia’s ongoing struggle with the pain of her past is evident. It is a testament to the entrancing narrative and writing style seen throughout the experience that this pain is so clearly showcased. Not just showcased, but one that evokes a pummel to the heart with a metal spiked chain. I truly have not experienced anything quite like it since the days of The Last of Us Part II.

The storytelling isn’t just purely narrative-based — instead, it is enhanced by the clear high degree of environmental storytelling as you walk through bodies ensnarled by the plague. It is a harrowing narrative that is beautifully created. The presence of The Order told in backstory has also been successfully added with precise efficiency. The stories of The Order were told from time to time through the environment and other parts of the narrative with great pacing throughout.

Technicality and Level Design — Harnessing the Abilities of the Modern Generation

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The actual level design of Requiem highlights the attention to detail put into everything that we play through. Areas shift between closed and open spaces during the course of the game with amazingly designed arenas and fighting areas for tailored battles similar to bosses.

Technicality also gets a lot of praise from the prominent hair physics, lighting, and even haptic feedback usage on the PlayStation 5 Dualsense Controller. As someone who was playing the game on PlayStation 5, the sheer amount of design gone into every vibration and adaptive trigger use on the controller is immense. Feeling heartbeats, slingshot looseness as it becomes less accurate, blades of tall grass rustling against you — everything feels real to one of the highest degrees I’ve felt.

Music and Sound Design — Symphonies of Wonder

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The music brings another freshness to the experience with composed tracks throughout. It’s a true testament to the performers’ and audio team’s talents. Lindsey Stirling even starred in an official music video based on the game.

Starting off Chapter VI, for example, I was embraced with a beautiful symphony of guitar strings swaying blissfully in the background, plucking away as the river ran alongside, lapping up against the side of the banks, evoking a tone of tranquility. The sound design pays off tenfold for how successful the game is at conveying areas and feelings.

The Verdict — Beauty Through Adversity

A Plague Tale: Requiem deserves your time in every sense of the word. It is a story that will live on in my mind for years to come and that is for great reason. The powerful, emotional heartaches that you will no doubt experience during the narrative spoken by an incredible cast continue to impress. If you can look past some slight lack of variation and complexity in puzzle areas from time to time then this game will offer you an experience filled with admirably crafted mechanics, thoughtful technicality, and a story set in the fourteenth century which highlights not just a loving story of a brother and sister — but a glimpse at the tragedy and horror which faced many people during the century.

A Plague Tale: Requiem is available now on PlayStation 5, Xbox Series X/S, Nintendo Switch, and PC.

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NHL 23 Review https://attackofthefanboy.com/reviews/nhl-23-review/ https://attackofthefanboy.com/reviews/nhl-23-review/#respond Fri, 14 Oct 2022 15:00:24 +0000 https://attackofthefanboy.com/?p=862788 There are 30 seconds on the clock, and the announcers are excitedly calling out the stakes on the line. You’re ahead by one point, and the opposing team has the puck while making an aggressive push toward your goal. Only seconds remain, and the satisfying thwack of a stick brushing across the ice tells you that your opponent has taken the shot that could change the course of your journey to the Stanley Cup.

But, as if fate itself was on your side, you do not hear the sound of the net swooshing from a successful goal. Instead, you hear the sound of the crowd erupt as the puck ricochets off of the goal post with the most amazing sound you’ve ever heard as you are now one step closer to claiming the ultimate goal of your career. Your teammates swarm you in celebration, as you move ahead to the finals and toward the hardest games of your career.

While you’re on the ice, you’ll find that you can feel right at home with NHL 23, but with its growth comes growing pains that are a bit too obvious to sweep under the rug.

The Nitty Gritty

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From the moment that you start up NHL 23, things feel electrifying. The new menus that you’ll navigate through showcase new animations, and the plethora of modes available to you mean that you’ll always have something to do. You’ll find it in spades here if you’re looking for arcade action or full-on simulation of your favorite chilled sport.

Visually, NHL 23 is the best that the series has ever looked, as to be expected with the jump to the current-generation hardware. You’ll find that player likenesses are a key focus, as they’re looking almost identical to their real-life counterparts. Arenas that deform and deteriorate alongside your players look great in action, as well.

Starting off a match against a rival team on a freshly cleaned sheet of ice, only to watch it become more disheveled as you fight towards the goal line is an excellent feeling. And while you’re on the ice, your players move and glide along with excellent control and weightiness — nobody moves around like a figure skater here.

It’s a shame to see that celebration animations look as poor as they do when the rest of the game looks and moves as great as it does. Seeing your players approach one another while moving like wooden marionettes is disappointing, especially when the action itself looks smooth. The game can also get quite visually busy, especially if you are playing with the On Ice Trainer mode turned on.

With development beginning to turn more towards the more powerful PlayStation 5 and Xbox Series X|S, the visual jumps between generations are becoming more apparent. But, you can’t feel the true beauty of the game when characters at times move like they’re stuck wearing a suit of cardboard armor.

On the same subject, we can only hope that the crowd animations get an overhaul before its next release. Seeing the crowd moving at half of the framerate of the on-rink action is jarring, especially during close-up shots where it’s more apparent than not. Some players may not even notice it, due to the frantic action happening on the ice, but it was one of the first things that was personally noticed.

Another area that could use a bit of a refresh in the future is the fight option that is given to your player after a rough play. If you’re feeling scrappy, you’ll be able to grab hold of an opponent and lay the smackdown on them, but it feels very stiff and awkward while the action unfolds. Take a few hints from your previous work in the boxing field, and give players something that holds some weight.

Sound Design Soars in NHL 23

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From the second your team hits the ice, you’ll feel the excitement brewing. Thanks in part to the announcers that were chosen for this title, every play feels like a make-it-or-break-it moment. While Madden NFL 23 stepped up its game on the commentary side, it pales in comparison to what NHL 23 brings to the table.

Other sports titles need to take a page from their playbook, as you’ll feel the impact of every moment brought to life by colorful commentary that ramps up in excitement through the match. If you’re not playing well, you’ll be sure to hear it. On the flip side, if you’ve made a slapshot from across the court on a final-second play, the eruption of excitement from the crowd and announcers is felt throughout the room.

The only complaint is a few lines of repeating commentary, where you’ll hear a similar comment about a Goal-Tender being quite conservative or just general little tidbits of information rehashed as the game moves forward. Beyond that simple complaint, the sound design in NHL 23 is something that other games in the genre should strive towards without a second thought.

A body check against the glass has the proper amount of weight behind it, and the sound of your skates gliding across the ice could work for some as a form of ASMR. The reactionary feel of the crowd on certain types of plays gets your blood pumping and your fingers moving as you try to save a sour quarter from becoming your final game in the series, and every second of it is felt along the way.

As you peruse the menus, you’ll also find a solid soundtrack that you could leave running in the background for hours. Full of plenty of songs that will get your blood pumping, EA has jumped the gun when it comes to sound design for this specific title, and they deserve some praise for that aspect. There’s a good chance that you’ll find a new favorite tune or two as you spend your time in this title.

Time To Lace Up For All These Modes

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There is more than enough to keep any player happy in the world of NHL 23. The sheer amount of leagues that can be played, and available modes will appeal to gamers far and wide. If you’re looking to get into the series after abandoning it back at NHL ’94 or want to experience the sheer skill of a simulation match, you’re in for a treat.

Bringing the action to your friends in a game of Threes, or wanting to show off your skills in Ones, you’ll be able to fine-tune your skills and your settings to make the preferred method of play that much more enticing. The number of ways to play makes the options almost endless, no matter if you’re looking to use the Shot Stick to pull off some killer deke skills, or settle with the simple shot and pass option.

Beyond your standard online and offline options, you’ll also have a chance to work your way toward the Stanley Cup in a customizable tournament mode where you’ll need to either simulate or play your way toward the ultimate championship. You’ll also have the option to get involved in the HUT mode, where you’ll be able to build your team from scratch by purchasing player cards with real-world money.

Some players may be turned off by the premise of spending money to build their ultimate team, but this isn’t a mandatory mode by any means. You’ll be able to edit your Rosters at any time to give your favorite team the best players around if you’re looking to do that. You’ll also be able to dig your skates into the Franchise Mode, which has seen similar improvements over previous years.

This is another strength that the game has going for it because there is something for everyone to enjoy. If you haven’t played a hockey game before, or you’ve been playing the NHL series since its inception, you’ll be able to introduce a new player quickly and easily or turn up the heat to your own specifications.

You’ll also be able to take your own created player through the wringer and work towards becoming the greatest of all time, but there are a few things here that could use some polish in the future. It seems to rely heavily on previously available customization options while not bringing much new to the table, which is a bit disappointing for those that have been investing in this franchise for the long haul.

On the opposite side of the spectrum, being able to create your own team that you can take throughout the league is quite exciting. With a large number of customization options available here, even if some may be rehashed from previous entries, you’ll be able to make your dream team in the game without an issue. Is it time for the Mighty Ducks to make a comeback? It’s all up to you!

The Verdict

As gamers begin to flock toward the newest generation of consoles, there are a few years where sports titles in particular suffer the most. Trying to keep your fanbase happy while simultaneously developing a title between two different generations of consoles can’t be easy for anyone to handle. While other titles have started making larger leaps and bounds, NHL 23 seems to be stuck in limbo.

While there are some general improvements over previous entries in the franchise and the pains of the past few years are slowly starting to disappear, there is still some room to grow when it comes to this particular sport in general. While Madden and FIFA may be the bigger names in the group, NHL 23 does a valiant job of standing on its own two feet.

If you’re looking for something that makes you feel closer to the ice than ever before, NHL 23 is going to be your favorite game that you play this year. The electricity that oozes from this title is something that will bring me back to playing it over and over again, even if there are a few nagging problems that need to be addressed very shortly.

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Scorn Review https://attackofthefanboy.com/reviews/scorn-review/ https://attackofthefanboy.com/reviews/scorn-review/#respond Fri, 14 Oct 2022 10:00:16 +0000 https://attackofthefanboy.com/?p=862776 Scorn’s development story began with its announcement on November 12, 2014. It was revealed to be the first release by the new Serbian developer, Ebb Software, founded in 2013.  Viewers knew it would be special even with early alpha gameplay, depicting flesh-based weaponry, scenery, and creepily intricate animations. As the years passed, fans got more glimpses at the game in an increasingly grim but gorgeous fashion, until the Xbox Showcase in June 2022, restoring fans’ hopes to see the game released. Before I knew it, Scorn had arrived, and it quickly got under my skin.

What Kind of Game is Scorn?

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Scorn is a survival horror shooter with puzzle and adventure elements. The game features environments you can explore at your own pace but is built specifically in a world that’s meant to be experienced as much as it is to be played. You have limited health which does not regenerate, and limited ammunition caches when you have weapons available, and the game is built to enable you to avoid combat when necessary.

Scorn is linear and concise, but is entirely unguided, with minimal UI elements to allow for as much immersion as possible. Early on, you are presented with a significant choice to make, and the results are jarringly opposite to how they seem, but ultimately don’t affect the ending — there is only one end. The choices you make in Scorn revolve around ammunition and health in relation to combat situations — the more you avoid them, the more supplies you preserve. There is no dialogue, with the intent for you as the player (an unnamed protagonist) to understand the world around you and discern the message of the game’s story.

In terms of horror genres, the game sits nicely in a blend of Biopunk and Body Horror, with less focus on jump scares and thrills, and more on surrealism, disquieting notions, and disturbing violence. Given the Body Horror genre’s pedigree as some of the most gruesome images put to any medium, it’s familiar ground, but don’t go in expecting it to be fodder for streamers to feign terror. More than anything else, the game is loaded with commentary, and geared toward immersion,  featuring powerful audio/visual storytelling.

I Have No Mouth, and I Must Scream

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I began playing this game having a vague sense of what to expect, knowing that it featured weapons reminiscent of Cronenberg’s Existenz and level design heavily inspired by the artwork of H.R. Giger, but the most intriguing hook was the absence of dialogue. Dialogue, in-game documents, and general exposition can sometimes serve as a crutch for a superficial narrative with a lack of originality. Naturally, a game without any of these features is a risk of it falling flat, but Scorn dodges this concern.

My first instance of how this would be conveyed was in releasing a creature from the game’s first Act, affectionately named the “egg friend.” The egg friend is torn from his casing, a humanoid firmly encased in a pod, attempting at guttural sounds, making eye contact with me as the protagonist, while pounding on his biomechanical cage, wishing to break free. It was so powerful and endearing that I could not help but seek out the next step in the puzzle, releasing him.

In the moments leading up to it, I felt as though I was doing this creature a service, seeing one final glimpse of him looking back at me while being brought by a crane I was operating to his seat, only to encounter a cruel fate. For the first time in a long time, I had instantly built a sympathetic bond with an in-game creature, only to instantly betray their trust.

Be Afraid, Be Very Afraid

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Scorn’s body horror elements, from the biomechanical structures including elevator tracks resembling vertebrae, to the skinless, patrolling enemy creatures, to a deadly parasite that bonds with you in the game, all create a sense of unease. The game has a macabre atmosphere, and the absence of a map makes navigation more stressful, especially if you’re trying to avoid combat after dodging an enemy mob. But the most persistently upsetting element is a parasite that bonds with you early on.

Scorn’s parasite latches onto you violently in the start, burying its limbs in your abdomen, yet it still gets worse. Over time, your character keels over, with the parasite’s growths bursting from various parts of your body, resembling fungal stroma, but your health bar doesn’t appear to drop. This signifies a violent symbiosis, but one where you’re kept alive and transformed, gradually and painfully.

One of the worst things to consider while exploring the world of Scorn is that I was turning into a greater monster than my opponents. This is conveyed in how the enemy creatures interact with you as the player: they don’t hunt you, but rather, they patrol their own areas, defending their territory. You are the most aggressive creature in almost all encounters in the game, and no more is this the case than when you encounter a massive, lumbering beast resembling a mother protected by her offspring, wishing only to be left alone.

The Visuals

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The visual design of the game is the primary hook for many, including myself. The world looks and feels like one designed by the late Giger, down to the hallways seemingly bearing ribs and overtly sexual imagery rendered in the devices, designs, tools, and even creatures. The game world is varied, from the foggy perils of the mysterious subterranean labyrinth to the curiously ruined yet magnificent final area.

The animations were particularly striking in this game. The weapons and enemies are lively, but not to any extremes, to the point of distinctive gun reload animations featuring convulsing flesh. The game stays aggressively true to the biomechanical concepts, with consoles as simple as elevator panels being distinctive yet clever, resembling muscles and tendons that you pull like a lever. You don’t gaze into lenses to change camera views, either, and in some cases, you look through a membrane reflecting the area you need to see. Even shotgun ammo looks upsettingly like testicles.

The level design is so good that I could attempt to pass off screenshots as art. It speaks just to how striking the world is, which helps if and when you get lost in your first playthrough. What’s more impressive is that the world seemingly communicates to you, the player, in how it reacts to your presence. It doesn’t hurt that the enemy and NPC designs are exceptional and creepy too, highly distinctive, yet lacking any names, leaving it up to you to name them.

The Sound

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Scorn has some pretty exceptional sound design, making minimal use of melodies in its soundtrack and focusing on rendering ambiance. When you’ve made progress, music might start to swell, and the moment’s emotion carries you to the next area. Despite flesh being so dominant in the world’s design, it’s oddly comforting to hear the grinding of machines when you open doorways or operate terminals that aren’t intended to resemble vulvas.

Another clever use of sound plays into the earlier point about dialogue. Since there is no dialogue of any kind, the guttural sounds, squeaks, bellows, etc. are all that seem to indicate the types of creatures you’re interacting with. You don’t hear them make noise from a distance, but only when you approach. The smaller creatures, resembling skinned chickens, emit a sort of chittering sound when you approach, before firing projectiles. The medium-sized resemble dogs in their patrol and mannerisms. The larger creatures that patrol the underground areas grunt or huff like bulls, and you can get an idea of how each of these characters protects themselves.

Content Warning: Disturbing Violence and Adult Themes

The Themes

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When I set out to play this game I knew I’d be exploring several themes, namely sexuality in multiple forms, and Heideggerian existentialism. The sexual themes are certainly the more overt of the two, but also more numerous and ubiquitous, whereas Heidegger’s themes are more of an ongoing, singular experience.

The themes of sexuality in Scorn start with Freudian imagery including the plethora of phallic or yonic objects throughout the game. Your primary gun weapon is a penetrating bolt gun that you stick inside yonic consoles to open gateways; the opening acts feature a pretty clear reference to insemination. There’s even a console puzzle that looks like you’re aligning rings to what appears to be a clitoris. The parasite tears at your abdomen and draws some macabre ectopic pregnancy images, and even when separating it from you you’re left in a near-death state.

Some of the most endearing creatures in the game are tied heavily to sexuality in terms of reproduction as well. One creature emerges as if newly born, with long skinny legs too lanky for a graceful rise, eventually standing up similarly to a baby calf mere moments after birth. To progress through one area, you must cut open incisions which clearly resemble c-sections. But for those familiar with H.R. Giger, the game’s primary visual influence, you should know that his work was also highly surreal and laden with sexual imagery.

Themes of sexuality are often about so much more than mating, and Scorn explores the darker implications of it, along with the grim sides of parenthood and legacy. The ending, which will certainly be open to interpretation, seems to imply a cyclical nature to your legacy, while also suggesting any attempt to transcend your sense of being is futile.

The Heideggerian elements present in this game are subtle: you as a character are thrown into this world that seems as alive as you are. Your lack of understanding as to what your character’s existence means in the world is intentional and preferable to the character being aware. Your status as an individual in this game is certainly clear, as you operate alone and fully independent, in a state of Dasein or human existence, being present in a world as much as the world is part of you.

The Issues

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I found very few issues, surprisingly. The developers kept a keen eye on any potential bugs and even patched out one I had noticed in the later phases of the game, where a weapon would glitch out of your hand. But what was astounding is that I’ve not got the most advanced hardware around — running it on Windows 10 with a GTX 970, and this game is phenomenal in its design, so more advanced PC’s from this decade and the Series X can easily handle this. This was a game honed during nearly a decade of work, so there’s no surprise that plenty of patience and love was put into it.

The Verdict

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Scorn is a special experience for anybody looking to have their expectations subverted for what a good horror game can be. It is a gory, surreal, provocative dive into difficult or even taboo topics, and is wonderfully crafted, and near perfectly optimized. The game’s themes and visuals are challenging and extremely mature, but executed with marvelous subtlety. The game is a technical marvel and concise as any horror game should be, so as to not overstay its welcome.

Despite the game being relatively short, with the average runtime being 7-10 hours, while some speedy players could finish it in around 3, it’s a game best played through and discussed in greater detail. It’s meant to be interpreted by those who experience it, and not in a lazy, Neil Breen-style answer of “why don’t you tell me what you think it’s supposed to mean.” Scorn is the most interesting biopunk or body horror title in recent memory, and the sheer value of it going to Game Pass on Day One makes it a must-play.

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PGA Tour 2K23 Review https://attackofthefanboy.com/reviews/pga-tour-2k23-review/ https://attackofthefanboy.com/reviews/pga-tour-2k23-review/#respond Tue, 11 Oct 2022 22:06:53 +0000 https://attackofthefanboy.com/?p=861991 If you would have asked me my opinion of PGA Tour 2K23 during the first initial hours of playtime, I would have had something completely different to say than I am now. As someone who has spent countless hours with arcade-styled golf games, the opening hours of PGA Tour 2K23 felt painful. However, after many hours spent deep-diving into this title, I can emerge feeling like a champion.

The amount of thought put into each drive and every putt is meticulous, and the learning curve is steep. You’re going to lose, and you’re going to feel it. However, if you’re willing to put in the time and effort, you’ll find one of the most entertaining sports titles on the market

Join The Club

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PGA Tour 2K23 is not the kind of game to hold your hand. After a brief tutorial, you’ll be on your own to figure out where you’d like to go next. As someone that grew up around the time of the Tiger Woods PGA Tour Series, expectations of an easy-to-pick-up-and-play golf title sounded like an exciting idea. I was quickly proven wrong.

You’re going to need to think before you act. With the action of swinging mapped 1-to-1 with your control stick of choice, you need to make sure that you’re paying attention to every swing. You must factor in the direction and speed of the wind, and the lie of the field, before even attempting to swing. This is a simulation title through and through, and it will not take it easy on you.

However, after a few rounds on a course of your choosing, things will start to click. The normal slices that you may have encountered at the beginning of your journey to the PGA Tour will become much less frequent. You’ll find a rhythm, allowing you to put in the work necessary to become the champion.

And that’s where this title opened up for me. After these opening hours of struggling to find my pace and my rhythm, suddenly I was noticing my shots were straighter, my drives were flying further than ever before, and I was becoming more comfortable with my own skills. Learning the ins and outs of what makes this game tick help set it apart from the crowd.

Stellar Environments Sell The Mood

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When you first make your way onto the vast courses included in PGA Tour 2K23, you’ll notice the amount of care that went into them. Seeing some of your favorite courses come to life with high fidelity is amazing, but there are a few parts that keep this game from reaching the heights of other sports titles.

While 2K Sports is known for a plethora of different titles, NBA 2K23 helped push their graphical fidelity to the highest level they’ve ever been. Character models in 2K’s most recent Basketball simulation help sell the immersion, and that’s because of their use of the NBA 2K Engine. However, the same cannot be said for PGA Tour 2K23, which uses Unity.

While the environments are stunning, the character models are not. There are plenty of moments when the uncanny valley takes over, especially watching your caddy speak to you without moving their eyes once. It’s jarring, but the general animations of the game make up for these sometimes frightening faces.

It can also, at times, be obnoxious to see every player make the same animation after a botched chip or putt. Every player has a unique style of play, so let that reflect in their animations as well. It would be great to see 2K transition the series over to a different graphical engine to take advantage of current-generation systems. 

Seeing how well other sports titles have looked on current-generation consoles makes it painfully obvious how much this title is in need of a fresh coat of paint. With improvements across the board, we can only expect to see that models are given the same treatment in the next installment. Breathing some life into these models can help sell the immersion of this title even further, bringing it inches closer to photorealism.

So Many Ways To Get On The Green

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While the graphical presentation may not be up to par with some of their other titles, PGA Tour 2K23 stands out from many other simulation games by offering just that: simulation. As you learn and progress in this title, you’ll be able to feel the improvements that you are making. You will not be able to just jump in and excel off the bat, or rather, the club.

If you go onto a course of your choosing and score +16 the first time around, don’t fret. That’s honestly pretty normal, but as you begin to learn the game’s finer details, you’ll be swinging like a pro and delivering a spectacle to the crowd that surrounds you. And much like the true sport, the crowd and sound design are something quite marvelous to behold.

There are no musical tracks on the course to help pump you up and invigorate you. You’ll hear the babbling waters of the lake near you and the gentle crunch of the grass beneath your feet. The satisfying thwack of your favorite club as it sends a golf ball down the fairway and ever closer to the green is something that you’ll always love to hear, even if the announcer doesn’t sound enthusiastic about it.

While the announcer sounds like they don’t really want to be there (which you can turn off), the roar of the crowd will make you feel the impact of every hit. Watching your ball careen towards the hole on a long putt, the rising enthusiasm of the crowd as it gets near the hole. They’ll either erupt in joy with a successful hit or sigh in agony much like yourself if you just barely miss it.

And while there are no licensed tracks on the soundtrack, the music that you’ll be hearing in the main menus and throughout tournaments is more a hit than a miss. Admittedly, there are a few tracks that initially left me scratching my head, including a song that sounded like a Trap-remix of Castlevania music, I grew to enjoy it the longer I spent with the title.

MyCareer Is Pretty Straightforward Once More

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As you progress toward the PGA Tour in the MyCareer Mode, you won’t need to worry about cringy rap battles and trying to get your hands on as much corporately branded merchandise as possible to progress as you must in NBA 2K23. You’ll just be playing the game of golf, and becoming the next household name, that’s all there is to it. For those wanting a story, you won’t find one here.

Which, in a sense, is a blessing. Some parts could be fleshed out more, such as making actually impactful Sponsorship Deals. However, if you’re just here for a brilliant game of golf and want to see if you’ve got what it takes to make it to the top, this is exactly the game that you’ll want to pick up when you see it on shelves.

Speaking of which, there are no options for pay to win with this title. You are not able to spend real-world money to purchase skills, but you’ll be able to outfit your character in some excellent clothing options before someone else. Without an option to buy your way to the top, you’ll need to earn it as you make your way through the different modes that the game offers.

Since you can technically unlock everything in the game by grinding your golf skills, you don’t need to worry about spending hundreds of dollars to get your character to a usable state. For those that are ready to hit the links, this is some great news, as you won’t need to worry about facing off against a golfing giant on your first online match.

You’ll also find that there is more than enough to keep every kind of player happy. If you’re looking for a new way to play with friends, take them to the Topgolf segments. If you’re looking to blow off a bit of steam, hit the links of your choosing. There is plenty to do here, and plenty to keep you coming back into the game.

The Verdict

If you’re willing to devote the time needed to this title, you’ll find one of the most exciting sports games around. It’s not going to hold your hand, but it’s going to do what it needs to help shape you into the next face of the PGA Tour. The endless frustration of a barely missed putt, versus the excitement of a hole-in-one that you finally nailed is exhilarating.

There are a few missteps here that prevent it from being the best sports title on the market, especially with its graphical downfalls. That being said, if the developers improve even further upon the gameplay in a subsequent release, as well as improve the quality of animations and graphical fidelity, we’ll have an absolute winner on our hands.

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Overwatch 2 Review https://attackofthefanboy.com/reviews/overwatch-2-review/ https://attackofthefanboy.com/reviews/overwatch-2-review/#respond Tue, 04 Oct 2022 19:00:51 +0000 https://attackofthefanboy.com/?p=860380 The Overtime clock is ticking. You respawn and use Lúcio’s Crossfade and Amp It Up abilities to give you, Sojourn, and Echo the speed boost you all need to get back into the fight. There, Wrecking Ball and Ana are holding out as best they can. Enemy missiles fly, shields are up, and bullets are blazing. Just when all hope seems lost…

—Suddenly, with calculated communication, all of your allied Heroes simultaneously use their ultimate abilities. A field of deadly proximity mines litter the objective, railgun beams slice through the air, and Echo transforms into the enemy D.Va, delivering an exploding mech right on the Payload. The Overtime clock runs out. You’ve won!

Overwatch 2 is one of the most exhilarating gaming experiences available today. But, if you’ve played Overwatch 1, you already know that. For players like me who have never played Overwatch 1 but have always wanted to, there has never been a better time to answer the call and join the fight.

While Overwatch 2 might simply be more Overwatch, that isn’t necessarily a bad thing considering how good the original was and how well Blizzard has managed to fine-tune the core experience. But just because the core of Overwatch 2 is a genuine thrill doesn’t mean it is without its drawbacks.

What’s New in Overwatch 2?

Overwatch 2 is a confusing sequel. In the world of live-service games, sequels aren’t common since a revamp and rebranding of the original game is just as acceptable. When live-service sequels do come along, they usually put the old to rest and introduce new maps, characters, game modes, and more. And though Overwatch 2 does do that to varying degrees, in reality, it feels like Overwatch 1.5.

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There are three big changes that qualify this Overwatch sequel: free-to-play, an ongoing seasonal schedule, and shifting the team composition from 6v6 to 5v5. Starting the tried-and-true seasonal release schedule while making Overwatch free-to-play is a method all too common for live-service games—but that’s because it works.

For the most part, the fact that it is now free-to-play and has consistent seasons in the works is a welcomed change for Overwatch 2. More players are bound to join the community and more consistent content will roll out. Knowing that Blizzard intends to continue its support for Overwatch 2 makes the appeal of diving in and sticking around much stronger.

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Another positive change is switching the 6v6 formula to 5v5. Because of this change, teams primarily, but not necessarily, are made up of one Tank, two Damage, and two Support Heroes. 5v5 makes each match feel less chaotic and more strategic.

Each Hero selected needs to synergize with your team and counter the enemies. With the removal of one Hero from the team, each player has a bigger responsibility and impact on whether their team wins or loses, which may sound intimidating, but it instead results in tighter team unity and camaraderie.

Heroes Perfectly Balanced, As All Things Should Be

The heart and soul of Overwatch 2 lie within its Heroes and balancing. I dive deeper into my positive experience with Overwatch 2’s Heroes and overall balancing in my hands-on preview, but just to summarize, what makes Overwatch 2 special, fun, and addicting is the diverse cast of Heroes and world-class balancing.

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While every Hero is fun to pick up and play, discovering which Heroes suit you best and dialing in on their deeper strategies is an absolute blast. Each Hero is wildly unique, has a tight, exclusive kit that matches their individual lore, and has dozens of extraordinary skins, which all work together to add flavor and story to the game.

From my experience, the balancing achieved in Overwatch 2 dominates the balancing in other FPS and Hero-based games. Though no game’s balancing will ever be perfect, Overwatch 2 gets close, thanks to its well-defined character Roles, Hero counters, and attention to individual Hero mechanics.

Every Hero Has a Few Scars

Although the core gameplay of Overwatch 2 is extremely fun, the overall game isn’t without its flaws. The three major problems I have with Overwatch 2 are the lack of PvE at launch, locking access to heroes for new Overwatch 2 players, and the overall game feeling rather one-note.

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The standard within the gaming industry for delivering finished games is slipping. Based on unfinished games we’ve seen get released in the past few years, it isn’t unexpected to see Overwatch 2 launch without its promised PvE, but it’s still unacceptable.

For long-time Overwatch fans and gamers who prefer PvE, you are going to have to wait til some undesignated date in 2023 for the PvE campaign missions. Overwatch 2 already feels like a strange, hollow sequel, and the lack of PvE at launch just adds to that.

Another misstep Blizzard has made is locking new Overwatch players out of immediate access to the entire Overwatch 2 Hero roster. If you haven’t purchased Overwatch 1, you will have to play 100 matches to unlock all 35 Overwatch 2 Heroes. Not only is this not fun, but it also undermines one of the core gameplay loops of Overwatch 2: picking different Heroes to counter your enemy mid-match.

Although this idea could have been paved with good intentions, it ends up feeling like a retroactive pay-to-win model that makes getting into Overwatch 2 even harder than it already is. I don’t have too big of a problem with making the new Heroes only unlockable through the Battle Pass—like the example of unlocking Kiriko through the Season 1 Battle Pass—but the initial gatekeeping for new players is an issue.

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Unfortunately, Overwatch 2 can easily begin to feel repetitive, particularly because of the lack of game mode variety. Though there are new game modes, and gorgeous new maps to play them on, the modes all feel like recontextualized versions of each other.

