Showing posts with label action. Show all posts
Showing posts with label action. Show all posts
Friday, May 24, 2019
Lococycle (Xbox One) Review
Remember Lococycle? Originally announced as an Xbox 360 arcade title, it first debuted on the Xbox One during the launch window. I remember it being pushed by Microsoft for a bit, until it released to less than stellar reviews.
Fast forward a few years, and the game was given away with the Games with Gold program. I finally decided to sit down and play it, mostly because I remember it not being a very long game. Or maybe it would be bad enough that I wouldn't care to play it ever again. One way or another, I was going to knock it off of my list of games to play.
Lococycle stars sentient weapon-slash-motorcycle IRIS. After being given life like Johnny 5, she takes her unwitting mechanic Pablo on a trip to Scottsburg, Indiana. A top level and expensive weapon escaping from a billion-dollar arms dealer? What could possibly go wrong on their route? Obviously, it is a lot. The game and story are over the top, but I sure didn't expect it to begin with, and feature, live-action cut scenes. The acting, locations, situations and voice acting are all really good. In fact, they are likely the high point of the game.
IRIS and Pablo go racing toward their destination, but the game isn't really a racing game. It's pretty much on rails, with you fighting various bad guy troops. You will need to steer clear of attacks and other vehicles. This is much harder than it should be, because the steering sensitivity is way too high. Trying to make a minor correction frequently resulted in me over-steering, hitting something or other in the process.
IRIS is far from defenseless, using her machine guns, grenade launcher, and even martial arts training to fight back. Yes, you read that right. There is plenty of melee combat in the game. While silly, it's my preferred way to fight. She has a normal attack, and a stronger attack where she throws Pablo out like a boomerang. She can also dash to other enemies as she flies through the air attacking them, and even counter many of their assaults. IRIS' health isn't great for many parts of the game, so countering correctly is crucial to survival. Thankfully the game is usually generous about the timing.
As mentioned before, there will be shooting sections. Very few sections will have you use her side-mounted grenade launcher, but there will be plenty of times when you shoot her front-mounted machine guns. These are fairly effective at taking out bad guys, especially when upgraded. It can be very hard to aim at some cars because the road isn't always straight. Trying to aim while winding back and forth is annoying. This is the time the overly sensitive steering would be welcome, but that is toned down a lot while you are actively shooting. It just feels backwards.
To mix things up, there are also some sections and boss fights that take the game in new directions. One may be a third person shooter, another may be a mini-game to fix IRIS before a train hits you. There are also a lot of QTE bits thrown in. These tend to be fairly inoffensive, but I suspect they are there to pad out the gameplay and length. The worst of these sections is the Street Fighter-like boss fight. I would give them a bonus point for the background, but that fight is so bad that I won't. First off, the two characters have actual Street Fighter special moves. Trouble is, there isn't a move list, and I only found two of IRIS'. The opponent has Blanka's Electricity, Dhalsim's stretchy limbs, the psycho crusher, a fireball, and the spinning lariat. IRIS can throw a fireball, but the computer reads the input, and uses the spinning lariat to pass through it. Every. Time. It's not only annoying, it's outright cheap. You'd think they were emulating an SNK boss instead.
The levels were longer than I thought they would be, but they didn't feel too long until towards the end. Even so, it takes less than 10 hours to beat the game. This counts the times you will die in a level, since I found several annoying parts that were a struggle for me to beat. There are not too many of these, provided you are using the points at the end of the stages to level up your attacks. You can't do a lot of grinding, since beating your high score on a level will only award you points past your lower score, since you already earned those. Therefore, the only way past those speed bumps is to get better.
After beating the game, you will have a plethora of extra points. These can then be used to unlock a bevy of concept art, behind the scenes pictures, and videos. There are a lot, but some of them are really interesting. I had no idea it was that James Gunn when I saw the name, as I assumed it was a person with the same name.
Lococycle is fairly short, and offers some interesting experiences. It's sometimes okay, and sometimes annoying, but I'd say it's worth trying a few levels if you got the game for free or cheap.
The Good:
The over the top story and mostly top-notch voice acting are entertaining.
The Bad:
Feels clunky, and some of the fights are annoying.
The SaHD:
So Pablo can detach, and there are times when IRIS isn't moving, but he decides not to escape at those times? The story is enjoyable at times, and dumb at others.
(Lococycle was received free from the Games with Gold program on Xbox)
Monday, December 31, 2018
Overlord: Fellowship of Evil (Xbox One) Review
The first Overlord arrived on the Xbox 360, and combined action with squad management. Using your minions for combat and puzzles was a fresh take on a third person action game. I enjoyed it, but haven't finished it yet. A sequel, Overlord II, was made, and then years later Fellowship of Evil released on the Xbox One and PS4. I'd heard unflattering things about the game, but couldn't resist buying it when it had a deep discount.
Instead of the original's closer camera, FoE goes for an isometric view, more akin to Diablo. Also unlike the original, it's a multi player experience. Thankfully, you don't have to play it with others. Because there are multiple people, you aren't playing as an overlord, but rather a resurrected champion of evil. You have a normal attack, that is fast and weak, a stronger attack that can sometimes be charged, and a special attack. The special attack requires a meter to fill beforehand, but it seems to charge rather quickly. I first chose Malady, the dark magician, and she was pretty cool. Her special attack was a giant laser, but I usually forgot about it since her charged strong attack was so good.
To make the game even more different than its predecessors, you will run across challenges in the various levels. These are pretty much races, where you have to get from one point to another in a set time frame. Little white crystals dot the route, which give you extra time if you pick them up. I say "if" because the hit detection on them is spotty. It might seem harsh, but these sections are dumb. There's no other way to accurately describe it. They aren't useful, they aren't fun, and they don't feel like they belong at all. A few are fairly easy to win, while others are way too twisty to complete on your first try, even with Malady's teleport. At least the only drawback to losing is not getting a random bonus to your loot at the end of the level.
In the better Overlord games, the minions were invaluable. The damage your overlord could output was limited, and minions were expendable. While that made the ultimate evil feel a little weak, it worked for the game type and style. FoE goes to the opposite end. Your chosen champion (remember, they aren't an overlord) far out damages the minions, and is probably a lot less dumb. The minions really seem to like running into traps and dying. If you aren't fighting something, it's easier to just recall them all, rather than lose them to their own stupidity.
In fact, the minions can be worse than not helpful, they can be detrimental. If they touch “the golden”, they turn into enemies. So, they will try to hurt you. If the golden is present, your minions are almost sure to run into it, meaning this is a problem you will encounter. They aren't even good at picking up stuff for you when the loot drops. If you didn't need the minions to solve puzzles or hurt bosses, you could easily play the whole game without them. That's not good.
Neither is the game's performance. Every minute or so, everything pauses for a second. It reminds me of the similar fault in Deadpool, but I don't know if the fix is the same, or even possible. Usually that isn't too bad, but it will queue up any button presses during that time. I ended up summoning extra minions because of that. Plus, that time doesn't register button holds. Meaning, I would be trying to summon some minions, the game would lag, and I would summon all of my minions, or use my special attack. Making a menu selection also counts as an attack, since Malady will always shoot her wand after I make one. For some reason, unless I feather tap the A Button, she will attack twice. The other champions don't do this. It's pretty shoddy.
But wait! There's more. It's also very rough and glitchy. I've been stuck in a treasure chest, which required going back to the hub and losing level progress. Using Malady's blink defensive move has shot me through the ceiling, and dropped me through the floor. The first made it impossible to finish races on time, and the second would just kill me. Sometimes minions just die with nothing to kill them. I've taken damage when there isn't anything around to do so. There's even an unobtainable achievement in the Xbox One version. Not fun.
Going through the campaign isn't too hard, or too long, thankfully. Maxing out your minions or champion will require extra grinding. There isn't any multiplayer exclusive content, which is good because there aren't any people playing online. I can't blame them either. Overlord: Fellowship of Evil isn't a good Overlord game, or even a good game period. I got it for cheap, but even that might not be worth it.
The Good:
Can be completed in a few days, some lines are funny the first time.
The Bad:
Very rough, several glitches, and overall not good.
