Impressions Archives – Destructoid https://www.destructoid.com Probably About Video Games Fri, 25 Aug 2023 18:24:17 +0000 en-US hourly 1 https://wordpress.org/?v=6.1.3 211000526 Review: The Expanse: A Telltale Series – Episode 3 https://www.destructoid.com/review-the-expanse-a-telltale-series-episode-3/?utm_source=rss&utm_medium=rss&utm_campaign=review-the-expanse-a-telltale-series-episode-3 https://www.destructoid.com/review-the-expanse-a-telltale-series-episode-3/#respond Fri, 25 Aug 2023 19:00:47 +0000 https://www.destructoid.com/?p=399099 The Expanse: A Telltale Series Episode 3 review

With Episode 3, The Expanse: A Telltale Series reaches the midpoint of its story. After the end of the second episode, we find Drummer and her crew piloting the Artemis toward the coordinates found on a data card in the first episode. Episode 3 begins with the Artemis approaching the location of those coordinates: an old derelict space station.

Interestingly, this is one of the earliest created space stations. It was built shortly after the creation of the Epstein Drive, which allowed interplanetary travel in the solar system. This station existed before the term "Belters," and before the formation of the OPA. This station was home to some of the first humans to leave Earth and settle in space.

[caption id="attachment_399107" align="alignnone" width="640"]The Expanse: A Telltale Series — Episode 3 review Screenshot by Destructoid[/caption]

The Expanse: A Telltale Series – Episode 3 (PC [Reviewed], PS4, PS5, Xbox One, Xbox Series X|S)
Developer: Deck Nine
Publisher: Telltale
Released: August 24, 2023
MSRP: $39.99

A monumental narrative episode that connects with the show

Until this episode, The Expanse: A Telltale Series has kind of been its own standalone experience in The Expanse universe. More specifically, it takes place before the events that unfold in the six-season television series. However, in Episode 3, the overall narrative actually connects with the show and gives us a more detailed look at the events leading up to it.

Honestly, I was curious if Deck Nine would end up doing this, but wasn't too sure if it would. After all, the events of The Expanse: A Telltale Series are canon in The Expanse universe. Part of me felt like it would just be its own separate standalone story that simply takes place using a character we came to love from the show. But let's be real here. If the goal is to make this a truly memorable experience, it would probably have to connect to the show in some way. Now that it does, the story definitely feels more impactful and meaningful. I'm more interested in seeing where we go from here with the final two episodes.

[caption id="attachment_399125" align="alignnone" width="640"]The Expanse Episode 3 gameplay loop Screenshot by Destructoid[/caption]

The gameplay loop continues

I had stated in my impressions of Episode 2 that I was afraid every episode would be exploring ship wreckage. For the first two episodes, that's what we were doing most of the time. Fortunately, we step foot in an actual space station for the majority of this episode, though exploring a structure in zero-G is obviously very similar to exploring what's left of a derelict ship.

While Episode 2 introduced a laser-dodging gameplay mechanic, Episode 3 features a new puzzle. For several spots throughout the space station, you have to direct power via cables to connect a grid of power boxes. It's honestly very simple and not difficult at all; you just trace where which cable goes to the next box and activate it. Once again, The Expanse: A Telltale Series is primarily a narrative-driven experience. However, it is nice to see the developer try to throw in some new gameplay elements with each episode, no matter how simple they may be.

[caption id="attachment_399111" align="alignnone" width="640"]The Expanse Episode 3 choices mattered Screenshot by Destructoid[/caption]

Yep, my choices mattered

In Episode 2, it felt like my choices were starting to matter. But, in Episode 3, it's very clear that my choices do in fact matter. Two big things happened at the end of the episode that made me curious—did I affect this outcome? In standard Telltale fashion, at the end of each episode, you get to see how your choices compare statistically to the choices of other players. While it appears one of the big things that happened does in fact happen no matter what, it appears as though the other big thing can be prevented. Sorry for the lack of detail here, I don't want to spoil anything.

However, it gets even more interesting. Out of pure curiosity, I speed-ran through Episode 3 again, specifically trying to change the outcome. Don't worry, I still planned to use my original playthrough going into Episode 4. With these types of titles, I find it most interesting to live with your choices. But I was surprised to find out that despite changing things, I still had the same outcome. I could be wrong, but I think it was actually a choice I made at the end of Episode 2 that had an effect on the outcome in Episode 3, which is great.

[caption id="attachment_399128" align="alignnone" width="640"]The Expanse: A Telltale Series is solid so far Screenshot by Destructoid[/caption]

A solid experience so far

As we head into the final two episodes, I'm overall feeling pretty happy with The Expanse: A Telltale Series so far. My only issue with it so far may be the length in comparison to the price point. The Wolf Among Us was $14.99 for five episodes that totaled close to 10 hours. So far, through three of the five episodes of The Expanse: A Telltale Series, I'm at a little less than four hours. And the price is $39.99, over double the price compared to The Wolf Among Us.

Not taking the length and price into consideration, this has been a fun trek through the universe of The Expanse. And, I feel like it's about to get even more interesting as we head into the back half of the story.

In two weeks we will take a look at Episode 4. And on September 21 we will reach the conclusion of The Expanse: A Telltale Series with the final episode.

[This review is based on a retail build of the game provided by the publisher. We're saving the score for the final episode to encompass the complete experience.]

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Astronaut: The Best is a fun quirky occult management game about running a space academy https://www.destructoid.com/astronaut-the-best-is-a-fun-quirky-occult-management-game-about-running-a-space-academy/?utm_source=rss&utm_medium=rss&utm_campaign=astronaut-the-best-is-a-fun-quirky-occult-management-game-about-running-a-space-academy https://www.destructoid.com/astronaut-the-best-is-a-fun-quirky-occult-management-game-about-running-a-space-academy/#respond Mon, 14 Aug 2023 16:00:26 +0000 https://www.destructoid.com/?p=396457 Astronaut: The Best first impressions

I had the opportunity to get an early look at Astronaut: The Best ahead of its August 15 release. Admittedly, I knew very little before jumping in. All I had seen is this Launch Announcement Trailer that had silly 2D graphics that reminded me of Homestar Runner. This is also studio Universal Happymaker's first title, so I didn't have much history to rely on.

But then on the Universal Happymaker YouTube channel, I saw videos showing off Astronaut: The Best going back as far as six years. And, after learning more about the title, I found out the team of four has actually been working on it for over eight years. Whenever a team is willing to put that amount of passion and dedication into their work, I'm more than willing to try it out. And with Astronaut: The Best, I'm oh so glad that I did.

https://youtu.be/EbkPomZBxyE

Bring glory to Flaustria

The premise of Astronaut: The Best is rather simple. The previous director for the space program of the great nation of Flaustria has failed. Unfortunately, the program is in shambles, but the five High Priests have brought you in to fix things. Over the course of five missions, you're tasked with doing everything in your power to train your astronauts for space. However, like any grand space program, there are some hurdles.

First off, Flaustria isn't the only nation with a space program. You'll have to deal with a rival nation plotting to sabotage and curtail your program in any way. Each mission has a unique focus, but along the way, you'll also have to deal with the competing space program.

Also, the five High Priests each have their own desires for how they want the space program handled. It's your job to consider all the options to figure out what gives you the best chance of success while also keeping the High Priests happy. Each of the five High Priests has their own unique personality, leading to some pretty comical interactions.

For example, in mission two the High Priests deemed it necessary for two of my astronauts to partake in a boxing match against astronauts from a rival nation to show our superiority. This is all while trying to prepare them for the space mission, mind you. Before the fight, High Priest Inside Track, who is in charge of the economy of Flaustria, paid me a visit. He subtly asked me to throw the match so we could make a lot of money. As you can imagine, it can be challenging juggling the demands of the High Priests while trying to successfully get to space.

[caption id="attachment_396459" align="alignnone" width="640"]Astronaut: The Best astronauts Screenshot by Destructoid[/caption]

These may not be the best astronauts for the job, but it's up to you to change that

Each astronaut that you recruit has five stats and several unique traits. Most of the time you'll have to train your astronaut in a specific stat in order to unveil the trait. Some are good, some are bad, and some are both. Typically these traits give you an increase or decrease in specific stats. Sometimes the traits aren't stat-related at all.

For example, I had one astronaut who was a pirate in her off-time and was willing to share a cut of her pillaging gains with the space program. This gave me some more funds to train the astronauts each week. Or, at least it would have. Unfortunately, I also had an astronaut that was obsessed with the latest designer clothes and would bill it to the program. In the end, the two usually balanced each other out, but as you can imagine this can create unique hurdles for how you approach a mission.

Overall, Astronaut: The Best is a time management game. Each day you'll be visited by a High Priest, then choose how you want to train each astronaut that day. Training them too much will stress them out, which can lead to them having a breakdown with destructive results. However, you can give them the day off to relieve stress or use consumable items that do the same.

The gameplay reminds me a lot of Cultist Simulator mixed with a world like Papers, Please, or Not For Broadcast. If you like all those titles, you'll get into Astronaut: The Best.

[caption id="attachment_396460" align="alignnone" width="640"]Astronaut: The Best fun gameplay Screenshot by Destructoid[/caption]

Astronaut: The Best does what it does well

If you're looking for a quirky time management game set in an intriguing—and comical—world, you want to check out Astronaut: The Best. I only got to play a couple of missions, but there are five in total. Each mission has its own branching storyline and narrative based on your choices along the way. This creates quite a bit of replayability, even if the mission count seems low at first. Events and tasks that pop up throughout each run are also procedurally generated, making each playthrough unique.

Don't let the screenshots fool you. They almost did me, and they made me a bit worried about what I was getting myself into. But, after playing, I can tell you this is the perfect graphical style for Astronaut: The Best. You can learn the fundamentals very quickly, and each time you play you will learn more about how to increase your chances of success with the space program.

Oh, and you also get to chat with a six-legged lion. Where else can you do that?

Astronaut: The Best releases on PC via Steam on August 15. It's also Steam Deck verified.

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Review: The Expanse: A Telltale Series – Episode 2 https://www.destructoid.com/review-the-expanse-a-telltale-series-episode-2/?utm_source=rss&utm_medium=rss&utm_campaign=review-the-expanse-a-telltale-series-episode-2 https://www.destructoid.com/review-the-expanse-a-telltale-series-episode-2/#respond Wed, 09 Aug 2023 21:00:34 +0000 https://www.destructoid.com/?p=395714 The Expanse: A Telltale Game Episode 2 Review

The Expanse: A Telltale Series picks up right where the first episode left off. Things were in a bit of disarray, so the opening moments of The Expanse: A Telltale Series Episode 2 are a bit hectic. However, Camina Drummer is now the captain of The Artemis, which means our choices should now matter more than ever. Even though we're technically still in the first half of the series, by the end of the episode I certainly feel like things are moving forward.