Instead of truly unique modes like Team Survival, Infected, or even a Battle Royale, Overwatch 2 only offers similar 5v5 game modes where you attack or defend an objective. Experimenting with different Heroes and finding the perfect team composition is very fun, but playing nearly identical game modes begins to get dull. Hopefully, with new characters releasing each season, we can see new limited-time modes in Overwatch 2 that add some much-needed variety to an already outstanding game.

AOTF Thoughts and Opinions on Overwatch 2

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Since Overwatch 2 is a game centered around community, I thought it only fair to share what my Attack of the Fanboy coworkers who have also been playing Overwatch 2 have to say about the game. We all have different experiences—some of us played Overwatch 1 and fell off after a while, some of us have never played Overwatch 1, and some of us don’t usually play first-person shooters at all. I hope our collection of perspectives and experiences work to inform you regardless of your level of entry with Overwatch 2.

Attack of the Fanboy Writer/Contributor Thoughts/Comments Personal Score
Gordon Bicker Overwatch 2 not only provides a beautifully crafted game experience, it furthermore cements itself as one of the best games in the industry for the purest form of teamwork intertwined with engaging communication. There was not a single moment while playing the game that I felt I wasn’t enjoying myself; everything was a brilliant reminder of what makes this franchise a standout from others on the market. Overwatch 2 will no doubt rise to the upper echelons of the gaming community with style, grace, and the speed of a Widowmaker’s meticulously placed bullet as Overwatch 1 once did. 5/5
Elliot Gatica Overwatch 2 feels a bit unnecessary. The first game should have just been revamped or given some kind of major overhaul instead of branding it as a sequel. Nothing has really changed in the core Overwatch experience other than changing the 6v6 matchups to 5v5, redesigning legacy characters cosmetically, and locking characters behind progression walls. While it does help that it’s now going free-to-play, there’s a lot going against it in terms of making it accessible for new players. 3.5/5
Steve Matthew Initially, I was very excited to play Overwatch 2. Overwatch has a special place in my heart because it is one of the first games to get me into esports. Overwatch 2 doesn’t really feel like a different game, it feels more like a DLC or an LTM. Don’t get me wrong, it is extremely fun, I’m just not sure if branding it as “Overwatch 2” was a smart idea. 3.5/5
Shaun Cichaki While I’m still learning plenty of the basics, I’m surprised by how fun it is. The variety of the game modes is quite entertaining, and you don’t need to have this insane wealth of knowledge to understand how things work. While there are still a few things that need explaining, as long as the community stays remotely civil, I think that Overwatch 2 has the potential to become a lot of people’s new favorite shooter. The variety of the heroes is excellent, the graphical style is appealing, and it controls and plays excellently. It drips personality, and while there are still some bugs that are present in the beta, Overwatch 2 is still extremely well crafted and shows a lot of heart. 4/5 or 4.5/5
Thomas Cunliffe While Overwatch 2 is more of an overhaul than a fully-fledged sequel, the majority of its changes are welcomed and provide an overall better gameplay experience. The game’s new heroes are fun, the maps, although few in number, are well-crafted, and the 5v5 system promotes an improved sense of teamwork. The monetization side of the game leaves much to be desired, however, and is a step-down from the previous game. 3.5/5
Wyatt Fries Overwatch 2 is the sequel that I didn’t ask for, but that I’m not upset to have. It brings a new life and feel to the game without compromising the nostalgia I feel while playing it. As somewhat of a cynic to the idea of Overwatch 2 from the beginning, I have to admit that the changes Blizzard made reinvigorated the gameplay and have brought me back in as a veteran player. 4/5
Jt Isenhour Overwatch 2 feels like the update that the original Overwatch was waiting for. Sure the graphics have been updated, heroes have been added and reworked, and the game has a fresh coat of paint, but it doesn’t make the two-year wait for an Overwatch update any easier. 3/5
J.R. Waugh Overwatch 2 has been a revitalizing experience for me. I got intensely into the original game for several years, dropping off around 2018-2019 due to a lack of friends playing online, as well as an intensely competitive, wholly unsupportive, and toxic online community. Overwatch 2, however, has regained my interest, thanks to teammates who have continuously been shocked and impressed with its rebalanced, superior gameplay. While some heroes will certainly be more commonly used, this is mainly due to a steeper learning curve for others, and not necessarily because of a busted meta upon release. As a support and defense player, I felt welcomed on any team I joined, which should be the goal of any multiplayer hero shooter. 4.5/5

The Verdict

Overwatch 2 is a great game, but it is held back by its own identity crisis, lack of content, and questionable choices. Despite its blemishes, Overwatch 2 is a must-try experience, especially if you are playing with a dedicated squad of friends. Whether you click with it right away, grow to love it, or try it and bounce off, the core gameplay of Overwatch 2 is undeniably fun regardless of its external flaws.

Overwatch 2 is available now on PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Nintendo Switch, and PC.

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Valkyrie Elysium Review https://attackofthefanboy.com/reviews/valkyrie-elysium-review/ https://attackofthefanboy.com/reviews/valkyrie-elysium-review/#respond Fri, 30 Sep 2022 15:06:18 +0000 https://attackofthefanboy.com/?p=859728 When Valkyrie Elysium was first revealed, it’s safe to say that the game did not manage to win the hearts of fans straight away, as many were unsure and not sold by the game’s aesthetic, the change from the franchise’s known battle system, and the title’s overall presentation. But were those fears justified or did Soleil and Square Enix manage to put them all to rest?

First of all, it’s important to point out two things, starting with the fact that the game is not a sequel to the Valkyrie Profile storyline. This game instead acts as its only standalone title. It is also crucial to point out that although it’s an Action-RPG, Valkyrie Elysium‘s core gameplay and overall style are way more similar to the ones seen in hack-and-slash franchises such as Devil May Cry and Bayonetta, which can be seen in both the game’s structure and overall level layout. So if you are not a fan of the style, ii’s safe to say this will not be the game for you.

A Fun and Intuitive Combat System

With that out of the way, although the game features a solid and heartwarming — although somewhat bland — main storyline, the true star of the show is its combat system, which allows you to take control of the Valkyrie as you face hordes of enemies all while accompanied by your Einherjar. In combat, you will be able to summon each Einherjar by spending your Soul gauge. They will stay on the field for a set time and will wield a specific/non-changeable weapon. Each Einherjar is also capable of performing two abilities when in battle, both of which can be changed at will. The Valkyrie, on the other hand, will be able to select up to 4 Divine Arts and carry up to two different weapons when in combat.

To put it simply, the combat feels fresh thanks to both the game’s Soul Chain mechanic — which allows the Valkyrie to pull herself towards targets — as well as the wide array of combo possibilities, high degree of movement freedom, and the fact that the Einherjar can synergize with Divine Arts of the same element to fully enhance them. That does not mean that the system does not have its flaws, however, as the game features the same problems included in many other action games. This can be seen in its repetitiveness and in the instances where the camera will simply go haywire, forcing you to step away from the combat.

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The Soul is Still There

The game’s JRPG roots do not show themselves only in the use of the Divine Arts and items while on the field, as the Valkyrie also has three distinct skill trees. Upgrading each tree will allow you to get new moves, passive abilities, and further increase your stats. As we mentioned above, the Valkyrie is also able to simultaneously equip up to 2 of the game’s 8 available weapons (including the game’s Digital Deluxe Edition and pre-order bonuses) which range from the standard shortsword to a dual staff capable of mixing both magic and melee. Although mastering each weapon takes time, challenging yourself by attempting to finish the game while only using set weapon combinations can be extremely fun for those to up the task.

The game’s progression system is also a great fit. Although you can increase the Valkyrie’s stats and skill repertoire by finding items and unlocking nodules on their respective branches, you can only increase your Einherjar stats by actively using them in combat, while new abilities can only be unlocked by completing their series of side-quests. As using each Einherjar expends Soul (the game’s equivalent to Mana), the feeling that they will grow stronger the more their fight alongside you is extremely rewarding and really enriches the experience.

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A Little Short of True Greatness

Another one of the game’s biggest strengths lies in its main party, composed of the Valkyrie and her four Einherjar. But unfortunately, that also highlights another one of the game’s shortcomings, as its plot, although solid, does not manage to truly scratch the potential of its characters or to add real depth to some of its moments, instead staying fully reliant on their charisma and in a few small moments to create a true connection.

For some, the game’s duration may also be a downside, as each main chapter can be completed in around 1 hour if you steadily explore each area. Otherwise, they can be completed in most cases in around 30 minutes each (while skipping encounters and cutscenes). The game also features a wide array of subquests, all of which follow the same formula. All subquests can be completed in around 5-20 minutes each, but the game does not allow players to accept more than one at a time. The lack of an option to be able to enter and exit previously completed chapters while keeping your findings at will is also felt, especially when hunting for collectibles, as it can force you to fully complete a chapter for what can be, in many cases, an item featured in its first half.

With that said, we know that the duration of the title may be seen as let down given its price. But its straight-to-the-point style may be ideal for those who just want to play a quick title to unwind or for those looking to take a breather after beating a massive game, a feeling we JRPG fans know all too well.

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Last but not least, although it was clear that Valkyrie Elysium had not been given the usual budget featured on other Square Enix AAA titles, the game is undoubtedly beautiful, featuring highly detailed character models based on designs by Yuya Nagai and great combat animations which are showcased not only by its fast-paced combat style but also while performing all kinds of Divine Arts. As usual for the franchise, Motoi Sakuraba returns as the main person responsible for its soundtrack, which is, in true Sakuraba fashion, a highlight.

With that said, the game does feel half-baked in a few areas, which can be mostly seen in the game’s lip-sync, its stiff facial animations, and in certain cutscenes where the characters appear to be completely out of place in the environment.

The Verdict

Overall, Valkyrie Elysium is a great, though rough around-the-edges, action RPG whose biggest strength lies in its dynamic combat system and in the charisma of some of its characters.

Although the game suffers from a pretty obvious lack of content at launch given its relatively short main storyline, short side quests, and the absence of additional modes, Valkyrie Elysium is a safe bet for fans of the genre, those who have longed to return to the universe of the series, and those who are looking for a great entry point to the franchise.

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Taiko no Tatsujin: Rhythm Festival Review https://attackofthefanboy.com/reviews/taiko-no-tatsujin-rhythm-festival-review/ https://attackofthefanboy.com/reviews/taiko-no-tatsujin-rhythm-festival-review/#respond Thu, 29 Sep 2022 19:17:46 +0000 https://attackofthefanboy.com/?p=859088 From the moment you start Taiko no Tatsujin: Rhythm Festival, you’ll immediately be hooked, finding it hard to put down your Bachi long after your arms have gone numb. With an infectious track list, with hundreds of songs available, to the bright and colorful visual splendor that fills your screen, you may have finally found the answer to your rhythm game blues.

This is going to be a game that speaks directly to a specific audience, and for those out of the loop, you may be missing out if you decide to pass over this one, as you’ll come to find one of the most enjoyable rhythm games that have come out in the past decade. Here are our thoughts on the newest entry in the Taiko no Tatsujin franchise, and why it’s a must-play for all fans of Japan, music, and feel-good times.

There’s Always Fun To Be Had With Taiko no Tatsujin

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If you’ve never heard of or played a Taiko no Tatsujin game in the past, you may be wondering why you need to add this to your ever-growing backlog. Well, no matter the mood you’re in, you’ll instantly get a smile on your face the moment you start this game. Thanks to the bright and colorful visuals that soar across your screen, you’ll always find something new to keep you occupied.

While the designs may feel slightly busy at times, you’ll always be able to keep your mind focused on the prize, while those that are watching you can examine everything else happening. From the mascot of the franchise, Don Wada, to the vast assortment of support characters,  the creative character designs bring this title’s unique flair and style to the forefront. You won’t find another game on the market that can match its frenetic energy, that’s for sure.

The premise of the game is deceptively simple as an easy-to-learn, but hard-to-master experience. You’ll only need to master and control two different notes: red Don notes, and blue Ka notes. Sounds simple enough, right? Well, it is, until you start increasing the level of play to higher and higher difficulties, where you’ll need surgical precision to nail rolling notes, masterful combos, and having no misses along the way.

You can’t fail out in the middle of a song, so you’ll have a chance until the end to try to save your run, but even for those that are experts in other Rhythm titles, don’t be afraid to start on easy or medium difficulty. You’ll be surprised how quickly you can become overwhelmed by the sheer speed that some of these notes come flying your way, causing you to fumble and lose track of where you are.

However, this is the most accessible entry on the Nintendo Switch, finally including a practice mode that allows you to sharpen your skills and finally nail that song that has caused so much grief.

The Practice Mode will allow you to teach yourself some of the harder tricks in the game; with some patience and skill, you can master any track. Since there are plenty of songs that make “Through The Fire And Flames” look like child’s play, Practice Mode can help you find the best way to master a difficult track, giving you an enormous boost of confidence.

There are multiple difficulty levels that you’re able to choose from — from Easy, all the way up to Oni — which will test your speed, endurance, and skill to their maximum level. Each song is ranked on a number of Stars, with a 1-Star track being very simple and easy to follow along with, all the way up to a 10-Star track to test the best of the best. Blasting beats and burning calories is an excellent combination, and you could argue that you could use this as a bit of a workout at times.

Catchy Beats and Quick Feats

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As you make your way through the soundtrack, you’re sure to find something of interest. Be it a song from one of your favorite titles, such as Super Mario Bros., Undertale, or Persona 5, to original songs created by Bandai Namco, they’ve nailed the tracklist for the base game. However, once you have made your way through the initial 80 songs that are available in the game and mastered them all, what can you do?

This title has introduced something new to the franchise, called the Taiko Music Pass. In the past, if you were looking to add new songs to your game, you would need to purchase DLC packs, which could vary wildly in price, with some offering a few tracks for $4.99, or higher. With this new subscription service, however, you’ll be able to add 500 songs to your game for a low monthly or tri-monthly charge.

While those that are against subscription services may not love this new addition, it allows you to experience a bewildering number of songs for a low cost, rather than needing to drop hundreds of dollars on downloadable content in the future. It’s a great new feature and something that other rhythm games should consider doing in the future.

However, if you’re planning on partaking in just the base game, you’ll still find a very meaty list of tracks to drum along with, from staples like “Night of Knights/Knight of Nights” to the catchy “Katamari on the Rocks,” you’ll lose yourself in an attempt to master every difficulty available.

And this is the type of game that you’ll be able to play wherever you go. You don’t need a dedicated instrument to make the magic happen since there are plenty of different ways to drum. If you prefer button presses or touchscreen input, there are plenty of ways to play if you don’t want to shell out for the Hori Official Drum or a custom-made drum controller.

But, to be frank, you’ll be missing out on a huge portion of the fun if you don’t pick up a Drum controller. As a fan of the rhythm genre for years, the sheer number of plastic guitars, drums, and anything else has become slightly overwhelming, but there is something magical about the Taiko controller that just makes you feel accomplished when you finish your first Oni-level song.

The Most Customizable Taiko Game on Switch Yet

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With the initial release of Taiko no Tatsujin: Drum ‘n’ Fun on the Nintendo Switch, players were able to select a different character, but that was about it. They weren’t able to partake in the customization that the other games in the franchise offered, and that was a bit of a smack on the face of your little Don-chan. But this time around, things are different.

You’ll be able to customize every facet of your character with a unique look that you’ll love to see every time you log in. Tackling the hardest track yet alongside a little drum dressed up like a frog is adorable.

You’ll also be able to customize your general gameplay experience to your liking, as you’ll be able to change the sound of your Taiko drum, making it sound like MappyPac-Man, dogs, and cats, or nothing at all to maximize your ability to zone right in on the action in front of you. If you’re someone that needs to focus on the music or wants to make things as loud as possible, you’re set either way.

Something For Almost Everyone

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When you first load into the game, you’re treated to an introduction and a simple how-to-play segment that you’re able to skip if you’re feeling confident or have played through games in the franchise before. However, you’ll also come to find that the main rhythm game is just the tip of the iceberg, and you’ll have plenty of different activities to keep you occupied for years to come.

You’ll be able to partake in The Great Toy War, which will pit you against other players, or AI opponents in battles to determine who the best drummer is while using power-ups to confuse your opponents, or yourself in the process. This is a very unique battle mode and plays almost like a round of Mario Kart, where you’ll need to keep your focus laser sharp if you want to take home a win.

You’ll also be able to play with up to four players locally or online in the Big Band Mode, which will let players take on songs together, and it can be a great time if you’ve got plenty of skilled players, or an absolute mess if you’re all learning. It’s quite fun and can lead to some big laughs if you’re all in the same skill group, or want to teach someone how to play the game.

Alongside all of the new customization options that you’re able to outfit your character with, and the story mode that you can experience, there is a ton of content here, alongside general online play where you can compete to become the most skilled drummer. There’s even Matchmaking, where you can create a room and fight against those in your same skill level, which is excellent to see.

While it’s a shame that some of the party games from Drum ‘n’ Fun didn’t make their way into this to make it the most feature-rich game in the franchise, you’ll still find more than enough to see and do here, and if you never experienced them, you may not even know that they’re missing.

The Verdict

If you’ve never experienced the Taiko no Tatsujin franchise, this is going to be the perfect entry point for players. With the new Taiko Music Pass, you’ll have access to more music than ever before, and with its abundant customization options for your character and playstyle, you’ll become a master Donder in no time. You’ll need the patience to learn and grow, but once you do, it’s the best feeling around.

While this isn’t a game for everyone, those that have even had the slightest fleeting interest in the series need to take a chance on this game and find out why it’s one of the more unique titles to come out in gaming history. You’ll fall in love with Don Wada, and soon, you’ll become the Taiko Master you were born to be.

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Grounded Review https://attackofthefanboy.com/reviews/grounded-review/ https://attackofthefanboy.com/reviews/grounded-review/#respond Mon, 26 Sep 2022 14:39:15 +0000 https://attackofthefanboy.com/?p=858685 After two years, Grounded has come out of Early Access. This small-scale survival title puts players in the shoes of shrunken teens, forcing them to fight against massive bugs and other creatures if they want to return to normal. While there are many obvious survival elements, such as crafting and base-building, the variety in both features and monsters provides an experience that feels like a mixture of action and exploration. There’s a lot to love in Grounded, but players should be aware of all its quirks before diving into its massive backyard.

Beginning Your Grounded Adventure

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Something that Grounded must be given credit for is its wide breadth of options. Controls can be universally remapped even if you aren’t playing with a keyboard, the interval of each auto-save can be changed, and there’s a wide variety of accessibility options. This includes an arachnophobia mode, though it’s somewhat redundant due to the presence of other intimidating bugs. Where the game truly shines is its customizable difficulty; practically everything about the game, from player damage to active quests, can be turned off and on at will. The basic Mild, Medium, and Whoa! options don’t offer too much on their own, but Custom difficulty can allow players to make the game as hard as they want. There’s also a creative mode that allows players to explore and build to their heart’s content.

Unfortunately, those looking to play online with all of these options will need to use an Xbox account. Even if you play the game on Steam, you must link an account from Microsoft to play with your friends. This is a minor issue, but certainly one that can’t be ignored — it creates extra steps to set up the game just so you don’t have to explore the world alone. It’s particularly a shame because the game was obviously designed for multiplayer, even featuring an in-game chatting system. One can only hope this requirement is made more lenient in the future, but considering the game is published by Xbox Game Studios, it’s not likely to change anytime soon.

Exploration and Content

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Unlike many other survival games out there, Grounded has a basic world map that isn’t randomized. This might kill replay value for some players, but it will make things an absolute joy for speedrunners. This lack of randomness also means players can make full strategies for every aspect of the game, from how to complete quests to where the greatest resources can be gathered. This will be extremely helpful as there are hundreds of different items that players can create, offering a great deal of variety even outside of the game’s world.

On the subject of what Grounded’s world offers, players will explore a huge backyard filled with plants and insects of all shapes and sizes. As they explore, they’re given quests to find new labs and gather resources to help themselves reactivate a machine that can hopefully restore their size to that of a normal human’s. The tutorials surrounding these quests are very in-depth and helpful, giving a pretty good idea of what to focus on first. There are very few quest markers, and even the ones labelled on a player’s map won’t reveal any direct path towards the next objective. Grounded encourages exploration above all else. If you’re willing to embrace that, it won’t be too difficult to get where you need to go.

As players explore, their characters will make various comments and quips about the world around them. They’ll also encounter BURG.L, a friendly robot that offers to help players achieve their goal of returning to normal. The quality of dialogue and voice acting does vary from time to time, but it can easily be turned off should it ever get to be a bit grating. Where Grounded truly shines is in its bugs. A lot of time and polish has gone into Grounded for its full release; performance might be a bit spotty even on mid-range GPUs, but the only bugs most players will find are the creatures they encounter.

Creepy Crawlies and Deadly Dangers

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There’s an incredible number of creatures in Grounded. Early-game encounters will be a bit basic, as with any survival game, but exploration will lead to the discovery of many new lifeforms. Some of these are mostly harmless to the player, with weevils and ants being easily ignored, while others will be highly aggressive. What’s particularly noteworthy is that some of these bugs will attack each other, giving a greater sense of realism and even strategy to many bug encounters. There are even entire boss battles to be found in the game, offering incredible challenge even to players with the greatest gear.

While there’s a great variety in creatures — and even the ways you fight them — overall combat in Grounded can be somewhat tough to enjoy. Many bugs are meant to be fought with fairly strong equipment, and while this encourages a sense of danger around certain areas, it can also lead to unwinnable situations. Mosquitoes are a great example of this, tearing players apart in mere seconds if they don’t have any good armor or ranged weapons. You can use various strategies such as throwing rocks and stunning tougher bugs to quickly escape, but many of these foes will be guarding important story quests. Don’t expect to follow the story at your own pace as a result; unless you’re playing on Mild or Creative difficulty, you’ll pretty much need to stop and craft new gear before delving deeper into the backyard.

Thankfully, death is quite temporary outside of Custom difficulties. With each death, you drop a backpack containing every item not currently held in your hand. You can have multiple backpacks at once, allowing you to temporarily ignore your most recent demise even if there are some valuable items you’ve lost as a result. Your tools might be somewhat damaged with each death, but thanks to the game’s progression systems, it isn’t too difficult to get your hands on resources for more. There’s plenty of challenge for those that want it, but you won’t be punished too harshly for wishing not to engage with it.

Final Thoughts

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Overall, Grounded offers a fantastic experience for players of all backgrounds. It combines a survival experience with a world of oversized nature, offering plenty of its own charm and challenge that most fans of the genre would be unfamiliar with. The price might seem a bit steep at $39.99 USD, but anyone with the friends and ability to play online will get more than their money’s worth. You shouldn’t expect an experience completely oriented around action and skill, and yet the game isn’t solely about survival either. Embrace the resources, exploration, battles, and world of Grounded and you’ll fall in love with everything it has to offer!

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Splatoon 3 Review https://attackofthefanboy.com/reviews/splatoon-3-review/ https://attackofthefanboy.com/reviews/splatoon-3-review/#respond Mon, 12 Sep 2022 19:59:53 +0000 https://attackofthefanboy.com/?p=855806 It’s likely that very few people thought Splatoon would become as large of a franchise as it is. Splatoon 3 makes it clear that this ink-filled series is here to stay, refining many elements from previous games while also adding a few of its own. There’s plenty of content for long-time fans and new squids on the block, though some might wonder how substantial all these additions really are. Is Splatoon 3 filled with new features and incredible depth, or are its additions as shallow as a puddle of ink?

Fresh Characters and Trendy Threads

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Something Splatoon is well-known for is its character. This doesn’t just include actual characters; the many customization options also add to the franchise’s spirit. Fans will be pleased to know that this character returns greatly in Splatoon 3, with better customization options than ever before. Players can equip titles, emotes, and badges to personalize their character and show off their achievements. There are also lockers that players can customize using items found in Story Mode or at the new General Store. In addition to these aesthetic changes, players have more options than ever when it comes to customizing their clothing. Primary abilities can now be swapped and new abilities can be added without a need for sea snails. It’s easier than ever to take advantage of your look in Splatoon 3, and that also means there’s even more incentive to try out plenty of different loadouts.

Of course, plenty of character from Splatoon 3 comes from the characters themselves. A few new shopkeepers offer some varied dialogue and personalities for fans sick of the same faces from Splatoon and Splatoon 2. They won’t be rid of Sheldon and his talkative nature so easily, but it’s still possible to hurry his dialogue along. The main attraction in terms of new characters comes from Deep Cut, this game’s set of idols. The banter they provide is something fans will be familiar with, but they offer some pretty unique personalities (especially in the case of Big Man). They even play a massive role in the game’s story mode, allowing players to get even more attached to them.

Massive Mammalian Adventures

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The new Story Mode of Splatoon 3, Return of the Mammalians, is the primary method of play for those without the Nintendo Switch Online subscription. Thankfully, this mode is more expansive than ever before. It nearly has double the number of levels from the campaigns of Splatoon and Splatoon 2, though it falls short of Octo Expansion’s selection. Even so, many levels take quite a bit of inspiration from the expansion, with some providing alternate objectives outside of reaching the end of a stage. This unfortunately means the return of shooting targets while grinding on rails, but thanks to the wide-open nature of this game’s story mode, many levels can be skipped entirely to focus on more traditional stages.

The bosses, interactions, and lore of Return of the Mammalians are all fantastic. The game provides a deeper look than ever at the origins of Splatoon, and the rewards for doing optional content are fantastic for people who love customization. However, casual players might prefer to skip any content that isn’t required. Many of the optional challenges can be infuriating for the wrong reasons, with their main difficulty only being resolved through trial and error. This is at its worst in the Secret Kettle where you’re put up against waves of Octolings. These AI-controlled opponents only show up a handful of times in the main story. As such, players will be ill-trained to battle against these numerous foes. The open layout of the arena kills any chance of cover, and the constant flow of canned specials trivializes the difficulty into a contest of which side can spam their special attacks more effectively.

Return of the Mammalians is at its best when it builds upon traits that already existed in Splatoon and Splatoon 2. This is a trait seen in all of Splatoon 3, unfortunately highlighting its biggest weakness.

Fuzzy Details and Unremarkable Additions

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For players that have many, many hours in Splatoon 2 already, they’ll find that Splatoon 3 doesn’t have much to offer on its own. Outside of the aesthetic changes and quality-of-life improvements, the base game is still pretty much the same as it always was. Regular Battles are still just 4v4 Turf Wars, Anarchy Battles are just Ranked Battles under a new name, and the only brand-new game mode — the Tricolor Turf War — is only available during Splatfests. Tableturf Battles might offer something new for long-time fans, but as it requires special cards and has its own unique ranking system, it’s largely irrelevant for Splatoon 3’s main multiplayer matches. Salmon Run has more new additions than the main PVP modes, and even with the chance to play it without limits, it’s still quite sectioned off from the rest of the game’s online features.

The few new mechanical additions to Splatoon 3, such as Squid Surges and Squid Rolls, are largely situational. It would be an outright lie to say they massively change how the game is played. The same goes for the new weapons; while they offer some interesting challenges in story mode, there’s not a whole lot that they do differently from other weapons. This will obviously change as new weapons are added in future updates, and the same can be said for new modes and features. But there are clear signs of content that should have been in the game from the start, such as the Gold Dynamo Roller found in many promotional images and screenshots. It would have been better to give Splatoon 3 some extra time to build its content because at launch it simply doesn’t offer much that couldn’t have been added as a massive Splatoon 2 update.

The Little Things

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Despite the game’s shortcomings, where Splatoon 3 truly shines is in the small adjustments it made to long-standing features. For example, there’s no longer a need for a player to grind their levels to obtain their favorite weapon. If they want to use the Ballpoint Splatling normally only unlocked at level 30, they can get their hands on it as early as level 5 with just a few weapon licenses. This feature will become less relevant as one plays through the game more, but it’s essential for early players. Finding the right weapon and sticking with it can go a long way in increasing the game’s longevity, and that truth is made extremely apparent in Splatoon 3.

Another minor addition in this game that goes a long way is the Lobby. Whereas previous games simply had you sit on a loading screen, the Splatoon 3 Lobby gives you a training area to warm yourself up in between each match. After completing a match and sticking with a team, you’ll even see other players hanging out in the training area. It’s even possible to check out other players’ customized lockers. They can’t be opened while waiting for matches, which is a shame, but you can still check out the fresh stickers posted on their door. Waiting for matches was the most agonizing part of earlier games, so replacing that wait with something to do outside of minor minigames is a very positive change. Once more, the added interactions and increased player engagement give Splatoon 3 a chance to shine above previous entries.

Final Verdict

Splatoon 3 is at its best when it’s improving or building on previous games. Brand-new additions outside of characters and story can feel somewhat half-baked, and the need for post-launch updates makes the base game feel somewhat bare. In spite of these issues, the game’s quality-of-life improvements make it difficult to call it anything less than the definitive entry to the series. It’ll be some time before making that statement turns from difficult to impossible, but it can’t be denied that the future of Splatoon is looking brighter than ever.

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NBA 2K23 Review https://attackofthefanboy.com/reviews/nba-2k23-review/ https://attackofthefanboy.com/reviews/nba-2k23-review/#respond Fri, 09 Sep 2022 22:49:09 +0000 https://attackofthefanboy.com/?p=855487 The clock is ticking down, and the crowd’s roar begins to swell as the ball is passed to you. You rush down the court, ball in hand, dribbling and evading your opponents as the shot clock winds down. Only seconds remain as you take a shot from outside the three-point line, hitting the perfect green for an excellent shot rating. The buzzer rings, but the ball makes its way into the hoop, and the crowd erupts into joy as you have brought this game to a close with a 1-point difference.

No matter where you are, be it on the court, in The City, or even just navigating the menus, you’ll feel the excitement of the game buzzing in the back of your mind. From the absolutely stellar visuals to the unbridled controls and customization, you’ve never been so close to the court before. While there are a few things that still deserve to be benched until they’re properly ready, this is the best the franchise has had to offer in quite some time. Here are our thoughts on NBA 2K23.

Going Hard In The Paint

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As games creep ever closer to photorealism, 2K sports titles have always been a forerunner in graphical quality. NBA 2K23 is undoubtedly one of the best-looking games on next-generation consoles, and it’s an absolute treat to the eyes with a proper 4K display. Individual pores, dripping sweat from the characters as they process a major play, and even small details that most people wouldn’t care about, are rendered with care and attention, which helps this title truly pop off of the screen, and inch closer to realism. You’ve never felt so close to the action, and with the impressive quality of the player models, courts, and even the general art direction in the scaled-down City, this game is a looker.