The SaHD:
I feel like this game spoiled the ending of the second, but that might be the least of its transgressions.
(Overlord: Fellowship of Evil was purchased by the reviewer)
Sunday, November 25, 2018
Kamiko (Switch) Review
Kamiko is a downloadable game on the Nintendo Switch's Eshop. At first glance it may look like an isometric action adventure game similar to the Legend of Zelda. However, that isn't very accurate. For one, the emphasis is much more on puzzles than combat, though there is some of that, too.
Combat is pretty simple. Each of the three characters has a unique weapon, which they will use to attack. I like that they do feel different from each other, as I though at least two would be similar. This will effect how you deal with some enemies, since the ranges are different. Enemies tend to die very quickly. This is good, since they can respawn very quickly too.
The puzzles are the main thing keeping you from progressing. They are usually either hitting a switch, or bringing an orb or key to a certain spot in order to open a door. They are not overly complicated, but there is a time or two where I didn't know where to go. While carrying an orb or key, you cannot attack. Also, getting hit will have you drop the item, forcing you to go back to its starting location and grab it again. It can be a bit frustrating. However it is easier to just not kill everything in a room, which will not trigger the enemy respawn. That makes it much easier to navigate around them and not get hit.
Boss fights are mostly combat based, but they do have some tricks to them. Dying just sets you back to the last time it saved. For boss fights, this means you have to do the whole thing over again. It's not that bad, since the boss fights aren't hard. The game tracks how long you have played, but time since the last save doesn't seem to count against you if you die.
Kamiko is a short game. My first run took me just under an hour. Using the second girl, I completed it much quicker, since I had a much better idea what I was doing. It's also a very linear game. The areas do have a few secrets, which reward you with extra health or magic meter. It's not really necessary to find them all, but it gives you something to do in a replay. Even going through with all three girls only sets you back a few hours at best. The game is made for speed running, which is not my thing. Still, it was pretty fun, just very short. I think it's worth trying, but I definitely suggest getting it on sale.
The Good:
A interesting puzzle/action game that is made for speed running. Each character plays different from each other.
The Bad:
Extremely short.
The SaHD:
There's actually another hidden secret, but it's not really worth doing if you miss it.
(Kamiko was purchased by the reviewer)
Saturday, September 22, 2018
Yakuza Kiwami 2 (PS4) Review
Just as Yakuza Kiwami was a fresh remake of the original, the second Yakuza also gets its due. Yakuza Kiwami 2 continues Kiryu's tale, and even uses the same engine as Yakuza 6. It also boasts new mini-games, and some returning or refined ones.
The story continues one year after the previous game, and deals with the fallout of those events. I like this aspect of the Yakuza story. It might not always go the places I think it should, but it always moves forward, and lets time pass in a fairly realistic manner. There are points where it feels like things happen just to make the story longer. Personally, it can be a bit hard for me to keep a lot of the lore straight. Having played 5, then Kiwami, then 6, and now Kiwami 2, there are a lot of story developments that I can't always remember the order of. If I had the time, I'd re-play them in order to better sort out the time line. This isn't necessarily a problem that others will face, but with the re-releases coming between the ending ones, I'm sure there are others in the same boat. Thankfully the start of Kiwami 2 does have a memory sequence near the beginning, so you can hit the major points.
If you have played any of the other Yakuza games, the combat will feel familiar, as it is largely unchanged from the core experience. You attack thugs, build up your heat gauge, which then allows you to unleash really powerful attacks. It does seem like the developers are continuously refining the combat engine, making minor changes along the way. This time, it feels like there are far fewer heat moves. I still get them, but they feel much more situational, and I guess I'm just not in the situation for them. Extreme Heat returns from chronologically later game Yakuza 6, but you have to buy it after a certain point in the game. That's a bit of a pain, but I still like and use the mode. I just wish buying a longer heat bar didn't make it harder to activate Extreme Heat. Weapons are still very useful, but you have to store them after picking them up in order to actually keep them after a fight. It's a bit cumbersome. For better or worse, they give you tons of them in the enemy hideouts, so use them and throw the empty ones away.
While I will miss the plethora of heat moves, my biggest problem in combat is the dodge. Blocking still only works from the front, ensuring I can't and won't use it. So, I have to rely on dodging. Trouble is, by default, it is terrible. It's more of a timing thing, since Kiryu barely moves anywhere when dodging, which seems to go against the concept. Trying to dodge for me usually did nothing. In the skill menu, there is a way to increase the dodge distance. Buying one level had such a minor effect, I checked to make sure I actually bought it. That doesn't make me want to invest more points into it. However, there is also a skill that gives you the ability to string multiple dodges together. This was a much more effective way to dodge, and I could actually use it. Too bad I had to go through half the game before finding and being able to buy it.
Kiwami 2 has a few more chapters than other Yakuza games I've played, but the chapters themselves feel shorter. The only have a few story and battles scenes. I think you are supposed to use the time between to wander around and do the side stories, which is pretty much what I did. Of course there are many side stories, quests, and mini-games to fill your time. Like the other games in the series, expect many hours of beating punks, finding locker keys, and helping out random strangers.
One cool and fun addition is the Majima story line. No longer content to stay in the background (or attack you at random times), the cyclops now has his own mini-story and game mode. It's really fun to use him, as he has a knife and lacks Kiryu's aversion to killing people while totally killing them. Goro Majima just straight up stabs fools, and loves every second of it. He doesn't gain experience sadly, but you can use items to heal. He even has his own heat moves. I like this mode, but unfortunately you are limited in how far you can progress in it until you complete more of Kiryu's story. Since it takes place between Kiwami and Kiwami 2, this doesn't make sense to me. Just let me run wild as the Mad Dog of Shimano when I want to!
Yakuza knows you like your mini-games, and Kiwami 2 brings them to you. The Sega arcade not only packs in Virtua Fighter 2 again, but also adds Virutal On! You can also help run a club, which is a lot more hectic than I would have thought, or play a crane game. Yes, the virtual one is rigged too, but I've won it a few times. The crowing achievement in mini-games has to be Toylets. It's a mini-game that you play while Kiryu is taking a piss.
No, you didn't misread that, and yes, it's true. There are two Toylet games, and they seem kind of simple. Admittedly, I lost the first one I tried, but was unable to try again until I ate and drank to fill my bladder. It's really weird to think about, weird to write about, and weird to play. However, it does feel appropriate to the Yakuza universe. Don't forget that probably every iteration has a sub-story to help some guy in a bathroom stall.
Like me, if you enjoyed the Clan Creator in Yakuza 6, you will be glad to know that it has...sort of returned. Instead of Kiryu's clan, it is the clan for Majima Construction. He truly is everywhere. After the destruction and desertion of Purgatory, Majima moved in and is building his own paradise. Unfortunately, some real estate big wigs know how "money" it will be, and are moving in to steal the plans. Instead of being on the offense, you are defending your equipment from the endless thugs these construction moguls throw at you. No longer will you buy generic units, but instead direct a small group of individuals where to go to either save your equipment, or prevent the enemies from reaching them. So far it's pretty fun, but I do prefer the original. Just as before, the enemies are Japanese professional wrestlers. This time it's some legends instead of the newer guys. It's still an awesome idea to include that kind of thing, and I'm curious who they will get next time.
Yakuza Kiwami 2 is an easy recommendation if you are following the Yakuza tale. It looks great and plays pretty well. Combat is again similar to all the others, but slightly tweaked to ensure it is not the exact same. One day they will get it perfect. Like all the others, there is a focus on the story, but includes a lot of side stuff to distract you.
The Good:
More of Kiryu being a badass, lots of things to do and punks to beat up.
The Bad:
Story drags on at times, combat is again tweaked from previous releases.
The SaHD:
My favorite part in any side story is when some dumb punk talks down to Kiryu. You just smile as he runs his mouth, because you know you are about to whoop his ass.
(Review code for Yakuza Kiwami 2 was provided by the publisher)
Sunday, May 13, 2018
Titan Quest (Xbox One) Review
Nostalgia can be a powerful force, even in small doses. Years ago, I finally got around to playing a Diablo-style game on the PC called Titan Quest. I didn't end up playing very long (part because I don't play games on the PC very much, and part because I wanted to do multiplayer with my wife), but I enjoyed the game and wanted to go back to it. Once the game came to Xbox One and PS4, I was excited to give it a try.