[caption id="attachment_395756" align="alignnone" width="640"]The Expanse Episode 2 gameplay Screenshot by Destructoid[/caption]

The Expanse: A Telltale Series – Episode 2 (PC [Reviewed], PS4, PS5, Xbox One, Xbox Series X|S)
Developer: Deck Nine
Publisher: Telltale
Released: August 10, 2023
MSRP: $39.99

A familiar gameplay loop

I have to admit, Episode 2 is very similar to Episode 1. We start out onboard the Artemis, before encountering a ship debris field. We navigate the wreckage, find a few hidden items, then finish out the episode back on the Artemis. Don't get me wrong, the narrative moved forward in Episode 2. But with each of these episodes only lasting about an hour and a half so far, I'm starting to worry a bit.

Listen, I understand...this is The Expanse. It makes sense that we've spent all of our time in the depths of space so far. But, that doesn't make it a fun gameplay loop. Space looks just as beautiful as it did in the first episode, but navigating the derelict ship felt a bit too much like I had just done the same thing. It would be cool if we get to explore a station at some point, or even maybe visit Earth, Mars, or even another planet. Even though that's highly unlikely given the overarching narrative of The Expanse, I do think it would be cool to do.

About halfway through the episode, there is a new gameplay element in which you have to navigate the wreckage while dodging the lasers from drones that are searching for you. It's nothing game-changing, but it is nice to see Deck Nine trying to add some new gameplay mechanics into a narrative-focused title.

[caption id="attachment_395755" align="alignnone" width="640"]The Expanse Episode 2 Choices Matter Screenshot by Destructoid[/caption]

Choices do seem to matter

While I seemingly made some big choices in the first episode, I wasn't sure if they were actually going to end up mattering or not. Furthermore, I went out of my way to complete some "side missions", obtaining various items my crew had requested.

To my surprise,  the choices I made actually seemed to impact what happened throughout this episode, which is great. Also, it seems like going out of my way to gather those extra items also made a difference too. For example, in Episode 1 our medic had requested a new laser crystal for our surgical device on the Artemis. I was able to find it and in Episode 2 someone required a surgical procedure. The procedure was seemingly effective specifically because I found the laser crystal. I am a bit curious about what would have happened had I not found it.

As a side note to The Expanse fans, this is definitely the Camina Drummer from the show. As I said in my impressions of Episode 1, Cara Gee knocks it out of the park. I'm really glad they were able to get her to reprise the voice of Drummer. There are a few choices you have to make throughout this episode, and they certainly felt like Drummer options. At the end of the episode, we catch up with our crew on the Artemis. We really get to see the effects of Drummer being captain, which I'm sure is setting up future episodes.

In two weeks we'll take a look at Episode 3 at which point I think we'll have a good idea of the direction The Expanse: A Telltale Series is taking.

[This review is based on a retail build of the game provided by the publisher. We're saving the score for the final episode to encompass the complete experience.]

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The Cabernet demo provides a bite of something delicious https://www.destructoid.com/the-cabernet-demo-provides-a-bite-of-something-delicious/?utm_source=rss&utm_medium=rss&utm_campaign=the-cabernet-demo-provides-a-bite-of-something-delicious https://www.destructoid.com/the-cabernet-demo-provides-a-bite-of-something-delicious/#respond Wed, 09 Aug 2023 17:30:17 +0000 https://www.destructoid.com/?p=395702 Header Cabernet

If you check my profile on any number of the dating sites I’m listed on, you’ll find I have some very specific criteria for my perfect match: non-smoker, no kids, vampire (demons and werewolves acceptable).

Gosh, I’m lonely.

So, it’s no surprise that Cabernet has attracted me to take a bite. It’s a unique narrative game set at the end of the 19th century where you get to play as a newly turned vampire trying to navigate high society. I know exactly where I’d navigate to.

In any case, Party for Introverts has released a demo alongside the Steam Visual Novel Fest, which gives me a chance to see if Cabernet has the bite I’m looking for.

[caption id="attachment_395710" align="alignnone" width="640"]Cabernet drinking blood Screenshot by Destructoid[/caption]

Delicious blueblood

You play as Liza, who has the good fortune of waking up dead in a spooky basement. She finds her way out of the depths and into the pleasant company of a bunch of bluebloods. After a quick wardrobe change, she learns that she’s a vampire. Rad, but it’s a lot to take in all at once. Rather than panic, she goes and mingles to learn about her new affliction through polite conversation.

The demo for Cabernet is teasingly short, but it lays out the basic concepts extremely well. Starting with your funeral, you’ve given points to put into four fields: Science, history, art, and literature. Having sufficient knowledge in any of these fields opens up dialogue options and other actions that affect how things progress. While proceeding through the game, you’ll gain experience. When you level up, you can put more points into these fields. Likewise, you can sit down with a good book, and at the cost of a chunk of a day, you can learn a bit more about those topics.

There’s also a good/evil dichotomy in the form of humanity and nihilism you get by either showing sympathy or just by being a prick. You also gain and lose relationship points by schmoozing with characters. All the above translates into additional actions you can take in conversation, which will affect the greater plot and provide a greater backstory and understanding of what’s going on.

[caption id="attachment_395711" align="alignnone" width="640"]Cabernet as a bat Screenshot by Destructoid[/caption]

Careful ambition

It’s an ambitious system tangle of systems that we don’t really get a chance to see fully in action. There are certainly moments that demonstrate these systems in action, but the 45 minutes of the demo don’t really show how knotted these can get. With the small handful of scenes you are given, it’s easy enough to manage the number of branches that can shoot out from the varying options, but beyond that, the complications begin to increase exponentially.

That’s not to say it can’t be done, even by a small team. It’s just a pitfall that’s easy to fall into. Ambition has to be kept in check by careful planning. It’s my biggest concern, and while the demo doesn’t hint at it becoming a problem, it also doesn’t prove it’s being approached with due care. It’s something we’ll just have to wait and see.

[caption id="attachment_395712" align="alignnone" width="640"]Talking about fangs Screenshot by Destructoid[/caption]

Just a bite

For that matter, what is present in Cabernet’s demo is extremely solid. The writing currently doesn’t allow itself to get weighed down by melancholy. The exposition is carefully woven into dialogue with other characters. So, while there’s a lot to get through, it isn’t just heaped on top of you but rather given bits at a time carefully over a few scenes. For that matter, dialogue isn’t needlessly long, either. It’s impressively lightweight and concise.

One thing to keep in mind, however, is that Liza still has some agency of her own. You’re presented with a few situations where you, as a player, aren’t really given much control over her actions. At least at the beginning, you’re not allowed to just go ham at the opening party and start opening every mortal artery you bump into.

I think the softened humanity/nihilism nomenclature for the moral choices you make is probably for the best. At least in the beginning, you’re not allowed to go full paragon or hopelessly evil. You can shape Liza’s moral fiber, but you can’t choose to throw all caution to the wind. You wouldn’t want to commit a faux pas.

[caption id="attachment_395713" align="alignnone" width="640"]Cabernet delicious humans Screenshot by Destructoid[/caption]

The smell of blood

The demo also hints that you’re going to have lots of space to do your whole vampire thing. You’re only given access to two of your four spooky powers throughout the runtime, and with them comes a short list of rules you have to follow. I’m looking forward to seeing how they’re both enabled and restricted throughout the rest of the game. Likewise, I’m interested to see the day/night system in action and what ultimate conclusion the narrative works toward.

Cabernet’s demo is everything I wanted it to be and more. I am well beyond excited to see where things go and am already looking forward to my chance to peer beyond what I’ve seen already. The fangs are what brought me here, but the careful worldbuilding has convinced me to stay.

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Baldur’s Gate 3 launch impressions: a compelling journey thus far https://www.destructoid.com/baldurs-gate-3-day-one-impressions-review-in-progress/?utm_source=rss&utm_medium=rss&utm_campaign=baldurs-gate-3-day-one-impressions-review-in-progress https://www.destructoid.com/baldurs-gate-3-day-one-impressions-review-in-progress/#respond Thu, 03 Aug 2023 15:00:10 +0000 https://www.destructoid.com/?p=394802 Baldur's Gate 3

Baldur's Gate 3 is out of Early Access. Larian Studios' take on the classic Dungeons & Dragons series sees two role-playing giants collide, with all the entwined legacy and carryover you might expect. But in its early hours, what's impressing me most is how Larian keeps the party moving towards goals, both grandiose and small.

I've only had a few days with the launch version of Baldur's Gate 3, so this isn't comprehensive by any means. I'm writing this after just having retread Act 1, the same area that was in the Early Access but feels noticeably different in launch. I've got more on that in a write-up here, that's also angled a bit more towards returning players.

For these day-one impressions, I wanted to speak a bit more to newcomers. Not the folks who have been poring over community updates, or posting anxious forum memes counting down days to launch, or who have hundreds of hours in the EA already. If you feel intrigued by the allure of a big, high-production RPG with several legacies behind it—or maybe you just saw the bear scene and said "I'm in"—this one's for you.

[caption id="attachment_394833" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Bringing the table to the computer

Baldur's Gate 3 marks the continuation of a classic RPG series that has lain dormant for years, Baldur's Gate. It was one of the most notable BioWare games in the pre-Mass Effect days, and its second entry still garners acclaim.

Larian, meanwhile, has made a name on continuing the CRPG (computer role-playing game) legacy through its Divinity games. Divinity: Original Sin 2 was a superb entry, and now, with Baldur's Gate 3, Larian has been given the keys to a beloved classic.

It opens like most role-playing games do; make a character (or choose a pre-made Origin character), customize them, and set off on a journey. One thing I've always really liked about Baldur's Gate 3 is that it starts with immediate tension. You have been kidnapped by mind flayers and infected with a tadpole. This parasite will, sooner or later, kill your character and turn them into a mind flayer. You want to avoid that, if at all possible.

So after an intense escape sequence, you crash land on a beach and start to get a bearing on your surroundings. You can gather up a party of likewise infected adventurers and team up, forming a ragtag crew of tadpole-infested heroes. Well, maybe not so heroic.

Ain't no Long Rest for the wicked

The initial set-up works great for giving you a personal motivation to venture forth, and to bring a party together. What keeps it compelling are the interpersonal interactions within your party. These aren't happy adventurers, brought together by a love of the sport. In fact, you're reminded fairly often that your reason for banding together is fairly singular: the tadpoles you've all got in your heads.