Something that plenty of games struggle with is hair, but not NBA 2K23. When you’re looking to create your own character, you will want to make them look as close to you as possible, or an absolute abomination. No matter what you choose, you’ll want to ensure that you can either find the perfect hair to match yourself or go the latter route with a goofy design. It sounds like such a silly thing to gush over, but the hair that has been crafted for this game — especially for a sports title — looks stellar, bringing your favorite players closer than ever to their real-world counterparts.

However, as beautiful as the visuals are, one of the biggest annoyances is frame rate drops. While the action that takes part on the court is a steady and constant 60 FPS on these next-generation consoles, there are still some times where slowdown can become a major deterrent. If you’re about to make a major play in the game or attempt to sink a 3-Pointer, there are times that it will switch to an action camera of sorts, dropping the framerate to 30 FPS.

There are times when these frame drops can be extremely jarring, and rather than switching to these 30 FPS shots, it would have been nice to see developer Visual Concepts either eliminate these or figure out how to make the in-game replays flow at a constant 60 FPS. Understandably, the Instant Replays will broadcast at this lower framerate, so you can zoom in and see all of the graphical prowess on display, but for a shot of a ball going into a hoop, the 60/30/60 FPS cycle can throw you out of the game.

Another place where slowdown and frame drops happen quite often is when you’re exploring The City. With it being a massive, sprawling metropolis overflowing with other created characters that you can interact with, even the power of these next-gen consoles may not be enough to provide a silky smooth experience. While the majority of these drops happen when you’re exiting a building, or emerging from the Subway stations scattered around the map, they can be extremely distracting especially if you’re on a mission toward your next location.

Smooth Like Butter

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As you begin to learn the subtle nuances of the controls, you’ll find that this is one of the finest playing sports games on the market. The sheer amount of control you have over your player is almost overwhelming at first, but as you learn by playing, or partaking in the excellent 2KU at the start of the game, you’ll start becoming more comfortable with the power that lies in your hands. Starting off, you may feel like you aren’t able to cover well enough on defense or keep missing what feels like easy buckets, but with practice comes perfection.

You’ll have a myriad of different control options to choose from, from the Shot Stick mapped to the Right Stick of your controller, to the Face Buttons that can be used as a simplified version. No matter where you’re going, what you’re doing, or how you’re doing it, you’ll be able to go from zero to hero in no time. Players move with an excellent amount of momentum, and you’ll be able to feel the difference that their height, weight, and stamina have to offer.

You’re not going to be able to sprint down the court with Magic Johnson, and you’re not going to be able to pull off massive dunks with Isaiah Thomas, so getting to know your team is much more important than ever. Even if you’re just a casual fan, you’ll be able to learn the ins and outs of your team, thanks to the amount of detail put into almost all aspects. Finding out all of the different statistics about your favorite team, while also sizing up your opponents to learn who the biggest and best are is easier than ever, thanks to the information available . It’s more than enough for the casual fan, or the die-hard basketball lover to enjoy.

No matter if you’re a stats person, or someone ready to get onto the court, there’s going to be more than enough content here to keep you happy for quite some time. As you sink your teeth into the more complicated moves, like Fancy Dunks, you’re going to have a way to stunt on anyone and show off that you’re bound to become the greatest player of all time. If you’re buying this game just to play in the Franchise Mode, or want to get more involved in the story of your up-and-coming baller, you’ll never run out of things to do, at least until the next entry comes out.

Sound is another area in which this game shines, and outclasses the competition. While other games in the sports genre have started to improve, the 2K series has always been top of the class when it comes to this. Be it the soundtrack, which features some absolute bangers with only one or two misses, to the way that the crowds and commentators will change and react during a game helps keep the excitement at an all-time high. The rotating crew of commentators will also help keep things from feeling stale and helps keep the excitement high. Ambient noises, like the swish of the net, to the sound of squeaking shoes on the freshly polished floor, also help bring realism to your ears, so you’ll have an all-around feast to gorge yourself with.

One Large Order Of MyCareer, With Extra Cheese

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Let’s just start this with a forewarning. The story mode in this game will not win any sort of award. While Spike Jonez was brought in to direct the absolutely stunning and off-the-wall “Livin’ Da Dream,” this feels like many a corporate suit sat in an office with a comically oversized pen and notepad after asking some of their interns “how do you do, fellow kids?” However, it’s also strangely endearing in a sense, even if it’s the cringe that seals the deal on it.

The majority of the dialog in the game equates to Casey Frey and Nick Colletti versing back and forth about how they want to ball with their bros, but if you embrace the cringe, live for the cringe, and are ready to die by the cringe, you’ll actually have a fairly entertaining time with what’s on show here. With one specific dialog sticking out in my mind, about how you aren’t allowed to get a Gatorade at the corner store, because you don’t have enough of a backbone to clap back at a critic on social media, ending with “one day, you’re gonna give me that Gatorade, bro,” you’ll know exactly what you’re in for.

You’ll spend the majority of your time trying to dig your team of choice out of a hole for selecting you over fan favorite Shep Owens, who just so happens to be one of the most easily hateable characters in a video game, ever. Arrogant, cocky, and all-around insufferable, it’s your job to make the world see that your favorite team made the right choice in choosing you, and you won’t need to depend only on your on-field actions to make this happen. You and your team of ultra-savvy wordsmiths will do anything to drag him as much as possible and make him regret ever smack-talking you.

However, after starting the story up, creating your custom player, and making your way into The City for the first time, your whole worldview will change. Seeing created players running around, partaking in quests, doing skateboard tricks, visiting gyms, and more, you’ve realized, that ball really may be life. This city is built for those that view Ball as Life, and it shows but is open and creative enough for all players to enjoy. However, the controls for some of the vehicles, particularly the skateboard, can be frustrating and many players may never touch it again after a few tries. Hopefully next year, they refine that portion a bit more.

If you share a screenshot of this game with a friend while exploring, they may not even know that you’re playing a basketball game. There’s a quest log, multiple vehicle types, factions, subway fast travel systems, and an absolute abundance of Corporately Branded spots that you’ll be able to visit. You could train at the Gatorade Gym, while riding your Mountain Dew Trike, after stopping by Jake From State Farm to pick up some new gear, it feels like an absolute fever dream, as long as you’re looking at this game with a post-irony sense of humor.

Beyond the sheer amount of corporate sponsors surrounding you, The City is genuinely entertaining to explore. The fact that this hub world has more interactivity than some major open-world titles is astounding, like the ability to go into just about any building at any time. And, if you’re looking to just hang out with your friends, there are plenty of options available, from strength training to a pick-up game on any of the courts that you’ll be able to find. The sheer amount of creativity on show here could allow those that normally would never touch a basketball game to enjoy.

For All The Franchise Fans

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If you’re one to get into all of the details about your favorite team and are willing to dish out all of your statistics knowledge, you’ll once again be impressed by the Franchise mode. Jump into the managerial side of things, and you’ll find that 2K has once again proved itself to be the king of the castle, allowing the unrivaled depth that other games could only wish to achieve.

However, the MyTeam mode, where you’re able to pull for new players and create the ultimate team around, is something that almost everyone can enjoy. While this could be one of the most expensive parts of the game, the digital trading card aspect of this can’t be understated. Much like real life, pulling your favorite player out of a pack of cards remains one of the coolest feelings in the world, but this time, you’ll be able to utilize them on the court rather than slipping them into a dust cover.

You’ll find that there are different variants, different forms, and so much more hiding behind the surface, and getting involved in this mode could be a serious hit to your finances and time. However, for those that are willing to dive deep into it, it’s a very rewarding experience, even if it’s not something for everyone. However, the sheer amount of content that part of the game possesses, rivals titles that only deal with Franchising, so not only getting a stellar basketball title, but an in-depth franchise mode is quite the deal for those that love the sport.

For those that are purchasing the game just for the franchise and MyTeam mode, you won’t be disappointed, because compared to previous entries in the franchise, they’re somehow even more in-depth than ever before, and other sports games really need to start paying attention the way that they handle these aspects. No matter the type of player, you’ll find something to do, be it managing on the backend, or reliving the magic of pulling your favorite players.

The Verdict

No matter if you’re looking to find something to keep you occupied, or want to try something out that you normally would never experience, NBA 2K23 does a killer job of opening the floor to those that are new to the franchise, or those returning for their umpteenth time. With gorgeous visuals that help solidify this as one of the best-looking games of the generation so far, to controls that let you feel like a pro, there’s very little to complain about here.

The City offers one of the most surreal experiences for gamers out there, and with the “Ball is Life” mentality of everything going on in the MyCareer mode, you’ll either have the greatest time of your life or cringe your way through it as you work to make the best player that the NBA has ever seen. A yearly sports title can rarely make this kind of an impact, but if the team behind NBA 2K23 can keep putting on the polish, we may see the absolute pinnacle coming in the next few years.

It’s incredible to see the amount of work that has gone into this game, and while the normal stigma of “roster updates” should be long gone, let 2K23 show you that it can be more than that, as you’ll find plenty of welcome changes that can make your basketball dreams come true. A few small portions of this game hold it from reaching full G.O.A.T. status, it’s easily the best sports game to come out this year, and can only get better from this point forward.

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Pac-Man World Re-Pac Review https://attackofthefanboy.com/reviews/pac-man-world-re-pac/ https://attackofthefanboy.com/reviews/pac-man-world-re-pac/#respond Sun, 04 Sep 2022 18:00:59 +0000 https://attackofthefanboy.com/?p=854242 It seems that 2022 is the year to bring cult-classic platformers out from the vault, and back into the mainstream world. Starting the year with the announcement and release of the Klonoa Phantasy Reviere Seriesplayers got a chance to revisit two of the greatest PlayStation-era platforming titles of all time. However, the world was not prepared to hear that Pac-Man would be getting the same treatment.

While not being the most well-known title in his long and varied history, Pac-Man World became an almost instant cult classic, due to the yellow little guy getting his first 3D Platformer, and it being quite good, at that. While it didn’t have the legs to stand up against some of the stiffer competition at the time, fans have been clamoring for this title to get its second chance, and that time has finally come, in the form of Pac-Man World Re-Pac.

Is there enough here to satiate the hunger of the 3D Platforming crowd, or is this something meant purely for fans of the original game? There’s plenty to love in this adventure, and while our titular hero may stumble a few times on the way to the end, you’ll find that you’re in for a blast, no matter if you’ve never experienced this title before. Here are our thoughts on Pac-Man World Re-Pac, the little remaster that could.

The Pac Is Back

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Let’s start with a look at the story, or what bits there are of it. The long and short of it is this: Pac-Man is eager and excited to celebrate his Birthday, but it seems that someone has kidnapped everyone that he loves. It’s up to you to control gaming first mascot through thoughtfully designed levels and work towards getting your family back, right in time for your party. That’s about all there is to it, and it’s not going to win any awards for being the most thought-provoking story of our time, but it does enough to set the player up for what they are about to encounter.

You’ll find yourself navigating through 6 colorful worlds, all with their own unique theme, and this is where the newly remastered and recreated visuals shine through. The remastering process is lovingly handled by the team at Bandai Namco, and Pac-Man has never looked better. However, the worlds here steal the show, all featuring great texture work, creative designs that haven’t aged horribly by any means, and excellent optimization, so you’ll never encounter an issue with hiccups.

If you played through the original, you’ll immediately recognize all of your favorite characters, enemies, and bosses, looking so much better than they have before. From the excellent Boss designs to the environmental effects, it’s hard to believe that this was all done with Unity. This was obviously a labor of love, and rather than just polishing things up and calling it a day, they looked at areas that needed some fine-tuning, and made this the best way to play this classic platformer, and we can see the passion and care put in every step of the way.

Pac-Man moves and controls like a dream, with plenty of skills, that he’s able to utilize as he makes his way through the 23 levels on display. You’ll be able to jump, Butt-Bounce, and dash your way to victory, no matter where you find yourself. You’ll rarely feel that the way that Pac-Man controls could lead you tumbling to your doom, with one unfortunate design choice being the only bad decision that we could hold against this statement. Otherwise, you’ll have a blast taking Pac-Man through the inventive and creative worlds that lay waiting for you.

Speaking of things that make this the best way to play, there have even been a few new moves added to Pac-Mans repetiteur, including a Hover Jump that feels like it was lifted out of Klonoa, as well as an Easy Mode to allow gamers of all ages and skill levels to enjoy this romp through a retro wonderland. These small additions, alongside the other quality-of-life improvements that have been made, make this game play like a dream, but there are a few things that hold it back from achieving full greatness.

Wakka Wakka Wakka

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While the new gameplay additions feel fresh and modern, there are some aspects of this game that keep it feeling dated like its 1999 counterpart. One of the biggest faults that this game has is the number of blind jumps that you’re going to need to take in specific levels, especially with the amount of backtracking that you’re going to be doing. While it’s forgivable if it happens once or twice, there are more times than you can imagine that you’ll need to rely on blind faith rather than skill to hopefully make it to your destination.

Another spot that this game can be a bit grating is in its sound design. The music in particular can become quite grating after some time, and while it’s fun to hear the Hub World remix of the classic Pac-Man Intermission music after you’ve heard it on repeat for about 3 hours total, it becomes almost mind-numbingly horrid to hear. Some of the stages that you will come across will feature newly mixed versions of their original songs, while others are still using source sound, which can result in this shining 4K beauty feeling cheap, due to horrible bitrate sounds coming through your speakers.

You’ll also find that hearing the same enemy wails and wallops can grow tiresome after some time, leading you diving to turn down your television set, rather than crank it up. And the removal of the standard dialog, only to be replaced with a new gibberish language was a bit disappointing, to say the least. In the original PlayStation version of the game, you could feel the sinister intentions that Toc-Man, the main villain, has behind his comical quest, but in this version, that tone is lost completely when you hear a bunch of garbled speech come out of his impressive visage.

Fueled By Power-Pellets

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One of the greatest achievements that this game can hold its own against many platformers of the time, and even some today, is the sheer inventiveness of its boss battles. Easily one of the best parts of the game, you’ll find yourself squaring off against a squad of goons that look amazing, with great gimmicks that could honestly leave you scratching your head, trying to find out how to take them down. Having to partake in a Crash Bandicoot-Esque chase sequence before facing off in an intense match-up against Anubis Rex is something magical.

No two bosses feel the same, all with their own inventive worlds that have been built around them, allowing the developers of this game to go all out, be it if you’re racing against a bunch of clowns, or partaking in an intense match of Galaxian that feels like a Bullet-Hell, there is tons of charm to be had as you work your way toward these mechanical monsters, awful aliens, and scary statues. The variety is quite excellent, and the retooling of two bosses, in particular, are shining examples of how to do a remaster right.

And while the levels all have their own charm, with the fourth world, in particular, showcasing the visuals in a great light, there is a feeling of sameyness in the general scope of the levels. You’ll work your way from left to right, find fruit, and unlock doors, with the occasional bit of spice thrown in. While this is something that was addressed in the later sequels, it’s a shame that some of those tips couldn’t have made their way into this title, but then again, it wouldn’t have been the same game that gamers grew to love back in the day if the developers did change something like that.

The Verdict

It’s easy to understand why the fans have wanted a remaster of this game for as long as they have. Something is extremely enduring about seeing a character like Pac-Man slam down on enemies, collect different tokens and fruits, and proceed through crazy carnivals to save his family. With some dated design choices that hold it back from being the best that it could be, it may not be everyone’s cup of tea. But, for those that have been waiting, this is like the ultimate form of comfort food, getting something that they love, to bring them back to a specific time and place that gives them their best memories.

This isn’t going to be a game to change the world by any means, and it may not even be a game on most players’ radars, but if you’re looking for the perfect title to lose yourself in for a weekend or something to introduce a younger gamer or significant other to 3D platformers, you can’t go wrong with this title. Throw on the Easy Mode, and watch them lose themselves, as well as a few hours of their life, in this enjoyable retro platformer game, and get ready to aim for the high score.

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The Last of Us Part 1 Review https://attackofthefanboy.com/reviews/the-last-of-us-part-1-review/ https://attackofthefanboy.com/reviews/the-last-of-us-part-1-review/#respond Wed, 31 Aug 2022 14:59:13 +0000 https://attackofthefanboy.com/?p=853439 Remakes and remasters are a core part of the video game industry. If you’ve been around long enough, though, then you know that the terms can be used to describe wildly different products. Some remakes go so far as to completely rebuild classics from the ground up for modern hardware and audiences like Capcom’s recent Resident Evil revivals, while smaller-scale remasters simply aim to make older games playable on modern systems or take advantage of new hardware, such as the latest rerelease of the generation-spanning Grand Theft Auto V.

If you’ve been around long enough, then you also know that some remakes/remasters are more warranted than others. Ignoring how the final product turned out, the world had been clamoring for a modern rerelease of the Grand Theft Auto trilogy for years. On the other hand, did the world really need The Legend of Zelda: Skyward Sword HD?

Regardless of your thoughts on the matter, however, people have generally accepted that enhanced ports are okay as long as they provide substantial enough enhancements. Skyward Sword HD, for example, got revamped controls with a bumped-up framerate and resolution. Marvel’s Spider-Man Remastered got an increased framerate, ray tracing support, and all its DLC collected in one package. There’s a line that companies have to carefully tread when deciding if it’s worth releasing a remake. The Last of Us Part 1 crosses that line.

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The Last of Us Part 1 is a completely rebuilt version of the post-apocalyptic 2013 classic designed from the ground up as a PlayStation 5 console exclusive. Bucking the trend of Sony’s recent Director’s Cuts, this is a fully-fledged remake in the vein of 2018’s Shadow of the Colossus. Unlike the Bluepoint-developed Shadow of the Colossus, however, this remake was created entirely in-house by Naughty Dog.

The original development studio getting a chance to redo one of its most beloved titles, taking what was learned from the development of three big-budget third-person shooters released since — including a sequel to that title — is an exciting prospect. Unfortunately, Naughty Dog’s ambitions with this remake of The Last of Us were placed entirely in the wrong areas. While there are some appreciated under-the-hood changes, the main selling point of The Last of Us Part 1 is a very expensive coat of paint for a game that already looked and ran fine in its first remaster.

I understand why Sony wanted a shiny new version of The Last of Us on store shelves. Not only is it a fantastic way to get people even more excited about the still hard-to-find PlayStation 5, but it’s also a way to bring fans of the upcoming HBO series into the PlayStation ecosystem.  From a business standpoint, it makes sense to have a state-of-the-art jumping-on point for new Last of Us fans built from the ground up for PS5, rendering each and every one of Joel’s individual beard hairs with such breathtaking fidelity that it’s easy to forget you aren’t watching a prestige television series. While The Last of Us Remastered on PlayStation 4 is still a fantastic-looking game, it’s understandable that Sony would want new fans to have the best possible experience with the first game.

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The Last of Us Part 1 brings the first game more in line with its sequel. This rerelease makes back-to-back playthroughs of both games in the series flow much more naturally. The overarching story of The Last of Us feels like a more cohesive whole now because of Part 1’s increased fidelity, as if you’re playing through two halves of the same story that just so happens to be on multiple discs like a PS1 JRPG.

If there’s one thing to praise about The Last of Us Part 1, it’s that new level of fidelity. While nothing about the plot has been changed and no new lines of dialogue have been recorded, the exceptionally enhanced presentation brings the drama to new heights.

The game’s prologue is a known tear-jerker at this point, but the new facial expressions and animations make it feel like you’re witnessing the tragedy for the first time all over again. A thousand emotions are reflected in Ellie’s eyes when she utters her famous “okay” in the game’s finale. The game’s most heart-wrenching scenes will hit just as hard as you remember them. This is genuinely one of the best-looking games ever made, which is to be expected from a studio of this caliber.

That brings us to The Last of Us Part 1’s biggest problem: the price tag. This is a fully-fledged $70 release. In a world where The Last of Us Remastered not only retails for $20 brand new but can also be downloaded for free via the PlayStation Plus Collection on PS5, something which the overwhelming majority of PS5 owners will have access to, it’s hard to justify paying a next-generation price for a game that most people have already bought twice.

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When The Last of Us Remastered already exists, runs at an upscaled 4K/60 FPS, and is backward compatible with the PlayStation 5, is there any reason to buy The Last of Us Part 1? Had The Last of Us never received an enhanced PS4 port, this remake would be welcomed with open arms by most, but as it stands, it feels like Sony is trying to sell The Last of Us Remastered Remastered just to pad out the PS5’s exclusive library.

Not only that, but The Last of Us Part 1 is actually a less feature-complete game than The Last of Us Remastered. There are a handful of minor new additions to this remake such as a speedrun mode, permadeath mode, model viewer, and DualSense controller support, but those aren’t enough to make up for the glaring omission of the fan-favorite Factions multiplayer mode. While a standalone Factions game is on the way, its absence in The Last of Us Part 1 still hurts.

However, one major new addition will make The Last of Us Part 1 more than worth the price of admission for a select few players: a remarkably in-depth accessibility options menu. Naughty Dog set a high bar with the accessibility features of The Last of Us Part 2, and this remake takes things to the next level with options never before seen in a video game. One such innovation is the ability to play dialogue through the DualSense controller as haptic feedback, allowing hard-of-hearing players to feel the emphasis and intonation of spoken lines.

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The accessibility features of The Last of Us Part 1 aren’t going to be a huge selling point for the general public, but thanks to Naughty Dog’s efforts, this game will be playable for the very first time for some people. That’s important. There are multiple presets available by default and the controls and settings can be fine-tuned however you see fit. Despite the other issues surrounding The Last of Us Part 1, this aspect of the game deserves to be celebrated.

Outside of pricing complaints, The Last of Us Part 1 also feels much more dated in the gameplay department than you would think. Game developers have come a long way over the last decade and Naughty Dog is no exception. This is a game that predates not only The Last of Us Part 2 but also Uncharted 4 and The Lost Legacy. Naughty Dog’s game design philosophy was incredibly different back then and it shows.

The jaw-dropping visuals work against the gameplay in this aspect as well, making the aging skeleton of a linear PS3 game much more noticeable regardless of how many polygons the shotgun has. Naughty Dog’s level design chops have improved dramatically since the initial release of The Last of Us, and while there are still plenty of memorable set-piece moments like the terrifying hotel basement in Pittsburgh, the moment-to-moment gameplay experience is much duller than I remember.

The Last of Us Part 1 functions as a window into the past where Naughty Dog still had a lot to learn. It was an exceptionally talented development studio at the time, but it has become an entirely different level of world-class since then. That’s not to say the combat encounters and exploration segments of The Last of Us Part 1 are bad — quite the opposite actually — but with its visual presentation surpassing anything Naughty Dog has done to date, it’s hard to not feel let down by the comparatively bog-standard gameplay.

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At the end of the day, it’s still The Last of Us though, and even though its gameplay limitations have only gotten more apparent with age, this is still a fine adventure. That’s why this review is so difficult to write and why most will likely have complicated feelings about The Last of Us Part 1. The core game is beloved for a reason and this remake does enhance the experience a great deal, but it’s hard not to wonder what could have been if as much attention was given to the level design and combat encounters as the visuals.

The Last of Us Part 1 is a remarkable technical achievement that nobody asked for. Yes, the AI has been improved. Yes, the workbenches have the cool upgrade animations from the sequel. Yes, there’s 3D audio. But when you can already play a good enough version of The Last of Us for free with the PlayStation Plus Collection on PS5, why bother? With a hefty price tag and less content than its more than acceptable PS4 counterpart, The Last of Us Part 1 is an entirely unnecessary remake with gorgeous graphics that only make its dated gameplay stick out even more.

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Madden NFL 23 Review https://attackofthefanboy.com/reviews/madden-nfl-23-review/ https://attackofthefanboy.com/reviews/madden-nfl-23-review/#respond Fri, 19 Aug 2022 14:04:39 +0000 https://attackofthefanboy.com/?p=851346 The world of Football lost a legend on December 28th, 2021. John Madden, the titular namesake of this long-running franchise left this earth, but his impact on the sport will never be forgotten, nor will his influence on the world of video games. The first video game in the Madden franchise came out back in 1988, with blocky pixels running plays in a realistic fashion, and players have excitedly anticipated new releases year after year.

Unfortunately, it seems that Madden had lost its way with the fans, with increasing critique placed on every new entry in the franchise, with features that seem to be lost, gameplay that seems to suffer from a consistent development cycle, and just a general feeling of a lost identity. However, this year was different, and it’s all thanks to John Madden himself. The development team at EA Sports seemed to listen more to the fans, implement new changes that could be seen as a positive, and published a title that wraps up the play in just the right ways.

There may be a few fumbles along the way, but Madden NFL 23 has its heart in the right place for the first time in years, and with plenty of new features, gameplay additions, and polish going into some of the most important aspects of the game, it seems that fans may have something to look forward to this year, rather than wonder what may have gone down the drain compared to last year. There’s no reason to call an audible this time around, as things are starting to get back into the proper place. Here is our review of Madden NFL 23.

A Hail Mary Pass For The Fans

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Over the past few years, the Madden franchise has begun to suffer from a lack of new ideas, a lack of polish, and a seeming lack of respect for the sport that it simulates, to the point where even the most diehard of fans have begun to call for boycotts on the franchise. If they decided to skip out on this entry, however, they would be missing out on the most polished Madden experience to date, with plenty of care placed on many of the aspects of this title.

One of the first things that fans of the franchise are bound to notice is the large improvement in on-field animations, with players seldom falling prone to issues that have marred the enjoyment of previous titles. Players no longer seem to clip through one another, the stiffness of movement has been reduced to a bare minimum, and the general momentum of making your way down the field feels the best it has in quite some time. There are still a few issues here and there, but it seems that EA is actually paying attention this time around, and wanted to put out a product that would make Coach happy.

You’ll also find that the presentation of this game has been, for the most part, improved over previous entries in the franchise. Wide, swooping graphics that fill up the screen during big plays, the presentation that emulates the excitement of a real game of football, and more help bring this title to life more than ever before, and there have been a few times that this game has dropped my jaw. Putting a simulation game on between two computer opponents looks almost real, and there’s a very good chance that you could fool quite a few people into believing that there is an actual game being played, rather than a video game.

While commentary still is one of the lower points of the whole aspect, you’ll hear fewer lines repeated less often, and feedback on the plays that feels much more natural than ever. It’s quite the improvement over prior years, but the excitement level of the commentators sometimes doesn’t match what is happening on the field. There’s more excitement in their voices, and with big plays getting a slight bump in the hype level, it feels that it’s just about time to replace the two hosts with someone that could push the excitement and elation of a Hail Mary to the next tier.

You’ll also find that the halftime show is something that could use a bit of a refresh, with a play-by-play of what happened, followed by a boot back into the main game. While it’s almost a full guarantee that fans would be excited to see this for the first few times, it could also be seen as a downgrade, as this helps you get back into the flow of things much faster, rather than having to sit through a long-winded conversation between hosts, ala the 2K series. However, the presentation bump for this entry makes things so much more enticing and exciting, that it will be something to build on and make perfect in the future.

For those that need to hear just this simple fact: the game feels the best it has in quite some time. Plays feel snappy, players move realistically, and fans have little to worry about in terms of strange graphical glitches. The action on the field feels greater than ever, and if you’re wanting to grab this game to get into a few rounds of football with your friends, you’ll love what is on offer here. However, if you’re looking to get more in-depth with the game, and get involved in some of the other modes that it has to offer, we’ll dive into those below.

Are You Ready For Some Football?

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If you’re looking to live out your dreams of making it into the NFL or managing your favorite team, you’ll be happy to know that the standard Franchise Mode is back in play, as well as the Face Of The Franchise Mode, alongside plenty of other options to get as in-depth as you would like to. If you’re looking to play with friends, you’ll be able to go back to The Yard, which will allow you to bring your player-created avatar onto the field, to show off who is the greatest of all time. Or, if you’re looking to lose yourself in some different challenges to test your skills, you can always jump into the Madden Ultimate Team, to start earning your favorite players.

No matter what you’re looking to do, be it jumping in for a game on the gridiron that follows every rule to the T, or just enjoy a quick 3-on-3 match with as few rules as possible, all of the possibilities are there, and in the best shape that they’ve been in quite some time. You’ll want to come back to the majority of these modes, and while the Ultimate Team mode can be riddled with microtransactions, the rewards that you earn feel somewhat generous this time around, but if you’re looking to pull better players, you may need to throw down some cash, which could put a sour taste in some players mouths.

There are plenty of options to pick from, from a mode that almost harkens back to the days of NFL Street, to something that someone would love to do if they are passionate about the sport more than anything. There are plenty of players that are willing to drop the cash, just to play around in Franchise mode, so they may want to make sure that their favorite mode has not been bastardized by the developers. And for the most part, everything here feels great, with a few little things keeping it from being the best it’s ever been.

Break Through The Line

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Let’s start off with a look into the Face Of The Franchise mode, which will allow you to bring your created character, be it yourself, or something that you have dreamed up from your worst nightmares into the National Football League. You’ll have a chance to select the team that you’d like to play for, with a graded scale to showcase your growth with that team as you work from the underdog to the MVP. Select a position that you would like to master, and work your way through the league; that’s really all there is to it. Feeling more in line with an RPG in its presentation, you’ll get to work with some unfamiliar, and very familiar faces to push yourself to your limits.

You’ll need to find ways to improve your skills, level up your player, take care of them, and more. It’s a weird addition to the game but honestly can help those that aren’t as familiar with the sport fall more in love with it, especially through the way that it allows you to work through small skill trees and create the ultimate player. And while the story will not win any awards, you’ll find yourself engrossed with the overall narrative, even if you know jack-all about the sport, and may make an in its proper seasons, as you root for a player that isn’t the most well known and hope to see them make their way to the championships.

For those that are looking to get into the full nitty-gritty of the coaching scene, you’ll be ready to go all-in on the Franchise Mode. While the Franchise hasn’t reached the heights of its competition, you’ll find that it’s more engaging this time around, even compared to the improvements that its predecessor made. Is it perfect? Is it the most in-depth thing that you’ll ever experience? Not in the slightest, but if you’re a fan of the idea that you may be able to take the Bengals to the Super Bowl, you should at least give it a try, especially if you have friends that are as excited about this prospect as you are.

However, while the microtransactions that litter this mode may be blatant in their intentions, the Madden Ultimate Team, or MUT for short, helps bring a nice challenge to the game, pushing you to select your comfort level and make your way through changing challenges that update quite often. If you’re ready to show off your skills and help win a Super Bowl with a last-minute play, on your favorite team with a whole group of new faces, this could bring some extra entertainment to your living room. And while you are more or less encouraged to throw some money down, you’ll be able to earn a fair amount of packs without spending a dime, alongside a gacha system that will give you a random assortment of cards to build your team up to greatness.

A Few Inches Short Of A First Down

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The way that things feel, as well as the general polish that this title brings to the table helps it feel the best that it’s felt in quite some time, however, there are a few things that keep it from reaching the pinnacle of perfection. While there have been a noticeable amount of improvements that have been made to the way that the game plays, alongside the graphical presentation, there are still moments that may leave you scratching your head and wondering why these things turned out the way that they did.