Right off the bat, I was thrown into the character creator. My excitement quickly dropped when I realized just how limited it is. You can set gender and tunic color. Even if most things would be covered by armor, I was hoping for a bit more. Also, the game disappointingly only has single player and online multiplayer. I know this won't effect everybody, but no couch co-op is a negative point for me.
Once in the actual game, my excitement started to make a comeback. You can hold the X button down to auto attack, but it only works when there are enemies around. That makes logical sense, but sometimes you want to try out a weapon's speed, or a new skill in safety. Aiming attacks feels strange. Instead of facing the direction you want to attack, your character will instead lock on to one in range. To change targets, you hold down the attack button and point the left stick towards the new enemy. There are plenty of times I tried to change my direction to change where I would attack, only to have it not work. It's just cumbersome and not intuitive.
From there, the controls don't get any better. The A Button picks up items and interacts with npcs/items/etc. While it normally works fine, you can interact with your summoned creature. It doesn't seem to do anything, but when you inevitably do it while trying to pick up loot, you will just stand there for a second, unable to do anything. It's...just not good. Oh, and the A Button will not pick up loot that has fallen through the map. Sadly, it happened to me over a dozen times. My son watched me play the game for an hour, and saw it at least three separate times. That's also not good.
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| It bugs me that official screenshots usually lack the HUD |
Health and magic potions are well labeled, though. They are set on the bumpers, and are quick and easy to use when you need them. Skills you learn will be set to the d-pad. Yes, you read that right. That's okay for buffs and other similar things, but just awful for attack skills. But at least you get eight slots. You can set a skill for the Y Button, but it doesn't feel responsive. Maybe it's the few skills I tried there, but I had a lot of trouble getting them to activate, even when the target was in range.
The B Button will swap between your two weapon sets. While this does allow you to set something else on the Y Button for the second set, it's not a function I would use with any regularity. How often are you switching weapon sets? Certainly not enough that you would want a face button dedicated to it. It seems like that should be relegated to the d-pad instead of skills. Even if they didn't want to copy something like Diablo 3, they could at least take the skill setting idea from the X-Men Legends games. They did it right, and before Titan Quest originally launched. Instead, they tried to invent a wheel, but ended up with a rectangle.
Okay, so that doesn't sound so great, but there is something good in the game. There are nine different skill trees, many of which look fun to me. Every level gives you three skill points, which can be used to buy or power-up skills, or increase the rank (and stats) of the class itself. The higher the rank, the more skills you can learn. It took me a minute to figure out how it worked, but I actually really like the skill trees. I at first settled on an earth mage, and it was pretty fun. A few of the skill made me think it would work really well with a melee fighter, but it was a mage set. However, at level eight, you can choose a second class. It's entirely optional, which is pretty cool too. You don't gain any extra skill points, so there is a drawback to doing so. However, there are several skills that work fine for a class, but much better when paired with another. It's a great class and skill system that I am eager to play around with.
As for the game's story and quests, they are fairly limited and linear. There are less quests than I expected. Also, they are basic "go here and kill these things" types. Turns out, that's fine by me, as the system for tracking quests and showing information on them is very, very basic. Actually, it's probably less than basic. It basically says what you have to do, but not exactly were to go, or have any kind of counters. Side quest destinations are not far from where you get them, so it's not an issue. The maps look really nice, but there is no variance in them. The predictability makes it easier to complete quests, but having some variance in them other than chest contents would be very nice when going through with other characters. I want to try out multiple classes, but it's a bit of a downer that all the areas will be the same.
Many years ago, Titan Quest was a great game. Since that time, the genre has evolved. Playing the game on a current console really drives home how archaic it is. It might not be fair to compare it to Diablo 3, but that game showed us how great this style of game can be (and play) on a console. Titan Quest, while somewhat fun, just can't compare to that, or other similar games on the same consoles. Instead of just a face lift, this 11+ year old game really needed a full-on remaster to bring it up to current genre standards.
The Good:
Multiple job class combinations to play around with.
The Bad:
Feels dated, controls are awkward.
The SaHD:
I'm really hoping it gets a couch co-op patch, but I may have to settle for getting a second Xbox One to play some co-op with the missus.
(Review code for Titan Quest was received from the publisher)
Tuesday, April 17, 2018
Masters of Anima (Nintendo Switch) Review
Masters of Anima is a third-person action adventure game where you control a small army of creatures to fight and solve puzzles. Your character, Otto, is a newly minted Shaper when he is thrust into a battle to save his fiance. Along the way, there will be puzzles to solve, collectibles to find, battles to fight, and new guardians to summon.
Otto can attack enemies on his own, and can even learn a few special moves. Since the game is focused around the guardians, you won't be the primary means to damage enemies, but every little bit helps. Otto also needs anima (energy shown in the lower right of the screen) to summon. The controls to do the summoning and directing work well, but I still mix up the buttons at times. While the level length makes sense for pick up and play, it's much better to play for longer periods. When I did so, I didn't mess up the controls as often.
Half the time, guardians are used to solve quick puzzles and help you move forward. They can push things in the way, hit corruption crystals, and activate various mechanisms. For the most part it works fine, but sometimes the timing on these puzzles is too strict. One type involves creating a purified area that Otto can take with him. It will shrink as it wears off, which isn't a problem for Otto, but can be for his guardians. If you don't run exactly to where you need to go, it will wear off as you near the destination, probably killing a chunk of your minions and wasting anima energy. Later there are barriers that the commanders can lift to protect you from the wind. Again, the timing has to be near exact, otherwise you are losing another chunk of your minions. You might still lose them if you do it correctly, since they will likely stick out further than the walls. If the timing was less strict, the puzzles would be fine.
Using the guardians in combat is a bit trickier. The game teaches you effective ways to use each type of guardian, but in reality it isn't so easy. The soldiers get in the enemy's face, but are easily hit and will eventually get wiped out while you are trying to set other groups up. Archers can hide in the grass, but are still quickly targeted by enemy golems. They deal very good damage though. Basically, you need some of the (supposedly) sturdier guardians in front of the enemies, while the others stay back and do their thing. Trouble is, the enemies can easily target them, and will. So to save them, you move the distance ones away. This actually works when you fight one enemy, but three or more means you just can't pay attention to everything.
It's a bit of a downer, too. The combat would work fine if ranged guardians were targeted much less frequently, or if the melee ones kept enemy focus while they hit it. There's only so much room on the screen, you can't see everything, and will end up losing a lot of guardians while trying to set things up, or fix them. Instead of setting up guardians to do what they do best, you end up having to move them around a lot. I found it's better to stick with the basics and only use the more specialized ones for puzzles. Combat just feels too frantic for what the game gives you. I'd prefer more planning and less scrambling.
One of the harder fights was versus four enemies at the same time. Given how hard it is to keep track of everything, it wasn't long before I was down to my last few archers, and no energy to summon anything else. I found that using my character as a distraction while the archers destroyed the golem was effective at picking them off one by one. It wasn't fast, though. After a bit, lightning bolts started to hit the ground, but I was able to dodge them. Then, as if incensed, the game covered the ground with them. Left with no way to dodge them, I just died. So, this childish display teaches you that the game REALLY wants you to use the guardians. It would be nicer if you could employ effective strategies that aren't "just keep throwing guardians at them".
While going through all the missions will set you back several hours, there is some replay value. Mostly you will want to replay missions to grab the collectibles you missed and get extra experience. I know that not everybody would want to grab all the extra stuff, but most of them help increase your health or anima energy storage. The extra experience also helps with the harder fights because you can have extra skills. Several of the skills are very useful, too. It's also easier to get a higher grade on the fights when you replay levels. Though I'm still not fond of being graded after every encounter.
Overall, Masters of Anima can be a pretty fun game. Ideally, if combat were tweaked a bit, making it less hectic, and puzzle timing less strict, it would be a really fun and easy to recommend game. As it stands, if you liked games like Overlord, I'd recommend at least trying Masters of Anima.