But this occassional dissent and tension really keeps the party atmosphere alive. Everyone has their own goals, ideas, and motivations that conflict with each others'. The Githyanki warrior Lae'zel is one of your earliest companions, and wants to seek out her creche, where she says they can cleanse away the tadpoles. The cleric Shadowheart, however, doesn't approve of this idea, or maybe just disapproves of Lae'zel's methods. Others want to seek a healer, one skilled enough to remove the parasites.

[caption id="attachment_394830" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Sometimes, these conflicts come to a head, and result in real, tangible consequences. Baldur's Gate 3 likes to leave scars and reminders of big moments, and I appreciate that. To be clear, there are plenty of funny, engaging, endearing, even intimate moments you can experience between your avatar and these party members. But it's the dynamics that make it all work so well.

No time to die

Outside of dialogue and cutscenes (though sometimes in them too), Baldur's Gate 3 feels like playing a virtual tabletop campaign. You venture through a large area in the first act, encompassing a druid's grove, a vicious goblin camp, temple ruins, and more. There is, frankly, a lot to see and do. It can feel overwhelming, even, but in a good way. There's something around every corner, and NPCs are frequently worth talking to and gleaning information from.

A lot hinges on die rolls, as you are playing what is essentially Larian's house rules for Dungeons & Dragons 5E. Modifications have been made to accommodate a solid virtual experience, but you will be rolling for attack hits, damage, resistance, saving throws, and dialogue checks. Heck, sometimes you'll be walking around and you'll get a check over your character's head. Nothing instills fear like a sudden failed Perception check.

These can feel good and bad in equal measure, usually through whether you succeed or fail. Much like Disco Elysium, though, I think Larian does a great job in making failures feel important. Yes, I absolutely restart battles if a teammate goes down. But if I fail a roll that puts me into combat, or miss a persuasion attempt, I'll often play it out just to see the result. Rather than feeling like a win-or-lose, Baldur's Gate 3 does a pretty decent job at making the act of rolling and playing out the consequences feel worthwhile, in and of itself.

[caption id="attachment_394832" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Critical hit

Combat is turn-based, closer to Original Sin than previous Baldur's Gate games. Though the lack of real-time with pause might frustrate some, I think it works really well, mostly because it's how tabletop works, and what a lot of those fans are familiar with seeing.

What gets more complex is how intricate combat can become, and quickly Baldur's Gate 3 will punish a misstep. It's here where I think some familiarity with D&D helps. I'll freely admit, when I started Early Access, I took what I call the Pokémon Red/Blue approach. When I first played Pokémon, I would only learn offensive moves, foregoing any defensive or utility options. It wasn't until later in life that I learned oh, hey, those moves are actually worthwhile.

Same goes for Baldur's Gate 3, where things like gaining Advantage (roll two die and take the highest outcome) or inflicting Disadvantage (roll two die and take the lowest) can make a difference. When an angry paladin is bearing down on your feeble Wizard Gale with pockets full of Divine Smite to unleash, you'll be thankful for any crowd-control or enfeebling spells you might have on deck. Reading spells, doing research, and maybe pausing to consider your approach and concocting a better one are all crucial to surviving some of Baldur's Gate 3's harder fights.

[caption id="attachment_394831" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Something ends, something begins

All of this is to say, I think Baldur's Gate 3 is pretty great so far, if you're able to invest in it. It's filling a pretty massive craving I've had; for a good CRPG, for something with BioWare-adjacent companions and interactions, and for something with a clear love for the role-playing craft at its heart. If Final Fantasy XVI was a vision of what role-playing games could be through embracing new genres and ideas, Baldur's Gate 3 shows what a CRPG can still do with the right team behind it.

Of course, that's all still early. This is only a slice of what Larian has said is an absolutely massive game. And I've certainly seen teases of what's on the road ahead that intrigue me, from a shadowy cabal of servants to the mysterious Absolute, to a stranger in my dreams, to stories shared with companions by the campfire. By all accounts, Baldur's Gate 3 certainly feels massive. There are some issues too, to be clear. I've seen some odd bugs and glitches, strange lighting situations, and a few other noticeable technical issues.

But whether you just want to experience what a high-production CRPG might have to offer, or romance some companions, or play some virtual D&D, I do think Baldur's Gate 3 brings something for every one of those interests to the table. Embrace the successes and failures, talk to party members, read the spell text, and you'll be surprised how quickly you're taken in. It's a great start, and I'm hopeful that Larian can keep up the pace moving into the later areas of Baldur's Gate 3.

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Review: The Expanse: A Telltale Series – Episode 1 https://www.destructoid.com/review-the-expanse-a-telltale-series-episode-1/?utm_source=rss&utm_medium=rss&utm_campaign=review-the-expanse-a-telltale-series-episode-1 https://www.destructoid.com/review-the-expanse-a-telltale-series-episode-1/#respond Thu, 27 Jul 2023 16:30:32 +0000 https://www.destructoid.com/?p=393545 The Expanse Episode 1 Review

After a five-year hiatus, Telltale has returned with The Expanse: A Telltale Series. With all the drama surrounding the company's bankruptcy in 2018, followed by its acquisition by LCG Entertainment in 2019, it's fair to have some doubts. Furthermore, Deck Nine are the developers. While they have experience with narrative-driven games, will this even feel like a Telltale game? Well, I can tell you that answer is yes. And while I'd never dare try to dethrone The Wolf Among Us, I will tell you this: The Expanse is shaping up to be one of the best Telltale Games titles yet.

I should start by saying I am a huge fan of The Expanse. The SyFy/Amazon Prime series is genuinely in my top three TV shows of all time, maybe even number one. I have to admit that when I first discovered the details behind The Expanse: A Telltale Series I was a bit worried. With it taking place before the show, how could I really care about the story? Furthermore, I loved Camina Drummer in the show, but could a narrative-driven experience focused on one of her adventures really hold my interest over five episodes? Thankfully, my concerns were allayed early on in Episode 1.

[caption id="attachment_393844" align="alignnone" width="640"]The Expanse Episode 1 Screenshot by Destructoid[/caption]

The Expanse: A Telltale Series - Episode 1 (PC [Reviewed], PS4, PS5, Xbox One, Xbox Series X|S)
Developer: Deck Nine
Publisher: Telltale
Released: July 27, 2023
MSRP: $39.99

Long live the Belt

In The Expanse: A Telltale Series you take on the role of Camina Drummer, XO of The Artemis, a scavenging ship skirting the uncharted edges of The Belt. Drummer is voiced by Cara Gee, who played her in the show, and she absolutely continues to prove she's perfect for the role. If you are expecting some good ol' Belter Creole, don't worry—there's plenty of it, Beratna.

The ship's captain discovers the wreckage of an Earther ship near Jupiter. Based on the fact the ship is out here alone and there's no public record as to why it would be out there, the captain thinks there has to be something valuable on board. The crew sets course for the wreckage, setting up the events that will pan out over all five episodes.

Like any Telltale game, there's a big emphasis on choices mattering. With this being just the first episode of five, most of the story threads haven't had time to result in any sort of consequences for my actions, which is understandable. However, at the end of the episode I had to make what certainly felt like a meaningful choice. To be honest, I'm not entirely sure I made the right one—only time will tell.

Similar to previous Telltale titles, the choices are often not easy. It's not, "Do you want to save a puppy or drop it down a volcano?" In fact, in most cases, you can even guess what sort of consequences may arise from each choice. From there, it's up to you to decide what you think is the lesser of two evils. I'm excited to see how much player decisions actually shape the game, because it always felt a bit hit-or-miss in previous Telltale games.

The Expanse Episode 1 Zero G

Doors and corners, kid

Graphically, The Expanse is the best-looking Telltale game to date. Even though there's still the somewhat cartoony style, it looks very clean. Some of the sections of The Artemis are surprisingly detailed, and the vast expanse (hehe) of space looks incredible. Deck Nine really knocked it out of the park in this regard—deep space has never looked so beautiful. Furthermore, character facial animations of come a long way. It's fun to see Drummer react to an intense situation or banter with her crew, and actually react to it accordingly.

This is definitely still a story-driven game, but the gameplay itself has big improvements as well. Running around as Drummer feels a lot smoother and less restrictive than I remember in The Walking Dead — The Final SeasonThere's also a system to float around in zero-G space that reminds me a lot of the similar zero-G segments in Dead Space.

Also, there are even little side missions you can tackle while progressing through the chapter. I've yet to see if they will actually influence the game in any way, but they are a nice addition. While exploring the wreckage of the Earther ship I managed to find a laser crystal for The Artemis' medic, and a cigar for the pilot. There's even a mission log on the bridge of the ship so you can check your active mission. I also came across several areas where I could pull out my blow torch and slice through a panel to retrieve some salvage. Every time I did my crew would commend me for doing so, but I'm not sure just yet if there will be a practical use for the materials.

[caption id="attachment_393870" align="alignnone" width="640"]The Expanse Episode 1 Dialogue Screenshot by Destructoid[/caption]

I'm excited about the future, beltalowda

Overall, I really enjoyed my time with The Expanse: A Telltale Series — Episode 1. With episodic content, we really won't have a full appreciation for The Expanse until the entire story is told. New episodes will release every two weeks, so The Expanse should be complete in September. What I do know, is this is a very strong start to the adventure. I'm very excited to see what's in store for Drummer and the crew of The Artemis.

If you are a fan of The Expanse TV series, this should be a no-brainer purchase for you. Any more The Expanse material is worth checking out. That being said, this story takes place before the show, so it's not necessary to have watched it to enjoy this entry. Sure, you might not recognize a couple of easter eggs, but the narrative itself is its own. This first chapter does a great job of setting the stage for the remaining four episodes. Regardless of your previous experience, The Expanse: A Telltale Series — Episode 1 is a fun experience in a beautiful universe.

[This review is based on a retail build of the game provided by the publisher. We're saving the score for the final episode to encompass the complete experience.]

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The Atelier Marie Remake needs to patch in a dimmer switch https://www.destructoid.com/atelier-marie-remake-impressions/?utm_source=rss&utm_medium=rss&utm_campaign=atelier-marie-remake-impressions https://www.destructoid.com/atelier-marie-remake-impressions/#respond Wed, 12 Jul 2023 21:00:42 +0000 https://www.destructoid.com/?p=391278 Atelier Marie

Otherwise, it's a rather jolly time

It has taken a while, but Koei Tecmo and Gust’s long-running Atelier series is finally clicking with a broader audience.