Bringing this into consideration, let’s examine how the players look. You’ll notice that from afar, things look better than ever, with excellent lighting, smooth animations, and more helping bring the game to life, you may be taken aback when things get too close for comfort. While they look astonishingly good from a distance, there are times when the camera pans in close that it reaches a strange uncanny valley, where rather than looking at your favorite player, you’re staring into the void, while the void stares back at you.

Take the Green Bay Packers for example. Hailing from the great land of cheese and beer, players have grown to know and love everything about the great Aaron Rodgers, and as you stare upon his visage in Madden NFL 23, something feels a bit off. Is it the lack of his glorious mullet, escaping from the lower portions of his helmet? Or his facial scan, which shows him looking like a young buck, rather than the seasoned veteran that he is. No matter the reason, players need to have a serious facelift in future releases of this title, and they can’t blame the budget on something like that.

There are also small things that are bound to nag at seasoned football veterans more than those of us that just enjoy playing the game. The roar of the crowd feels less electric this year, and while some close-ups show members that look like actual people, cardboard fans and undetailed models still seem to plague these games, taking out some of the realism that players should come to expect at this point. Especially with the power that the next generation systems possess, it would be a huge improvement to the overall feel of the game if that is addressed in the future.

And for fans of the sport, you may not need to upgrade to this entry if you are playing on the Xbox One or PlayStation 4, as many of the newest features that this title has brought to the table are, unfortunately, not available. No FieldSENSE, no major improvements in graphical quality, just a solid game of football. The next generation of consoles is starting to pull ahead, while the legacy consoles may see their way to the bench sooner than later. It’s a shame, in a way, but they’re ready to move on to bigger and better things that these systems can no longer handle, and may need to be put to pasture to allow the developers to see their vision to its full extent.

Final Thoughts

I didn’t expect to walk away from this title, as someone that is not particularly well-versed with the sport of Football, loving this as much as I did. It’s easy to see that the developers are working towards a brighter future for the franchise, and while there are still some things that could be ironed out to make this the best sports-simulation title on the market, they are on their way to making that happen. With the push in general gameplay feel, as well as the upgraded visuals and animations, Madden NFL 23 shows that EA Sports still has what it takes to make an excellent sports title, without pushing the buttons of longtime patrons.

Once this franchise can finally leave the previous generation of consoles behind, as they are beginning to lag behind on features and graphical prowess, we can only hold out hope that they continue to push things in this positive direction. While other years have felt like a fumble, this feels like a solid first down, and we can only hope that they go for a successful Hail Mary the next time around. The spirit of Madden fills this entry in the franchise, and it feels that there is hope that it can reach its roots once more, and become the premier football simulator once more. Are you ready for some football? Because I know that I am.

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Marvel’s Spider-Man Remastered PC Review https://attackofthefanboy.com/reviews/marvels-spider-man-remastered-pc-review/ https://attackofthefanboy.com/reviews/marvels-spider-man-remastered-pc-review/#respond Wed, 10 Aug 2022 14:59:30 +0000 https://attackofthefanboy.com/?p=848897 Just a few short years ago, most people would’ve laughed in your face if you told them that waiting for first-party PlayStation games to come to PC was a viable strategy instead of just buying a PS5. Now, several of Sony’s heavy-hitters are top-sellers on Steam with many more to come in the near future. Horizon Zero Dawn, God of War, and Days Gone all sold remarkably well on PC, but there was one PlayStation giant that I thought would never, ever see a Steam page: Marvel’s Spider-Man.

Sure, Sony has been getting increasingly aggressive with its PC push, putting more and more iconic franchises like Uncharted and now The Last of Us on PC, but Spider-Man felt untouchable. Even if big PS5 exclusives like The Last of Us Part 1 and Uncharted: Legacy of Thieves Collection were getting PC announcements alongside their initial PS5 reveals, Spider-Man felt like it was the game that was selling PlayStation consoles faster than any other.

Putting Marvel’s Spider-Man (and later Miles Morales) on PC so soon is a power play for sure, and along with the acquisition of Nixxes last year, it shows that Sony is committed to the PC platform as a true alternative to their own PlayStation ecosystem. It’s unlikely that PlayStation first-party games will ever come to PC day and date like Xbox Game Studios titles do, but Spider-Man arriving with a bunch of fancy PC-specific bells and whistles on day one — DLSS, native 21:9 and 32:9 support, Steam Deck support, and raytracing to name a few— shows that PC ports are more than an afterthought for Sony.

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Some may say that the world has been oversaturated with Spider-Man media in recent years, with two Spider-Men each having their own video game, three Spider-Men sharing the silver screen, and an animated Disney Plus series on the way among other things, but if you ask me, there’s no such this as too much Spider-Man. That’s why, even on my third complete playthrough of the game, Marvel’s Spider-Man Remastered feels just as exciting as ever on PC.

After getting over the initial shock of playing Marvel’s Spider-Man on PC, it’s easy to remember why so many people fell in love with Insomniac’s take on the wall-crawler in the first place. There is no shortage of Spider-Man games, but this is the Spider-Man game.

Peter Parker’s characterization is incredible and the supporting cast is equally likable. This is a true Spider-Man story through and through — great power, great responsibility, and all that — and despite some slight pacing issues, it remains engaging from start to finish. Insomniac demonstrates both understanding and admiration of the character, and those of you who are turned off by the MCU’s younger take on the friendly neighborhood hero will appreciate this older, more experienced version of the webhead. Even something as simple as the collectible backpacks scattered throughout the city are a joy to collect because they contain small tidbits of lore detailing the first fights and overall history of this incarnation of the web-slinger.

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The combat is also fantastic, taking notes from Arkham’s book while adding some extra Spidey spice on top. Aerial combos and smart gadget use are key to survival, especially on higher difficulties, and various enemy types introduced throughout the campaign will keep you on your toes by countering safer strategies that you can normally rely on for general goons. Also, webbing people to walls or chucking cinder blocks at unsuspecting bad guys just never gets old.

Stealth is also a viable option for clearing out rooms of baddies. While you won’t be able to fully clear enemy bases undetected or anything like that, a sneakier approach will help thin the herd before you leap into the crowd and let your webs fly. It’s such a Spider-Man brand of stealth too, pulling enemies up to the ceiling and sticking them there with webs or pulling shelving down onto chatting guards.

Plus, if you’ve already played the game once or twice on PlayStation 4 or PlayStation 5, certain features like the puzzle skip option make additional playthroughs a breeze. The lightning-fast loading times carry over from the PS5 version as well, and those do wonders to make additional playthroughs less of a hassle. You’ll still have to put up with the Mary Jane and Miles Morales sections that periodically pull you away from Spidey, but they’re not nearly as out of place this time around as I remember them being.

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Unfortunately, the PC version of Marvel’s Spider-Man Remastered is held back by spotty performance. For reference, my rig is equipped with an RTX 3070 and an i7-10700k. The game frequently drops below 60 FPS when swinging through the city, especially when Spider-Man takes a dip down closer to the crowded streets of New York and zips past crowds and pedestrians alike. Even dropping the settings down to their lowest preset and running the game at 1080p (or setting DLSS to Ultra-Performance) doesn’t alleviate the issue.

Indoor sections and cutscenes run like a dream, however, and I wouldn’t say the game ever reaches an unplayable state. Nixxes has released multiple patches throughout the review period and performance has gotten noticeably better though, so Marvel’s Spider-Man should only run better with time.

Of course, these performance problems may very well be specific to my machine. Sony’s PC ports have been fairly hit or miss with some people reporting problems and other people playing just fine. I didn’t have any problems in my initial review of Horizon Zero Dawn on PC, for example, but several other reviews reported performance problems on day one. Make use of Steam’s refund policy if you want to test things out for yourself or just wait for more patches after launch.

At the end of the day, though, most of you don’t need a review to sway you to buy Marvel’s Spider-Man Remastered on PC. It’s Spider-Man. If you want it, you want it. The game has been out for four years at this point, and many of you have already played it once or twice yourselves.

The game itself is fantastic, truly one of the best superhero experiences of all time. I love it. I think it’s worth double-dipping for if you’re a PS4/PS5 owner. I think it’s worth a second or third playthrough. I just wish it ran better.

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Cult of the Lamb Review https://attackofthefanboy.com/reviews/cult-of-the-lamb-review/ https://attackofthefanboy.com/reviews/cult-of-the-lamb-review/#respond Wed, 10 Aug 2022 14:59:07 +0000 https://attackofthefanboy.com/?p=849796 In Cult of the Lamb, leading a cult is all fun and games. Developed by Massive Monster and published by Devolver Digital, Cult of the Lamb is a new triple I indie game that pairs roguelike with life sim. Basically, they’ve invented a new genre called cult-like-sim.

Cult of the Lamb will have you start from nothing, get chosen by The One Who Waits, build your own cult, and cut down the dissenters and false Bishops that stand in your way. The journey from sacrificial lamb to God among men (or various animal followers) is filled with the perfect blend of light-hearted cultism, mythological writing, and an addicting gameplay cycle. This review has light spoilers until the “Time for a Story” section, where there are heavier spoilers from then on, except for the final “Verdict” section.

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Praise Be the Gameplay!

The combat in Cult of the Lamb is something that stays consistently smooth, crisp, and gratifying. The action is fast-paced and the animations are unmatched. As you adventure on Crusades, the combat remains simple, yet solid. When you enter a new room, enemies fall from the sky as you roll, slash, and use your ranged Curses to strike them down. Once you find the difficulty setting that fits right for you, Cult of the Lamb offers one of the best combat experiences of the year.

The hooks of Cult of the Lamb lie within the game’s perfect combination of roguelike and life-sim. When you aren’t tending to your flock, you’re on a Crusade gathering more followers and resources. When you aren’t Crusading through the Cursed Lands, you are increasing your follower’s faith and devotion and expanding your cult. Each and every action you do is rewarded with progression through the story, progression for your character, or progression for your cult.

And, if you couldn’t guess, Cult of the Lamb has numerous progression trees that are all organized and welcoming. Because of that, the game is able to draw you in to play just one more run or wait one more day to get just a little more devotion to upgrade your colony. Each progression tree feels purposeful; however, some feel a little more sparse than others which leaves a bit to be desired, especially when it comes to the upgrading and customization of your cult base.

Another fun gameplay mechanic that doubles as player and cult progression are the collectibles. There is a lot to discover, but each collectible set isn’t too hard to complete. Through Commandment Stones, Holy Talismen, tarot cards, follower forms, Divine Inspiration, and much more, Cult of the Lamb sucks you in and makes you feel the growth you’re making.

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Cults Are a Vibe

If Hades and The Binding of Isaac had a child, it would be this game. While it is uniquely its own thing, Cult of the Lamb’s art, gameplay, and tone feel distinct but familiar. Massive Monster masterfully married the ritualistic and macabre tones associated with cults with an abundance of bright colors and cutesy animals. One minute your lamb will summon a tentacle from a dark portal that sucks one of your followers through an inky rift below and the next, you’ll be sowing seeds and dancing around a bonfire.

The art is mesmerizing and makes playing the game a treat. The Bishops, with their multiple black eyes, fury frames, or rows of teeth, are all unique and terrifying and each follower form is customizable and cute. The music is also very chill and never gets old, even with the rinse and repeat nature of Cult of the Lamb. All in all, the gameplay and the art style of Cult of the Lamb are extraordinary and worth experiencing.

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Time for a Story

Though Cult of the Lamb’s gameplay and art style is incredible, the story that is told is predictable and a bit shallow. The writing is impressive for a game of this size, featuring the same cute/cult tone as discussed previously, and all of the many NPCs are interesting if a bit forgettable.

The biggest shame is that the main story of you getting saved by The One Who Waits, overthrowing the four Bishops one by one, and inevitably rebuking your savior isn’t anything groundbreaking or surprising. But that’s not such a bad thing when the gameplay, tone, art, and music are as good as they are. Also, there are a few story nuggets hidden in the side quests, but those are only accessed by those looking to 100% the game.

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The End is Not the Beginning

Speaking of 100%-ing the game, Cult of the Lamb only takes about 15 to 20 hours to beat and not much longer than that to 100%. With its natural comparisons to Hades and The Binding of Isaac, it is a huge bummer that Cult of the Lamb isn’t an endless game with lots of replayability.

Aside from polishing off each collectible set, there is no endgame to Cult of the Lamb. There are no timed challenges or secret bosses. Once you have finished the game, there isn’t anything else to do except for starting a new game and going again. And because the gameplay and atmosphere of the game are so good, it stings even harder that you aren’t able to continuously play Cult of the Lamb forever.

Granted, there may be updates and DLC that come to the game later on that offer replayability and an expanded endgame. For now, it is sadly a very quick game, which is okay, just unorthodox for a roguelike. Though Cult of the Lamb is a very fun game, its current state most likely won’t earn it a cult following.

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It’s Lonely at the Top of a Cult

Multiplayer would make Cult of the Lamb fantastic. Though there are some multiplayer capabilities through Twitch, resources could’ve been pooled into making a great multiplayer mode of Cult of the Lamb which would offer replayability and a fulfilling endgame.

At the end of the game, having a big base full of followers and synergized workflow feels a bit hollow, pointless, and undervalued. A Clash of Clans-esque PvP mode that pits multiple cults against each other in a base building and destroying fashion would solve that issue and then some. There could be higher-tier God bosses that multiple lambs could team up against in endgame Crusades. At the very least, multiplayer could’ve been integrated into Knucklebones. Needless to say, multiplayer could solve a lot of my Cult of the Lamb wants and desires.

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The Little Things

Finally, Cult of the Lamb can be seen as a bit repetitive. I personally think the time spent during the cult building part of the game makes you crave the Crusades, and the end of a Crusade makes you crave attending to your cult, but some may find the four Cursed Lands and samey bosses repetitive.

The last few nit-picky things that I think would have pushed Cult of the Lamb above and beyond are cinematics and an open world instead of an overworld. If there were animated cinematics to introduce boss battles or to introduce new areas, a certain wow factor would be introduced that would tie the game together. Also, Cult of the Lamb would feel more connected if you could run over to the Pilgrim’s Passage and other places in an open world way rather than through a fast-travel overworld display.

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Verdict

Cult of the Lamb is a fun and worthwhile experience, just an experience I thought that I’d be able to get over and over again. Though it is cut too short, building a cult full of my favorite animal, crusading through lush environments, and vibing to the art and music is a perfect weekend retreat, even if it doesn’t last long enough to convert.

Cult of the Lamb is available on August 11, 2022, on PS5, PS4, Xbox Series X|S, Xbox One, Nintendo Switch, macOS, and PC.

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Xenoblade Chronicles 3 Review https://attackofthefanboy.com/reviews/xenoblade-chronicles-3-review/ https://attackofthefanboy.com/reviews/xenoblade-chronicles-3-review/#respond Mon, 08 Aug 2022 15:12:22 +0000 https://attackofthefanboy.com/?p=849543 Xenoblade Chronicles as a series began in earnest as a new form of the Xeno metaseries of RPGs first started with Xenogears in 1998, a game from which director Tetsuya Takahashi and others from his staff then created the studio Monolith Soft, before ultimately being acquired by Nintendo in 2007.  The first Xenoblade Chronicles was released in 2010 originally only in Japan and was quickly recognized for its gameplay, story, worldbuilding, characters, and exceptional music.  From there began the franchise as we know it, with several installments, and remakes, and began its reign as Nintendo’s strongest JRPG property, continuing it with this release.  Here is our review of Xenoblade Chronicles 3.

What Kind of Game is Xenoblade Chronicles 3?

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Xenoblade Chronicles 3 is a Japanese action role-playing game, with a heavy focus on its plot, distinctive main and supporting characters, and massive explorable world.  It is similar in scope and emotional depth to another contemporary mainstay, Final Fantasy, but with its distinctive designs and gameplay mechanics that set it apart as truly unique, such as a highly flexible class system to customize character builds and load-outs for battle.  Instead of opting for either a turn-based battle system like in classic JRPGs or constantly trying to reinvent itself like with modern Final Fantasy, Xenoblade has established its twist on the system, rendered in real-time, with this installment allowing you to play as any of the 6 main characters, swapping freely during battle.

The setting and genre sit comfortably in the science-fantasy realm, with the clashing kingdoms, hero-knights, supernatural, and spiritual elements of fantasy, but juxtaposed with mechanical engines of war, technological advancements, and lofty philosophical concepts of science fiction.  In this case, the world of the game is Aionios, a world plagued by ceaseless conflict between its 2 warring kingdoms, Keves and Agnus.  The game introduces you to its 6 playable main characters through this conflict, wherein 3 characters represent each of the nations, with Noah and Mio being the main protagonists of the bunch.

The game, typical of JRPGs, introduces you to one small part of the world, but what is special about this and other Xenoblade titles is that even the early areas are quite large and open to exploring.  You’ll often find the number of quests and tasks you perform will be staggering, and it carries itself very similarly to a Massively Multiplayer Online RPG in that sense.  The objective of the game is fairly complex, but the core of your experience is to see the plot through; however, you’ll find that, much like with many JRPGs, once you complete the story, there are plenty of tasks and quests you can still perform, making for a sizeable post-game experience.  And of course, much like with any JRPG worth its salt, it features a gorgeous, emotionally evocative soundtrack, which we will talk about later on.

A Life Sent On

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Xenoblade Chronicles 3 introduces players first to Noah, an off-seer, a soldier whose primary focus, when not in combat, is to send off his fallen comrades with a song ritual.  As an off-seer performs their duties, the life of the soldiers visibly departs from their corpses (known as husks in this case) as motes of light as they go into the sky.  Noah, and his comrades who hail from Keves, have known this as the only way of life since the early years of their collective, drastically, short, lifespans.  Noah himself reflects on the irony of this despite the name of their shared world, Aionios, meaning ‘eternity’.  Little did he know just what that would come to mean.

It isn’t until a chance encounter with a stranger aboard a crashed vessel, and the Agnus unit also sent to intercept at this site, that Noah and his comrades have their world turned upside down.  The Kevesi and Agnus form a truce as they learn of an alternative to the endless cycle of war they were born to, and, as visible on the revealed face of the stranger named Vandham, life had the potential to be far longer than 10 years, or ‘terms’, as they’re called in the game.  The different characters showed different reactions to these revelations, but ultimately, their common desire coming out of this encounter was a newly-discovered desire to live for a purpose beyond waging war and perpetuating a cycle of death.  They begin this journey with passion and individually embark on their internal paths to self-actualization in the process.

The plot, from there, takes some pretty major tonal shifts and explores lofty philosophical concepts such as existentialism, beliefs on death, reincarnation, and the afterlife, coping with loss, the ‘war is peace’ paradox, and much more.  There are some interesting themes in common with ‘Learning to Be Me’ by Greg Egan, or concepts similar to those from the modern reimagining of Battlestar Galactica, particularly surrounding life and death for the different factions (but also for creative, but obvious, replacement words for your typical profanity due to their upbringing).  Much of the game’s plot is spent by the main and supporting characters ruminating on what they want to accomplish, what freedom from the cycle of war will even be like, what their place would be in such a world thereafter, and whether they would even be there to see it or leave their legacy.

You Will Know Our Names

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One of the most fascinating parts about this game is just how well it presents its characters.   The 6 main characters of the game are Noah, Lanz, Eunie, Mio, Sena, and Taion, as well as their 2 Nopon companions, Riku and Manana.  Beyond this initial cast is an enormous ensemble of eclectic supporting characters, as well as optional recruits known as Heroes, leaders of the colonies spread across Aionios, essentially military outposts that are scattered across the land in the place of towns or cities.  Much of the game, beyond going through the increasingly complicated plot, is spent interacting with these colonies and communities, forging bonds with their leaders, and liberating them from the nefarious consuls who control them from behind the scenes.

The consuls are part of Moebius, the antagonists the player will first meet.  They are nefarious, masked villains with a commonly-shared cruel streak and penchant for viewing their soldiers as their pawns, capable of transforming into hideous, deadly humanoids capable of frightening feats of power and supernatural ability.  As revealed in certain characters, such as J, among others, these are characters who encountered their twisted versions of self-actualization, embracing their potential and acknowledging others for who they are; however, as a consul, these characters invariably see the rest of the world as playthings and cannon fodder.  Things get worse for our heroes from there, but to divulge further would risk giving spoilers.

With a runtime that can easily occupy players for upwards of 100 hours, the game takes ample time in pacing out narratives for each of the main characters, while also introducing Hero archetypes in their own stories with fascinating backgrounds and satisfying conclusions in their own right.  You also get access to the numerous alternate class options you can use to customize how your main characters function in battle, a feature that’s even more flexible than its iterations in previous games, allowing you to essentially “hot-swap” characters and customize their movesets.  But the main characters are what you’re here for, and these individuals are wonderfully executed.  Their principal paths and struggles go as follows:

Noah is a visionary, seeking a purpose for his life beyond war, and witnesses the extent of damage grief can have on one’s psyche; he mourns the loss of everyone and bears each death with heavy remorse, to the point of sending off enemies or those who never truly lived out of a sense of duty.  Lanz struggles with allowing himself to be vulnerable to even his closest allies.  Eunie encounters dark, deeply-suppressed memories and must confront her fears and live in the present.  Mio has only 3 months left to live before her life cycle is complete, and wrestles with the idea of dying in the sendoff ceremony called the “Homecoming” before she can see the group’s visions fulfilled.  Sena, despite a strong demeanor, has to learn to step out from the shadow of her comrades and learn how invaluable she is to her team.  Taion must move on from personal trauma and his greatest failure as a tactician and teammate.

These main characters grow to trust and even love one another as friends and family.  There’s a particularly poignant scene, where, without spoiling anything, the group tries to break themselves and their friend free, relentlessly, in between shots of the moon where it visibly changes phases, indicating their struggle endured for weeks without giving up.  They address problems and threats thoughtfully, and with a great tactical sensibility – for which Taion steals the show – instead of resolving everything with convenient Deus Ex Machina, they figure out the weaknesses and outsmart their foes, instead of getting angry and mysteriously increasing their power levels because ‘reasons’.  The 6 main characters are each paired off, males with females, as they bond and discover common ground with one another.

There is no apparent romantic tension at first, given their nature as 9-to-10-year-old characters created only for war and not even having parents – this changes with later revelations in the game.  It creates an interesting angle when they first see a character who is visibly aged and perplexed by their appearance, and this becomes more significant as the plot develops.  As a result, this creates a complicated glimpse into perceptions of reproduction and sexuality from the outside, as characters with seemingly no progenitor, and despite it being so utterly not a part of the human condition, the plot takes a powerfully humanistic approach to show how the protagonists react to this information.

The Visuals

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Xenoblade Chronicles 3 doesn’t attempt to approach photorealism in rendering its characters or world, opting instead for a colorful anime aesthetic, with characters and scenery sporting cel-shaded designs.  One of the most iconic visual aspects of any Xenoblade Chronicles game, which is powerfully present in this sequel, is the use of vistas to convey a vast, lush world for you to explore.  While you’re not on the backs of floating titans in the air this time around, the world is incredibly vibrant and full of life, and the first time you go out on the waters of the in-game ocean, you truly feel the influence of classics like Chrono Cross and Baten Kaitos on full display while you try to pull your jaw up from the floor.

Characters are brought to life expertly with animation that distinguishes each of them, down to their poise and expressive eyes, the lattermost being so captivating that you can’t help but watch them in pivotal moments, being able to gauge the characters’ exact feelings in those gazes.  Body language is crucial, really selling characters like Sena, Ghondor, Riku, and Manana, while also effectively rendering children as more than just mini-versions of the adults, them struggling with the heft of their weapons, or attempting to emulate the mannerisms and movement of adults despite their clumsiness and short stature in some cases.

Despite the graphical limitations of the Switch hardware, battles and enemies are rendered very well, and they also translate well on the overworld as you move about freely.  Attack effects and occasionally chaotic battles cause the framerate to drop significantly, but due to the passive nature and lack of constant need to be in control of the flow and action, it’s forgivable and passes quickly.  There are also moments where concepts, although minimalistic, are executed with stunning results, like Taion’s signature Mondo weapon, flowing like the wind and effortlessly forming around enemies before bombing them mercilessly.

Cutscenes, in particular, are wonderfully executed with cinematic grandeur, the stars of which being ones featuring consuls who have transformed to their Moebius forms, their villainous moxie on full display, as well as fights featuring the characters in their Ouroboros forms.  The game also uses the themes of death in its visuals very early on, with immediate glimpses of a battlefield full of casualties, being trampled by soldiers and engines of war.  Other powerful cutscenes include a certain dream-like sequence late in the game, and epic Ferronis battles, Ferronises, in this case, being mecha-style weapons powered by the Flame Clocks which are central to each colony, and use characters’ life force as fuel.  The game is intoxicating to watch, even if you’re aimlessly wandering the Erythia Sea or Maktha Wildwood, or watching in awe as you execute an Ouroboros order for the first time in battle.

The Sound

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The strongest asset Xenoblade Chronicles 3 has is the sheer power and versatility of its musical score and soundtrack as noted in this review.  This is genuinely some of the best RPG music ever made, evoking powerful emotions in pivotal scenes to convey tragedy, grief, frustration, and hope.  The cutscenes often feature powerful orchestral arrangements conveying a wide array of emotions, but typically fall in line with any of your strongest musical scores of the fantasy genre.  The most common song you’ll hear, ‘A Life Sent On’, is arranged and rearranged to fit a variety of situations, and is the game’s death knell as you send off soldiers in the overworld, but also the heart and soul of the storytelling experience, and the endless toll the characters encounter.  And when you hear furious chants of the choir, shit’s about to go down in a boss fight.

The music of Xenoblade Chronicles 3 also serves as a tool to render ambiance regardless of location and situation.  The mystery of Maktha Wildwood is encapsulated by swelling string sections; understated, ominous bass and percussion; and fluttering woodwind sections to juxtapose the beauty of its life and equal measures of danger.  Torchlight Hill, the first biome of the game, is a desolate wasteland, ravaged by war, and the music captures this emptiness with choral and string notes which fade into the void.  Erythia Sea makes use of pristine tones rendered by the piano and strings to convey a terrain preserved from the horrors of war and is arguably among the best tracks of the game.

We could go on endlessly about the beauty of the game’s soundtrack, and for good reason.  Along with Manami Kiyota, ACE, Kenji Hiramatsu, and Mariam Abounnasr is longtime franchise composer Yasunori Mitsuda, whose stellar 27-year resume includes work throughout the Xeno series, Final Fantasy, Chrono Cross, Radical Dreamers, and most importantly, his first work, Chrono Trigger, of which he wrote the bulk including its most popular tracks such as ‘Corridors of Time’.  This man composed the soundtrack for arguably the greatest RPG ever made alongside Nobuo Uematsu after having freshly graduated from music college and is an absolute legend in the video game music scene.  So of course this game has amazing music.

The Issues

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As mentioned earlier, it should be noted that framerate drops during especially busy battle sequences do somewhat take you out of the experience, but these tend to smooth themselves out quickly.  Additionally, despite the distinct art style, some of the scenery textures will come off looking rather dated, but this is more of a nitpick than an actual issue.  Some might find the battle UI to be distracting, but the game also guides you through every facet of it, introducing more elements with plenty of time for players to prepare.  The affinity system, while engaging and a good way to immerse the player with the world and its inhabitants feel overly complicated despite such simplistic individual rewards.

Finally, the voice acting overall is strong, but the frequent replaying of sound bits, such as Lanz wanting to show you a “sick new skill” in Interlink, or Eunie talking about Lanz wanting something a bit meatier, will invariably result in memes being made about some of the dialogue.  But that’s it, the issues are largely superficial, and low in number as well as significance, especially when you consider the technical marvel that is getting a world and story of this scope on the Nintendo Switch, so kudos to Monolith Soft.

The Verdict

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Xenoblade Chronicles 3 is the strongest JRPG in the modern Nintendo catalog, and is among the greatest games on the Nintendo Switch, and can potentially stand the test of time when considered among other platforms and generations as well.  It’s a complex, emotional journey, where you and the characters will confront challenging themes and philosophical ideas, and see them through to their respective cathartic conclusions.  There are so many scenes, moments, and songs that will bring you to tears, bring forth joy, excitement, and tranquility, and you’ll be intoxicated despite its meaty 100+ hour runtime if you take it in stride.  It’s a powerful tale of death, loss, renewal, and love in many forms.

It’s tough to put into concise words just how good this game is, or how much certain people will react to it.  But if you open your heart and mind, and have more than a little patience for the sophisticated and complex battle mechanics, you’ll get lost in its main plot, while also falling in love with the many new mechanics, characters, and locales you’ll discover along the way.  You can play it to connect the story with those of the previous Xenoblade Chronicles games, but also enjoy it on its own merits as a standalone story.  Monolith Soft and Nintendo have truly captured something special with this series, and you’ll be missing out on something truly wonderful if you never try it.

This concludes our review of Xenoblade Chronicles 3.  Be sure to check out our guides on the game, and get lost in the world of Aionios.

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Live A Live Review https://attackofthefanboy.com/reviews/live-a-live-review/ https://attackofthefanboy.com/reviews/live-a-live-review/#respond Thu, 28 Jul 2022 14:01:23 +0000 https://attackofthefanboy.com/?p=848136 28 years ago, Square released a bold subversion of the Japanese Role Playing Game (JRPG) genre during the 90s, the period in which JRPGs were more dominant than any other.  This, of course, was the Japanese release of Live A Live, a creative experiment which, while deemed a failure for the time, rose to be a cult classic, adored by its fans for the unconventional narrative style, and direction by the incredible Takashi Tokita.  Earlier this year, we were treated to a Nintendo Direct which revealed the first glimpse of this game’s gorgeous remake in the visual style of Octopath Traveler and Triangle Strategy; suffice to say, folks were excited, and this game would finally get to have a proper worldwide release from Square Enix on July 22, 2022.  Read on for our review of Live A Live.

What Kind of Game is Live A Live?

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Live A Live is an HD-2D 16-bit JRPG rendered in the Unreal Engine.  This particular JRPG, however, also uses an isometric grid system for its battle system, where both players and enemy NPCs in the battle must wait for their charge gauges to fill up before acting, where they can then use combat moves ranging from quick physical attacks, to support/debuff moves, to charged attacks which require a secondary gauge to fill.  This creates a feeling of time passing with every action in battle, and even moving inefficiently can result in your characters getting bombarded with enemy assaults.  The result is a memorable take on an otherwise dry turn-based RPG format.