The Good:
Bite sized levels are good for portable mode, and there are good reasons to replay them.
The Bad:
Fights against more than two enemies are a bit much to easily handle.
The SaHD:
Playing this reminds me that I need to go back and finish Overlord...and start the sequel.
(Review code for Masters of Anima was received from the publisher)
Wednesday, April 4, 2018
Mulaka (PS4) Review
Mulaka is a third-person action adventure game based on the actual mythology of the Tarahumara people in Mexico. It does cover a few terms, basics, and deities during the course of the game and on the loading screens. As a person who really likes mythology, I was happy about that. It's also a good premise for a game.
We will start by looking at the action portion of the game. Your main character has a spear to attack with, and the range is pretty decent. The only issue I have with it is how hard it can be to hit the small scorpion enemies. To compound this issue, they are the first enemy you encounter in the game, which doesn't really give a great impression. Most enemies are not too hard or annoying to fight, despite their generous attack ranges, but can become a hassle when you have to fight them with other enemies. It can be hard to dodge while trying to attack vulnerable enemies. Like the dodge roll, it doesn't always work. The worst fight I've had was with the frog boss. It involved a lot of fighting little enemies while watching the big enemy, dodging its attacks, and trying to actually be in a position to make it vulnerable to damage. Yes, there was a fair amount of swearing at that part.
Besides your melee attack, the spear is able to be thrown. This works better in theory than in practice. Aiming doesn't feel quite right to me. The game wants you to be very exact, which isn't easy to do quickly. To make matters worse, the camera angle has your character cover up a large portion of the screen, usually where you need to aim. Throwing the spear to hit switches was okay, since you aren't rushed, but in combat was another matter entirely. I found it easier to just jump and hit the flying mantises, rather than trying to hit them with the thrown spear.
Now we will move on to the adventure portion. While combat has its ups and downs, the platforming and adventuring is well done. I rarely had a problem landing on platforms while jumping around, and the camera is usually well-behaved. As you go through the game, your character will get animal transformation powers that mostly serve as ways to move around. The bird allows you to glide forward much longer distances than your jump can cover. It can also give you a little extra height on a jump, which you will need to use a lot. The bear can smash certain rocks, the jaguar can leap up special plants to get to higher ground, and the snake can swim across the water.
It takes magic to do these things, so you can't do them for as long as you want. What I really appreciate is how they can be used in conjunction. There are several times where you use the jaguar to run up a rock, and then must transform into the bird and glide to another platform, or vice-versa. The snake can freeze bunches of vines, which the bear can then smash. It's a cool design element, but I do have one minor gripe. The jaguar leaps up pretty fast, and if you have to use the bird right after, you won't always know, or have time to react. You just have to start the sequence again, but it seems like something that could be slightly altered to make it play better. Otherwise, I really like the transformations, and how they can work together.
One last feature of the game are the four potions the main character can use. At certain points, you will learn about a new plant that must be harvested to use these potions. They are assigned to the d-pad, and have various functions. The healing one is self-explanatory. There is an explosive one that can break down cracked walls. Rage makes you stronger for a time, and is obviously best used in combat. Last is the shield, which will make you immune to damage for a short time, as shown by the shrinking bubble on your character.
It's fine to use them when you need them, since there are several places to grab all the ingredients you need. You can even jump back to the second area and grab a lot of the aloe needed for the healing potions if and when you use them. My only complaint with using them is the character must dance when doing so. I'd be fine with that if the action stopped so he could do that, but it keeps going. So, like Monster Hunter, you have to be completely safe when using it so you won't get hit. This is especially bad for the shield potion, since if you get hit while starting, you will lose the potion and not get its effect. Sarcastic excitement!
Mulaka might not be the most polished action adventure game, as I did hit a few bugs, but it can be really fun. It's not the longest game, with each area only taking an hour or so, but it has a lot of unique charm. Learning a bit about another culture's mythology is always a cool thing, and I really liked how the animal transformations were used to explore the environment. It's worth checking out if you like third-person action adventure games.
The Good:
Fairly solid game. Has some basic info on Tamahumara mythology, and the animal transformation aspect is well done.
The Bad:
Some enemies are a pain to fight, especially that frog boss. Ugh.
The SaHD:
It was fun to learn about the Zelda reference trophy by accident. I totally tried to break the first pot I found.
(Review code for Mulaka was received from the publisher)
Monday, March 26, 2018
Yakuza 6: The Song of Life (PS4) Review
I first dove into the Yakuza franchise at the fifth game. It quickly proved that it was far from what I assumed it to be, and that it was very good. The brutal combat and engrossing story won me over as a fan. Now, it is time to look at Yakuza 6.
If you haven't seen the story trailer that Sega released, basically Kiryu goes to jail following the events of Yakuza 5. Released three years later, he returns to his orphanage, only to find Haruka missing. While trying to find her, he discovers she was in a car accident while protecting a baby boy named Haruto. Seeking answers, Kiryu, with Haruto in his arms, heads to Hiroshima.
I mostly enjoyed the story, as there were many good parts. One that I'll highlight is Nagumo. When the game starts out, he is very annoying. After a bit, you are presented with a development that makes him actually likeable. The change doesn't feel forced, either. The situations and dialogue are written in a way that genuinely makes him a better character. That's rare nowadays, and other writers should take note on how it was done.
On the flip side, there's also some parts that felt drawn out. Like the movie trope of "this would be over in 5 minutes if these people would talk to each other", there's a similar sense of that in Yakuza 6. There are several parts where we wouldn't even have this story if people had just talked to each other, or made much smarter decisions. Towards the end of the game, the story also feels a bit drawn out. It's a bit of a mixed bag, but the story is still enjoyable.
The game flows much like the other two entries I've played. The story is broken up into chapters, each with several main quests. You walk around the various places, talk to people, and get into fights. There are side quests and mini-games to distract people like me that wander around and do all of the side stuff. Most are pretty fun or simple. There's of course the Sega arcade, and even a full, 2 player version of Virtua Fighter 5 Final Showdown! However, one mini-game that I didn't like was having to calm baby Haruto. I wasn't really sure which of the three options he wanted, and I think it changed each time you got it right or wrong. So I was stuck guessing what would make the baby stop crying...just like real life. Also, the few times you have to run around the town while holding him limits what activities you can do...just like real life. Ugh, I'm getting flashbacks from a few years ago.
Anyway, one mini-game that I really enjoyed was the Kiryu Clan. It's like a very bare bones version of a real-time strategy game. In the fights, you have a meter that builds up over time, and the points accumulated on it are used to summon your forces to fight the enemy. Normal troops cost a lot less than the leaders, as their stats are lower and they don't have special skills. Instead, they have types, like the fast strikers, or the gunman who attack from a distance. Which of these normal troops you can use, and the point cost of each, is determined by the leaders that you take into battle. It's a really fun diversion from the main game, and I also appreciated the New Japan Pro Wrestling cameos in it, even if I only knew two of them.
For the most part, combat is still really fun. There is one big change with combat that I haven't decided if I like. Before, the Triangle Button was used for a stronger attack, but also was used for Heat moves when your meter was full. While it still is used that way, Heat moves are now contextual, meaning you can only do them when certain criteria are met. There are several different criteria, like grabbing them near a wall, at the end of a combo, or holding an object, but there aren't really any that you can just do. This makes them a lot more uncommon than they used to be. On one hand, I like this, so I can use the stronger attack while saving my Heat for stronger opponents. On the other, combat is much less brutal-looking than before. Sure, the Heat moves still look painful, but it is much harder to get the ones that make you say "Oooooh!" There is also an extreme Heat mode, where you use your Heat orbs to enter a more powerful state for a bit. This I really like, since it makes you feel like more of a badass while it's up. It also makes tough fights much more manageable.
Experience has been reworked again, and I really like this system. Fighting, eating, and finishing quests gives experience in one or more of five different types. These points are then used to purchase skills and stat upgrades. There are a lot of them to buy, so unless you are very diligent, you will still have some left to purchase at the end of the game. I really like this system, since even little bits of stat experience can be helpful. My only gripe is that you need the green technique experience for just about everything, but it isn't the most plentiful. A little more balance would make it near perfect.