The Ryza trilogy has resonated in a way no prior games have. Whether it’s the changes to the combat, the toned-down magical girl aesthetics, or Gust discovering all we ever wanted were some thicc thighs, the future is promising for this still-pretty-niche-but-not-as-niche-as-it-used-to-be franchise. I’m sure we’ll find out in the next couple of months what the next new Atelier game will be. In the meantime, we can return to where it all started with Atelier Marie Remake: The Alchemist of Salburg.

My history with the Atelier series is rather short. Like a lot of people, Atelier Ryza served as my proper introduction, though I did previously dabble with the mobile game and Atelier Annie: Alchemists of Sera Island for the Nintendo DS. Though I was only able to put about 10 hours into the game before having to move on, my adoration for Ever Darkness & the Secret Hideout piqued my interest in the rest of the Atelier franchise. While I don’t think I’ll go back to play any of the previously released games that were ported to Switch, partially on account of how they never seem to go on sale, I did make sure to set aside time for the Atelier Marie Remake.

https://www.youtube.com/watch?v=sizYuIJitm4

And I’m glad I did. Atelier Marie Remake: The Alchemist of Salburg is a delightfully laid-back crafting RPG where time is of the essence. You play as Marlone—Marie for short—as she embarks on a five-year quest to prove herself a worthy alchemist. Her teacher, Ingrid, sets her up with an alchemy shop in town and tasks her with creating an impressive item. That’s all there is to the set-up of this game. From there, it’s up to you to decide how Marie will spend each day of the year.

Unlike the Story of Seasons franchise, Atelier Marie doesn't condense in any way. You have five full calendar years to finish the job, but time moves way faster than you might think. Pretty much everything you do moves time forward. Gathering supplies costs a day. Collecting your spoils after a battle also ticks another day off the calendar. Traveling from town to one of the locations around the map can take up to a week. Practicing alchemy can cost anywhere between one day and several weeks, depending on the rarity of the item you’re creating. And if you need to create other items before you can make your targeted item, don’t be surprised if an entire season passes you by. Near the end of my first run, I lost all of autumn and a little bit of winter trying to craft a single item.

There are a few things that don’t cross out days on the calendar. You’re free to explore the tiny town of Salburg, including checking out the tavern for requests and rumors, visiting the weapon shop, going to the academy to bone up on Marie’s education, or attempting to get into the castle. There is also a diorama mode in the Hall of Memories and an easy-access photo mode. I was excited to take pictures in this game, given how beautiful it looked in trailers. While it’s still lovely on my Switch, it's also too damn bright.

[caption id="attachment_391280" align="alignnone" width="640"]Atelier Marie Remake Screenshot by Destructoid[/caption]

Bloom lighting is alive and well in the Schigsal Kingdom. This place hasn’t known an overcast day in its life, with each season experiencing incredibly bright days that can look almost blinding on a Switch OLED. Winter, in particular, looks so bright I worried my transitional glasses would darken if I stared for too long. It’s a shame the lighting is so overwhelming here because the art direction is quite good. It reminds me somewhat of what Nintendo and Grezzo were going for with the remake of The Legend of Zelda: Link’s Awakening, but with a stable framerate.

It’s not only the lighting that picks away at the stunning nature of the art direction. In battle, everything moves so quickly that I never really got to enjoy the designs of the combat areas. With toned-down lighting and an easing up on the speed of battle, I could have appreciated the look of this world a bit more than I did.

Speaking of battles, they’re straightforward turn-based affairs. Marie can recruit party members around town, each with unique weapons, skills, fees, and side stories to invest in. I got through most of the game with Hallesch and Ruven at my side, though I eventually swapped out the latter for Kirielich as her special attack was far more useful for some of the later battles. The more you battle with your companions, the stronger your bonds with them will be, leading to short story events that flesh out their motivations.

Nothing here is too hard-hitting or in-depth, but I must credit the translation team for creating a cast this well-written. Especially for Marie. After reading Koei Tecmo describe her as “careless,” I was sure she’d fall into an annoying character trope. Fortunately, she never does. The game doesn’t play up her lack of student excellence as her being some sort of dummy, but rather a person who learns better outside of a classroom. It’s a great direction to go with the character, and I’m glad my expectations were so pleasantly subverted.

[caption id="attachment_391283" align="alignnone" width="640"]Atelier Remake Combat Screenshot by Destructoid[/caption]

Due to the player-driven nature of Atelier Marie, there are a lot of story moments and events I missed. Maybe I was rushing too much, but I never experienced aspects like the Martial Tournament and the King’s Birthday. I believe the game shares some of the blame here thanks to the random nature of how some things unlock. For instance, to access new areas for gathering and battling, you need to purchase rumors at the tavern. There is no set order in which you unlock these locations, and one of the first areas I unlocked was marked for level 20 and above. It would be several more hours before I could safely visit it. Meanwhile, the final area I unlocked was marked for level 10 and above. By the time that finally became available to me, I'd already gotten Marie up to level 36.

As for the different events you can experience, the game does include a handy list and how to unlock them. But because the menus are so unintuitive, I kept forgetting about it. The menu system here is not as streamlined as it needs to be, with everything split between two cumbersome interfaces. I also couldn't find a useful calendar, something that significantly help me better plan my time with the game. As lousy as the menus are, they didn't deter me from playing.

[caption id="attachment_391282" align="alignnone" width="640"]Marie Turtles Screenshot by Destructoid[/caption]

It was easy for me to lose hours every night this past week with Atelier Marie. The gameplay loop of gathering and crafting is incredibly satisfying, and this is coming from someone who generally hates crafting. Maybe it’s the non-confrontational gameplay or that everything moves at a good clip, but I never felt bored of it. I didn’t think this game would devour all my primetime television hours, but that’s exactly what it did. And I think the fact that there is a time limit is part of the reason for that.

Five in-game years sounds like a long time, but you can complete Atelier Marie in less than ten hours. That is short enough that I have no problem giving it a second run. While some might consider an arbitrary timer an outdated design choice, I’d like to see more games bring it back. Pikmin 2 and 3 are great, but neither gives me the same sense of accomplishment as beating the clock in the original Pikmin. Atelier Marie Remake does include an unlimited mode that drops the five-year limit—as well as some in-game events—but I don’t think I’ll ever bother with it. The original concept works, and I encourage anyone who’s picking this up to give it a go in its original form at least once before ditching the time limit.

Atelier Marie Remake: The Alchemist of Salburg offers a rather simple experience, but I thoroughly enjoyed it. As somebody who constantly struggles to find time to game these days, I feel delighted to see short, succinct RPG experiences like this out there. While I wasn't able to see enough to give this game a proper review, I've played enough to recommend it to anyone who might be curious about the origins of this franchise.

Atelier Marie Remake: The Alchemist of Salburg releases on July 13, 2023, for Nintendo Switch, Steam, PlayStation 4, and PlayStation 5.

[This impressions piece is based on a retail build of the game provided by the publisher.]

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The Sniper Killer demo shoots its shot as part of Steam Next Fest https://www.destructoid.com/the-sniper-killer-demo-shoots-its-shot-as-part-of-steam-next-fest/?utm_source=rss&utm_medium=rss&utm_campaign=the-sniper-killer-demo-shoots-its-shot-as-part-of-steam-next-fest https://www.destructoid.com/the-sniper-killer-demo-shoots-its-shot-as-part-of-steam-next-fest/#respond Tue, 20 Jun 2023 17:00:24 +0000 https://www.destructoid.com/?p=387395 Sniper Killer Scope

High caliber dinner

I appreciate what Henry Hoare and Jordan King (Black-Eyed Priest) bring to the indie-horror cafeteria. They definitely understand the assignment, delivering rickety packages of gameplay, spartan visuals, and deliberately tacky and uncomfortable subject matter. Bloodwash still stands as one of my favorite titles of the lo-fi horror genre, and the amusing part of that is it’s largely just creeping dread and atmosphere. The actual horror game only takes up a small portion of its final act.

As part of Steam Next Fest, Torture Star Video brings us a demo of their upcoming game Sniper Killer as part of Steam Next Fest. Having chewed on its 25-30 minutes of gameplay, I have to say I’m excited to see the final product. I can really dig its routine of getting shot, shoot, repeat.

[caption id="attachment_387399" align="alignnone" width="640"]Sniper Killer Carnival Screenshot by Destructoid[/caption]

Herr Hans Fotostein!

The Sniper Killer demo opens up with you in the heels of Pamela. She’s degraded herself to taking on a sketchy modeling job in the basement of some awful apartment building. She finds herself posing for a diminutive German stereotype named Hans, who references a hilariously sordid past as a modern Dr. Frankenstein. This all ends with murder.

Next, you’re placed in the shoes of the eponymous Sniper Killer. You hang up your shoes, get to examine the tattered dregs of their life, then quickly get another call. Someone else needs to have their brains aerated.

You travel to the local carnival where you’re told you’re hunting the person dressed as a werewolf. Find your target, find a vantage, and take your shot. I’m not sure who lets someone on a carnival ride with a rifle, but I’m going to assume a very long and unseasonal coat was involved.

After claiming your victim, you take the wheel of Gail, a journalism student and acquaintance of Pamela. She takes a short reprieve from studying toward a life of constant poverty to investigate the mess you made at the carnival. After poking your nose around where it doesn’t belong, you once again find yourself on the business end of the Sniper Killer.

[caption id="attachment_387398" align="alignnone" width="640"]Investigation Screenshot by Destructoid[/caption]

Protect national security

The narrative scenes of Sniper Killer are rather restricting, and the murder scenes are pretty simple. However, I couldn’t help but find the whole demo rather entertaining. The tone strikes a nice balance between seedy and amusing. I’m not sure about it being scary or even tense. The part of my brain that feels fear has long since been eroded away by a lifetime of digital headshots. However, I appreciated the small touches, like dropping a coin while trying to pay for a turnstile.

Overall, I feel like what’s been demonstrated of Sniper Killer is enough to keep me interested in seeing the final product. Alternating between the perspective of the murderer and their victims is a fun narrative approach, and I’m looking forward to seeing it extended throughout a complete story. I also enjoy the lo-fi, neon heavy visuals that Henry Hoare and Jordan King lean on. It’s a great way of encapsulating everything in urban gloom.

Puppet Combo is also releasing a demo of Power Drill Massacre for Steam Next Fest. I was going to do this post as a double-feature, but when you start up the demo, you’re given a static screen that tells you the demo isn’t finished yet, and to check back after an update on Wednesday. What a shameless prank to pull. I guess I’ll have to circle back on that one for a separate matinee.