Beyond that, however, is a multifaceted narrative experience with gameplay, UI, and mechanics which are only present in specific characters’ campaigns.  In some stories, the entire experience is a sequence of battles from start to finish, while others are nearly devoid of combat until the finale.  Some have unique abilities like Akira’s psychokinesis, Pogo’s scent tracking, and more, which enhance how you experience the in-game world beyond simply examining your surroundings, speaking to characters, and solving puzzles.

Each story feels like a different gameplay experience, yet is wholly still an RPG, crossing into unusual genres such as Western, Prehistoric, or even Fighting/Wrestling, while feeling fresh and fun.  Despite titles like Game Dev Tycoon telling you otherwise, a Western RPG can turn out to be incredibly fun when done right, and nearly no stories overstay their welcome with this in mind.  Weirdly, only the most typical JRPG features ever feel anything approaching stale in this game, which is additionally impressive given the game’s nearly 3 decades old.

Live Your Best Life

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There are collectively 8 characters as whom you can experience this story, the 8th being unlockable once you complete the other 7.  While the initial stories will feel like standalone experiences, you’ll quickly realize they’re connected by common threads which are more deeply explored during the 8th chapter, and subsequently the final chapter where the entire cast is brought together.  Clever fans of JoJo’s Bizarre Adventure might mutter something along the lines of “It was O, Dio!” when referring to the antagonists, essentially different manifestations of the final boss of the game.  Each character must face numerous forms of adversity, completing their heroic journey and earning love, admiration, or respect from their peers in the process.

Spoilers ahead!  Some of the strongest examples of the heroes’ journeys include Cube from the Far Future, Akira in the Near Future, and Oersted in the Middle Ages.   Some have poignant moments, interactions, or narratives that show tremendous development, while some, such as Cube’s, are more subtle and heartfelt.

Cube, an artificial, robotic life form, is immediately distrusted and unappreciated by their crewmates, and the purest way in which this is seen is how they serve coffee to the NPCs.  At first, the crewmates react with disappointment at how bitter the coffee is; then, when calamitous events unfold and irreversible loss is encountered, Cube’s attempts at this gesture are more greatly appreciated, offering comfort.  When all else is lost, even the most distrusting crewmate remarks on how bitter the coffee is, but comments “I wouldn’t have it any other way” – his form of acceptance of Cube, a perfect way to conclude the story and a stellar example of a key theme in this story, the power of acceptance.

This storytelling, the core strength of Live A Live, is present in numerous other stories, such as Pogo’s innocent (and hilarious) discovery of love, Akira defending his home and ascending to incredible heights of power with the Steel Titan, and the Shifu title passing from an old hermit, to a young disciple.

*Content Warning: Brief discussions of suicide ahead*

It’s also greatly demonstrated in the most consequential of the 8 stories, that of Oersted, who was at one point a celebrated champion of his kingdom, but after being deceived into regicide, betrayal by his former rival and companion, and his beloved princess’ confession of disdain for him before taking her own life, Oersted went on a dark path.  Unfettered by any remaining voice of reason, the last of whom sacrificed himself to free Oersted even after his crimes, Oersted shed his former heroic identity and chose to embrace his festering hatred for a world that turned its back on him no matter how he protested.  This turned the concept of medieval JRPG heroes on its head, which was a great way to further subvert the genre.

What’s the Common Theme?

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There’s a clear intent behind simply interconnecting the lives of these protagonists across all different periods, and that is to showcase a common struggle and menace for each of the heroes to overcome separately, and then together.  This, of course, is in the form of Odio, the game’s Dark Lord, a demon whose hatred is so powerfully transcendent it tears into different periods and capitalizes on different instincts which universally manifest in violent, destructive forces meant to be overcome by the heroes.  Some are more overt and simple, such as Odo in Prehistoric times, primal hate in the form of a rampaging dinosaur predator; others are twisted beyond recognition by their dark ambitions like Ode Iou.

While the hatred is present in all of these stories, there are numerous ways in which it is also overcome; sheer triumph in combat is most often the case, but the player is also given the choice to end the cycle of hatred if they wish.  This message is certainly nothing new, but is poignantly rendered in the final story, where a world brought to its knees by hatred would surely destroy itself, something that’s becoming alarmingly more relevant by the day.  End of spoilers.  Beyond this point, there’s plenty more to say about the storytelling, but the use of plot devices, character development, and healthy pacing thanks to a concise anthology of stories make for a superb presentation of its themes.

The Visuals

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Beyond the simple story, there’s the matter of the HD-2D visuals once more put on display by Square Enix.  In a word, they’re breathtaking, a glittery reminder of just how gorgeous 16-bit RPGs truly were, and how their graphical style can be enhanced in a way that feels authentic yet modern.  Each of the 3 Square Enix RPGs released first on Switch with this visual style brings something slightly different to the table, but this is the broadest showcase yet, with assets belonging to 8 different periods and wonderful character animations.  There was something so cool and subtle to seeing how Mad Dog would adjust his cap with the barrel of his gun in the Wild West, and Captain Square’s exaggerated sentai-style poses.

Beyond the typical visual flair of the worlds themselves, there was an exceptional cinematic quality to this particular showcase.  There would be establishing shots and surveys by the in-game cameras, often capturing the worlds moments after critical events, but also to demonstrate tension, claustrophobia, emptiness, or loneliness.  This was unexpected, a welcome sight for sure.

Finally, the battles themselves had the typical eye-pleasing effects, particularly for higher-level special attacks by the protagonists, which you can typically spot in any Square RPG worth their salt.  That’s nothing to diminish Live A Live for its remarkable visual style but speaks more to the immense legacy left behind by its developers, with decades of visually pleasing RPGs under their belt.

The Sound

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Live A Live features a strong voice cast for Japanese and English audio, as well as the usual exceptional music found in Square RPGs.  Yoko Shimamura’s distinct style is present here, and you can tell by the powerfully catchy ‘Megalomania’ tune that her work in composing music for fighting games like Street Fighter II and Final Fight certainly hit the ear just right.  Additionally, the game has a diverse array of musical styles put on display, with a wonderful ambiance in the Far Future chapter and that classic Western whistle in Sundown’s story.

Perhaps the strongest effort is in rendering the eldritch horror of the final boss’ second phase, with a catchy bassline, furious organ arpeggios, and aggressive beats, which thoroughly passes the “add to RPG music playlist” test and will remain in your head for a while.  There’s certainly the energy apparent of a fighting game in Live A Live’s music, but Shimamura also worked on Xenoblade Chronicles among other titles as well, demonstrating the greater sense of peril and emotion in her work on this game.  It will be a genuinely sad day when positive words can’t be spoken about a Square Enix RPG, and it’s certainly not this day.

The Issues

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On the flip side, there’s something of a nagging problem present with almost any JRPG – relentless, tedious, grinding.  On top of that, the random encounters are rather plentiful, but that’s up to the individual player in terms of how bothersome it can be, and for some, it’s a welcome break from the peaceful exploration.  While most chapters don’t have this problem, Pogo’s story in the Prehistoric Era, and the Dominion of Hate story, both have this problem to varying degrees.  With Pogo, you can reasonably grind when you find the right enemy, but also find yourself relentlessly dying despite your best efforts once you find yourself out in the wild at dark, which at least feels fitting.

In the case of Dominion of Hate, you’re working with some characters who are inherently going to need to gain more levels than others, and while their potential strength is great, they’ll drag your party down until then, and you’ll want everybody in the full form if you want to have your best shot possible against the final boss – it doesn’t help that the enemies in this, the longest story in the game, are the most dangerous and can pull insane shenanigans such as stacking tons of status ailments.

But beyond grinding, there are some cases where an utter lack of level-grinding can make for the experience to lose a sense of achievement, such as in Takahara’s story where you can complete it in under an hour.  There’s such a thing as a balance, and in most stories, this is clearly present, but in the case of Pogo, Takahara, or even Cube (who doesn’t even gain levels, but only has one true fight aside from playing as Captain Square) this balance is nonexistent.

Grinding aside, there’s one specific, pressing issue that feels like a cardinal sin.  This is in the form of the Trial of Keys, an optional dungeon that holds Oboromaru’s best weapon, Murasame.  The dungeon, on a surface level, is reminiscent of a combination of Final Fantasy exploration and Legend of Zelda-style locked doors which respond to generic, single-use keys.  Therein lies the rub, as instead of finding these keys in predetermined small chests or rooms, you have to win them off random encounters, specifically with The Shadow enemies, and these are never guaranteed to be the enemies you’ll encounter.  This can result in hours of frustration, waiting essentially for a key to jump out at you, and for you to beat up its holder.  RNG should never, ever be a necessary component to getting through a dungeon.  This should not be in a game, this is awful.

The Verdict

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Live A Live presents a greater audience with a spectacular, brief game with plenty of heart, memorable characters, and pastiches spread across multiple genres.  You’ll see mixtures of western film references in Sundown’s chapter such as depictions of characters played by Clint Eastwood, Robert Redford, and more; or Alien and Star Trek references in Cube’s chapter.  You’ll notice Super Robot tropes in Akira’s near future, along with references to the manga by the same name, references to Hulk Hogan in Takahara’s story, and a distinctive Street Fighter visual style to the UI, as well as classic martial arts film references littered across the Shifu story.  There’s something in this for everyone, and that’s not meant to be overlooked.

While the game has problems typically found in any JRPG, it also has features which make it iconic – a subversive, resonant plot that overturns expectations of how a typical hero’s journey progresses and presents us with fallible protagonists who encounter and experience human loss in different ways.   This is a refreshing take on a genre usually populated with idealistic heroes with ultimately happy endings.  The game features a memorable battle system and a killer soundtrack.  While the grinding is seemingly inescapable at parts, and it has a particularly infuriating optional dungeon, there’s plenty to play and replay in this modern retelling of a cult classic.

This concludes our Review of Live A Live.  Maybe, just maybe, Square Enix will see this game’s success, and consider the crucial next step – remaking an even more hallowed classic, Chrono Trigger?  Only time will tell, but we’re certainly fans of the HD-2D treatment, and hope to see more titles rendered in this style in the future.

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Stray Review https://attackofthefanboy.com/reviews/stray-review/ https://attackofthefanboy.com/reviews/stray-review/#respond Mon, 18 Jul 2022 15:59:59 +0000 https://attackofthefanboy.com/?p=846202 *Content Warning: This review contains descriptions of slightly traumatic events that happen in Stray*

Stray is the newest indie darling that had taken the world by storm for years, and ever since its initial showing back in 2020, it’s been something that feline fanatics couldn’t wait to get their hands on. However, with actions that happen throughout the story, they may have isolated their intended audience within its opening moments. While this title is absolute eye and ear candy, many moments may have you sweating, crying, or feeling upset, to the point where you may not even want to finish this game.

When Stray was initially shown off, players were expecting a title where you could explore the world as a cat, and get into plenty of shenanigans, and that is delivered slightly. You’ll find plenty of times where it feels great to control your feline friend, but other points that feel lost in translation. While the good may outweigh the bad for the most part, you’ll find some parts of this adventure feel like they could have used a little while longer in the oven before being let out into the world.

Let’s get into the details of what Stray excels at, and the points where it feels like the developers may have overlooked some things that could feel like a sin to those that they are aiming to please. Here are our thoughts on Stray, and the adventure that follows alongside it.

The Cat Is Out Of The Bag

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If you’ve been keeping an eye on this title for a while, it’s been a bit confusing to know exactly what Stray is. While most that have seen the game have expected a light-hearted adventure of a small feline in a new city, you’d be partially correct. Light-hearted is something that is thrown out of the window quite quickly, after one of the most heartwarming intro sequences in recent memory. You are placed in control of your playable feline, as you are inside of a small, enclosed area where you’ll get to interact with your friends/family.

You’ll be able to play with the other cats, snuggle up to them, and meow to your heart’s content while a thunderstorm rages outside. You’re warm, dry, and safe, and it’s great to see something like that, especially as you awake to a beautiful, sunny day the following morning. You’ll set out on your adventure, alongside 3 other cats, where you’ll learn the basics of movement. Your feline friend is great to control, with snappy responsiveness, and fluid movements all across the board.

But then: tragedy sets in. Normally, fans of video games and movies have one cardinal rule to follow, and that is: don’t hurt the animal. John Wick was driven by his anger because of what the robbers did to his dog, I Am Legend had one of the most emotional endings in history because of the pain that was brought onto Robert by the loss of his dog. Stray uses this trope within 10 minutes of starting the game, and I normally wouldn’t mention something along these lines, but the scene that follows could be deemed traumatic for those that have recently lost a pet, or have an injured animal at home.

*CONTENT WARNING BEGINS HERE*

Your kitty friend tries to make a jump onto a sagging pipe, which breaks and sends you falling into a hole that starts the game off. While watching them hang on, ala the Lion King, is bad enough, watching them fall into the hole, tumbling down through the rubble until resting in a heap is quite horrible to watch. However, it’s the following part that almost had me turn off the game, as you take control of your ferocious feline, hobbling through a sewer with a lame back leg. You fall, and your kitty tries to stand up, legs trembling and shaking, only to collapse once more. While this part is fairly short, lasting maybe a total of 2 to 3 minutes, it’s incredibly jarring and feels incredibly out of place. Why the kitty couldn’t just slide, much like it does multiple times through the duration of the game, makes no sense and feels like a horrible and cheap way to elicit an emotional response out of the player.

While this is an incredibly emotional scene, it could be forgiven if they had used this tactic once in the game, as a way to drive the player to feel like they must do whatever they can to keep the cat out of harm’s way, but it happens multiple times in the story, each time with you controlling your feline friend as they hobble along and collapse, and it’s quite distressing, rather than emotional after a while.

There are also multiple ways that your cat can die, and you are actually awarded a trophy for letting them die 9 times, which feels slightly tone deaf when you are catering to the idea of cat-lovers playing your title. You’ll also find that specific enemy will not stop attacking your cat, even after they have been killed which feels weirdly masochistic in the grander scheme of things. Zurks. an enemy type in the game, can latch onto your feline, slow you down and eventually kill you, which is a horrible thing to watch, alongside drones that will continue to shoot you even after you have died. A fade-out would have been appreciated, especially for those that are sensitive to the thought of watching an animal, digital or not, be hurt or killed.

*CONTENT WARNING ENDS HERE*

Small Kitty, Big City

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Now that we’ve covered one of the harder spots in Stray, we can get back into where this game excels: traversal and exploration. Once the calm has hit, and the storm has left, you’re stuck in a new world that you know nothing about, and there is plenty to enjoy while you make your way around the world in the paws of your feline friend. You’ll be able to use your curiosity to your advantage, as you navigate around, scratching and smacking different puzzle pieces into place to complete an objective. It’s something that will bring a smile to your face, no matter how often you’ll end up doing it.

There are also small contextual spots where you’ll be able to let your kitty do what they do best, be it on a carpet, a couch leg, a tapestry on the wall, and more. You’ll find special spots around the world where you’ll be able to use the L2 and R2 buttons to scratch up specific spots, take a little cat nap, or rub up on the legs of an unsuspecting robot and watch their reaction. It’s such a fun gesture, and something that you would hope to find, and these types of moments are delivered in spades.

The worlds that you will explore are also out of this world, in the best way possible. You’ll never forget your first time walking into the city, watching the robots run away from you because they are unaware of what you are, or what your true intentions in their world beneath the surface really are. You’ll come across plenty of different areas to explore, both vertically and on the ground, with one of the most adorable fast travel systems to be found in a video game to date. You’ll want to take the time and explore, as there are plenty of little secrets to be found, robots to interact with, and a world that seems to evolve with you as you continue to play.

One moment, you’ll find yourself in the dark depths of the slums, and the next thing you’ll know, you’ll be walking through the halls of what looks to be a canceled game in the Silent Hill franchise, as the game does take a hard left turn into a surprising horror element. It’s a unique twist, but it’s a shame that this segment comes to a close as quickly as it does, as it feels that this puzzle-horror hybrid fits the game quite well, compared to it’s more action-heavy sections.

Speaking of action, you’ll need to avoid action for the majority of the game, as you don’t have much in the way of defensive tactics for your little friend. While you may be able to use your claws to scratch up different objects that you come across in the world, you do not have any way to defend yourself against the troublesome Zurks that lurk in the shadows. You’ll find yourself on the run from them, frantically slamming on the circle button to remove them from yourself if you happen to get caught, until a little bit later in the game. However, with as quickly as you receive a defensive item, it is just as quickly taken away from you, and that leads us to our next point.

Meow-tle Gear Solid

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As quickly as your journey starts, it comes to an end. Things move quickly in this world, and it’s not just thanks to your four legs. As soon as the story comes to a boiling point, it’s just about done, leaving you tilting your head, wondering if there was meant to be something else. During my time with this review, I went through and completed the game twice, just to see if there was something that I had missed, but as it turns out, you may just find yourself zipping through this game in no time.

During the first playthrough, with over 50% of collectibles found, and not rushing, the game was complete in about four hours. You’ll be able to cruise through this game quickly, even if you are not trying to rush because you get absorbed into the story, and it suddenly comes to a quick halt at the end, when you finish off the final level and are treated to the ending, leaving you in a bit of disbelief that you’ve already finished the story off.

The story of Stray is surprisingly good, however, there are many points that could be expanded upon, as the twists and turns that follow through the story happen and end just as quickly as the next. It’s not going to win any awards with the story it sets out to tell, and it isn’t the most memorable plot in the land, but you’ll certainly find a few things here and there that make you think about the repercussions of what could happen next.

All of this is wrapped up in multiple different types of adventure, with some outshining others. Creeping around the map, avoiding drones, breaking into buildings, and more are some of the most fun stealth gameplay segments that have been featured in a game, but the action segments leave some to be desired. Puzzles, on the other hand, are excellently crafted and will require you to use your cat-like exploration tactics to find all of the clues. Once you find out how to make things tick, you’ll find immense joy in the solutions that you come across, and it’s one of the best parts of this game.

Since there is no way to defend yourself before you receive a specific item, the action boils down to a game of cat and mouse, with the roles reversed. The Zurks, small crab/tick-like creatures that will pursue you to the end of the world, or at least until you come across a light source, offer ways to dispose of you, but you have no choice but to run away. You’ll be able to use parts of the environments at times to escape, but for the majority of your encounters with them, you’ll just need to run as if your life depends on it.

It would have been great to have some form of defense, even if it was using your claws to keep them at bay, but you are stuck with no other option until you get a special item around the quarter point of the game. But, as mentioned before, you’ll lose the opportunity to use this special weapon quickly, so it almost feels shoehorned in for a specific section, and that’s it. It would be great if these ideas were fleshed out further than they were, as the groundwork for some excellent ideas lies here, but they never reach their full potential.

Does Stray Scratch An Itch For You?

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The biggest downfall for Stray is overambition. As the first title for this company, it tried and succeeded in many different ways. However, with the variety of different gameplay types, some are bound to stick better than others, and some may just downright not work very well at all. If Stray would have stuck to a puzzle/platformer game, it may have felt like a completely different title and may have allowed them more time to fully polish things up. If they would have lent a little more into the action portions of the game, and given you a way to defend yourself more than a 30-minute portion of the game, it may have succeeded more there.

There are a few oversights that make this title lose some of its luster, and while it’s a great first attempt at building a new world, there are a few things that feel out of place, and strange in the long run. It feels like the game was built around something different, and then they decided to drop a cat in at some point and call it ready to go. Besides the traversal methods that are employed here, it feels like you could put any animal, creature, or human in place of the main character and you would be able to play the game just about the same, and that’s not what many people would be expecting in the long run.

However, for as much criticism that has been bestowed upon this game so far, we need to take a moment to highlight the visuals and the soundtrack. The soundtrack is excellently crafted, with electronic beats filling this cyberpunk world, and allowing for some extremely tense moments when things come to a full crescendo. You’ll find yourself exploring around the world while the drones of electronic music fill your veins, and it’s truly something exciting, especially when paired with the visuals.

The cities and levels that you find yourself in are extremely well detailed, with bright plumes of neon filling the air around you. You’ll find yourself entranced, and wanting to explore as many areas as you possibly can, just to see what you could be getting yourself into. You’ll also find plenty of unique robots spread throughout these lands, with some of them having more humility and humanity than some people you’ve met in your real life. You’ll also find some very humorous bits of dialog when you speak to these characters, so make sure that you’re taking the time out of your day to meet everyone around you.

You’ll also be able to complete different side quests, allowing you to explore areas that you didn’t know existed. Since you are a cat, there is no mini-map or anything of the sort for you to rely on, so you’ll want to speak to different robots around town for hints on where you may need to go next. It’s a very unique way of navigating the world and makes things more exciting when you finally find your destination. Just make sure you’re checking around, in the case of missing a collectible or any other object.

The Verdict

It’s hard to perfectly encapsulate what Stray really sets out to do, as it is a jack of all trades, but unfortunately a master of none of them. Certain parts of this game are near masterclass, like its stealth sections,  but it finds itself lost within its own identity too often, and misses the mark on more than one occasion. However, if you are a fan of cats, genuinely entertaining stealth and platforming, and humorous writing, this game may appeal to you in the long run, but if you are looking for a cute cat game with little stress, this may not be the title for you.

With its outstanding audio and visual design, paired alongside some uninspired gameplay that feels like it was created for a different title in the long run, Stray offers some enjoyable moments but is overshadowed by its own ambitions. If a sequel or DLC comes out for this game, they would be wise to focus on the puzzle/platforming aspects and leave the action on the back burner, and they could have a true winner on their hands.

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Mothmen 1966 Review https://attackofthefanboy.com/reviews/mothmen-1966-review/ https://attackofthefanboy.com/reviews/mothmen-1966-review/#respond Wed, 13 Jul 2022 13:59:12 +0000 https://attackofthefanboy.com/?p=845203 Mothmen 1966 is a Visual Novel game that intertwines enrapturing myths with engaging storytelling throughout the experience. A refreshing game that will have any readers among us happily enjoying all of the dialogue that is written to a great standard throughout the game. The Men in Black always prompt discussion amongst everyone in the world so does this game stack up to those discussions? Does the myth of the Mothman come to fruition in a successful way? This Mothmen 1966 review will tell you all of that and more.

First Impressions — The Men in Black are Back

Most people will be familiar with the Men in Black, who they are, and what they stand for from the legends and tales that go around the world. The prologue does an effective job of introducing the overall focus of the story and indeed, one of the main characters Holt. There are two other main characters, Victoria and Lee. Along with the side character of Lou. They all add to the story in their own ways. When seeing the Men in Black for the first time arrive on the screen, I was hooked on the story. There is something intrinsically mysterious about them that makes me want to learn more all the time.

The 80s Home Computer graphics take a bit of time to get used to but when you do it is a brilliant experience. A visual novel with this style really allows me to immerse myself in the dialogue which is easy to read along the bottom of the screen with a nice font style. In this generation, it is always excellent to see another visual novel game hit the marketplace as there is a lot of joy that can be gathered from them.

Along with the graphics, another component that immediately stood out to me was the mesmerizing sound flowing through the game. At first, the sound in the gas station/shop can be a little overbearing with slight buzzing in the background but nonetheless, over time it grew on me, and then the sound opens up more. There is brilliant music throughout which at points gives off Undertale vibes. The sound is also utilized effectively for some jumpscares which caught me greatly off-guard showcasing the brilliant usage of sound design.

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The Story — Characters to Remember, the Mothman Flows Through This World

The story is engaging enough that it kept me wanting to continue onwards throughout each chapter. For a visual novel, this is of vital importance that the story must enrapture players and Mothmen 1966 certainly did that for me. The story is spread out across ten chapters and each one varies in length. The overall story I would’ve liked to be just a bit longer as I felt some extra nuances could have been detailed and drawn out further, although overall it is a very solid story.

The relationship between Lee and Vic (Victoria) takes up a large chunk of the story and it is enjoyable watching these moments between the pair. There is an almost high-school drama feel to some parts of the relationship but it is still a brilliant part of the story. Holt and Lou are more focused on the strange occurrences around the area that are happening and with the Men in Black. Nonetheless, Vic and Lee also get involved in learning more about everything that is going on around the area and it is wonderful watching the characters interact with each other.

The main myth of the Mothman keeps the story flowing and it allows players to form their own opinions with each segment of the story in relation to the Mothman and the Men in Black as a whole. Ultimately, however, the pacing doesn’t stack up at points and the story feels a little jumbled at points. It is a brilliant story but at times it can have random moments and dialogue. My enjoyment of the game was still the same as it is an exceptionally unique experience, so even with that slight fault, I still enjoyed my time.

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Time to Get the Black Suit On for Puzzle Solving in Style

Mothmen 1966 has a lot of moments where you as the player will be able to take part in some puzzles and also get a chance to play a form of Solitaire. One of the first ‘puzzles’ you will have is stacking the shelves with Holt but in the following chapter is where you will get a much more enjoyable puzzle of keeping wolves away. This puzzle can unfortunately be confusing at first with the general location of where the wolves are in relation to the character and the directions you get. However, when you get the hang of it, the puzzle is enjoyable to play through.

Further in the story, you will be partaking in moments such as selecting options to make an accurate drawing of the Mothman with Vic and also other fun puzzles such as defending against waves of the mythical creatures that does involve problem-solving. It would have been nice to see more puzzles with action elements but for a visual novel; the puzzles included serve their purpose.

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Accessibility for Players

When looking at the game in terms of its accessibility, it has a few settings that will make the game more accessible for players who need extra help to have an enjoyable experience for them. The settings menu has accessible options such as ‘Message Speed’, and ‘Auto Delay’ to be adjusted by players. If you are looking for messages/dialogue to be slower then having the message speed option altered will greatly help you. However, apart from that, there aren’t too many accessibility options but the fact that these were considered and implemented is something that I respect the development team for including.

There is also a text log book that you can access within any chapter to view all of the previously said dialogue. This is a great feature for players who want to spend more time reading over certain parts of the story to understand it better.

Extra Inclusions That Would Have Been Great to Have

In terms of what could’ve been added for the game, there could be a Chapter Select as the main menu does not give this option. Instead, it mainly offers Solitaire when you unlock it and a Gallery to view what images and achievements you have unlocked. In turn, you will have to make sure that you are making use of the save and load system while playing if you want to return to chapters quickly.

The Men in Black also didn’t have a large number of moments in the story, there could’ve been a lot more focus put on them in one additional chapter perhaps. Or a Glossary/Character lore section on the main menu to give additional details about the organization and indeed certain terms mentioned throughout the game.

However, the game does also give access to exclusive demos of other visual novels from the main menu, one at the time of writing, which is nice to offer players as it allows more time spent in the game.

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The Verdict

A unique experience that effortlessly creates an alluring atmosphere through its 80s Home Computer graphics that emphasize this to the highest echelons. I found myself hooked throughout thinking about both Mothman and the Men in Black. The puzzles made sure that there was something interesting within each chapter to have a further element of player interaction. There are multiple endings but unfortunately, there may not be too much replayability for people who want more content from the game after completing it.

All in all, LCB Game Studio has created not only just an excellent story but also a game that could start a movement for more visual novels in this ‘pixel pulp’ style to make their appearance in the near future. It’s not a game for everyone, but if you want myths and enjoyable dialogue fuelling your soul this Summer, Mothmen 1966 can be that experience for you.

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Klonoa Phantasy Reverie Series Review https://attackofthefanboy.com/reviews/klonoa-phantasy-reverie-series-review/ https://attackofthefanboy.com/reviews/klonoa-phantasy-reverie-series-review/#respond Sat, 09 Jul 2022 14:04:36 +0000 https://attackofthefanboy.com/?p=844792 After lying dormant since 2008, it’s time for Klonoa to shine brightly once more. There’s something for everyone to love with Klonoa, from its infectious soundtrack to its adorable characters, yet it may not be a game that everyone can love. With this new collection of titles, you’ll be able to experience two of the finest platforming titles around, as long as you are willing to deal with a little lack of polish in the overall gameplay loop.

As you make your way through the different visions that are offered in this title, it’s easy to see why gamers were initially infatuated with this bipedal creature back in the day, and it’s unknown to this day why the series has lied dormant for so long. If you’re a physical collector of games, you may not have played Klonoa, but you’ve seen the prices of these titles continue to skyrocket, even to this day, which is why a remastered collection of these two titles is welcomed by so many gamers. Even those that prefer to emulate may not have had a chance to get their hands on the second title in this series, as it is notoriously difficult to emulate properly.

Now that both of these titles have found a home on just about every platform on the sun, let’s discuss why these are essential titles for gamers that love the idea of whimsy, fun, and creativity in their platformers, as well as the downfalls that both of these titles may face in the grand scheme of everything. Here’s our review on Klonoa: Phantasy Reverie Series. 

Wa-hoo! Klonoa is back!

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Let’s start off with our thoughts on the first title in this double pack, Klonoa: The Door to Phantomile. As soon as you select this title, you’re treated to colorful visuals, a soundtrack that will be stuck in your head for days to come, and a sweeping shot of the most adorable characters in all of gaming. As you begin to pick up and play the game, if you’re a Klonoa veteran or a newbie, you’ll be right at home with it’s loop of simple gameplay, matched with great controls.

As you make your way through this game, you’ll learn a handful of new skills, all to help you make your way through levels, as you search for hidden collectibles that aren’t so incredibly hidden, as well as jumps that are high up in the air. You’ll be able to utilize the power of your Wind Bullets to grab enemies, hold them above your head and utilize them in a matter of creative ways. You’ll be able to throw them at others to clear a path, to jump even higher in the air, and bust open eggs that will grant you extra hearts and other items throughout the stages.

It’s all fairly straightforward, and while there may be a few moments of frustration as you struggle with some of the perspectives that you need to properly hit a boss or grab an item, the gameplay is quite breezy. The story, while not overwhelmingly complicated, winds a compelling narrative that will keep you interested throughout the whole game. However, there are some times when slow movements or lengthy cutscenes can drag on for a bit too long, but you’ll be able to speed up through these if you find yourself wanting to get back into the action quickly.

A Fresh Coat of Paint Breathes New Life Into Klonoa

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Levels are designed with multiple branching paths, so you’ll be able to explore to your heart’s desire. Even if you find yourself lost at times, you’ll be able to get back to where you started with ease, so you won’t need to worry too much if you’re stuck between a rock and a hard place. The overall level variety is excellent, as well, as you make your way through beautifully done seascapes, frightening factories, and so many more locations.

While the gameplay loop of Klonoa: The Door to Phatomile is quite exciting and refreshing, the difficulty spike in the last level is quite intense, pushing even seasoned platformers to their limits. You’ll need to make sure that you understand the gameplay loop to a science to make sure that you’re able to get through the final two levels, so make sure you’re practicing your double jump like there is no tomorrow! After you have completed the game and found all of the unlockables, you’ll also unlock an extra episode that will provide a hilarious end to your adventure, after you’ve faced off against some of the most creative and exciting bosses in a platforming title.