While there are some hits and misses in the latest Yakuza, it is a game that I enjoyed playing, and should definitely be played by fans of the franchise. It's a fun game in its own right, so new players can jump in here if they want to. Still, I'd recommend starting with Yakuza 0 or Kiwami to get more out of Yakuza 6: The Song of Life.
The Good:
Nicely reworked experience system, combat is still fun.
The Bad:
Combat lost a bit of its "oomph" factor, and the story can feel drawn out at parts.
The SaHD:
The physics engine does try to help with the less brutal combat. One of my highlights is throwing a guy that hit the side of a moving car.
(Review code for Yakuza 6 was received from the publisher)
Thursday, March 1, 2018
ReCore ReVisit ReView (Xbox One)
What a difference an update makes. In very late 2016, I reviewed ReCore, and found it fun but ultimately unfinished and unpolished. The game has finally had its big update, which adds the missing content and then some. It also gains a Definitive Edition to its title.
New to this update is an entire zone (Starving Sea), the infamous tank core frame, three shot types, some dungeons, and changes to the Shifting Sands area. The new area has some of the new dungeons, and you will need the new frame to race around the area for the keys. It's also perpetually dark, which they explain in the glossary. That doesn't make it easier to see, though. The level cap has increased to level 40, and the enemies in the new area and its dungeons skew toward the higher end of that. It's a real pain to get through since I had previously completed the game and extra stuff when the level cap was 30. I did gain two levels when I loaded my save, but it wasn't enough. To top it off, I encountered some bugs while trying out this new content.
The new tank (T8-NK) frame is a mixed bag. Its mobility and utility use are good, but otherwise it's unremarkable. It didn't feel that useful in combat. The little face is cute, though. Joule's new shots are notably less of a mixed bag. In fact, I didn't like them. They just aren't fun to use, nor more useful than the normal charge shot. Outside of the few times you are required to use them, I had no need to, nor did I want to. It's also not good to just cram them all together in such a small span, since you do a vast majority of the game without them. I'd just as easily not use them at all, as they feel superfluous.
Shifting Sands now lives up to its name, as storms can appear and change the zone. After a storm, new areas appear, leaving previous ones inaccessible for a time. It's a cool idea, but is unfortunately bogged down by a bad timer. It's not very long, which is good when you want to go to a certain dungeon, but bad when you just want to explore the newly opened areas and grab some collectibles. If I was starting the game over from the beginning, this change would have been more apparent. Until I finished the new stuff, I had no idea that the storms are what let you access the other new dungeons. They are level-appropriate for the area, so I should have done them before the other new content. The new traversal dungeons can be pretty frustrating, and sadly the timer glitch has been fixed. I knew it would be, but it is still sad to see it go.
One last change was reducing the number of prismatic cores needed to get through the final area. Now it only takes 30, where that only got you into the lowest level before. This change doesn't affect me, since I already had 80 of them, but it is nice for newer players. They also seem to give out more of them. The new dungeons have more orbs as the easier prizes, and some new ones are just lying around in the openings of old ones. I'm not sure why they bothered to add more, and make them so easy to get, since you barely need them anymore. Just doing content you came across in the original got me over 30, the rest just feel useless.
While the price was right for the "definitive" upgrade, most of the rest doesn't seem worth it. The game feels more finished, content-wise, but that's about it. A few additions were nice, but most just didn't feel balanced or needed, and the game still needs polish. I feel it all could have been done better. Overall, the Definitive Edition soured me on the game. If you really want to play all that ReCore has to offer, or get a few (as of now) rare achievements, then by all means dive back in. If not, there's really nothing added that would make me recommend coming back.
The Good:
Well, the update is free, and finishes the game.
The Bad:
Sadly, the update doesn't add any polish. The game somehow now needs even more than it previously did.
The SaHD:
One of the new story dungeons froze on me. When attempting it again, I beat the boss but died immediately afterwards because of his annoying minion. The minion would then not stop spawning so I could actually finish the dungeon and get my prizes. However, I got story completion for the dungeon, and was able to move on. It also didn't pop the achievement, so in theory I completed the story after this mandatory dungeon without completing it. Sigh.
(ReCore was previously purchased by reviewer)
Friday, February 9, 2018
Iconoclasts (PS4) Review
Iconoclasts is an action/adventure game in the vein of Metroid. Robin, a mechanic, just wants to fix things and make life better for people. As the game progresses, she gets caught up in a giant battle between classes and ideologies. However, much like the triangle motif prominently displayed in the game, the first half is a climb toward greatness, while the second half is a slide to rock bottom.
First off, though, the game looks great. It's very colorful, enemy designs are solid, and the animations are awesome. Some of the music is pretty good, too.
Exploring starts off fairly basic, but you learn a few new tricks along the way, and gain new abilities to make it much more intense. Sadly there is no double jump, but Robin can use her charge shot to get a little more height on a jump. This is a useful maneuver that is easily forgotten. Robin's trusty wrench (spanner for those of you across the pond) will also be used many times throughout the game to open doors, hang from things, bop enemies on the head, and swing across gaps. It took me a bit to get the timing/range for this, but after an hour or so I was traversing with it like a pro.
You will also be fighting enemies as you make your way around the world. Robin's gun gets a few different shots, each of which can be charged, and are used for exploration as well as combat. The basic shot also has one of the best functions I've seen in a game like this. The shots will automatically angle at opponents that are close, but not in, one of the four cardinal directions. This is super useful, and a great addition to the genre.
Further in the game, there are plenty of enemies that have to be taken out in specific ways. For instance, maybe only a certain shot will work, or having to stomp on them first. While it does add complexity, it gets annoying more than it is inventive. Using the wrench to reflect back the occasional shot can be fun, but having to use it to parry a boss' sword attack is not. Things like this make some boss and enemy fights too gimmicky, which readers may remember is one of my gaming dislikes. The difficult parts are often annoying, not "challenging".
This is also true of the puzzles the game throws at you. Some are easy to figure out, as they are simple, or look more complex than they end up being. Some are able to be worked through, as a little trial and error will have most people figure them out. The rest just had me stumped for minutes at a time. There are unfortunately boss fights that are like that, too. The game gives you a bit of information, but has no help if you are stuck. I know that some old school gamers love that kind of thing, but I'm against too much or too little instruction. If it isn't built in a way that someone can figure it out quickly enough, then it needs to be more clear.
All of the game's main power-ups are story-based, but there are treasures to find. These all contain materials that are used for the game's crafting. I'll admit that I have no idea how to get some of the treasures. Robin can craft several different bonus skills that do things like allow an extra hit, or make the wrench attack stronger. Up to three can be equipped at a time, and there are multiples for stacking purposes. These bonus effects will quickly disappear when you take damage, but can be repaired as you destroy enemies and small statues. It's a fairly nice skill system overall, even if they are overly fragile.
The story of Iconoclasts is actually pretty good. It's a tale of oppressive religions and how cultures clash, which may lead to everyone's demise. This story is much more of a focal point than I thought it would be. However, it feels a little sporadic at times. It's a lot heavier and gorier than I would have suspected, and at times a little too realistic. Most of the characters are huge jerks that just don't learn their lesson or change their ways, much in the way many people refuse to improve themselves. I'll give the game bonus points for letting you control other characters at a few points in the game, even if it forces you to re-learn a few basics.
Going through the game without much backtracking (or getting stuck) takes about 10 hours. It will be a few more than that if you track down every treasure chest. As strange as this is to say, I think the game could have been a bit shorter. There are several times, especially near the end, where the game just throws out-of-place things at you to pad its length. It's not The Return of the King's many endings, but more like moving the goal posts. The first half of the game wasn't that hard, as you had time to learn boss patterns. The second half got devilishly difficult, filled with inescapable damage, multiple hard enemies at the same time, and gimmicky boss fights. Again, it was more annoying than hard.
I'm torn on Iconoclasts. On one hand, the game looks awesome, and I really liked the game for awhile. On the other, it got very annoying and the fun just disappeared. It has some really good ideas, but also flounders on others. If you are one of those people that still has fun while getting smacked around trying to figure out what to do, then you should play Iconoclasts. While the game is impressive for its eight year development, I think it needs a few more tweaks to be as great as it could be.