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Etrian Odyssey Origins Collection works well enough as a single-screen experience https://www.destructoid.com/etrian-odyssey-origins-collection-single-screen-controls/?utm_source=rss&utm_medium=rss&utm_campaign=etrian-odyssey-origins-collection-single-screen-controls https://www.destructoid.com/etrian-odyssey-origins-collection-single-screen-controls/#respond Mon, 12 Jun 2023 20:00:19 +0000 https://www.destructoid.com/?p=385712 Etrian Odyssey Origins Collection

The heart of the franchise was not lost in translation

Making the jump from a two-screen device to a single-screen experience can be a tricky proposition. Some games, like The World Ends with You, lose something in the conversion. Others, like Layton’s Mystery Journey: Katrielle and the Millionaire’s Conspiracy Deluxe Edition, discover life can effortlessly go on with just one screen. Most games have a logical path forward moving from the Nintendo DS/3DS to modern hardware.

But Etrian Odyssey is not like most games. This franchise is categorically connected to the dual-screen era of gaming that it’s almost hard to imagine how it could possibly work on Switch. I mean, what’s Atlus going to do, cram everything onto one screen and hope for the best?

Yes, that’s exactly what it did. And surprisingly, it works.

https://www.youtube.com/watch?v=RSeXc8JwwFw

One reason why there’s always been a question mark around porting the Etrian series to Switch or any single-screen device is that its identity is in its map-making. Dungeon-crawling RPGs are pretty prevalent today, but few of them ask players to make their maps the way Etrian Odyssey does. That was the appeal of the original game; how it tied into the pen-and-paper tabletop RPGs of the '70s and '80s. It was a gimmick that worked exceptionally well with the Nintendo DS and 3DS touch screens. Hundreds of thousands of people saw the appeal, which is how we managed to get six mainline entries, two remakes, and two Mystery Dungeon spin-offs.

To remove the cartography features, or to dial them down, would remove the very soul of the series. Etrian Odyssey just isn’t "Etrian Odyssey" if you’re not drawing walls and dropping icons for treasure chests you need to revisit. So, for Atlus to find a way to port the first three titles of the series to modern hardware that retains its unique niche in the industry is quite the achievement. It may not be elegant, and it may not look great in screenshots, but by god, Atlus’s single-screen solution works.

[caption id="attachment_385716" align="alignnone" width="640"]Etrian Odyssey Origins Collection Screenshot by Destructoid[/caption]

The left side of the screen is dedicated to the first-person dungeon crawling experience. It works well because all three games originated on the Nintendo DS. You’ll remember the top screen of the Nintendo DS was not widescreen at it was on its successor, so fitting the picture to one-half of the Switch screen doesn’t at all feel like anything is getting scrunched. The right side of the screen is for the mapping system. On top, you have the overall map of the dungeon floor, while the bottom is a zoomed-in view of your location icon. The top map also houses the various mapping tools you can use, and players have two control options for using those tools.

With touch controls, you’ll use your finger as you would the stylus on the DS or 3DS to draw those walls and set those reminders. If you have a stylus that works with your Switch, even better. You’ll get a more precise placement with that. I don’t have a suitable stylus, so I have to rely on my fingers and those sausages are not accurate. Also—and this is just a personal thing—but I hate touching my OLED screen. I go out of my way to never accidentally leave a fingerprint on that thing, so I obviously spent the majority of my time with the other control option.

[caption id="attachment_385714" align="alignnone" width="640"]Heroes of Lagaard Screenshot by Destructoid[/caption]

The second control option is more intricate, and while it can seem slow-going at first, once I got the hang of it, I started to enjoy mapping out dungeons here almost as much as I enjoyed it back on the handheld systems. This control option uses the ZR and ZL buttons in tandem with the control sticks.

What’s important to know is these control options are separate from the character movement controls. You’ll move your party through each stratum floor using the directional buttons/directional pad, and any actions associated with exploring the dungeon floor are separate from the map-making tools. After an hour or so of playing through Etrian Odyssey II and Etrian Odyssey III, the control scheme felt like second nature to me, and I could easily chart each dungeon floor as I moved my party through them without feeling like I was getting bogged down by busy work. If you're playing in handheld mode, you can switch between the two input options on the fly.

[caption id="attachment_385715" align="alignnone" width="640"]EOO Dungeon Crawling Screenshot by Destructoid[/caption]

If you never cared about mapping a dungeon floor, there are auto-mapping options available that will chart out the layout of each dungeon floor but will not put down any icons for you. And if you’ve never played an Etrian Odyssey game before, there are several options here to help ease you into the experience. All three games of the collection feature three difficulty levels—Picnic, Basic, and Expert—that can be changed at any time with no penalty. There are multiple save slots if you’re the type of player to utilize those, a quick save option within the labyrinth, and an auto-save option you can toggle. There are three control options, but they’re limited to the control sticks and directional buttons/pad. If you’re left-handed and would prefer the mapping windows on the left side of the screen, there’s an option for that as well.

All-in-all, this is a well-rounded package that is welcoming to newcomers while retaining the elements that made this series such a niche hit. Etrian Odyssey’s conversion to a single screen gets the job done even if it's not the most sophisticated of transformations. Whether or not that’s enough to justify charging $80 for the collection—or $40 for each title separately—is certainly up for debate. If, for some reason, you do opt for a single game in the collection, go with Etrian Odyssey III: The Drowned City HD. It’s the best of the collection.

[This impressions piece is based on a retail build of the game provided by the publisher.]

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Alan Wake 2 looks like a frighteningly good time https://www.destructoid.com/alan-wake-2-sgf-2023-demo-impressions/?utm_source=rss&utm_medium=rss&utm_campaign=alan-wake-2-sgf-2023-demo-impressions https://www.destructoid.com/alan-wake-2-sgf-2023-demo-impressions/#respond Mon, 12 Jun 2023 09:00:02 +0000 https://www.destructoid.com/?p=385777 Alan Wake 2 summer game fest

The writer is writing again

Remedy has been on a bit of a journey since the first Alan Wake. The team went from the Microsoft-published horror experience into the realms of Quantum Break and Control, and all the while, the writer has been waiting. With Alan Wake 2, it feels like Remedy is returning to the series with both new concepts and ideas built over the years since Wake's first venture.

In a hands-off demo of Alan Wake 2 at Summer Game Fest 2023, I got to see an extended look at just how that adventure will play out. The first big note is that Alan Wake 2 will feature two protagonists, with different viewpoints and sets of missions. Alan Wake returns, but in the session we saw, we followed Saga Anderson—an FBI agent and profiler who's looking into a series of ritualistic murders in Bright Falls.

Into the void

Our look at Saga's section started with her and Alex Casey, a veteran agent, heading into the woods in search of a corpse that's come back to life. Though it starts out slow, the dread already starts to seep in. The woods aren't very inviting, and the further in they go, the more winding it all starts to feel.

[caption id="attachment_386012" align="alignnone" width="640"] Image via Remedy[/caption]

A big part of Saga's story is her ability to deduce and profile. At any point, Saga can enter her Mind Place, a safe haven for managing both her inventory and evidence. Using different clues found out in the world, Saga can corkboard her way through mysteries, unlocking new avenues for investigation. Profiling does something similar, as Saga dives deep into the psyche of different characters to find new leads.

It gives Saga's side of Alan Wake 2 True Detective vibe, as the duo splits up, searches around, and pieces through the increasingly dark, shadowy, rainy Bright Falls. The audio design really increases the tension, as every little bump feels like a quick ratcheting-up of tension.

https://www.youtube.com/watch?v=jChxlzSdVGI

Sprinkled throughout these areas are some fun references to Remedy's history. A poster in a cabin advertises "Ahti and the Janitors," a nod towards Control. And the thermos, an infamous collectible from the first Alan Wake, now serves a greater purpose: save point. Between gathering clues and solving puzzles like a missing fuse, there's a lot to look into.

[caption id="attachment_386009" align="alignright" width="640"] Image via Remedy[/caption]

Hit the lights

The earlier parts of Saga's story were a lot of that: tension and investigation. Then, as she gets closer to the more supernatural elements of the story, the action seeps in.

While I've played some amount of the first Alan Wake, it was all the way back when it first launched. But I do feel like this time around, it's a little bit more survival horror. The horrors of the woods start to emerge and attack Saga, and our demo driver had to start maneuvering, using the flashlight to stun foes, and land shots with a set pool of ammo.

Light is still a weapon of choice, and it can be dispersed in a few ways. Saga's flashlight is a handy option, but we also saw a floodlight act as a safety field while dealing with multiple entities. Everything was fast and hectic, in the way you'd want from a survival horror experience.

Through the looking glass

It all culminated in an otherworldly, dreamlike journey into the Overlap. While winding through looping areas and hazy, layering visions, she eventually finds her walking corpse. This kicks off a boss battle. The chase through the circular dreamworld is just as fast and nerve-wracking, as the hulking man relentlessly pursues Saga through the Overlap.

Our showcase of Alan Wake 2 ended on a bit of a cliffhanger. We saw more mysteries laid out, questions unanswered, and the writer himself make contact with Saga. There's even a fun reference to how long it's been since the first Alan Wake. Both characters will have their own sides of the story, which the player can swap back and forth on; I asked Remedy how often that would be possible and it sounds like that's still being fine-tuned, but the plan seems set to let players follow the lines of the narrative that intrigue them.

[caption id="attachment_386010" align="alignnone" width="640"] Image via Remedy[/caption]

We didn't get a look at Alan's side of the story, which Remedy says will be shown off ahead of Alan Wake 2's release date on October 17, 2023. But from the slice I've seen, Alan Wake 2 has become one of my most anticipated games of the year. It's dark and intriguing, winding a supernatural horror tale around a moody detective story. And if it carries forward as well as it played out in our demo at SGF, it could really be one to watch for.

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Harmony: The Fall of Reverie is a gorgeously animated supernatural mystery https://www.destructoid.com/harmony-the-fall-of-reverie-hands-on-impressions-dont-nod/?utm_source=rss&utm_medium=rss&utm_campaign=harmony-the-fall-of-reverie-hands-on-impressions-dont-nod https://www.destructoid.com/harmony-the-fall-of-reverie-hands-on-impressions-dont-nod/#respond Fri, 05 May 2023 17:00:30 +0000 https://www.destructoid.com/?p=377159 harmony

The truth will be revealed in time

Harmony: The Fall of Reverie is a bit different from Don't Nod's previous work. It's not the setting, as the studio is well-known for supernatural mysteries, whether it's Life is StrangeTell Me Why, or others. It's the look of Harmony, and the form the story takes, that make this a peculiar and intriguing new story for Don't Nod.