Overall, while some spots feel a bit dated, fans of the original title are bound to be pleased with this remaster, crunchy PlayStation One audio and all. It’s nice that they kept the original audio in for fans of the original game, but some gamers may find the audio design a bit jarring overall, especially when compared to the crisp, high-definition visuals. However, as a first ride through the world of Klonoa, it will leave you excited to see what is coming up in the second title, which also happens to be included in this collection.

Two For The Price Of One

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However, Klonoa 2: Lunatea’s Veil is where things start to get interesting. Taking all of the finer points of the original title, refining them, and crafting them into a near-perfect title, you’ll find yourself coming back to this title time and time again, even after completing its main storyline. Much like the original game, you’ll find a creative and lovingly crafted world, with some of the most unique level design found in a platforming title, alongside some much more manageable difficulty spikes. Now that you’ve mastered the moveset that Klonoa has to offer, it’s time to put your skills to the test.

Once again brought into a new world against his will, you’ll control Klonoa through another high-flying adventure, with even more flair than the first title. Since this title was originally released on the PlayStation 2, you’ll find the developers put more time into Klonoa, especially with the way that the camera will pan and follow through with some of the new traversal methods. While the original Klonoa was all sprite-based, with CGI cutscenes, Klonoa 2 was the jump into the 3D world, and they were ready to showcase that move in every way that they can.

You’ll have even greater control of Klonoa in Lunatea’s Veil, alongside new ways to make your way through levels. You’ll find yourself bombing down a waterslide on a hoverboard, shredding down the side of a snowy slope, and so much more, alongside standard platforming sections getting a boost in the way of new enemies that will help you reach new heights, both literally and figuratively.

The Dream Warrior Returns

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The developers took everything that worked great for the original and ramped it up to 10 in this stellar sequel. You’ll find a more engaging story, more exciting gameplay, and so much more that makes this one of the greatest platforming titles of all time. While there are still some small kinks that could have been worked out for this remaster, this is as close as you are going to get to platforming perfection. Bigger set pieces, creative levels, and hidden collectibles will make it so you have to scour each of these finely crafted levels with a fine-toothed comb before you can finally put this one to the side.

This is a collection that Klonoa fans have been drooling about for years, taking two of their favorite titles, putting a new coat of paint on, and leaving them alone, with a few small quality-of-life tweaks. However, gamers that are more accustomed to modern-day platformers may find these feeling a little geriatric in a way. While the Klonoa games were extremely high quality back in the day, the re-invention of the genre has brought so many new tweaks to the flavor of the genre that these may feel a bit antiquated by today’s standards.

How Does It Hold Up?

While the remaster has upped the quality of the visuals to a new level, there is still some work that could have been done. During a few sections in Door to Phantomile, some textures looked a bit half-baked, leaving the creative level design looking a bit unfinished. Originally, it was thought that maybe the textures didn’t fully load in, but even after waiting around, some muddy textures brought the world down a little bit, while the rest looks crystal clear and polished. However, with the original pixel style of Klonoa: The Door to Phantomile and the cel-shaded styling of Klonoa 2: Lunatea’s Veil, the different styles couldn’t have properly been mixed, so sticking with one concise graphical style makes the most sense for this remaster.

As mentioned before, the sound design may feel slightly jarring to some, as the original audio is used, uncompressed, and sounding exactly as it would on your original system of choice. Fans of the franchise may be pleased to hear that, but some gamers may feel that this sounds odd, especially when compared to the colorful and creative visuals. Crunchy PlayStation One audio coming out of a 4K model felt strange at first, but the emotion put into the character is something that probably could not have been replicated. However, weirdly enough, the in-game sound effects for The Door to Phantomile were taken from the original Wii remaster, so you’ll have clearer audio when the actual game is playing.

Controls felt great in both titles, but this is where their age starts to show a bit more. Newer platformers are, for the most part, pixel perfect, and with the unique blend of 2.5 gameplay, you may find yourself having to toss a few extra Moo’s at an item in the background because you weren’t lined up perfectly in the foreground. While this can feel mildly infuriating at times, it’s something that you grow to learn and overcome as you continue to play the game. It can lead to a few frustrating moments that don’t feel as polished as newer titles, but for Klonoa fans, the fact that these titles remain as unchanged as they can get will fuel your need to purchase these titles. Plus, with the upgraded moveset that you have in Lunatea’s Veil, including the ability to do tricks while in the air, on your hoverboard, and more, it feels excellent in the long run.

The Verdict

Is this a game for everyone? No, not in the slightest, as the age of these titles can be felt in many different forms. However, if you enjoy a solid platformer that you can complete in a weekend, with an endearing story, a loveable protagonist, an excellent soundtrack, creative levels, and more, you’ll find your money’s worth and more with this remaster. Keeping these titles as they were is almost necessary, as any changes would have made it feel like a completely different title, and different is what Klonoa has going for it. It’s very unique, and it’s something that many players, new fans, and old can enjoy tremendously. While there are some parts of this title that are mildly infuriating, the overall package is something delightful for platforming fans, and this title deserves all the love it can get.

If you grew up playing Klonoa or even had a remote interest in the franchise back in the day, you need to do yourself a favor and treat yourself to these titles. Now that you can own two of the greatest retro platforming titles without having to shell out hundreds of dollars makes this an easy sell for those that are fans of the franchise. If you’re looking to fall in love with a platformer that wears its heart on its sleeve, you’ll be happy to know that these titles still do hold up tremendously well, even if they may not feel as polished as some newer games in the genre. If you’re willing to deal with some frustrations from dated design, you may find yourself head over heels for this loveable Dream Warrior, no questions asked.

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Monster Hunter Rise: Sunbreak Switch Review https://attackofthefanboy.com/reviews/monster-hunter-rise-sunbreak-switch-review/ https://attackofthefanboy.com/reviews/monster-hunter-rise-sunbreak-switch-review/#respond Wed, 06 Jul 2022 16:17:26 +0000 https://attackofthefanboy.com/?p=843993 Monster Hunter Rise: Sunbreak, the expansion to Monster Hunter Rise, has just been released. The expansion provides numerous additions to the base game, including expanded weapon movesets, quality-of-life features, and plenty of monsters both new to the franchise and returning from previous games. There are even more features to come in title updates lasting until at least 2023, but Sunbreak as it is will certainly draw comparisons to other Master Rank or G Rank expansions. How much does Sunbreak improve over the base version of Monster Hunter Rise, and are the new additions worth the price of admission?

New and Old Monsters Featured in Sunbreak

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As the name “Monster Hunter” implies, the monsters make up the backbone of this franchise. Sunbreak adds 17 new large monsters for players to face; 8 returning from previous entries, 5 Subspecies and Variants of Rise-exclusive monsters, and 4 completely new monsters. While many expansions, including Iceborne, feature a greater number of new monsters overall, the total number when accounting for both Rise and Sunbreak is quite comparable to other games in the series. Despite its lower number of new monsters, Sunbreak feels like a more complete game on launch than the base version of Rise did, and that’s partially thanks to the increased challenge of Master Rank.

Master Rank, known as G Rank in older titles, is essentially the “hard mode” of Monster Hunter. If a player from Rise’s base game already has good High Rank gear, they can use it to carry themselves up to Master Rank’s 3-star quests. After that, staying in High Rank gear will only leave them open to one-hit kills and increasingly long quest times. Nearly all monsters from the base game return stronger than ever, and many of them have extra features that make them even greater threats in combat. This includes new moves, increased aggression, and – of course – much higher damage and health.

One criticism to be had with Sunbreak is the fact that many old monsters are fought once again, one after the other. It’s understandable why, seeing as how only 17 monsters were introduced in the expansion, but it can make for a repetitive experience for players fresh off of the base game – even with the new moves and abilities. Thankfully, Sunbreak eventually puts a new spin on things with its own version of early-game foes boosted for late-game battles. The added features in these fights combine many features from older titles, making for more unique and intense battles overall. The only major issue is that some of them still don’t have all their hitboxes ironed out to be as accurate as possible, but moments where this sort of thing leads to quest failures are few and far in between.

The monsters that weren’t present in the base game make their presence known. Even subspecies bring a great number of attacks to their arsenal, as do returning monsters from previous titles. In particular, Astalos even borrows a move or two from its Deviant counterpart in Generations Ultimate. The brand-new monsters are even more varied, changing their forms and strategies as fights against them drag on. The battles against them are appropriately intense, and the final boss of the expansion provides both a fantastic spectacle and an incredibly fun fight. If fans were hoping for the new battles to be just as good as the old ones, there’s no need to worry; many of them are even better.

Locales, Features, and Skills Introduced in Sunbreak

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Sunbreak adds both the Jungle and Citadel locales, each one providing its own set of new features. The Jungle is densely packed, featuring areas with traps and interconnected caves, though it can be seen as a bit small compared to other locales. The Citadel is much larger, boasting its own unique features such as pillars that reveal items when broken. It’s disappointing to see that there’s no Guiding Lands or Everwood equivalent for large-scale free hunting, but these new areas are still very fun to explore and battle in. Sunbreak also features Elgado, a new hub for the player to explore. It’s much smaller than Kamura Village, but it’s far easier to navigate, with many of the most important facilities right next to each other.

New features include the Switch Skill Swap, secret Palico support moves, and even new abnormal statuses. A layer of depth was added to Monster Hunter’s combat even further than what Wirebugs provided, allowing for more options and maneuvers than ever before. Players can even team up with AI hunters on certain quests, allowing them to enjoy a multiplayer experience even without an online connection. The AI partners are surprisingly useful, but not to the point where they trivialize hunts. Monsters can keep up very well with the aggression that players can put out. That being said, the classic style of avoiding attacks and simply hitting monsters with big weapons is still completely viable. Even without the new skills and features, there are very few instances of unfair damage in Sunbreak; if you mess up, it most likely is not the game’s fault.

There are many other additions to the game for players to enjoy. New endemic life, hidden areas, and multiplayer rewards are all present, as well as other minor-yet-fun additions. Sunbreak can provide plenty of enjoyment for those that were able to squeeze every unique drop of it out of Rise.

Technical Aspects and Criticisms

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There’s not a whole lot to say about Sunbreak’s graphics, other than the cutscenes looking very nice – outside of some mismatched lip syncing. It should be noted that new locales in Sunbreak feature vastly improved lighting; namely the Jungle, the Citadel, and Elgado. This can cause the game to occasionally slow down when playing on the Switch, but this only seems to be the case when playing docked. In handheld mode, the game runs shockingly well with minimal slowdowns, if any.

Even with the day 1 patch, there were some occasional bugs to be found. Certain secret Palico moves ended up altering the rest of its moveset, and there was an occasional bug that caused a lack of sound after collecting a Wirebug on the field. None of these bugs were game-breaking, though, and they either could be easily fixed through in-game settings or were resolved automatically. It would be nice if the Switch’s docked performance could match its handheld performance, but the most annoying parts of Sunbreak were not due to graphics or performance.

Some aspects of Sunbreak’s design feel somewhat more secretive than they should be. It introduces many new features to players at once, but it does not warn them about saving certain materials or items for later. The worst example of this is with Talismans; the game introduces you to useful, rare items like Melding Pudding early on, but you only unlock the ability to craft high-level Talismans after beating Sunbreak’s main story. Many new decorations also cannot be viewed until all the materials to craft them are unlocked. While some could argue that this encourages replaying quests, it can still be pretty disappointing to use up every material you have just before unlocking new things to use them on.

The Verdict

Monster Hunter Rise: Sunbreak isn’t the most impressive expansion of the Monster Hunter series, but it still makes for a fantastic new entry in the franchise. While there are some frustrations to be had, all of the new features and changes make for a more robust experience while hunting monsters than any game in the franchise. Title updates will likely continue adding to Sunbreak in more ways than just new monsters and locales, and in time its content could rival that of the most expansive Monster Hunter titles. Any fan of the franchise will get more than their money’s worth in Monster Hunter Rise: Sunbreak

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Fire Emblem Warriors: Three Hopes Review https://attackofthefanboy.com/reviews/fire-emblem-warriors-three-hopes-review/ https://attackofthefanboy.com/reviews/fire-emblem-warriors-three-hopes-review/#respond Tue, 28 Jun 2022 18:18:09 +0000 https://attackofthefanboy.com/?p=843292 When the first Fire Emblem Warriors game came out, players were a bit skeptical. It was the first Fire Emblem game that broke free from the turn-based combat genre that fans have come to know and love from the franchise. While the first game was more of a fancy show-off piece to let you play your favorite Fire Emblem character in a Musou game, Fire Emblem Warriors: Three Hopes is a whole new storyline set in the Three Houses timeline.

While it may not seem like you can do a whole lot with a story that has already been told, Three Hopes introduces a different with a different main character that changes the timeline from how it was in Fire Emblem: Three Houses. Alongside the new story, Fire Emblem Warriors: Three Hopes tries to bridge the gap between the Musou game genre and the Fire Emblem franchise. The question is if it manages to do a better job of this than its predecessor and present a nice blend of mechanics or does it follow in its footsteps and give you a Musou game inside the shell of a Fire Emblem game.

I’ll Fight For My Friends

Being back in the same world as Fire Emblem: Three Houses may seem a bit boring at first. However, this time around there is a slight twist. Instead of playing as the Ashen Demon and going off to the academy as a professor, you play as a different mercenary that goes up against the Ashen Demon. The game opens with your mercenary outfit going up against Jeralt’s mercenaries and getting wiped by the Ashen Demon. After your draw (loss) against the Ashen Demon, you are greeted by Arval in the dimension of the gods. Arval is to your character as Sothis was to Byleth, a god hoping to break a cycle by intervening.

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This is the point that the story of Fire Emblem Warriors: Three Hopes diverges from Three Houses, aside from Byleth fighting your character. Instead of Byleth meeting the heads of the empires and becoming a professor at the Garreg Mach Monastery, they run into your character instead. You help save the house leaders from bandits that were chasing them and are then offered to join the academy as a student under the house of your choice.

From this point on the story of the game changes depending on which house you choose to join. You will go through a short time in the academy working with the house you chose, which will allow you time to learn about the game’s downtime mechanics. Then you will be shoved into the middle of a continent-wide war where you are the tactician for whichever house you chose.

The only other main constant between all of the stories is Byleth being the antagonist to your character. No matter which house you choose to work for, Byleth will always be a part of an opposing house. It’s quite an odd feeling to see the character that you played as in Fire Emblem Three house be your main enemy this time around. It almost feels like this is what would happen if there was some way for you to pick an evil route to playthrough in Three House.

Interpersonal connections are always a focus in Fire Emblem. But since you already know this cast of characters and their story from Fire Emblem Three Houses, it may seem hard to believe you could learn more about them in Fire Emblem Warriors: Three Hopes. However, this time around you are not the professor to these students and a general in their army, but a fellow student with them in the academy and a fellow soldier in the army with them.

The player character is treated like someone that lives alongside all the other characters rather than a sort of higher power like you are in Three Houses. Instead of the support levels showing you the backstory of each character, it shows how each character comes to care about the player character, thus allowing anyone that has played through Three Houses to play Three Hopes and still experience not only a new story but also new side stories about each character.

What to Do With All This Downtime

This fits in well with all of the downtime activities you have available in Three Hopes. When you are not hacking and slashing your way through the battlefield, you will find yourself around the academy or at the war camp with a bunch of stuff to do. You can find any of your allies to talk to and learn more about what is going on in the story and how your allies feel about it, as well as plenty of background characters to hear some idle chatter from.

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You can use ingredients you have found on the battlefield or bought with your money to cook a nice meal for you and a few allies to enjoy. The meal will provide a nice stat bonus for you and your allies during the next battle and boost your support level with them by a little bit. While the professor assigned chores for allies to do together to improve their support level, you will go help your allies with their chores.

By spending some of your downtime, you can pick an ally to help you with a chore to improve your support level with them and get a morale boost that increases the damage they do. Each chore has allies that will do better at it than others, so it is important to keep those in mind when deciding what chore you want to do.

You can also spend time in the training arena where you can make create sparring matches for you and your allies to partake in. You set up who will fight and what class they will fight as. Each participant in the fight will gain experience in the class you had them fight which makes this a great way to transition somebody to a new class. This way you don’t have to slap a new level one class on someone and have them be useless in battle until they level up a bit. You can also put your own character into the sparring arena as well.

The final downtime activity you can do is the expeditions. These will randomly appear as you progress through the game, when on the map you will get a notification that a character wants to go on an expedition. You can then return to you the camp and spend some downtime going on an expedition with the character.

Expeditions are the replacement for having tea with a character from Three Houses. During an expedition, you go with a character to some location and get to sit down and have a talk with them. You can pick between simply talking with the character and getting a random prompt, or asking the character a specific question. Both options will require you to reply to them in some way and there are right and wrong answers. To get the most out of an expedition, you will want to perfectly answer everything. However, you do still gain support levels if you pick the wrong answers, just much less than if you were to perfect everything.

What’s The Combat Like?

If downtime activities are one half of the game, then combat makes up the other half of the gameplay for Fire Emblem Warriors: Three Hopes and this time around it feels much better. While Fire Emblem Warriors’ combat felt slightly clunky and not well balanced, Fire Emblem Warriors: Three Hopes has gone back and perfected the combat system.

To bring a bit more balance into combat and encourage switching of characters mid-combat, the weapon weaknesses have been amplified. While the weapon triangle was in the original Fire Emblem Warriors, it was more of an inconvenience than something you actively needed to play around with. Now in Three Hopes, you need to pay attention to what weapon your enemy is using and actively play around with it if you want to beat them. While you can still one-man army with a single character, it takes much more effort and time to do. Alongside the weapon weakness changes, a few more elements have been changed in Three Hopes to make it feel more like a Fire Emblem game.

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During combat, you still have your typical meter charges for your Warrior Guage and Awakening Mode, but new to Three Hopes are weapon durability and weapon arts. Each weapon has a maximum durability stat and you pick two different weapon arts that you can use that consume the durability. Fans of the Fire Emblem series will recognize the durability system from previous entries but it has been changed slightly to adapt to the Musou combat system.

The durability of a weapon will only go down when you use one of the two weapon arts. However, when the duality of a weapon reaches zero the weapon doesn’t break you just can’t use the weapon arts anymore. You can find crystals during a battle that will repair your weapon’s durability, thus making it less of a bare you need to fill up to do powerful attacks and more of a resource like most weapons in other Fire Emblem Games.

Another feature that has received a lot of polish is the command system for units you are not actively controlling. This was a feature in the previous game to make it seem like the game still had some turn-based strategy elements in it and allow your other units to contribute to the battle without you needing to control them directly.

The main problem with this issue is that you needed to pause the game to bring up the full map of the battlefield and then issue a single order per unit to follow. While this isn’t so bad to do once a battle it soon becomes quite tedious when you have to do it multiple times in a longer battle. While this is still an issue in Fire Emblem Warriors: Three Hopes they did a system to allow passive orders for each unit to follow when they complete their direct order. These are simple orders such as telling them to keep pushing and attacking other forts or to sit still and defend where they currently are.

The real intent of the game is to switch characters mid-battle and use them where needed but you still need to order them to be in the right position when you want to switch to them or you will spend a bit of time running to where you need them before you can start fighting again. It would have been nice if you could issue at least one order on the starting battle setup screen rather than setting up all your units and starting the battle then instantly pausing and issuing the orders. Maybe this can be something added in the next Warriors game.

What Makes It a Fire Emblem Game?

The main challenge this game had to overcome was trying to blend a Fire Emblem game with a Musou game. While the first Fire Emblem Warriors did an alright job of doing this, it always felt like a Dynasty Warriors game with a Fire Emblem coat of paint on it. Some of the Fire Emblem ideas were there, but they just didn’t feel finished. Fire Emblem Warriors: Three Hopes seeks to fix this problem and does a good job of doing it.

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Not only is the story this time around much more in-depth but all of the social mechanics were brought over as well which makes it feel like a visual novel and an action game all in one. You spend almost as much time out of battle managing all of your units and talking to everyone as you do on the battlefield slashing up your enemies. From the expeditions to all of the little chatter there is plenty of story to experience and that makes you feel like you are playing a normal Fire Emblem game. Compared to the menu system from the original Fire Emblem Warriors, being outside of battle in Three Hopes is almost indistinguishable from how Fire Emblem: Three Houses was.

The other major feature brought to Three Hopes is the class system. While the original Warriors game only had a small promotion feature that could be used to make your units into more powerful versions of what they already were, Fire Emblem Warriors: Three Hopes features the full class tree. This can be used to change any character into any class that you want. To try to prevent you from stacking only one class on your team, each character has a class that they excel at to persuade you into taking them down a preset class path. However, there is nothing stopping you from making any character into whatever class you want, but you might want to keep your two cavaliers on the track to become great knights.

The Verdict

Fire Emblem Warriors: Three Hopes had a huge gap to fill with its release. While the original Fire Emblem Warriors drew players in with the promise of fan-favorite characters in a Dynasty Warriors game and left a lot to be desired from fans, Three Hopes picked up the slack. Although it features the same cast as Fire Emblem Three Houses with a few new characters, the story that they managed to create with these characters is striking different while at the same time being similar. Although the outline is the same, the details are all different and that leaves you with a feeling of experiencing a whole new story.

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It feels like a lot of the issues that came from the original warriors were addressed and really improved upon. while downtime felt useless in the original, it has been given new life in Three Hopes. Instead of just giving you the same character backstories from Three Houses, each character slowly develops new bonds with your player character and reveals new facts about their past to you.

The game also provided small tweaks to the Musou combat to make it flow just a bit better and improved on the parts of it that related it Fire Emblem. With the addition of weapon durability and weapon arts and the improvement of weapon weaknesses, it feels more like you are actually fighting out the battles that you saw as animations in previous Fire Emblem games. Although it is not perfect since you have to pause the combat to issue orders, there really is no better way to do it.

The big question that’s left is to ask is: Does Fire Emblem Warriors: Three Hopes do the job of bridging the gap between Musou games and Fire Emblem? The answer is yes. While it may not be perfect, it does a pretty good job of having elements from both games and making them work well with each other. If you enjoyed the previous Fire Emblem Warriors game or you wanted a bit more action in your Fire Emblem games you should give Fire Emblem Warriors: Three Hopes a try.

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Sonic Origins Review https://attackofthefanboy.com/reviews/sonic-origins-review/ https://attackofthefanboy.com/reviews/sonic-origins-review/#respond Tue, 21 Jun 2022 12:59:19 +0000 https://attackofthefanboy.com/?p=842403 Sonic the Hedgehog is an unforgettable, vital franchise in the video gaming zeitgeist.  For many, the series represents bold new leaps in gameplay concepts, wonderfully clever level design, and killer soundtracks.  It has been 31 years since the first Sonic game, and to commemorate the series’ 30-year mark, Sonic Origins was announced, a compilation of Sonic’s greatest titles from the 16-bit era; Sonic The Hedgehog, and its sequels, Sonic 2, Sonic 3 & Knuckles, and Sonic CD.  This is not simply a review of these games, but a review of Sonic Origins as a collection.

This is nothing new, given that these original mainline games have often been collectively assembled in some fashion or another across many different generations, as early as Sonic Jam for the Sega Saturn.  But during a generation that’s stagnating with constant remasters and remakes, this game faced the challenge of appealing to new generations of players, as well as promising something for the legions of lifelong fans, so what is it that makes this title different?

What Kind of Game is Sonic Origins?

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Ever since the franchise’s inception, the Sonic series has been most often a platformer series, focused on fast-paced level traversal, colorful zone designs, memorable boss fights, as well as just enough of that Sega arcade magic in its score and time attack system.  It’s the type of platformer which sparks genuine arguments over which game is the best in the series by its variety of concepts and zones introduced throughout its games, whose contributions appeal to different people for different reasons.

In this platformer you play as Sonic, a cheeky blue hedgehog who is trying to save planet earth (or Mobius depending on how long you’ve been a fan) from Dr. Robotnik or “Eggman” who seeks to capture or outright enslave the planet’s animal inhabitants while trying to harness the power of the chaos emeralds.  Sonic is the fastest creature alive in this context, able to race across the numerous biomes and territories, taking down Eggman’s robot army, and face down the villain himself in fun, varied boss fights.

Joining Sonic in Origins are Tails, introduced originally in Sonic the Hedgehog 2, and Knuckles, who was brought around in 3, and each character uses their unique abilities to traverse the level in their way.  Enemies are defeated by either jumping into them or using spin dash attacks, and power rings are collected not only to increase your score, but will prevent you from dying if hit (unless you have none left) and grant access to special stages, Super, or even Hyper status.  While it might be easy to play off this franchise as self-explanatory, it’s important still to note that this is a wonderful blend of home console fun, and arcade-style challenges.

Gotta Go Fast

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Each of the Sonic games has a pretty simple plot that boils down to Eggman hatching (get it?) a scheme where he attempts to steal all the chaos emeralds, or time stones in Sonic CD, trap the world’s animals inside his robot soldiers, and build a massive fortress from which he can carry out his ambitions for world domination.  This is a pretty simple high-concept plot, although in Origins it’s assisted by new animated cutscenes which are pretty faithful to the original ones found in Sonic CD, keeping the tone as energetic and cartoonish.

What’s noteworthy about these plots is that, especially in CD and 3 & Knuckles, you see the stakes of the plot become part of the zones you travel across.  In CD, there’s the brilliant time travel mechanic, where you can go to the Past and the Future along with revisiting the Present, and if you’ve not collected the time stones (via special stages) by the end of the game, every glimpse you get of the future is the bad one.  What this translates to is 4 different, playable periods in the game, each with different visuals and music to accompany them.  In Sonic 3 & Knuckles, you encounter Eggman’s ruthless streak on the very first level, where he sets Knuckles’ home, Angel Island, completely ablaze, and despite this, Knuckles is still convinced you’re the intruders and that the fires are meant to smoke you out.

It’s in these moments, as well as simply the appealing challenge of finishing a level as quickly as possible or amassing enough rings to reach a special stage for a shot at chaos emeralds, where you find yourself revisiting the zones throughout these games, mastering their layouts, and being able to fly through them with ease.  These still are among the greatest examples of level design and replayability among classic platformers and hold up excellently in the modern era.  But what keeps them relevant and a justified purchase in today’s modern console era?

Never Run Away From the Past

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It’s no secret that Sonic the Hedgehog has not had the most steady reputation in recent years.  The very same spirit of innovation that went into creating the old games, was what caused the ante to keep getting pushed upward without the foresight to know when a new idea might not be a good one.  Sonic Origins is a reassessment of these incredibly strong Sonic titles, each with their worthwhile contributions to the formula that was influential and iconic.  On top of this, using the Retro Engine created by Christian Whitehead, Origins provides several important quality of life improvements to the compilation, while still providing an opportunity to play the titles in their authentic, original state as an alternative.

One particularly notable change can be found in the form of Anniversary Mode, or Story Mode, which both allow you to play the game in 16:9 format, remastered so more of the screen is visible.  This can help with detecting hazards and traversing the screen, although you can still push the engine’s limits in the form of running so fast the screen can’t even keep up, that’s more a testament to how fast you’re truly able to go and how well you’re playing.  You’ll also be pleased to see that if you play in these modes, you’ll be able to play as Tails in everything, while Knuckles is unfortunately left out of CD.

Additionally, for those familiar with the Retro Engine like in Sonic Mania, the Drop Dash makes a return, meaning that if you’re playing as Sonic in any of these games, you can make a full jump in the air, tap, and then hold the jump button again until you land, and you’ll be able to instantly spin dash, making movement even more accessible for areas where jumping kills your momentum.  This can be a godsend for zones like Chemical Plant, Lava Reef, Marble Zone, and more, allowing you to keep your speed and get your best possible runs.

But ultimately, this is a game for both new players and old fans alike, so the Classic Mode is a welcome option, allowing you to play in a 4:3 aspect ratio, while also keeping the Drop Dash ability out of the equation.  This enables different approaches for speedrunning the game or authentic playthroughs.  Additionally, for fans of the classic boss fights, there’s a Boss Rush as well as an unlockable Mirror Mode upon successful first playthroughs of each game.  Finally, for the fans wanting to comb through as much of the content as possible, there’s a Museum mode complete with unlockable content you can pay with in-game currency (that’s easy to amass) or free content you can unlock throughout your playthrough.  So while improvements were added, they had the wisdom to quit while they were ahead.

What’s Way Past Cool About Sonic Origins?

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Aside from the massive value proposition of these games being collectively released on PC and home consoles, the gameplay still feels remarkably accessible and fun after 30 years, and the game continues to add to the experience.  One fun addition provided by Sonic Origins is the Mission Mode, which crafts challenges using assets from all 4 titles, favoring the fastest completion of each mission and rewarding you with tons of coins, the currency used to buy Museum rewards.  The Mission Mode challenges are almost all quite easy, but they present an interesting notion – if these assets can be rearranged in such a clever fashion and make for entertaining new levels, what’s to stop Sonic Team and Christian Whitehead from making a Sonic Maker?

Also, while it’s almost ridiculously easy to complete the achievements of this game, that’s due in large part to how fun it is to play as much of the game over and over to 100% everything.  Getting the good ending is far too tantalizing, and the games make a point of mocking you for not getting all the chaos emeralds if you don’t.  Sonic CD constantly reminds you of the bad future that lies ahead if you don’t complete the game, and in some cases, entire stages are unavailable making for a less full experience.

Another noteworthy element is how worthwhile it is to play as the different characters.  While the gameplay isn’t as sophisticated as more recent platformers and how their characters have a whole array of functions, Sonic’s insta-shield from Sonic 3, Tails’ limited flight mechanics, or Knuckles’ ability to glide and climb walls allow you to experience the zones in entirely different ways.  Oftentimes Sonic’s methods are the fastest, but any of the 3 are often simply fun to experience.

The Visuals

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While the aspect ratios were discussed earlier, the game is in full HD with options to play in either 4:3 or 16:9 mode but does not appear to feature a CRT mode for those wishing to have the original scanlines visible.  Not a huge loss, given the vibrant colors of the Sega Genesis and CD, which are brought to even greater life on HD consoles, and the parallax scrolling that tied together with the world around these massive zones and helped establish just how far you were traveling.  Many of the most striking visuals were found in the varied level design of Sonic 2, the variety of animations and fluidity of motion in Sonic CD, and the way the world would transform in front of the players in Sonic 3 & Knuckles.

But it should be noted just how creative and different many of the character sprites and enemy designs were, with a particular note for the protagonists and Eggman.  Sonic is the cocky speedster, whose eyes communicate mischief and bravado to the player; Tails is smaller in stature and more gentle, presenting an almost meek but excited facade; Knuckles is the tough guy, annoyed when you’re in his way, and ready to laugh at you when he’s got you at his mercy.  Eggman, the antagonist, despite not showing his eyes, is wonderfully animated to show a desperate, comical evil genius archetype who consistently flees from danger but will relish every opportunity to laugh as you perish should you die in a fight against him.