The Good:
The art and animations of the game are wonderful, and the first half of the game is really fun.
The Bad:
The second half is loaded with annoying "difficulty", and stretched out a bit too much.
The SaHD:
Each culture having its own save statues was a nice touch.
(Review code for Iconoclasts was received from the publisher)
Thursday, January 25, 2018
Blaster Master Zero (NS) Review
Blaster Master, one of the classic games on the NES. I remember it for its two distinct styles, having both side-scrolling and isometric views, plus the old pause trick. I'm sure more people remember that from Mega Man 2, though. Anyway, I remember not being very good at the game, and seeing people go through the game years later, it could easily benefit from a remake. Inti creates brings us that remake, with some very good additions.
After one of the nice new story scenes, the game starts in a side-scrolling section, where Jason is piloting the Sophia vehicle. You can roll around, jump, and shoot in 5 directions. The R Button helps lock you in to shooting diagonal or upward while moving side to side, and is a very helpful function to get down. As you go through the maps, there are several upgrades you get, giving you different charge shots, sub-weapons, and even letting you climb on walls. The Switch's d-pad buttons make controlling the action feel good. My only real complaint with movement is that the car has some momentum to it. This can make it hard to precisely jump and land on platforms, which you do need to do at times. I did eventually get used to it, but it's not something I like in games.
Jason can and has to jump out of the vehicle at various times to progress. While doing so, you can enter one of several dungeon areas, where the game switches to an old-school Zelda-like isometric view. I prefer the analog stick for these sections, since it was easier to hit the diagonals with them. The R Button is used to strafe, and it might even be more useful here than the side-scrolling sections. Jason's blaster can also power-up by collecting the right item, but powers down when taking damage. It's a very old-school concept that I'm not too fond of. However, once I figured out that I could change shots, and how to do so, I saw the ridiculous power it holds. The final shot is amazing. The ones leading up to it are less so, but one or two of them have solid uses. Many of the dungeon segments (and boss fights) were a lot easier with the final blaster shot, as long as I could hold on to it.
I got the normal ending and credits at just under 6 hours. I then went back, grabbed the two or three things I missed, and got the true ending 3 hours later. It would have been shorter, but I really don't like that last area. After getting the true ending, you unlock two more modes. Shortly after release, there were additional DLC characters that were free, but now are paid extras. As free additions, they can be fun to mess around with. Personally, I didn't feel like playing the whole game over after completion, but will likely use the DLC characters after some time has passed.
The difficulty of the game felt right. There were parts and boss fights that were hard, but they didn't feel too hard. The game does get noticeably easier once you have (and use) the highest level of Jason's blaster. It's a nice reward for going (mostly) unscathed. It was really easy to get hit, both in and out of Sophia, and I'd personally like a tad more invincibility time after taking damage. It was a little too short for my tastes.
Overall, Blaster Master Zero is superior to the original. Adding save points was a huge plus, and giving directions in some of the more questionable decisions (after area 3, go all the way back to the beginning for area 4...what?) makes a huge difference. I always wanted to like the original more than I did, and Blaster Master Zero proved that there was a good game hiding inside. It also proved that remaking the right game in the right way can make it a fun experience.
The Good:
Great update/remake of the original.
The Bad:
Sophia momentum took getting used to, easy to get hit at times. Oh, and slippery ice areas are never fun.
The SaHD:
Having to have your transponder on for the final area is a strange requirement.
(Blaster Master Zero was purchased from the E-shop on sale)
Wednesday, January 3, 2018
Valkyrie Drive: Bhikkuni (PS Vita) Review
In the vein of Senran Kagura, Valkyrie Drive is about women fighting each other and possibly ripping each other's clothes. Unlike its sister series, the girls team up in pairs, where one becomes the weapon of the other, which can power up several levels.
Combat is hack and slash, but not as deep as I would like or am accustomed to. The square button is your basic attack, while triangle is a signature attack. You can hit it at very limited points in the normal combo for a few alternate attacks, but there's no reason to. You have to chain back to the square attacks to continue, so why even bother? Hitting triangle by itself also does little, since you have to hold it down to charge the attack to actually use it. Again, not really worth it (except for maybe Mana).
You can launch an opponent back (by holding circle) or up (by pressing circle), and chase them for an air combo. Trouble is, the air combos aren't good. You only get three normal hits before dropping a bit. Yes, you can keep chaining those three as long as you are in the air, but you drop so much that it is rarely worth it. Triangle in the air does a ground pound, which is kind of useful, as it will drag a person to the ground.
There are decent mobility options, since you can dash toward a target by holding the X button until your feet glow. This is a cool move, and useful, but I don't like it being a charge. I had trouble getting the timing down, and frequently messed it up. Just a press versus a charge would have been better. You can also launch people multiple times, and do the dash to chase instead of a normal one. I feel like they spent too much time putting this fairly useless stuff in the game instead of making combat better. Yes, you get a tiny damage boost for doing this stuff, but it's not worth it on normal enemies, and you can't do half the stuff on the opponents that matter.
As you fight, you gain Syncro Gauge levels, which you can use to activate Drive and Drive Break. As the girls gain Extar (weapon) levels, they can go up to four Drives, which further increases damage and gives access to Drive Breaks. I like the multiple levels you can drive into, but I don't like that you don't get a super move for the first Drive. This makes it kind of useless. If you remember Senran Kagura, finishing a stripped opponent with a super rips off the remaining clothes, and leaves them in a humiliating pose. If you hit a stripped opponent in Drive with a super, it strips both opponents. Double your fun?
The game follows a basic structure of doing all of the levels in a chapter to unlock the next. As you get toward the end of the story, the plot might not go as you expect it would. Afterwards, you unlock an alternate story that requires you to beat specific stages with the max rank. It's a bit of a pain, but your increased levels from the end of the game should help.
At various points in the story, you will have to fight bosses. These are large beasts that look pretty cool. Unfortunately, these fights are not fun. Whereas most normal fights are on the ground, the boss fights are entirely in mid-air. This makes most super moves completely worthless, as they won't hit. The bosses move around a lot, and hit you really easily. It's annoying to have to constantly dash and hit them a few times before sinking down too low. While the designs of the bosses are cool, the design of the fights themselves are anything but.
As if replaying some chapters to unlock another ending wasn't enough, there are also different collectibles found in the different stages. What's available is clearly shown on the stage select, but it can be difficult to find them all on your first run. The first type are the three sections of a lingerie slate that gives you a special set if you get all three in the level. Thankfully any you find will count toward the completion, so you don't have to find all three in one run. Second is the little grope machine that, um, makes sure the girl's rack is a high enough rank, letting them into a small room and another special set of lingerie. Some stages also have special challenges to complete, and they can get pretty hard. It kind of reminds me of the ones in Bayonetta.
Besides the Story mode, there is an unlockable Challenge mode and Survival mode. Survival is...ok, but some of the later difficulties of it get ridiculous. The challenge mode basically wants you to repeatedly do some of the finer functions of the game. Basically a lot of the stuff that uses circle and the dash move, and other things that boost your attack strength. I wasn't really looking to master the pretty superfluous systems for the meager increase in attack power, and having them all named "phantom" something didn't make me better at remembering which was which. I did a few of the challenges, but I'd only recommend the headache if you want the platinum. For better or worse, the trophy pictures make a long, connected image, which is always something I think is cool. It's almost exactly like the Lost Dimension list.
Like Senran Kagura, there is a shop that has probably way too much to buy in it, and a lingerie gashapon machine. At first I liked the new machine, since if you hit the button at the right time, you got a better chance to get something new. Unfortunately, it only increases the chance by about 50%, which is next to nothing when down at the bottom. The percent still falls disproportionately with the number you have unlocked, meaning when you have 20% of them left, putting max money in the machine only gives you about a 30% chance to get a new pair. Spending that much (the max amount) should always guarantee me a new pair, since it would require way too much time to grind stages for that cash. As before, it's better to just sit there and spend the least amount for more chances.