Right away, the difference is felt in Harmony's opening. It's gorgeously animated, as protagonist Polly sets out for the day, surround by near-future tech. There's a cutting-edge world pinned up against homes made in emptied pools that really sets a tone early on. Polly's returned home to help search for her missing mother, Ursula, but soon gets swept up in much more than she bargained for in the Reverie.

https://www.youtube.com/watch?v=rh6_hPvTzLk

This alternate world, Reverie, houses the various Aspirations of Humanity: Bliss and Power, Bond and Glory, Truth and Chaos. Here, Polly becomes Harmony, a force that can utilize clairvoyant powers and align with these Aspirations to determine a future, for both Reverie and the world.

All in due time

Maybe it was the gorgeous art, or maybe it was the deity-driven story, but both reminded me of The Wicked + The Divine. There's an intriguing element of balance between the two stories, as Polly has to discover why she can access Reverie and what powers it's given her, alongside the links it has to her mother's disappearance.

[caption id="attachment_377201" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

In practice, this plays out in similar fashion to a visual novel. Aside from the aforementioned gorgeous cutscenes, most of the story is told in dialogue boxes between characters, as Polly searches in the world for clues while dealing with seemingly primal beings in the other world.

A big component of this is the timeline. Don't Nod lays out the path ahead visually, so the branching paths are all visible. Each one has different options, with some choices opening up other branches and others locking off entire lines of inquiry if taken. It's a neat structure that's become more and more common in branching story-driven adventures, and Harmony: The Fall of Reverie does some interesting things with it, especially in linking the branching paths with its characters.

A blissful existence

Each deity embodies an emotion or aspiration, and so choices in the narrative can elicit crystals representing each aspect. Over time, you can start to define how you'd like to progress through the story; do you seek Power, or do you find strength in the Bonds you share with others? Those elements were compelling, and I thought it was a neat way to physically symbolize how Polly approached conflicts.

Where it hit some friction, for me, was in how those crystals are put into practice. Different icons on the flowchart might be inaccessible if you don't have the right crystals, and the Outcomes—a greater resolution to the arc you're on—are determined based on what crystals you have earned over the course of play.

[caption id="attachment_377202" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

This is where some of the long-spanning, timeline-analyzing aspects of Harmony got away from me. This is not a timeline-hopping game, it is a timeline-informing game. While you can move between options to some extent, you will eventually have to choose a side and lock it in. You're working with more information than you'd normally have in, say, Life is Strange; I can see that, if I continue down my path, Polly will eventually be able to ally herself with the person I'm talking to. But I'm not jumping between viewpoints or alternate universes, as I would in other timeline-driven games.

So picking locks and determining a future course of action is still, ultimately, driven by choice. And the choice seems to rapidly shift between which deity you'd like to garner more favor from, and also which outcome you'd like to see as Polly and pals solve the real-world mystery. It's that aspect that I find really intriguing, as my drive to spend time with certain deities might force me to act differently in the real world and vice versa, but some of the long-stretch planning and numbers game I was playing with crystals didn't feel as compelling as that in-the-moment friction.

Pantheon of the gods

Still, I found the pantheon of Harmony: The Fall of Reverie interesting. I didn't get much of a sense of the main real-world cast, though the scoop-chasing journalist Jade was a memorable encounter. But the Aspirations themselves add a good amount of life to what's happening, and can even start to pop up in real-world events (unbeknownst to anyone but Polly) as commentators on what's going on.

[caption id="attachment_377203" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

All this mystery and intrigue happens under the watchful eye of MK, a super-corporation that's taken over the community. It's a really interesting world that Don't Nod has constructed, with music from Lena Raine backing all of it. It's admittedly a slow burn, partly because of fiddling with the timeline. And especially at the beginning, some of the exposition can carry for a while.

Still, this is Don't Nod doing something quite different with a supernatural mystery drama, and I'm intrigued by it. Even on production value alone, I think Harmony: The Fall of Reverie is worth keeping an eye on. There will be a demo available as part of this year's LudoNarraCon. Otherwise, Harmony will launch on June 8 for PC and Switch, and on June 22 for PS5 and Xbox Series X|S.

The post Harmony: The Fall of Reverie is a gorgeously animated supernatural mystery appeared first on Destructoid.

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Preview: I played a full build of Street Fighter 6, and it can’t get here soon enough https://www.destructoid.com/street-fighter-6-preview-hands-on-impressions-combo-trials-arcade-mode/?utm_source=rss&utm_medium=rss&utm_campaign=street-fighter-6-preview-hands-on-impressions-combo-trials-arcade-mode https://www.destructoid.com/street-fighter-6-preview-hands-on-impressions-combo-trials-arcade-mode/#respond Tue, 02 May 2023 07:25:11 +0000 https://www.destructoid.com/?p=376434 capcom street fighter 6 impressions hands-on preview

Roomba will wipe the floor with you

I've had the pleasure of playing Street Fighter 6 multiple times since its initial reveal, just one short year ago. I first checked out the rad-looking sequel during the summer of 2022 at Birmingham's VS Fighting tournament, then later that year at EGX London. I've also had the good fortune to take part in both beta tests and, as previously reported, I have been left in a pretty excitable state from each experience.

A fortnight ago, I was kindly invited to Capcom's UK headquarters in order to check out what was, more or less, the full and final build of SF6. And, by the end of my short time spent with the complete game, my anticipation for this scrapper has, more or less, reached something of a eye-twitching, hand-scratching fever pitch... Or maybe that's just the coming of summer pollen. Who knows?

https://www.youtube.com/watch?v=1JmxWphGO5Y&ab_channel=StreetFighter

While there were limitations placed on what I could and could not play, (so save yer gripin'), as well as what I may or may not reveal, I was given the opportunity to check out one character's arcade mode, a healthy chunk of the "World Tour" feature, and poke around within various Tutorials, Character Guides, and Combo Trials. Most excitingly, I was given free rein with SF6's 18-strong launch roster, affording the opportunity to step into the ring with returning veterans Honda and Dhalsim, as well as frankly frightening newcomers such as Marisa, Manon, and JP.

I'll tell you this much, whoever you're taking to the lab, you can shape into a force to be reckoned with. And, for the first time since Killer Instinct, I  truly want to — and feel like I could — exceed as anybody.

https://youtu.be/QcI58UECAAc

Choose Your Fighter

While I hardly had the time to get neck-deep into the entire roster, the key element of the SF6 lineup that stands out to me is the perceived viability of almost every character, at least on first impressions. The sequel's fast, aggressive playstyle and incredibly flexible mechanics allow for all 18 World Warriors to feel solid and practical, while also owning their bespoke playstyles. With a roster of zoners, rushdown champs, grapplers, and hybrid fighters, SF6 has a highly varied pack of pugilists, each character built around one (or more) personal mechanics that offer them distinct personalities among their peers.

For example, Zangief and Marisa are both incredibly dangerous and dominant grapplers. But while Zangief is about smothering the opponent with ground-gaining strikes and singular, devastating throws, (many of which have way more armor than should be legal), Marisa's gameplay revolves around charging her buttons, (with all of her standing normals able to be held for alternate effect), with the Roman giant locking her opponents down with unpredictable striking rhythms that leave her hapless foes scared to press buttons.

So, while both characters boast what is essentially a "wrestler" archetype, the two titans are completely different from one another in control, strategy, and offensive and defensive tactics. It's this emphasis on distinction that makes the entire roster interesting, resulting in the player being almost spoilt for choice.

https://youtu.be/JSyL0llQplw

Lily is a fantastic hybrid character. The Thunderfoot Tribe member has learned many Specials of her predecessor, T. Hawk, but she is imbued with mobility and reach that was not afforded her chunky-sized ancestor. Of all of the new characters played, Lily is perhaps my favorite. There's just something so infectious about her. I also spent a little time as Manon, who very much felt a "specialist" character, one that will require deft study and experimentation, to be ultimately rewarded with a fighter who is frightening at mid-range and frankly terrifying in close quarters.

Cammy, delightfully, is still Cammy, and slips right into her role as an acrobatic rushdown character relying on dizzying speed coupled with assault from myriad directions. Within seconds the Delta Red Queen felt extremely comfortable, and her fans will be very pleased with her latest incarnation. If it ain't broke... right? Cammy's most important new addition is definitely her newest cat pal, who both hangs out with her on the character select screen and interrupts her mid-match victory poses.

https://youtu.be/e8ijMj4BF_U

An interesting note about piano commands, directly affecting Messrs E. Honda and Blanka in particular. Both Hundred Hand Slap and Electric Thunder are now Command Moves (qcf/qcb + P). In fact, during my short time playing the full game, I did not find a single piano-based input, a change perhaps necessitated by the addition of the new "Modern" and "Dynamic" control systems.

As for the sinister-looking JP, a variety of scary, multi-planed projectiles — one of which is actually a throw — brings about the same cautious anxiety conjured up by say, Mortal Kombat's Cetrion or King of Fighters' Goenitz. Oh, and he also has a screen trap, with a time-delayed release, (ala Korin), which is also a teleport... which he can also feint. Cheers. You can check out some of these moves in the video below.

We'll solve the puzzle, but JP is going to be an online monster in the early going. Put that in the bank.

https://youtu.be/VeiRp0J7iqQ

We are The World

Many of you will have, by now, played the World Tour opening as featured in the Street Fighter 6 demo, available now on PC and console platforms. I got the chance to push a little further beyond what is shown in the demo, touching base with Chun-Li and her adorable chum Lei-Feng, getting into scrapes with several cardboard box-headed ruffians, and even agreeing to some (fairly dopey) sidequests from various Metro City residents.

The World Tour mode, aside from the character-building elements featured in the demo, also offers up an array of (mostly silly) side activities, which include smashing up trucks at Abigail's Scrapyard, (no sign of the Big Man himself, thankfully), breaking boards for a scene in a kung-fu movie, teaching a wannabe gang member the error of his ways, (kicked the shit out of him, basically), and promising an "infooencuer" that I'd help him make some red hot fighting content for his channel. I won't.

https://youtu.be/Mlkld8nD8P8

This story-cum-adventure mode appears to be mostly designed to help introduce players to SF6's mechanics, characters, and fighting styles, piece-by-piece, while also offering up single-player fun for those who want to take time out from one-on-one matchmaking. SFV was rightfully lambasted at launch for its barebones release and utter disinterest in single-player content, which was eventually "rectified" with a crushingly long-winded story campaign.