Finally, the bosses and the inspired designs behind them are truly noteworthy.  Despite most bosses being Eggman, if not his legion of badniks (robots), there are so many different, interesting fights to experience in Sonic Origins, and the Boss Rush is a fantastic way to sample them.  There are less noteworthy ones like the first iteration of Mecha Sonic in Sonic 2, but often they get outweighed by brilliant ones like the Metal Sonic chase across Stardust Speedway in Sonic CD, Eggman at Lava Reef, or the chase at the end of Labyrinth Zone which becomes the fight in itself.  Sometimes it’s less of a case of how quickly you can hit the enemy enough times to win, and the game is all the better for just how often it pulls this off.

The Sound

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Oh, the sound.  Sonic as a franchise will forever have incredibly memorable tracks, popular for the endless potential for remixes thanks to the wonderful groundwork laid down by that Genesis thanks to the Yamaha YM2612 sound chip.  Most of the music is preserved at the level to which we are accustomed, although with some unfortunate tweaks.  The music is an absolute treat and helps keep the energy alive for so many levels, most notably in tracks such as Chemical Plant, Spring Yard Zone, Hydro City, Flying Battery, and Stardust Speedway.  The best part is that, in the case of Sonic CD and Sonic 3 & Knuckles, the music has multiple variants per level, such as the excellent key and mood change for Angel Island Act 2.

The rest of the sound design is excellent as well, and so many sound effects are still quite iconic, such as when you gather rings, gain an extra life, or beat an enemy.  There’s also a great deal of feedback in the form of how responsive the sound is to how you play – spin dashes are satisfying to hear and an immediate indicator of your speed boost, jumping is satisfying, and when a platform is about to give way, you’ll hear it.  Much of the sound design is familiar territory with many Sonic players at this point, but it still warrants mentioning just how strong of an experience everything from the music down to the sound of you getting a checkpoint is for making a satisfying experience.

One particular, fascinating problem that fans will surely groan about for the release of Sonic Origins, is the change to the music for Sonic 3 & Knuckles.  The specifics are still not fully established, but the story goes that Michael Jackson was involved in the music for the original release, but as soon as allegations of his abuses were made public, Sega cut off Jackson’s team’s involvement.  As a result, tracks such as Carnival Night and Ice Cap will be noticeably different tracks altogether, with the former being essentially what was used for the original PC release.  Not bad, but different, which in the eyes of some fans, is just a subgenre of bad.

The Issues

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Sonic Origins is not without its issues.  Most are simply cosmetic, some are mundane (it’d be nice to have even more Sonic games from the era, but the crucial ones are there) but there are a few that persisted since the original releases.  None of these games are plagued with issues, per se, but some have a couple of bugs that never got worked out, and if it weren’t for the Drop Dash mechanic, some of the zones would be marginally less enjoyable to re-experience.

On the genuine design oversight side of things, there are very few issues that come to mind but simply bear mentioning for the sake of awareness that these games are hardly perfect, and that zones of these sizes can still have blind spots.  Wing Fortress from Sonic 2, and Carnival Night from Sonic 3, are classic examples of this, in which you can in very rare circumstances, soft lock yourself, meaning you’re trapped in an area where you can’t otherwise simply die and return to a checkpoint, but wait out the timer.  These were infuriating issues, but mercifully rare to experience, and thanks to the understated autosave mechanic, you can even quit the game but still return to your last checkpoint.  It’s annoying that the soft locks are still possible, but they won’t break the game for you.

Some level designs haven’t aged as well as others, and sometimes the developers threw in mechanics that were, for many players, very difficult to figure out.  Marble Zone from Sonic 1 hasn’t aged particularly well because, despite being one of the earlier zones in the game, it immediately shuts down most of Sonic’s momentum, although if you play on Anniversary Mode, you can use the Drop Dash to help preserve some of that.  Additionally, the Spinning Wheel featured in Carnival Night, while a fun platforming gimmick, quietly includes a feature where you must press Up and Down on the D-Pad for it to move, but there’s no indication that is what you are supposed to do, and there’s a crucial point you must get past only once you realize this mechanic exists.

The Verdict

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Sonic Origins is an essential collection not only for any franchise fan with current or last-gen gaming hardware but also for anybody who appreciates tight gameplay with a banger soundtrack.  Sonic is the ultimate “Animal With an Attitude” mascot still having major games released to this day, and while the franchise has had a tarnished reputation due to sub-par releases lately, it remains plucky and pushes forward, never losing sight of its roots.  The franchise, for good and bad, never rests on its laurels but strives to innovate and push the games, and medium, to greater heights, and this collection is a perfect encapsulation of that vision.

This game is an example of work by adoring fans such as Whitehead, who, thanks to their vision and dedication to preserving the strongest elements of Sonic’s classic days, can bring it to modern audiences with wonderful accessibility.  It’s also an example of Sega’s adoration of its legacy and serves as an exemplar for a tasteful, faithful remaster which still manages to add to itself in charming and thoughtful ways, to keep players coming back for more.

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OlliOlli World: VOID Riders Review https://attackofthefanboy.com/reviews/olliolli-world-void-riders-review/ https://attackofthefanboy.com/reviews/olliolli-world-void-riders-review/#respond Wed, 15 Jun 2022 16:59:54 +0000 https://attackofthefanboy.com/?p=841509 OlliOlli World: VOID Riders kept me hooked to the edge of my seat throughout the entire experience. When first starting the DLC, I immediately knew that I was going to be spending countless hours skating with style through the delightfully crafted environments. The colorful cast of new characters always were also always amazing to learn more about. The question remains, does OlliOlli World: VOID Riders offer an experience that is a must-have alongside your main base game content?

The DLC itself offers 18 new levels in total which includes the final boss level and three ‘zone boss levels’ which all in all is a brilliant handful of content for players to enjoy. This also doesn’t take into consideration the fact that there are challenges associated with the levels and these will keep players returning for more.

Don’t You Just Love Tractor Beams? Fresh Gameplay for a Slick User Experience

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Whenever a DLC is created, what separates a good DLC from an excellent DLC is variety and built-upon positive key points from the base game. There needs to be something that gravitates players towards the fresh content and makes fans return to the experience. The new mechanics associated with the levels in VOID Riders ensures this is the case throughout. Grabbing your board while in new ‘Tractor Beams’ propel you upwards through them and working out when best to start going upwards to get the perfect landing is always a lot of fun.

Ultimately, the diverse boss levels are another element that keeps this DLC filled to the brim with unique content. They offer players a chance to consolidate the skills that they are used to utilizing in an extremely enjoyable manner. One of the zone boss levels for example is collecting cow piñatas while going through tractor beams. A thrill for sure!

Playing through the new levels I was constantly feeling the effects of a brilliantly designed user experience as is the standard for Olli Olli World. Levels are both greatly designed and complex enough to allow failure to see success through to triumph. When I got through a tougher level I had an instinctive “Yes!!” shouting in my mind. As someone who likes to try and avoid using checkpoints often through the levels, it gave an additional layer of enjoyable complexity. Equally as was the case with the VOID levels which had an amazing environment that I wanted to keep revisiting.

The core levels from the DLC themselves are located across three zones in the base game. These are Burntrock, Cloverbrook, and Sunshine Valley. However, each set of levels are taken away from the pack enough that it doesn’t feel like a simple rehash of content. It instead is an entrancing journey of new discoveries within every level.

All Hail Nebulord! New Characters Bring Wonder and Laughs At Every Kickflip

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Pftangxi, Sair’Rah, and Khehvyn as seen in the image above all have incredible dialogue. Quirky and memorable, their outfits dazzle just as much as their dialogue does. At the start of each level and at the end of them, you will be running into these characters time and time again chatting with them. An ideal time to find out more about the lore of the VOID and what these great folks are all about.

You will not only get to chat with these characters throughout the DLC but also Nebulord themself and some old familiar faces from the game. A trip down memory lane awaits you if you are returning to the experience after a while away.

VOID Customization Galore!

Along with the core gameplay, there are new cosmetics for your character to change into and if you’re wanting to look totally out of this world while you are experiencing everything that the DLC has to offer you then this is your chance to do just that. Each item had me wanting to keep earning more and there’s one in particular that I know my character will be wearing for a while.

Play through the final boss of the DLC and you will be able to get an extremely unique customization option to keep all for yourself!

Replayability Value Skates Into Action

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VOID Riders also makes sure that you won’t be dry on content after completing the main base content with the DLC. A host of challenges will be added for you and they will have you spending a lot of time going through each of the levels and completing them. This content keeps hitting the upper echelons of effective DLC design and it is wonderful to watch it flourish over the course of playing through these excellent slices of content.

The Verdict

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Overall, OlliOlli World: VOID Riders is everything that makes OlliOlli excellent as a franchise infused in a potion of endless creativity and joy. Each level has immense replayability value because of how they are designed and the various side-tasks associated with them. Needless to say, it ensures that players will keep returning to this DLC section for a long time to come. Whether you are currently working your way through OlliOlli World for the first time or have been a long-time fan; the VOID Riders DLC absolutely will be worth a purchase from you if you want to continue your skating passion throughout the deepest reaches of the VOID. Time to get your boards ready once again!

OlliOlli World is available now on PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, Nintendo Switch, and PC.

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Neon White Review https://attackofthefanboy.com/reviews/neon-white-review/ https://attackofthefanboy.com/reviews/neon-white-review/#respond Wed, 15 Jun 2022 15:59:11 +0000 https://attackofthefanboy.com/?p=841590 The deafening thud of electronic music fills your ears, as you get ever so close to the end of a level. You pick up a new card, “Elevate”, so you’ll be able to clear a large gap that is in your immediate presence. You nail the jump, perfectly and cross into the final. You see your score pop up, along with the time that it took you to complete the level. Just slightly short of hitting an Ace ranking, you hit the restart button and try and try again, until you complete the level perfectly. Welcome to Neon White. 

The primal urge for perfection is put at the forefront of this Speedrunning FPS title, which puts you in control of Neon White, the titular main character. You’re dead, there’s no ifs, ands, or buts about it. However, you have a chance at redemption, so long as you play by the Believer’s rules. You’ll need to eliminate demons as you make your way through sprawling levels, set on a linear path of A to B, and make sure you’re doing this as quickly as possible. That’s all there is to it.

You never know what to expect next in this game, besides the fact that is destined to become an immediate cult hit. Few other games on the market fill this niche, and it gives Neon White a chance to truly shine. Yes, in a market full to the brim with countless First Person Shooter games, Neon White has done the unthinkable: it’s done something different, and it makes it all the more astonishing for it.

You Got Your Visual Novel In My FPS

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One of the ways that Neon White helps push itself apart from a crowded genre is in the way that it presents itself. Featuring top-tier voice talent from Steve Blum as Neon White, if you grew up during the 2000s era of Toonami and Adult Swim, you’ll immediately feel right at home. Alongside his iconic voice, you’ll also find some swoon-worthy dialog being spat between the characters in this world, a little flirting here and there, mixed alongside the occasional murderous threat.

You’ll have the pleasure of meeting a few other Neons while you’re on your speedrunning journey, each with their own unique personalities that help them explode out of the screen to be burned into your memory forever. You’ll meet the beef-headed Neon Yellow, who may not be the most adorable idiot you’ll ever come across in a video game, with dialog that will make you audibly laugh out loud. You’ll find yourself head over heels for Neon Red, who is equal parts murderous as she is flirtatious. And you’ll find Neon Violet, the alt-girl with multiple personalities.

But most importantly, you’ll discover Neon Green, your antagonist throughout the story. You’ve got some beef with him, but you can’t seem to remember exactly what it is, since you’ve died and been brought back with a case of amnesia. Normally, amnesia is a pretty generic video game trope, but it makes a little more sense here due to the recent circumstances that Neon White has just endured. You’ll be able to visit the overworld and have a chat with some of your new friends, which you just so happen to find out may not be so new after all as the story progresses further.

Make sure that you’ve taken the time to explore the campus, and talk to the other Neons to be treated to some of the funniest writing in recent memory, as well as a chance to get to know them all a little better. You’ll find special characters throughout the map, including multiple Angels that may or may not take the form of adorable cartoon cats.

The Devil Is In The Details

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While the visual novel part of the game is quite fun, the gameplay is where it really starts to click together. You’ll notice when you start playing, that although this is a technical First Person Shooter, you have no guns. Instead, rather, you’ll get your hands on Soul Cards throughout the level, all with a primary and discard function. You’ll start out when you make your way to heaven by receiving a Katana, which will allow you to slash demons up close and personal. However, you’ll want to get better weapons as you make your way through a level.

There are 5 different Soul Cards that you’ll be able to find, with a special one that I will not spoil. You’ll get your hands on a Pistol that will allow you to leap massive gaps, a machine gun that will let you shoot a bomb that can destroy many demons at once, as well as propel you across a large area, and more that you need to experience as you play. These weapons are carefully placed throughout the map, to allow players to navigate naturally at the fastest pace possible. You’ll never get a chance to take a breather in these levels if you’re trying for the high score, and the game eggs you on to do so.

As you make your way through these levels, you’ll be able to race to the finish line to earn different medals, which give you Insight for your next time around. There are four different medal types: Bronze, Silver, Gold, and Ace, each with its own benefits for unlocking them. As you continue to work through a stage, you’ll be able to continue replaying them, over and over again until you get exactly what you’re looking for.

After completing a stage, you’ll be able to restart it right away, with a few new parts added. You can scour the level for gifts to give to your Neon Friends, you’ll be able to race against the ghost of your fastest time, to see what you can do better to get a better ranking, as well as get onto a global leaderboard once you hit Ace Level. There are also more incentives for getting through a level, with the Heavenly Delight Tickets.

You see, just because you’re in heaven slaying demons doesn’t mean that you don’t deserve a prize every once in a while. That’s where the Heavenly Delights come into play. Complete enough levels on Ace or Gold level, and you’ll be able to make your way up the Neon Ranking Board. You’ll want to make sure that you do this because you’ll be treated to some of the best cutscenes in the game with these options, with some of the best writing that the game has to offer. You’ll get to go see a movie with Mikey, a wonderfully grouchy angel or enjoy an Ice Cream with Neon Yellow. And in perfect anime style, we can’t forget that you get a chance to go to the beach with Neon Violet and Neon Red.

It’s a game that obsesses over its details, and while the world may feel a bit sterile at times, it fits with the overall story groove. You’re here to kill demons, as fast as you can, to make sure that you can secure a spot in heaven. There is no open world, there are not many branching paths, it’s just you and the level you’re in, and that is something that helps this game feel fresh at all times.

Must Accelerate At A Rapid Pace

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One thing that a First-Person game of any type needs is great controls, and you’ll find a game that can be played by anyone with any control type that they would like to use. If you’re wanting to zoom through the skies with a keyboard and mouse, you’ll be able to do just that, but Neon White also controls great with a controller. While the initial control setup for a controller is a bit odd, you’ll be able to tweak it a bit, but with its emphasis on movement at almost all times, you’ll also find that using the left trigger on an Xbox controller to jump makes sense. You’re always moving, and always looking around, so not needing to use the face buttons can make or break the experience.

Thankfully, with the nature of the game and the silky smooth controls, you’ll be able to master the world around you in no time, allowing you to shoot up the rankings and claim a spot on the top. Not only are you fighting against the demons that are invading heaven, but you’re also fighting to become the greatest at the game. Once you have hit the Ace ranking, you’ll find that you’re able to see the global leaderboard. From here, you’ll be able to restart the level and play through it as many times as you would like, making sure that you’re claiming a spot of greatness.

One thing that is great about this feature, as well, is the fact that there is a dedicated reset button on your keyboard. You’ll be able to hit the F key at any point in a level to start back at the beginning, so you can try again and again to make your run perfect. This is one of the most highly addictive parts of the game, especially for those that like to play as a perfectionist. Making sure that you’re finding ways to cut mere milliseconds off of your best run feels great, and will keep you coming back for more.

Killer Sounds

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Neon White has a very unique aesthetic, and its sound design reflects this choice just about as well as its visual design. With a pounding electronic soundtrack produced by Machine Girl, you’ll find more than a few certified bangers on this soundtrack. Something that would not sound out of place playing in a specific type of club, you won’t be embarrassed to say that this is the soundtrack to a video game. It’s fast-paced, it’s loud, and it can be downright angry at times. But it’s also one of the greatest soundtracks to ever grace a game, and that’s saying something.

You’ll find yourself losing faith in your abilities at times, but just taking a moment to let the soundtrack fill you with determination to get back in and try again can help push forward to achieve that record time, or make it through the level. Here’s to hoping they release this as a separate part because even if you don’t love the gameplay loop, you’ll love the soundtrack.

Voice acting is also great, with some top-tier talent, alongside some newer voices in the art. Steve Blum delivers a great stoic hero with Neon White, and the general vibes of Neon Violet that Courtney Lin provide are out of the part. While the game can be extremely meta and funny, it’s during the more serious scenes that the range of these actors truly shines. While there are a few hiccups of slight cringe, it’s more intentional than not, as the game fully accepts and dives into cringe culture.

The Verdict

Look, this is not going to be a game for everyone. This is a video game about flying around heaven, shooting and dashing through demons, flirting with your other neons, gathering cards that happen to double as weapons, and talking to angels that just so happen to be cats with comically large sunglasses. If any of that sounds even slightly interesting to you, you may have found your new obsession. If you’re looking for something more straightforward, with huge open worlds to explore while you unravel the truth, you’re going to want to look elsewhere.

Games are art in their own way, and this is determined to become someone’s new favorite game, or something that others will play and hate the entire premise of. There’s really not a middle ground with Neon White. Following suit with games like Deadly Premonition and Danganronpa, I can already feel a dedicated fanbase that will defend everything about this franchise until the end of time, and I’m glad to say that I’m firmly in that camp. Neon White is a refreshing change of pace, in a world that is full of drab and dull military shooters, it’s amazing to see something like this come out of the woodwork to completely shake things up. It’s been a while since a game like this was brought to life, and we can only hope more titles like this come out of the woodwork in the future.

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Teenage Mutant Ninja Turtles: Shredder’s Revenge Review https://attackofthefanboy.com/reviews/teenage-mutant-ninja-turtles-shredders-revenge-review/ https://attackofthefanboy.com/reviews/teenage-mutant-ninja-turtles-shredders-revenge-review/#respond Wed, 15 Jun 2022 14:59:06 +0000 https://attackofthefanboy.com/?p=841621 Growing up, there were few feelings greater than dumping a week’s worth of hard-earned allowance money into a Turtles In Time cabinet at your local arcade. You and your friends had complete control over your favorite half-shelled heroes, slashing, smacking, and kicking through endless FOOT soldiers as you aim to put an end to Shredder’s plans.  While the day of the arcade is slowly fading away, there are new ways to make the magic happen, and Dotemu has knocked this retro rampage out of the park. While most were just hoping for a successor to Turtles in Time, Shredders Revenge does more than enough to take over as the new king of multiplayer beat-em-ups.

No matter how you play, you’ll find something here to enjoy, solo or with friends. You’ll be able to jump into the story and help prevent Shredder from bringing Krang back into action, or if you’re looking to showcase your skills, hop right into the arcade mode. No matter what, old or new, you’ll find plenty to love with this side-scrolling shell shocker that left this reviewer ready to leave the past behind. Let’s get into the details about what makes Shredders Revenge the best TMNT game to date.

Heros In A Half Shell

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We need to get the cat out of the bag: hearing the original ’80s cartoon turtles once more was a strangely emotional experience. For those that grew up wishing that they could go on adventures with the Teenage Mutant Ninja Turtles, hearing the original actors come back to reprise their roles once more as the titular heroes is an amazing feeling. While they may have aged, they still can deliver some great lines and sound near-identical to their original performances. This helps seal the deal on the fact this is meant as something old and something new, melding the old-school gameplay with new-age pixels that shine brighter than ever.

While screenshots of this game may look good, there is nothing that compares to seeing it in motion. The sprite work that was done is absolutely phenomenal, giving each of the Turtles, as well as April O’Neil and Splinter, their own personalities. You’ll see Mikey acting like a fool, Raph acting seriously, and so much more. There are little sprinkles of life and individuality sprinkled into these characters, and it’s amazing to see. They all play differently, act differently, and look different, so you’ll be able to nail their combat down to a science to continue pushing ahead in the game.

The stages are done up incredibly well, also. You’ll be able to see obvious callbacks to the titles that inspired it while getting their own unique spins on things. You’ll be able to destroy different parts of the environment and find special items, characters, and bonuses that can help fuel the competition between your friends and yourself. But the best part of this is the fact that the fun doesn’t stop when you put the controller down.

In the arcades, you couldn’t save your character. Once you plunked down your last quarter, you were done, so say sayonara, dude to all of the progress that you’ve made. Thankfully, while withholding the spirit of its arcade predecessors nearby, you’ll also be able to work on leveling up your favorite character to make them an unstoppable butt-kicking machine. You’ll want to make sure that you’ve prepared for battle before squaring off against the big bads in the game, and you’ll be able to work your way up through a leveling system to unlock more health, more lives per level, and even new super attacks to help you bring down foes easier than ever.

It’s Time To Kick Some Shell

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One of the most exciting parts of Turtles in Time was bringing 3 of your friends along for the ride. You’ll all gather around an arcade cabinet, slamming buttons and trying to prove that you were the most dominant turtle until you all ran out of quarters. One of the biggest things, as well, is that that game was quite difficult, making it hard for newer players to get as engrossed in the game without spending a lot of extra cash.

Thankfully, for those that have a gamer in their life that may not be used to the idea of a beat-em-up, you’ll be able to select different difficulty options before starting up the story mode. You’ll be able to have a friend jump in or out of the game at any point, and with the addition of online multiplayer, there may be a chance for you to reconnect with your old gaming buddies that may have moved away since the days of your youth.

One of the things that make this stand out above its predecessors is the fact that it has selectable difficulty levels, so you’ll be able to bring just about anyone along for the ride. While there are still challenging sections, those that are not used to this style of game can jump in and help you kick some FOOT butt, thanks to a simple but effective control scheme. You have one standard attack button, one super attack button, and a jump button. You’ll be able to avoid attacks with a backflip and build onto your combos from there, making the ease of entry quite nice for newer gamers, as well as the ability to crank up the challenge for those that thrived in the arcade.

Exploring the stages that are available within the game is made even more enjoyable with the variety of different enemies that you’ll encounter through your journey. You’ll find different foes of all shapes, sizes, and colors, ranging from standard FOOT Ninjas to mighty Triceratons that can all be taken down in a variety of different ways. You’ll be able to utilize jumping attacks, use your jump and attack buttons simultaneously to perform rising attacks, and save up enough Ninja Power to unleash devastating Super Attacks that can bring down most foes faster than ever before. The attacks you dish out on foes feel weighty, and your co-op attacks can help raise the stakes even higher.

Cowabunga, Dude!

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One of the most impressive parts of Shredders Revenge, however, has to be the soundtrack and general sound design. You’ll feel the impact of your hits, alongside some of the catchiest tunes in a recent game, put together by Tee Lopes, who helped with the soundtrack for Dotemu’s recent revitalization of Streets of Rage, as well as Sonic Mania. As much as you may want to continue to the next stage, take a minute and jam out with your turtle to the beats that are laid down for you, ranging from reimaginings of different TMNT theme songs, to even getting members of Wu-Tang Clan on to rap over a boss battle. It’s something that was never expected but is appreciated nevertheless.

The voice acting is surprisingly solid, as well. Hearing Cam Clarke, Townsend Coleman, Barry Gordon, and Rob Paulsen all come back to reprise their roles from the 1987 cartoon is incredible, and age hasn’t slowed them down one bit. However, the repetition of catchphrases can be a little jarring, especially hearing Spinter say “Teamwork is the way” 5 times almost back to back after delivering a punch to an enemy. While it’s great to hear them, we can only hope that their catchphrases are a bit more varied in the future with content updates, but for those that grew up hearing these characters, it may not be as bad as it sounds.

The joyous chorus of “PIZZA TIME!” whenever you pick up health, quips that are delivered at the beginning and ends of stages, and more can help pepper out the runtime of this game, which is fairly short. While you may be able to beat the game in around 2 to 2 and half hours, you’ll find it’s infinitely replayable as you continue to level your turtles up, challenge yourself with higher difficulties, and search for all of the scattered collectibles that are hidden throughout the stages.

If you’re looking to flex your true turtle power, taking a run through Arcade Mode will showcase your skills as you’ll find a game just as challenging as those in the past. With only a limited number of lives, you’ll need to kick some serious shells to make sure that you can survive to the end, where you’ll come across one of the coolest boss fights in recent memory, which we cannot spoil for you just yet. It’s something that you’ll need to see to believe, and even then, you may not believe it.

As much praise as we can heap upon this game, there are a few little things here and there that keep it from being the perfect beat-em-up. Weird difficulty spikes that can take a less experienced gamer for a loop, some repetition in voice lines, and some strange layering effects that can have your character standing in front of and on top of things they shouldn’t be can take you slightly out of the immersion of this otherwise excellent game. During one of the boss fights, there are a few sets of rocks in the background that your character should not be able to stand on, so it was almost a boundary-breaking moment, which could easily be fixed shortly. There were also a few moments of intense slowdown on PC, which shouldn’t have been happening alongside what was happening on the screen.

The Verdict

If you’re looking to find something that is an enjoyable romp down memory lane, and can easily hold its own against many of the giants of its kind, you won’t need to look any further. Turtles In Time can finally take a well-deserved vacation from the homes of those that loved it, as Teenage Mutant Ninja Turtles: Shredders Revenge takes the inspiration that it received from that title, and many others, and propels the genre to new heights. With a killer soundtrack, excellent controls, a great roster of characters, and more, you’ll find that there is an excellent time to be had here by any gamer of any skill level. A few small problems hold it back from being the greatest beat-em-up of all time, you cannot go wrong with this shell of a time. An absolute grand slam for Dotemu, with more to come on the way.

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Mario Strikers: Battle League Review https://attackofthefanboy.com/reviews/mario-strikers-battle-league-review/ https://attackofthefanboy.com/reviews/mario-strikers-battle-league-review/#respond Mon, 13 Jun 2022 00:14:50 +0000 https://attackofthefanboy.com/?p=841275 There has been a bit of an unhealthy trend when it comes to Mario sports games on the Nintendo Switch. They lack lasting power and personality. These games almost feel like they’re one-and-done experiences. Run through all the offerings of the game, shelve it, and never look back. Even with the post-launch content, I couldn’t bother to revisit them. Now with another sports game in the mix, does Mario Strikers: Battle League break the mold?

I’m here to tell you that Battle League is a solid entry to the series, but not without some major faults. It has been fifteen years since we got a proper sequel in the Mario Strikers franchise. It does the job in areas that we most care about, but this is a very conditional purchase for fans of the series. This game has a lot of trade-offs.

Slim Pickings for Solo Players

If you’re looking to get a lot of single-player hours out of this, you may want to reconsider. Unlike other games in the Mario sports franchise like Mario Golf, there isn’t some kind of story mode or campaign to take up a handful of single-player hours other than its barebones Cup Battles Mode. These modes would oftentimes be in place to get you acquainted with the controls and maybe unlock some cool new modes and characters.

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What we have instead is just the over-the-top gameplay, which is solid, to say the least. The bar was set very high for how well the last game in the franchise was. It might be unfair to do so, but one would expect that with time, future iterations of Strikers would be more innovative. We wanted there to be something more to reel in new players and bring the veterans back into the Strikers lineup of games. This is going to be an ongoing feeling oftentimes provoked with Battle League; we wanted something more, but that isn’t the case.

Nintendo is slowly adapting that “games as a service” mentality where they’ll slowly add content to their games that feel like incomplete packages at launch. It’s not a good look because so many of us are used to fully justifying those $60 (plus tax) purchases of AAA games from Nintendo since they hardly get price drops.

This is going to be an ongoing feeling oftentimes provoked with Battle League; we wanted something more, but that isn’t really the case.

This is also where the problem lies. Should this game have an MSRP of $39.99 or even USD 49.99, the lack of content would be a lot more justifiable. That “Nintendo Seal of Quality” you see on the back of these game cases is starting to feel more like misdirection at this point. It can be argued that the quality of gameplay is great, but a standard set in previous generations did not necessarily carry over.

A Party is Sure to Be Had, but Not Without its Restrictions

The gameplay of Mario Strikers: Battle League, as I said earlier, is solid. It translates well into the multiplayer aspect when playing with other people locally. Battle League can support up to eight players on one console, allowing for larger groups to play without having to swap out for turns. Of course with the Switch’s hardware, there are some limitations to controller combinations beyond four players. That’s to be expected from hardware that is quickly being left behind compared to its competition currently in the market.

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This game has an easily digestible way to play which is explained thoroughly in its Tutorial mode. It’ll give you the rundown of how movements, passes, kicks, and other fundamentals work. More advanced techniques will be taught. For casuals who might just pick up an extra controller from a friend to dive in with the basics, it’s a fun time. The hectic nature of having eight different people of different skill levels controlling their characters on the field is a blast.

The game is extremely engaging. The only actual downtime is watching the goal replay being shown at different angles and in slow-mo. Other than that, you’re almost always in control, running around, passing the ball, intercepting it from the opponent, making a shot at the goal, dribbling, dodging, or grabbing or using items. This is a game where your utmost attention is required, especially since you’re using nearly every button available to you on your controller.

One would think that a title that nails its local multiplayer gameplay gets a full pass, but that’s back to it being an incomplete package. This game has only TEN playable characters on launch, excluding some fan favorites like Daisy or even the more recent Pauline. Nearly every match will have repeated characters on both teams. After a while, we’re going to be seeing the same Hyper Strike moves from the same characters since there’s so little diversity. That part will get stale fast.

Other Mario sports games have included some wacky, unexpected characters like King Bob-omb in Mario Golf: Super Rush or Spike from Mario Tennis: Aces. The game will be receiving free post-launch content which could probably justify purchase later down the line (and hopefully with a price cut).

A Hit and a Miss When Going Worldwide

Since multiplayer is the meat and potatoes of Mario Strikers: Battle League, we would hope that the online will only supplement that if we have friends in faraway places. It gets the job done, but sloppily. With Nintendo’s archaic netcode for the online portion of its games, Battle League suffers significantly from connection issues in the form of delay. This creates some rather frustrating issues, especially for a game that can heavily depend on timing.

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Unless every player in every lobby you join has reliably fast internet and is hooked up directly to a router, you should expect some hitches and delayed inputs in your online matches. Imagine trying to pass the ball to another teammate just for the input to not be registered or for it to be registered late. That could easily lead to an opponent tackling the ball off from you and ruining your game plan.