It took me 27 hours or so to beat the first 20 stages, which then tells you about the alternate path and lets you try for that. I completed all but one stage on the normal difficulty, and only had to heal on the second to last stage. The final boss was the only part I couldn't do on normal, mostly because it's just a poorly designed fight for the last of the poorly designed bosses. It would take another few hours to unlock the alternate stages and go through them.
I had some high hopes for Valkyrie Drive when I first heard about the premise. Unfortunately, the lack of satisfying combat, too many useless mechanics, and terrible boss fights drag the game down. If you are a fan of action games, there are better to be played on the Vita.
The Good:
Interesting idea, the graphics are nice, and the playtime to cost ratio is good.
The Bad:
The boss fights and the combat.
The SaHD:
Cross this game with Drive Girls to make Valkyrie Drive Girls. Would it be twice as terrible, or would they cancel each other out and make a good game? The world may never know.
(Code for Valkyrie Drive was won through a contest)
Friday, December 15, 2017
LEGO Star Wars: The Force Awakens (Xbox One) Review
LEGO Star Wars: The Force Awakens was not an entirely unexpected release (they have done the other movies before), but one that's different from the normal release. Instead of following multiple movies, it follows one. Because there isn't quite enough content from just that one film, there are added levels to help flesh out characters or plot points. At least it follows the story better than the Disney Infinity set for the same movie.
Like the other Traveler's Tales LEGO games, this is a third person action adventure game. You go through each level, fight some bad guys, solve some light puzzles, and get to the end. The levels in The Force Awakens are pretty good at following the movies. They also intersperse the vehicle sections into the normal levels. The LEGO games I played usually had those as their own separate level. There are lots of collectibles in each level, and goals to complete to unlock things. You can't do everything the first time through the level. Once you unlock more abilities, you can revisit the levels and get the things you couldn't before. While this is par for the course, you now have to finish the story mode before you can do free play for a level. While it's a good idea to do that anyway, it seems like an odd restriction.
I haven't really played many LEGO games since the first LEGO Batman, so some of these changes might not be new. Different characters have different abilities, although now most of those have an associated mini-game to them. Grapple pulls require mashing, which makes sense to me. Strength requires...a timing one? You'd think mashing would make more sense there. Protocol droids have to match a series of symbols. Astromech droids have to match wheels. This one actually makes some sense, as it reminds me of Artoo's spinning robot plug. Still, on the whole they feel unnecessary. I don't really like to do them, nor do I want to.
Speaking of unnecessary and not fun, they also added cover-based shooting sections. These mimic third-person cover-based shooters fairly well. You stay in cover by default, and have to hold the left trigger to peek out so you can shoot. They at least warn you when an enemy is targeting you, but it's still a pain to aim and shoot most troops. Sometimes it auto-aims, which helps, but other times it won't, despite someone really close to where the cursor starts. I get what they are going for, but it just doesn't work. Considering the developers don't bother to fix problems with the game, I doubt these will ever get better.
Following only one movie instead of three also comes with another pit fall: length. There's much less story to go through, making the game rather short (to be a stormtrooper). My wife and I were able to get through the entire story in less than 10 hours. There are the extra unlockable levels and other activities to do if you are so inclined. Also, lots of collectibles to find and characters to buy. Sure, a vast majority are in no way necessary, but I guess it adds to the playtime. This release also features the biggest variety of non-characters that nobody really wants to play as, just to give more "content".
Like the other LEGO games, it isn't too hard to go through the levels. If you die, you will just lose some studs (currency) and respawn. The only real challenge is trying to figure out what they want you to do at times, from having to do a new mini-game, to figuring out what you have to do to move forward, to fighting with the flight controls. Most times it didn't keep the inverted control settings for either player.
If you have enjoyed all the other Traveler's Tales' LEGO games, you should enjoy The Force Awakens. My wife and I had enough fun to finish the story. Still, it didn't change my opinions on these games. Instead of fixing the problems, they just add things, most of which are unnecessary. I don't want a mini-game for every ability, and I certainly don't want those shooting sections. The extra levels of things not seen in the movie are a decent though, but also feel unimportant. The fact that the game only covers one movie is another thing that hurts this release. If you want to play it, I would recommend renting it, as you can easily beat it in that time.
The Good:
Some of the silly stuff is actually pretty funny.
The Bad:
Character ability mini-games and the shoot out sections are not necessary nor fun.
The SaHD:
Let's hope the inevitable LEGO The Last Jedi incorporates some of Rogue One to pad out its length.
(LEGO Star Wars: The Force Awakens was rented from Redbox)
Friday, November 3, 2017
The Mummy Demastered (PC) Review
What happens when you mix WayForward's wonderful sprite animation, their metroidvania pedigree, and a blockbuster movie license? Well, you end up with The Mummy Demastered, a 16-bit looking side scrolling action adventure...that needs better mixing.
Off the bat, the game looks really cool. The sprites and animation are top-notch, and what I expect from WayForward. The music ranges from average and forgettable to downright annoying. You control your agent to run and gun through several areas of the map that don't always feel like they should match up. I mean, if you are that close to the headquarters, why would you take a helicopter to the starting area?
Anyway, the map isn't the point of the game. The action is. Too bad it's just not that good. Hit boxes seem off, the damage is too high, and there are too many enemies on most screens. Crows move in medusa head patterns, and are somehow not the most annoying enemy. Screens have lots of little crawling and jumping monsters that can be hard to aim at. Many enemies have cheap placement just off screen so you hit them when you are trying to advance. Most things take too many shots from your default gun, which drags down the fun. To top it off, you can't even damage things that are too close to you, but of course they hit you, even if it doesn't seem like they even touched you.
You will get new weapons to use, but they all have limited ammo. So, you may be like me and save them for bosses. Even so, you will quickly run out of ammo in those fights. Outside of boss battles, there are plenty of ammo drops, but still not enough to replenish what you use just to go anywhere. If you are full of an ammo type, it will still be dropped. Why not replace that with health? Health pick-ups don't drop near frequently enough, considering how much damage enemies can do. Plus, there are no rooms that restore your health to full, meaning you have to grind to restore it. Not a good design decision.
Boss fights aren't much better. The first was fine, but the second was just a horrible experience. Lots of damage, lots of time, and it didn't always stick to its patterns. In fact, they all take way too much time if you just use the default gun. Because of the death mechanic (see rant below), you won't get any spent ammo back if you die. So, you have to either hope you win, take forever, or grind for drops. Not a great choice.
How about the platforming? Well, it's not that great either. It feels a bit stiff. I'm not sure if there is a slight delay in jumping, or maybe the floor properties of the ledge aren't great, but there were plenty of times I tried to jump off a platform only to fall down. I was playing with an Xbox 360 controller, and it didn't feel like it was a peripheral issue, just an issue in the game. There's also plenty of low and inconsiderate ceilings that can get in the way of jumps. I will admit the ceiling grab you get is really cool, even if the environment designs quickly limit how much you can use it. It's like Mark of Kri all over again.
Now we can move on to the unique mechanic in the game that I alluded to earlier: the death mechanic. If/when you die, your agent revives as a zombie. At first I thought it was a cute animation, but nope, it's an actual enemy you fight. Oh, and did I mention that it has your stuff? Well, it does. So, now you have to kill it. With the default weapon. And the default health.
You read that right, you have no upgrades whatsoever, because this is a new agent. So you have to fight an enemy that has the weapons you did, but with the default stuff. Ugh. Oh, and you will only get back the ammo you lost. Did you have 5 shots left in that machine gun? That's what you recover. Never mind that the zombie agent shot at you with that same gun 50 times, or threw 10 grenades, since you clearly didn't have that. Somehow, he did.
It's a nice idea. It fits with the game theme. It's also not fun at all, and in fact sucks out any fun you were having. You just end up in a worse position than when you died. Thankfully if you die on a boss, the undead agent won't be with the boss, but the room before. Since it automatically saves when you die, you have to get creative to avoid it. Once I reached a new save point, I would quit out and copy that file to an empty slot. If I died, I would copy it back and continue on, so I could avoid the annoyance. That's not an effective way to play a game, but made it less stressful.