Clearly, World Tour is an effort to offer players their own out-of-the-ring adventure, presented in the style of Like-a-Dragon-lite, if you will. I can't deny that I find the script and strange central plotline of "Chasing Strength" cheesy, even childish, with a stilted delivery and muted presentation style that feels generations old. But, all that said, I do really dig the excellent character creator, as well as some of the fun side modes and cameo appearances from some of Street Fighter's finest combatants (and beyond).

Besides, where else in gaming could you find yourself assaulted by a very angry Roomba?

https://youtu.be/GMzx5Hk7o7A

No Train, No Gain

My final few minutes were spent with two of the Training tools in Street Fighter 6's arsenal, namely the Character Guides and the returning Combo Trials. The Character Guide aims to go way beyond the act of merely showing you a respective fighter's moves, and instead breaks down exactly why and when you would use them, offering examples of counterplay against numerous eventualities. Essentially, the new Character Guides are not only hoping to teach you the ways of Juri, Guile et al, but they are also hoping to tutor you in the basics of Street Fighter itself.

Not just How to throw a Hadouken, but When to throw a Hadouken. Knowledge that is equally important.

While the Combo Trials will be immediately familiar to Street Fighter aficionados, the SF6 edition includes a valuable new feature, that allows players to slow down the action to better build the wrist-shattering attacks moment-to-moment. With several speed settings, the trickier combos can now be started and completed in super slo-mo, with the player gradually increasing the speed and input window until they find themselves cracking out a 20-hitter 10 times out of 10.

Or, in my case, a two-hitter 8 times out of 14. Nobody ever said the path to enlightenment was easy.

https://youtu.be/33eZ4sAhfnA

Fun Fact: Cammy has a Ryu-style mule kick (B+HK) that cancels into numerous specials/supers.

I think part of the reason I was greatly encouraged to spend time in the World Tour, Character Guide, and Combo Trial modes was Capcom's enthusiasm to demonstrate that Street Fighter 6 is not only being built as a fully-featured title, but also a title that hopes to pull in newcomers and wayward veterans.

With SF6's triple-control system, overhauled tutorials, new practice tools, and info-feeding story mode, Capcom clearly wants to educate players of all persuasions that its spanking new fighter, while undoubtedly deep, will be accessible. A title that will offer an array of tuneable options to allow even the youngest, newest, or most befuddled of fighting game fans to take their first steps to glory.

https://youtu.be/AnvWyO0hWhA

As for myself. Well, I've seen just about all I can ahead of next month's launch. With Street Fighter 6, Capcom is hoping to see its flagship fighting series, one that defined the genre itself, make a grand challenge for its (lost?) fighting game throne, offering fans old and new a fully-featured and engaging sequel that has learned from the mistakes of its past, while evolving its entire pedigree for a bold and electrifying future.

At this point, it's all over bar the fight itself. And in just five short weeks' time, we'll find out whether SF6 is set for the mother of all comebacks, or is to be left flat on its back, staring at the lights in a final K.O.

I'm not a betting man. But I know where the smart money's goin'

Street Fighter 6 launches June 2 on PlayStation, PC, and Xbox platforms. In the meantime, be sure to check out our reports on the 50 things I loved in the beta, a full playlist of character themes, and my suggestions on the 10 World Warriors who would fit right into the new title as post-launch DLC.

[This preview is based on a build of Street Fighter 6 played on a PS5. Expenses were not provided by the publisher.]

The post Preview: I played a full build of Street Fighter 6, and it can’t get here soon enough appeared first on Destructoid.

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Street Fighter 6’s menacing JP plays like he’s The King of Fighters https://www.destructoid.com/street-fighter-6-jp-impressions-capcom-sf6-guide/?utm_source=rss&utm_medium=rss&utm_campaign=street-fighter-6-jp-impressions-capcom-sf6-guide https://www.destructoid.com/street-fighter-6-jp-impressions-capcom-sf6-guide/#respond Tue, 02 May 2023 07:15:22 +0000 https://www.destructoid.com/?p=376587 street fighter 6 jp character guide sf6 preview

We should numerical notation this dapper dude

As those of an age may remember, when Crimson Viper first made her debut in 2009's Street Fighter IV, there was a common opinion that in character design, personality, and playstyle, the Secret Agent Mom felt like SF's answer to the fashion-forward King of Fighters roster. C. Viper fit like an (electric) glove, but something about her just felt different — distinctly different from her SF brethren.

I recently visited Capcom HQ, where I had the chance to check out a full build of Street Fighter 6, complete with its launch roster. And while many of the new characters felt familiar — retaining the skills of fighters who had maybe passed through the World Warrior ranks before — one character really stood out, featuring a playstyle that felt borrowed from not just one, but many other fighting franchises.

And that character is the charming but extremely unnerving gentleman, JP.

https://twitter.com/ChrisxMoyse/status/1653297535694372865?s=20

JP's fighting style is one of extreme zoning, mind games, and, ultimately, full-screen frustration. The sinister industrialist fights with emotional apathy, content to stand the full length of the screen and prevent his opponent from gaining any ground. JP is equipped with multiple ethereal projectiles, ("Torbalan"), that are able to attack at multiple heights, and, dependent on the version used, can contain the properties of overheads, lows, and even unblockable throws.

In addition to these attacks, JP's "Triglav" allows him to stab his cane directly into the ground, launching thorns at optional distances that create knockdown potential at full range, while also defending him from incoming projectiles and airborne opponents. If this arsenal wasn't enough, then "Departure" sees him create up to two portals at will, that can throw out further thorns on timed release, ("Departure: Shadow"), or also act as teleportation portals, ("Departure: Window"), for when things get a little crowded.

https://youtu.be/VeiRp0J7iqQ

It doesn't end there, as JP is also able to counter melee strikes into "Amnesia", which sees a bomb of pure Psycho Power chase down and attach itself to the opponent, detonating in a fashion to leave them open to attack or combo extensions — ala Rose's Soul Sattelite, or Manon's orbs. And even if an opponent does manage to lock our man down, then he can send them reeling backward with "Stribog" a swift, hard attack with his cane, that also wallsplats at the cost of meter.

Ultimately, JP's game plan is to keep his opponent practically full screen, close down all their routes of entry, push back on any advance, and then surprise them with teleports — either for the purpose of escape or attack. Essentially it is a combination of prediction (for him) and frustration (for them).

He's a frightening entity. Which might see him become a very popular choice in SF6's launch days.

https://www.youtube.com/watch?v=JTYp2nCHldo&list=PLs4LjNCY15zO3ahXBcPZKf36kevvHyOXh&index=12&ab_channel=StreetFighter

With his oddly-shaped, ghostly projectiles, myriad directional options, homing attacks, on-screen "traps", and his exquisite visual design, he reminds me of a typical Guilty Gear fighter, while his barrage of tough-to-read, full-screen specials recalls the ungodly King of Fighters bosses from the '90s, or even Lost Warrior from DNF Duel.

Perhaps most bizarrely of all, JPs array of projectiles, diagonal air strikes, ground thorns, and "keep away" gameplay instantly recalls the controller-snapping irritance of facing Mortal Kombat 11 Elder Goddess, Cetrion. On first impressions, JP is a reminder of so many different, non-SF fighters.

And all of them are a menace.

While some characters should have little trouble gaining ground between these attacks — think Blanka Ball, Sumo Headbutt, or Yoga Teleport — I think we'll find, in time, that the key to defeating these smothering specials will be deft use of the Drive Gauge. Drive Impact to power through his close-distance pushback efforts, and Parry Rush proving the key to responding to JP's projectiles — closing the gap before he can recover.

Still, these are not beginner skills, and I can't help but wonder whether Online JP is to be crowned the first Street Fighter 6 nightmare in the early going...

...Well, you all did want a villain, right?

Street Fighter 6 launches June 2 on PlayStation, PC, and Xbox platforms. Be sure to check out my other thoughts on the new build, as well as my report on Lily's Arcade Mode. In addition, here are 50 things I loved in the beta, and my suggestions on the 10 World Warriors who would fit right into the new title as post-launch DLC.

The post Street Fighter 6’s menacing JP plays like he’s The King of Fighters appeared first on Destructoid.

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Review in Progress: Redfall https://www.destructoid.com/review-in-progress-redfall/?utm_source=rss&utm_medium=rss&utm_campaign=review-in-progress-redfall https://www.destructoid.com/review-in-progress-redfall/#respond Tue, 02 May 2023 00:01:11 +0000 https://www.destructoid.com/?p=376678

Biting back

Redfall starts off in a curious place. Within the first moments of the game, the player is shown a montage of the little town’s downfall. Creatures of the night begin to fester and swarm, soon locking the town in with bloodsucking beasts, the cult that worships them, and the security contractors hired to cover it all up. A towering vampiress with a haloed visage holds you by the throat, telling you of big plans currently brewing, as the sun emerges outside.

The latest game from Arkane starts off strong. But as the days and nights go on in Redfall, I’m finding myself running up against its layout over and over. Some aspects are inventive twists on the four-player co-op shooter. But in both gameplay and technical aspects, it’s falling short of what I had hoped for.

https://www.youtube.com/watch?v=ZwY9IncC6XI

Redfall (PC [Reviewed], Xbox Series X|S)
Developer: Arkane Austin
Publisher: Bethesda Softworks
Release: May 1, 2023
MSRP: $69.99 (also on Game Pass)

In about 12 hours of Redfall played over the weekend, I’ve managed to clear the first of its two distinct hub areas and get a decent way into the second. From the start, the player gets to pick their character to play as, which defines their skill set moving forward. 

If you like gadgets with cool effects, try out Davinder. If you prefer some mobility and like the idea of ringing up a vampire ex-boyfriend to help you out, Layla’s your pick. Because I like to help out a bit and wanted free healing, I went with Remi, whose robot helper Bribón can distract enemies and provide a second ring of her healing circle. Each character brings something a little different to Redfall, and the initial diversity is promising.

[caption id="attachment_376681" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

In practice, however, it hits some snags. Redfall will feel familiar to other Arkane first-person games. It’s laid out in a similar way, too. Right away, from the starting segment on a beached boat attempting to flee Redfall, Arkane presents you with choices. You could have a little shootout with the cultists patrolling the area, or you could sneak around them. Go low, go high, or go straight through the middle.

Yet not long after that, you’re forced into combat anyways. If not with a cultist, then certainly with a vampire, in a fight that requires some bullets, fire, and a stake to settle. The straight-ahead path into the first hub then opens up into a large town, with different zones and points-of-interests, all open for exploring.

These zones aren’t so conducive to the kind of multifaceted approach Arkane offers up front. Some areas, especially those tied into main quests, might offer some alternative entrance options. And in some cases, it might be a good idea to sneak rather than shoot. But the second you’re spotted, the alarm’s on and all forces converge. And where Dishonored or Deathloop have tools for quick getaways, you—or members of your crew—may not.