What makes this more of a letdown is that, despite the game being able to be played with eight players locally, it isn’t the case online. You can create these clan-like groups called Clubs which can host up to 20 different players, but you can’t take four players all on different consoles to join a lobby in matchmaking.

Instead, you’re limited to using two Switches, each with a guest to play online to then play globally. These hardware limitations are becoming a bit absurd, given that other games have been able to support more than four Switch consoles connecting all at once. It’s getting a bit ridiculous that a game that mostly shines when played with other players has even more restrictions because of a waning network system. Hopefully it isn’t too late to give the online an overhaul or an upgrade, or this game will be left in the lukewarm categories like its tennis and golf counterparts.

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The Verdict

Mario Strikers: Battle League is a game that’s carried mostly by its local multiplayer and gameplay. There was so much missed potential for this game to shine brighter than its predecessors. From the lack of single-player modes, content, and limitations to its online, it’s very tough to justify buying the game in its current state.

It’s a shame. The Strikers series was one of the more popular Mario sports franchises. To receive the game we did on launch almost seems like Nintendo needed to throw in a filler of a AAA title to fill in the downtime between big releases. If the game just had a few more characters, a bit more single-player offerings, and a better online system, this could have been a hit.

To answer if this game breaks the mold of lukewarm Mario sports on the Nintendo Switch: it doesn’t.

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The Quarry Review https://attackofthefanboy.com/reviews/the-quarry-review/ https://attackofthefanboy.com/reviews/the-quarry-review/#respond Wed, 08 Jun 2022 12:59:03 +0000 https://attackofthefanboy.com/?p=840344 If you’ve seen even a single horror movie before, it’s easy to notice exactly what The Quarry is going for as soon as you start playing. Interactive horror games with branching narratives have been the bread and butter for British developer Supermassive Games since the breakout success of 2015’s Until Dawn, but The Quarry feels like a true realization of the studio’s attempts to create a living, breathing B movie. With a larger budget than ever before and a star-studded cast packed with familiar horror faces, The Quarry is peak Supermassive.

The Quarry gives you control of a group of camp counselors at Hackett’s Quarry summer camp. The kids have finally gone home for the summer, and the counselors are about to follow suit when an unlucky coincidence forces them to spend one more night at the camp. The owner and operator of the camp, Chris Hackett, seems incredibly distraught about the counselors’ extended stay and warns them to stay inside the lodge at all costs, but the teens unsurprisingly have other plans. A quiet night in the lodge isn’t on the itinerary since everyone will be too busy drinking, talking about the future, and trying to get laid.

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The Quarry is a love letter to classic horror. As I wrote in my hands-on preview of The Quarry, it’s a celebration of the films that inspired it. It’s a horror game, but it’s fun horror, not the super serious scary kind. It wants you to cheer at the gore, yell at the screen, laugh at the awkward teenage romances, and shove fistfuls of popcorn down your throat. It’s horror for horror fans, and the more familiar you are with the genre, the better.

It’s a very stereotypical horror movie setup, but The Quarry revels in horror tropes. It’s as if Supermassive took every classic 80s horror flick and dumped them into a melting pot with The Quarry coming out as a result. The whole game is very self-aware. The cast is in on the joke too, and it’s very clear that everyone was having an absolute blast playing their parts. The Quarry knows its jokes are dumb, it knows the teens are walking stereotypes, and it knows that you’ve seen these relationships a thousand times before.

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That’s okay though, because it expects you to factor this knowledge into your decisions. Just like previous Supermassive games, The Quarry presents you with a completely malleable B movie. You can play it completely straight and go along for the ride, you can force these teens to make the dumbest possible decisions and get themselves killed, or you can do something in between. One thing is for sure though, and that’s that your decisions will have consequences.

Branching narratives are nothing new for Supermassive Games, but The Quarry features the most pliable plot of any of their titles. The game categorizes its main plot threads into “paths,” which can be viewed at any time. When you make a decision that will affect something down the line, you’ll see a “path updated” notification and that choice will be marked for you in the path menu. When you manage to kickstart an entirely new plot thread, you’ll see a much more intimidating “path chosen” notification. There are quite a few of these paths to unravel throughout the 8-hour story, and you won’t see them all during one playthrough.

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After rolling credits for the first time, there were still a handful of undiscovered paths still marked as “???” in the menu. The paths themselves also have quite a few nodes each, with most of them being active throughout the entire game. It’s a nice way to keep track of narrative threads and to really see which decisions are driving the story forward, and it’s also a great way to entice players to try different things and jump back in for another playthrough.

The Quarry is begging to be replayed, and it’s one of the few games of its kind that I actually wanted to jump back into to see the other scenes and outcomes. Not only do you get to see how different decisions would affect the paths you already experienced, but you also get to see how any paths you missed the first time around will throw a wrench into things.

For example, characters using a ladder very early in the game only to loosen a rung on that ladder leaves you with a lasting feeling of dread since you know exactly who will be using that ladder later on in the story. Of course, that only applies if that character ends up in that situation in the first place, so you do play things differently from there on out? It’s an interesting dynamic, and the path system helps you make sense of things and keep track of what really matters in the story.

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The story itself starts off very slow, taking a few chapters to let the horror and violence begin to flow. What begins as a stereotypical summer horror movie, however, evolves into a remarkably exciting second half where the mysteries of Hackett’s Quarry and its inhabitants slowly start to unravel. There’s a lot going on at once, and decisions you make while controlling one character can have unintended consequences on others. The narrative is a complex puzzle, and you’re constantly forced to weigh the benefits between self-preservation and helping others. It’s hard to explain why without delving into spoilers, but just know that this is not a game where successfully completing all the QTEs is all it takes to get the best ending.

The Quarry also places interesting spins on the typical choice system, putting you under much more pressure and blurring the lines between every possible outcome. A good chunk of the decisions are timed and you don’t have long at all to make a selection. You will also occasionally be prompted to interrupt and speak up by pressing a button, but holding your tongue is a viable option as well. The game also features light combat, which easily creates the tensest scenes in the entire game.

There are plenty of guns in The Quarry, but who has them and how they use them can drastically alter the course of the story. You can freely aim and shoot in certain sections, and you’re timed during these parts as well. You can shoot your target directly, you can miss on purpose (or accident), you can partially hit your target, or you can choose to not shoot at all. Shooting sections usually have one or more parties in grave danger, so it’s immensely stressful when you need to line up your shot on a moving target and decide whether or not to shoot all in the span of a few seconds.

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The stress and scares of The Quarry are best experienced with a crowd, and the game is basically begging to be played in multiplayer. The Quarry supports local couch co-op and online multiplayer (which is delayed until July 8). In the local mode, you and your friends can each take control of a specific character. The online mode will allow players to watch along and vote on decisions when it’s available.

Of course, there’s also the classic strategy of gathering together on the couch and just passing the controller around or watching someone else play. The Quarry is basically just an interactive movie, and there’s even a dedicated movie mode that takes that to the next level. You can mess around with the settings before starting to direct how characters will behave in certain situations and then you just sit back and watch the action unfold. The solid performances and stunning graphics are more than enough to carry the experience, so movie mode is a completely viable way to experience The Quarry.

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The Quarry feels like the natural evolution of Supermassive’s recent work. It’s the Until Dawn formula combined with everything the studio learned from The Dark Pictures, resulting in their best game yet. Even after unraveling the game’s central mystery in your first playthrough, there’s still so much left to enjoy if you want to navigate the complex web of relationships in a second run armed with additional knowledge. The Quarry is a highly enjoyable thrill ride packed with tense moments and frightening scares, a celebration of horror that should be shared with a group for the best experience.

The Quarry is available now on PC, PS4, PS5, Xbox One, and Xbox Series X|S.

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Sniper Elite 5 Review https://attackofthefanboy.com/reviews/sniper-elite-5-review/ https://attackofthefanboy.com/reviews/sniper-elite-5-review/#respond Wed, 25 May 2022 10:59:25 +0000 https://attackofthefanboy.com/?p=838367 Sniper Elite has been around since 2005, but as a franchise didn’t truly leave its mark until a decade ago with the release of its remake, Sniper Elite V2.  The series has impressed critics with its more tactical approach to third-person shooter action in a WWII setting, and incredibly saturated time period for shooter games, and from V2 onward, its use of the famous x-ray camera to showcase every gory detail when you get a sniper kill. As a series, it rewards careful, methodical play, instead of rushing from cover to cover and outlasting your opponents via attrition.  17 years later, the formula is still very much alive but has grown and been polished since then.  Read on for our review of Sniper Elite 5.

What Kind of Game is Sniper Elite 5?

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Sniper Elite 5, much like its predecessors, is a third-person shooter with stealth mechanics, placing you on a large map in each campaign mission in which you can take different routes to complete your objectives.  While there are more obvious objectives like killing targets undetected, there are some such as sabotage of equipment which requires a bit more recon and planning and can be carried out in several ways.  The campaign features 8 full missions with an open map as well as a short finale mission, somewhere between Splinter Cell and Metal Gear Solid V in terms of explorable area.

The shooting action, especially the sniper play, is the most uniquely recognizable feature of this franchise, with the glorious x-ray camera making its return yet again.  While it doesn’t have the same sheer volume of blood and gore some shooters may have in the traditional sense, the slow-mo and view of Nazi viscera being torn up by bullets make you feel pretty immersed and leaves little to the imagination.  You can forego the stealth element, and you’ll even see that reflected in your post-mission score.  In addition to avoiding detection, you’ll be rewarded for taking a non-lethal route, either by leaving enemies unconscious (non-lethal takedowns or ammo) or by outright avoiding the action whenever possible.

Alongside the campaign, Sniper Elite 5 features returning co-op missions, multiplayer, a Survival Mode with up to 4 player slots, and a new mechanic, Axis Invasion, enabling players to sabotage fellow snipers online in their campaign playthroughs.  The adversarial multiplayer modes include Free-For-All, Team Match, Squad Match, No Cross (players must fight only at long distances), and Scoring.  Co-op extends to campaigns with Axis Invasion enabled, meaning invading players might have multiple targets to hunt down.

Karl’s Tour De France

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Karl Fairburne returns in this 5th installment as the franchise’s maverick deadeye protagonist.  After the North African theater and Italian campaign exploits of the 3rd and 4th games, Karl finds himself joining the Allied efforts leading up to and after Operation Overlord, D-Day.  His strategic mission includes assisting the French Resistance by taking down Nazi targets, weapons, and defenses while unveiling the nefarious Project Kraken.  During all these exploits, he makes a personal mission for himself too, to take down Abelard Möller, Kraken’s orchestrator.

The plot surrounding Project Kraken adds some fascinating insight into the choice of putting Karl in France for this game, which is a better excuse than simply adding a few new maps.  Karl helping allies storm the beaches of Normandy would have been too predictable, instead this focuses on the notion of “what if the Nazis prepared a deadly counterattack response to D-Day?”  However, while playing through the game, the various plot elements, gameplay mechanics, and characters certainly ring a few bells, touching upon numerous tropes and WWII/stealth shooter hallmarks.  The result is a pastiche across multiple shooter subgenres, with just enough unique elements to help this title stand out among the rest.

War, on Your Terms

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Part of Sniper Elite 5’s charms, and that shared by other games in the franchise, is putting you on a sandbox-style map rendered with WWII trappings, and letting you dictate what happens next.  The enemy doesn’t know your presence, and you can choose just how much of an impression you’ll leave on the patrolling Nazi opponents in any given mission.  You can choose dangerous sniper shootouts while making use of the environment and line of sight to keep the enemy guessing where the fire is coming from; you can play methodically, taking down enemies quietly at close range to not make a noise or raise alarms.  Either way, this makes you a master of your destiny and just how intense you want the experience to be.

This sort of stealth and exploration isn’t wholly new, being present in many games over the years, most notably Metal Gear Solid or Splinter Cell.  The sneaking missions and open maps are fairly present in both franchises and helped them respectively define the genre, whereas Sniper Elite builds upon their legacy while adding gory, realistic sniper play.  Additionally, if you encounter enemy bases, you’ll notice alarm panels that can be used by the enemy if alerted to your presence, signaling for more reinforcements, which adds a bit of Far Cry into the mix.  If you get into a firefight in Survivor mode, which is not unlike a tower defense, the enemy AI will close in on you, and change up their tactics, like in Halo.

Enhancing the freedom to do what you want on any given map, Sniper Elite 5 provides lots of collectibles and secondary objectives worth experience points, or even unlocking additional weapons which might fit your given playstyle better.  There are assassination targets given throughout the mission which scratch the sniper itch and provide enough of a fun factor between them to keep things fresh.  Particularly memorable moments in this include gathering intel on a V2 rocket facility or leaving a rat-shaped bomb for a high-value target who has a penchant for shooting rodents.  The game is very rewarding to players who come back and explore other areas or play with different methods.

Adding to this freedom, you’re able to customize your weapons and loadout such as grenades, thrown items, as well as attachments for all three of the guns you can carry.  You can unlock more by exploring the game, completing secondary objectives and kill challenges, and finding secrets like additional workbenches at which you can change your loadouts in session.

While this game contains elements from other franchises, and the same can certainly be said about those titles, it does have enough elements to stand out.  The x-ray camera is still fresh, and plays excellently on the next-gen hardware, giving you a full, high frame-rate view of Nazi muscular, circulatory, and skeletal systems as you take out one of their eyes.  No other game quite gives as much morbid satisfaction and simultaneous cringing when you shoot a man in the testicles.  On top of that, the new gimmick debuted by this game, Axis Invasion, flips the formula on its head, isolating the player in a way that previously should have felt like a great idea.

An Exciting New Mode

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Axis Invasion is just the sort of refinement on the formula which helps Sniper Elite stand on its own among shooters even further.  Essentially, it lets people join other players’ campaign sessions, but as an enemy sniper, essentially the invasion formula from the Souls games.  If you’re playing the campaign and have this option turned on (just in the campaign menu at the bottom of the options, can be toggled on or off) you’ll be rewarded bonus EXP for defeating invading snipers and completing the mission.  If you’re an invader, you gain points toward unlockables including cosmetics and other weapons for your invader avatar.

The invasion in session turns the experience on its head.  Unlike other Sniper Elite games where you could reasonably expect to go about at your own pace and carefully clear your way to the objective, now you’re being hunted.  Additionally, when invaded (as signaled by a red banner that appears on the screen and stays on the top-left corner) you’ll be able to use an otherwise unavailable feature on the map, contacting the enemy under the guise of a German officer on the phone and learning the invader’s position, or the player’s.  And when the invader is a skilled sniper, the session can end mercilessly quickly, or devolve into carnage as Karl fires and misses the invader, alerting other nearby soldiers in the process.

However, if you’re a player who is not into the experience of the potential stress this entails, simply turn it off.  It can be infuriating when you’re carefully sneaking through a heavily fortified series of bunkers or ducking between vehicle patrols, and suddenly another player invades, sending you spiraling into a panic and forcing some bad decisions.  But this is also exactly how it can be exhilarating if you allow it.

The Visuals

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Sniper Elite 5 can yield some truly breathtaking sights, deploying a massive variety of assets in the environment as well as vehicles and weapons you can encounter or use.  Particularly breathtaking areas include the majestic architecture showcased in the Beaumont-Saint-Denis map, and the marvelous French countryside rendered complete with apple groves, lavender fields, and plenty of tall grass providing cover.  Enemy vehicles look convincing and real, and weapons are satisfyingly designed.

Where the game loses its grip on the beautiful visuals is the character models, which feels like a bit of a letdown, especially with how much potential is shown by the rest of the game world.  The character models at points feel at best like they resemble the intersection of 7th and 8th generation games, which is unfortunate as we’re approaching a decade past that point.  Keep in mind, however, that under the surface, the many enemy character models you’ll encounter are loaded with vital weak spots under the hood, and everything looks so good when you have the x-ray cam on.

Visual effects including particles and explosions are fairly strong in this game, including convincing water and fog.  Seeing a speeding bullet’s rifling as it hurtles toward a doomed soldier is breathtaking, and detonating explosives next to the classic red oil drum results in violent, earth-shaking chain reactions on an unsuspecting armored vehicle is solid fun.  Finally, moments like the final mission’s sniper play, or any long-distance spotting and sniping, are made possible with some well-deployed draw-distance, letting you take in all of the flowery countryside or war-torn rubble before you take your shot.  In a word, magnifique.

The Sound

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Sniper Elite 5 makes good use of sound, providing it as an asset for the players to mask their noise, which is a common feature shared among the other games in the franchise.  Planes flying overhead, or general sounds of war being waged, allow you the perfect noise pollution to take a shot from cover with impunity, leaving the surviving enemies none the wiser.  The sounds of air raid sirens wailing, echoing through the rubble in St. Nazaire, are haunting and very appropriate.

The music of the game is intended to be appropriate and has moments where it does and doesn’t hit the mark, tonally.  The game is meant to convey a war-torn, occupied France whose hope is just barely being rekindled by aid from Allied forces.  This is certainly captured in the oddly somber tones including the accordion, a popular instrument in French culture despite also having its origins in Germany.  The tone is lost, however, in moments like the 4th mission, in which the woodwinds and strings render almost comical suspense, like if Home Alone had its cast carrying around Gewehr 43’s.

The sound design in combat is rather satisfying, though.  Despite it already being well-established, the level of satisfaction players can feel from hearing the sound of their bullet leaving their rifle chamber, exploding, and heading toward the enemy, followed by the sounds of ichor being discharged, is macabre but sublime.  However, it can get old if overdone, so be sure to make use of the skip feature once you’ve shot out enough intestines.

The Issues

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Playing the game through on campaign can be a rough experience at times.  In the very first mission, it has been possible so far to find at least one enemy in some sandbags near the 3rd objective who, if you kill him, causes the game to crash.  This issue was even replicable, down to the same enemy.  Which can be troublesome when they’re in your way.

If you choose to join as an Axis Invader, there can be instances where your controller/keyboard & or mouse will be unresponsive for gameplay, despite you being fully able to access the pause menu, forcing you to leave the session you just entered.  If you’re invaded, there’s a small chance of you being unable to use your healing items or medkits upon being incapacitated, forcing you to bleed out and hand your opponent the victory, even if you were downed by an enemy AI.  The game has some crucial bugs that need fixing, but you can still play without encountering these.

The game makes use of contextual actions, namely opening containers or doors, but also actions like sabotaging equipment or planting satchel charges, and features multiple ways to do so, either with bombs, lockpicking, keys, etc.  The problem with this, however, is that the prompts are sometimes incredibly fickle to bring up, requiring you to position your character and camera differently to see different action options on the surface, which seems unnecessary.

There’s also often a delay between pressing corresponding buttons and carrying out the actions.  This can prove stressful or detrimental to play when you’re making yourself briefly vulnerable in the enemy trenches, placing charges on an AA gun, and being stuck waiting a few seconds for Karl to realize that’s his cue to lay down and arm the explosives.  These can take you out of the experience, despite the many things the game has to offer.

Finally, one issue about the game is its protagonist itself, Karl Fairburne.  Despite having interesting origins which he has played to his advantage in the past, Karl doesn’t have much to fall back upon as a character.  Born in Germany but of British-American heritage, he has used this as a way to infiltrate the enemy in the past, and this certainly adds depth to how his character blends in the case of this game, but from a storytelling and character development standpoint, he is not as compelling.  He’s more of a maverick, embodying the “Screw the Rules, I’m Doing What’s Right” trope quite literally in this game, and is more or less a generic tough guy who the supporting cast of characters lean on.

The other NPCs also serve no other purpose in the game other than providing intel and pretty much no help in combat, which makes Karl into more of a one-man army.  But he lacks Solid Snake or Sam Fisher’s wry charm, or tragic upbringing on the level of Master Chief to explain his behavior, making him into a generic shooter protagonist whose hook is that his aim is just really good and he doesn’t play by the operations playbook.

The Verdict

Sniper Elite 5 continues to refine and polish the formula solidified by V2 in 2012 and its addition of Axis Invasion is a welcome sight, pushing you into the shoes of your targets, under the watchful eye of a yet-to-be-seen sniper who has the benefit of cannon fodder as additional cover.  The photogrammetry showcased in the visuals makes up for the rough character models, while the x-ray camera views during kills remain the same level of macabre and crowd-pleasing.  The wheel isn’t being reinvented for stealth shooters in the case of this game but is a thoughtful infusion of elements from several genre-defining franchises resulting in a cocktail that’s fun, so long as it works.

The technical issues are glaring, and while it’s only occasional that you’ll brandish your weapon to only see floating attachments but no actual gun, or at-posing corpse, the bigger issues lie in the game’s stability.  Whether you’re an Axis Invader, or simply playing through the campaign, nothing quite takes the wind out of your sails like when you’ve fallen and literally can’t get up, because you’re suddenly unable to heal despite having the supplies.  But looking past this, you’ll see a dangerously replayable shooter with lots of collectibles, features, and cosmetics to unlock, while you master bullet drop and truly embrace how it feels to play as a sniper ready to take down countless foes.

This concludes our review of Sniper Elite 5!  Sniper Elite 5 comes out on May 26, 2022, for PC, PlayStation 4 and 5, Xbox One, and Series X|S.  It will also feature as a day one release title on Game Pass, so if you’re a subscriber, definitely try this one out, at least for the chance to mess up somebody’s campaign playthrough as an invader.

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Evil Dead: The Game Review https://attackofthefanboy.com/reviews/evil-dead-the-game-review/ https://attackofthefanboy.com/reviews/evil-dead-the-game-review/#respond Wed, 18 May 2022 04:00:58 +0000 https://attackofthefanboy.com/?p=837552 Evil Dead is a 40-year-old franchise that, along with being one of the greatest indie horror success stories, has become a beloved part of the pop culture zeitgeist and still spawns media to this day.  There are hardly any other franchises that start as a campy horror-comedy with critical acclaim, box office success, and even an off-broadway musical.  It’s bloody, it’s fun, and exceptionally quotable while also producing instant stars from the likes of Bruce Campbell and director Sam Raimi.  To add to this legacy, numerous games have been made for the franchise, none memorable, so to name this one Evil Dead: The Game, it has to do the franchise justice, and Saber Interactive was up to the task, so read on for our review.

What Kind of Game is Evil Dead: The Game?

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Evil Dead: The Game is an asymmetrical multiplayer survival horror game, which is always a bit of a word-soup genre but is joined by the likes of heavy-hitter Dead by Daylight and other lesser titles like Friday the 13th.  Evil Dead’s main task in standing out among these games is rather simple – be as robust and fun as Dead by Daylight, while using its franchise roots to create a unique, layered experience that doesn’t appear to be a cash-grab.

The game features melee and ranged combat in equal measures with characters and roles best suited to either, as well as supplies and support abilities.  The objective is simple – for Survivors, secure the Necronomicon and Kandarian Dagger, defeat the Dark Ones and banish the Demon player; for Demons, don’t let the Survivors complete their objective.  Demons can achieve their goals either by killing all the players, or holding them off until the timer runs out.  The Demon player can also possess Survivors if their fear meter is high enough, which goes up when they encounter traps or are in dark places, especially when separated from the group.

The Evil Dead franchise has plenty to enjoy if adapted to a video game, with lots of gory fun, one-liners, and the main character who is incredibly iconic and is essentially Duke Nukem and Doomguy but hunts Deadites instead of aliens or demons.  He even loses his hand and grafts on a chainsaw while wielding a sawed-off shotgun in the other, making for a perfect video game action hero.  It also helps that there’s a variety of memorable, quotable supporting characters on top of star Ash Williams.  On paper, an Evil Dead game should be…groovy.

Hail to the King, Baby

The game has no central plot, but rather a Missions mode that allows players to enjoy the game solo while getting used to various mechanics and tactics when playing online.  It even features story elements and characters spread across almost all of the Evil Dead movies and the show, including abridged retellings of Ash decapitating his possessed former girlfriend Linda, and a reverse Army of Darkness plot where it’s Lord Arthur brought to the present, looking to return home.  These are memorable in themselves and unlock all of Ash Williams’ versions from across the franchise, as well as other key characters for use in multiplayer.

Dead Before Dawn

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But, much like with Ash, perhaps the best stories are the ones you tell your friends about how you got out alive, even if they come across as tall tales.  The structure of the central PvP combat that forms in the multiplayer, whether with other players or bots, follows that of the series in which you must locate and secure the Kandarian Dagger and Necronomicon, defeat the Dark Ones, and banish the Demons.  It’s quite thrilling to see how quickly advantages can be formed, and how desperate the situation can be for the Survivors when faced with a skilled Demon player.  But is this enough of an experience to set itself from other asymmetrical horror games?

What helps this experience set itself apart from similar games in this subgenre is how it taps into its franchise roots.  Evil Dead has always been gratuitously gory and has the imprint of one of American cinema’s most celebrated minds in horror, Sam Raimi.  His influence is on strong display even in this game, such as when you’re playing as a Demon but have yet to possess any deadites or lay any traps, where you move about freely across the map in a rapid fashion, able to whip crazy quick turns and smash through obstacles.  It feels incredibly rewarding even just playing this, as you can essentially create your version of the chase camera sequences from the films and tv show.

Playing as Survivors is fun too, as in addition to collecting the objectives, you’ll be facing waves of deadites unleashed by the Demon player, and you’ll be armed with ranged or melee weapons you can find across the map.  The combat is gory, responsive, and satisfying. It’s focused on pistols, shotguns, and special weapons like the crossbow and sawgun, and the melee weapons are rather equally viable in a pinch.  They have the typical rarity and power scaling structure of multiplayer games these days – gray is common, blue is rare, purple is epic, and orange is legendary.  When you’ve got that legendary chainsaw, it’s incredibly satisfying to cut down formidable opponents faster than you can say “Fort Ticonderoga”.

The game could have been a cash-grab, but it feels highly authentic while still falling into the genre nicely.  It leans nicely into the action elements allowing for more active, chaotic moments akin more to Resident Evil: Resistance as opposed to Dead by Daylight, although with a much more stable online experience than the former, as long as you’re able to join a session.  As you build up your favorite character and face players who have similarly invested, the experience grows deeper and presents a greater challenge on either side, such as increased survivability or combat capabilities.

The Visuals

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Evil Dead: The Game feels visually like what you’d expect of the franchise, with gloomy lighting and mimicking of Raimi’s signature cinematic style, and the enemy designs in particular pop.  Unfortunately, due to this being a horror game, some of the comedic visual aspects are a bit lost in translation, but there are some genuine easter eggs to remind longtime fans that this game is for them too.  This includes convincing renditions of the Knowby Cabin and other locations from the franchise and little things like the Mini-Ashes from Army of Darkness that might occasionally burst out of supply chests.

Additionally, if you’re fighting deadites spawned by the Warlord in particular, the gore effects are pretty great, to the point at which you can shoot up elite enemies, and chunks of flesh will just be blown away over time.  It doesn’t have the same satisfying moments as a critical headshot from Resident Evil 4, but if you nail one of the Finishing Attacks, you’re in for some gory, imaginative fun, especially if you like to use the meat cleaver or chainsaw.

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The map of the game is varied in its locations, inspired by spots from the franchise, and filled with a great atmosphere, running butter-smooth on the next-gen consoles.  It’s easy to get quickly familiar with the map, but it’s also a relief that the objectives change locations randomly each time they’re played, otherwise sessions would start to feel repetitive.

There are particular shortcomings in the visuals department though.  The most glaring issue can be found in the character models for the Survivors, who despite having voice lines, don’t have moving mouths to sync up with the audio, thus resulting in creepy doll faces on otherwise well-designed models.  This is a shame too because they look rather convincingly like the characters from the franchise.  It just feels weird not seeing Ash smirk while saying a dated one-liner, or more life in Kelly’s eyes.  That being said, the deadites look great, with all three armies looking rather close to how they were portrayed originally, with shouts out to the originals with those exaggerated white eyes, and the Eligos from Ash Vs. Evil Dead.

The Sound

Evil Dead: The Game renders atmosphere quite well, and again the voice lines are among its strongest contributions.  The looping music from the main menu is nothing short of annoying at times, but you’ll forget all about it once you’re in a game session.  You’ll often find yourself sold on the tension and dread, and be excited to fight off the deadites as you hear that classic, distorted scream.  The sound effects are effective and convincing, again best demonstrated when you’re performing a violent, gory kill.

Particular moments that enhance the experience are scare traps laid by devious Demon players, including possessing trees to make you jolt in your seat as you run by, only to be whipped at by its sentient branches while hearing a ferocious growl.

The Issues

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The main issues found in Evil Dead: The Game lies not in the design of the game – it feels pretty great to play, missions are fun yet challenging and reasonably replayable, and it seems like a fun experience to level your favorite characters to their greatest potential.  The problems lie largely in an overburdened network often turning eager players away, saying there are no servers available, or Demon players encountering the usual problem with these sorts of games, too many people wanting to take the role, with only one slot per session.  It can result in some unbearably long waiting periods but it’s the type of issue that doesn’t fundamentally break the game as long as it’s addressed with greater accessibility to more players.

Again, while the game is largely a fitting tribute to the long-running franchise, some of its spirit of it is lost in making the game.  It’s simply not as funny as it is action-packed, which in itself is not terrible, but it feels slightly less authentic as a result.  The one-liners uttered by the voice actors are true to Evil Dead, but oftentimes the energy plays more like a prettier Dead By Daylight with oddly Fortnite elements in the map layout and storm radius functions such as in Homecoming King.  But it’s important to consider that this is the price of adapting the franchise into a game, and it still feels distinctive thanks to its roots and clever throwbacks, even if Shemp’s is supposed to be beer, not cola.

The Verdict

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Evil Dead: The Game is a fun, varied horror experience with plenty of challenges and depth, even if you choose not to play as any of the 4 Ash variants.  The online service is frustrating at times when it’s busy or overburdened, but if you get in on either side, you’ll be treated to a wild world that smacks of Sam Raimi’s style and atmosphere, even if it leans more on the horror side than the comedy.  But if you play as the Demon, you can turn it into a comedic experience, with antics such as possessing cars used by Survivors in an attempt to escape, leaving them stranded, while you drive the stolen car into a ditch.

It’s truly great teaming up characters like the late Cheryl Williams, Lord Arthur, and Amanda Fisher in ways that otherwise wouldn’t be possible, and it’s a session truly best enjoyed with friends, with promises of more content on the horizon.  For the base retail cost, that’s half of what a typical game goes for these days, Evil Dead: The Game is plenty of bang for your buck, so shop smart.  And for players everywhere looking for a fun survival horror title, this one’s pretty groovy.

Evil Dead: The Game is available now for PC, PlayStation 4 and 5, Xbox One, and Series X|S.  A Nintendo Switch version has been announced and will release at a later date.  Be sure to check out our guides on the game!

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