Like other metroidvanias, there are secret rooms and items to collect. The teleport rooms are nice, as it's just a chopper that you ride to other drop zones. The elevators to other areas are rappelling stations. Another nice fit. I'm also a fan of opening up some blocked rooms with grenades and their upgrades. All three of these things are very appropriate to the setting, and are pulled off well. Past that, we also get collectibles. Not upgrades, actual little trinkets you pick up that don't really do anything. I guess they ran out of useful stuff for players to find. While I'm not opposed to collectibles in games, these don't feel like there was any care put into them. The medallions are seemingly placed at random, and rarely hidden.
I'm not sure I have to reiterate my overall feelings on the game, since it should be pretty obvious. The Mummy Demastered is far from WayForward's best work, and also not a very fun game. It has promise, but fails to deliver in just about every way. I wouldn't recommend it to metroidvania action/adventure fans. Maybe if you really liked the latest movie, but even though I doubt it. Well, at least it doesn't have a melee counter that you constantly need!
The Good:
Graphics and animation are good. Some elements seem very appropriate to the setting and license.
The Bad:
Too many enemies; too much damage; hit, ledge, and jumping detection feel off; the death mechanic, and really just a lot of things, big and small.
The SaHD:
I shudder to think what the game would play like if it came out when the movie did.
(Review code for The Mummy Demastered was provided by the publisher)
Tuesday, October 24, 2017
Hidden Dragon Legend (PS4) Review
Prior to release...ok, prior to getting a review code for it, I had not heard of Hidden Dragon Legend. It's an action adventure game featuring intense sword fights in a fictional world grounded in ancient Chinese culture. What could go possibly go wrong?
The story starts off really slow. Literally. You have to drag yourself through a room just to get started. It feels like it takes forever to get to the part where the story is actually starting, which isn't really the best way to get people interested in what's going on. Then it starts jumping forward through the passage of time, as if to make up for the beginning. It's just really odd pacing that didn't mesh with me. It also lays on the mysterious stuff really early on, dropping tons of characters and dialog that doesn't make sense until much later in the game. Speaking of dialog, it's not that great either. I'd have to say it's more comically bad than ear bleeding, though.
As you make your way through the various stages, you will have to fight many enemies. Your sword has a normal and strong attack that are used for various combos. You can also jump, which may help you hit the airborne enemies. There's a dodge that costs stamina, so you can't spam it. At one point in the game, you will also get throwing knives to give you a weak distance attack. Under your health are five circles that fill up as you damage enemies. These allow you to use a few special moves.
Unfortunately, the fighting just isn't that good. The special moves are costly and take way too long to fill up. The weak attacks work on normal sized enemies, but are almost useless on the bigger foes. The jump just doesn't feel right when trying to hit the flying enemies. It's super easy to get hit, even when trying to dodge. Plus, the dodge doesn't seem to have invincible frames, making its usefulness suspect. A block would have been really useful and welcome. Enemies also jump around, making it a hassle to gather them up and hit them.
And those are the better parts of combat. The bigger enemies frequently have super armor, so they can ignore your attacks and retaliate. They don't seem to follow patterns, so you can't take advantage of openings as much as you should be able to. They can also attack way too fast for how durable and strong they are, leaving you no time to dodge. It's just a huge pain to fight them. It's even worse when they come in multiples, or with other enemies. In fact, fighting anything in groups other than the weakest grunts is a pain.
So the fighting might not have worked out so well, but what about any other aspects? Well, the stages themselves are usually okay. There are hidden and hard-to-notice offshoots that house extra chests. You will gain a few different weapons and abilities as you go through the story, so some of these are not available your first time through the stage. It's pretty easy to go back, too. Just select the stage from the menu and you can replay it. This is also good for getting some extra healing potions.
While you have a double jump (yay!) and a dash that works in the air (double yay!), the platforming isn't the best. There are precise jumps, and the jumping didn't feel that great to me. Sometimes the double jump just didn't want to activate. The grappling claw you get partway through the game functions pretty well, though. I found it easy to aim while using it for platforming. However, in combat, it was just the opposite.
Overall, I don't think Hidden Dragon Legend is that good. The platforming is okay, and the style of the game is nice, but the fights are what drag it down. Evening out the difficulty and adding some polish would help the game a lot. Even doing more with character and skill upgrades would have been a plus. As it stands, you could easily skip it.
The Good:
Decent stage design, the setting and gameplay feel unique.
The Bad:
Fights have uneven enemy difficulty, which kills the fun.
The SaHD:
A super responsive dodge would make a lot of the fighting problems disappear.
(Review code for Hidden Dragon Legend was provided by the publisher)
Monday, October 9, 2017
Mystik Belle (PS4) Review
Mystik Belle is an action-adventure platformer made by Last Dimension and published by Wayforward. After seeing the humorous trailer, I knew I wanted to review it. It doesn't hurt that the graphics look like sweet 16-bit candy.
On its surface, the game is basically a Metroidvania. However, it's also littered with point and click adventure game-like puzzles, and it works really well. You'll find items that you have to use a certain place, usually to get another item to use elsewhere. If you have played something like Grim Fandango, Maniac Mansion, or Disc World, then you get the basic idea. Sure, mashing fetch quest puzzles with exploration does increase the likelihood that I'll get stuck (which I did several times), but both aspects of the game didn't clash with each other the way disparate elements sometimes do.
The only limitation of this that I don't like is the limited inventory space. Belle can only carry so much. Thankfully there are several warp chests around the map, that you can put items into and retrieve at another (at least on the normal difficulty setting). Anything you leave will stay where you left it, which is a nice touch. Even so, you will probably make a few trips to these chests to grab things you need. Also, there is an apple you get at the beginning of the game (the hall pass). If you don't have it, an invincible reaper will creep around and kill you instantly if he catches you. So, you will probably want to carry that with you at all times. If you never leave a screen without it, you'll also get a trophy. What a good student!
The combat portion of the game is pretty solid and enjoyable. It's also not very hard. Belle can jump and shoot. After each boss fight, you get a new spell, which will eventually get you a charge shot and a dash, both of which have combat applications as well as exploration. The charge shot especially is great on boss fights. Even so, boss fights aren't really that hard. In fact, few parts of the game are actually hard. When you come in contact with something, it damages you, but you also damage it. This happens frequently because Belle's sprite is fairly big. You take very little damage, unless you come into prolonged contact with it. Since there is no invincibility time on a hit, it will basically drain your health while you stand in or on it. There are no save rooms or items to heal your health, so you have to rely on drops from enemies. There's just enough of them that it isn't really an issue.
The only really "hard" fight is the final boss of the true ending route. Even then, it's only because it doesn't follow the normal gameplay. I'm not going to ruin what's going on, but you must do something completely different to everything you've done up to that point, and they don't even provide instructions as to what the controls are. That, and you will die in like 4 seconds, leaving you almost no time to figure out what you are supposed to do. I was very frustrated at that part, but I wasn't going to give up while standing on the finish line. I made it through, but it left a bad taste in my mouth.
The platforming aspect didn't quite feel as good as combat. There are a few jumps that are at the limit of Belle's jump, either distance or height. The game feels pretty loose when she's near a ledge, which would sometimes cause me to fall when I was making sure I was far enough that I could actually jump the gap. Sometimes the dash or double jump just didn't want to work. Most times a missed jump is just having to get back up, so it's not the end of the world when it happens. It's just an annoyance.
While the game is fun, it's also short. It took me just under 3 hours to get the "good" ending, and that was done in one sitting. I was only missing four items to get the true ending. Finishing that up took only another 30 minutes, although I did use a list for those last items, since they aren't marked on the map. It turns up I had seen two of them, but forgot they were there when I could actually get them. Doh. The only real replayability is for the achievements and trophies, of which there is a speed run one.
Mystik Belle is a fun action adventure platforming game with some point and click adventure puzzle solving thrown in for good measure. It's a quick game, and not really difficult. The art and animation is wonderful. It's worth playing if you are a fan of Metroidvanias.
The Good:
The gameplay, the art, and enemy design are pretty top notch.
The Bad:
Felt a bit short for the cost, and the true ending boss fight is not fun.
The SaHD:
It took me way too long to get the "Belle? BELLE!" trophy joke, but once I did, it made me laugh.
(Review code for Mystik Belle was provided by the publisher)
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