It forms a strange dichotomy where my single-player time felt a little more slow and steady, encouraging some careful play and picking fights, sometimes breaking out into mad scrambles for survival; but in co-op, it often felt like running and gunning with my best weapons was the best option.

[caption id="attachment_376686" align="alignnone" width="640"] Image via Bethesda[/caption]

The loot doesn’t feel too rewarding, as guns tend to rotate out fast aside from golden drops, and I always found it more worthwhile to save my scrap than spend it on drops from the arsenal. In fact, I really only spent my salvaged barter cash on ammo refills and the occasional lockpick. Those were often not needed in co-op, but in single-player, some extra ammo and an easily opened door does make life a little easier.

Co-op, in general, comes with a few asterisks in Redfall. One big sticking point for some might be that story progress does not carry over for you, unless you’re the host; so if you join someone else’s game and beat a few story missions, you’ll need to replay them in your own file. That’s not a huge problem for those already planning to four-stack it through the whole campaign, but might put a sour note on more impromptu sessions.

Redfall’s co-op also just amplifies some of the storytelling shortcomings for me. A decent amount of Redfall’s ambient story is told through notes found in the open world, or dialogues between characters—either NPCs or those within your own party. Sometimes, dialogue will start just as you walk by. With all four players roaming a hub, conversations were constantly firing off, making it difficult to tell what story was happening where. And notes picked up by other players were inaccessible to me in co-op.

[caption id="attachment_376679" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

There are quite a few mechanical hitches, too. In co-op, we had players flying through the sky or crouch-walking through the ground. After one cutscene, a player had a duplicate avatar frozen in the middle of the hub. Limbs wouldn’t move right. And in both single and multi-player, different bugs would cause problems. Enemies slide around or fail to detect players right next to them. In the worst case, Bribón disappeared for several missions, and didn’t reappear until I restarted the game.

On top of that, I ran into what seems like optimization issues on PC. I’ve got an AMD Ryzen 5 3600X, NVIDIA 2070 Super, 16 GB of RAM, and I’m running Redfall off a solid state drive—nothing top-of-the-line, but should clear the Recommended bar. But Redfall defaulted me to a choppy Medium that I eventually moved down to Low. Still, frame rates would drop low and world elements would pop in, issues that four-player co-op exacerbated. A friend I played with, who has a similar set-up to mine, experienced similar optimization issues.

All of the technical mess is something that might exist now, at launch, and then soon be tinkered with and fixed. That’s not necessarily new in the world of reviewing games. However, it did make some elements of Redfall that I enjoyed difficult to appreciate. I do like its horror and supernatural elements, and there are a few special areas that feel laid out well for a creepy experience. Though ambient dialogue can often spoil some surprises, there were still moments where I was afraid of what might lurk in some downstairs shadows.

And when the story gets going, especially in the second area, it gets pretty alright. I haven’t mentioned it much because the goal is straightforward: vampires are infesting the town, so go take them out. There are big bosses like The Hollow Man, and lesser evils you’ll have to uncover and hunt through side missions. Details on those vary, but a few were thematically interesting, especially when they involved the special versions of vampires like the Angler or Shroud. Where regular vampires start off intimidating but can be easily dispatched once you’ve got a few good weapons, special vampires remain a threat. They force you to change up tactics, introducing new rules that can make the otherwise cannon fodder-esque human enemies more dangerous, even just as distractions.

[caption id="attachment_376680" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

And one or two missions so far have shown a little more of that multiple-approach design, encouraging me to find some fun alternate ways to tackle objectives. But for the most part, missions in Redfall have constituted navigating to an area, shooting vampires/cultists/security forces, and picking up or interacting with an objective. A few interesting diversions aside, Redfall seems laser-focused on killing vampires.

Which is why, so far, it’s fallen short for me. I enjoy blasting a vampire with a stake launcher. Every now and then, I’ve felt clever as I set a trap with my C4 and lure enemies towards it, or used Bribón’s distraction function to line up a perfect shot. But more often, I’m walking into an area, blasting whoever I see, and teleporting back to a safehouse to pick up a new mission.

Overall, Redfall so far feels like a co-op shooter with some neat ideas that aren’t fully realized. I can see some of the concepts, like managing a limited loadout of weapons and carrying powerful anti-vampire weapons alongside anti-personnel armaments, and how they create interesting moments. Sometimes, they really pull them off. 

[caption id="attachment_376690" align="alignnone" width="640"] Image via Bethesda[/caption]

I can think of a few occasions where I was running through a firefight, hurriedly reloading and making snap decisions. Sometimes I’d feel rewarded for taking an alternate route, cleverly avoiding some traps. Or, in one instance, ducking behind cover to hastily swap in a different weapon because a deadly Rook was on the way and I needed some vampire-slaying power, now.

More often, though, Redfall has been technical hitches, repetition, and scattershot story. I enjoy the kind of world, narrative, and experience it wants to be, but I just don’t think it gets there. We’ve only had a few days with it, but we’ll have more on Redfall once we’ve rolled credits later this week.

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Monopoly Go! is a rather ruthless take on the classic board game https://www.destructoid.com/monopoly-go-is-a-rather-ruthless-take-on-the-classic-board-game/?utm_source=rss&utm_medium=rss&utm_campaign=monopoly-go-is-a-rather-ruthless-take-on-the-classic-board-game https://www.destructoid.com/monopoly-go-is-a-rather-ruthless-take-on-the-classic-board-game/#respond Mon, 01 May 2023 14:00:34 +0000 https://www.destructoid.com/?p=376452 Monopoly Go

The Fast-Dealing Property-Destroying Game

Honkai: Star Rail is an absolute behemoth of a free-to-play game right now, surpassing 20 million downloads in a single day. I’ve been trying to put some time into it since it launched, but I don't think I've even reached the titular Star Rail yet as another mobile game has hogged all of my attention over the past week or so. Monopoly Go! is a new, free-to-play competitive board game from Hasbro and Scopely, the latter of which is best known for its work on The Walking Dead: Road to Survival and Star Trek Fleet Command.

Monopoly Go! is a casual take on the classic board where you roll two die to move your piece around the iconic board, collecting cash or paying taxes along the way. Everything you know from Monopoly is here, but the rules have changed enough that Monopoly Go! is an even more ruthless version of the property-buying game.

That’s saying something because Monopoly has always been a take-no-prisoners experience. Anyone who had the misfortune of landing on a hotel-adorned Park Avenue space owned by your older brother can attest to just how mean-spirited this game can be. That is by design and why we mostly stuck to playing Sorry! when I was a kid. In Monopoly Go!, your goal isn’t just to collect money from your friends and strangers. You’ll still do that because what is Monopoly if you’re not learning to hate landlords? But you’re also actively trying to destroy their properties while robbing them blind.

https://www.youtube.com/watch?v=cwfoZy3mNTI

When you boot up the app, it’ll encourage you to sign up your friends as all F2P games are wont to do these days. Friends and strangers alike will pop up on your board in various spaces. If you manage to land your piece on one of those spaces, they'll pay you rent. The goal of the game is to earn enough money to complete landmarks across various maps (such as a torii on the Tokyo map). Build all five landmarks and max out their upgrades, and you’ll move to the next map. It’s simple enough, but you can really throw a wrench into your friends' plans by landing on a railroad space.

Railroads in Monopoly Go! will activate one of two activities: Shut Down or Bank Heist. If you get Shut Down, you’ll get a chance to partially demolish a landmark one of your acquaintances has built. They can block it, but only a certain number of times. Landing on a Bank Heist will open up a match-3 mini-game that’ll let you rob your friends and family of all their money if you’re lucky. Sadly, for the people who’ve decided to add me as a friend in their game, I’ve been very lucky in that regard over the past week.

Going bankrupt carries no real penalty as it’s impossible for you to go into debt, but it can provide a major setback for your progress, such as when I managed to steal about $17,000,000 from another player during a Mega Heist. That player has since given up on the game, as have quite a few of the people who were in my circle for the first five days or so.

Monopoly Go

Unfortunately, it seems that I will be joining them soon enough. There are several deal-breakers here that will have me deleting the app, probably by the time this article goes live. It’s really aggressive with its in-game ads, I have the absolute worst luck of landing on the Go to Jail space, and it’s the type of free-to-play game where it’s almost necessary to keep opening up the app in case there is a 30-minute limited time event that could give you a massive advantage. I’m keen on the F2P market, but not so much when a game keeps my notifications ringing throughout the day.

If I were in the market for a new mobile F2P game to kick around for the next few weeks, Monopoly Go! wouldn't be a bad choice as it can be amusing from time to time. But with Honkai: Star Rail here, and my resurgent interest in Marvel Snap, I think I've given it just about as much time as I can.

Monopoly GO is available now on iOS and Android platforms.

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Impressions: Relics of the Old Faith adds unholy pleasures to Cult of the Lamb https://www.destructoid.com/relics-of-the-old-faith-update-dlc-cult-of-the-lamb-review-impressions/?utm_source=rss&utm_medium=rss&utm_campaign=relics-of-the-old-faith-update-dlc-cult-of-the-lamb-review-impressions https://www.destructoid.com/relics-of-the-old-faith-update-dlc-cult-of-the-lamb-review-impressions/#respond Sat, 29 Apr 2023 15:00:28 +0000 https://www.destructoid.com/?p=375478

Join the Lamb today! Or else.

Cult of the Lamb basically sold itself with art and concept, but the game mechanics delivered as well. It's dark, adorable, and undeniably fun.

As much as I loved being a cult leader though, I plateaued before I could beat two of the Old Faith, located in Anchordeep and Silk Cradle. Once I had unlocked all of the buildings, I was milking coins from the housing, shrine, and even the graves. Money was meaningless, my flock self-sufficient, and so I moved on to another game. Thankfully, the latest major update, titled Relics of the Old Faith, has brought fresh air, breathing new life into one of my favorite games.

For a completely free update, there is a lot to enjoy here. The overview of the update spells out the truly generous amount of new content added, including bosses, follower forms, Relics, new structures, heavy attacks, a judgey jellyfish, and more. Post update, I've been playing for hours, finally beating Anchordeep and Silk Cradle as well as adding "The One Who Waits to my flock". Of course, I have thoughts.

[caption id="attachment_375822" align="aligncenter" width="640"] Screenshot by Destructoid[/caption]

Time and Space Saving Structures

Seeing Devotion coming out of the Shrine again filled me with joy. It unlocks new buildings, and thankfully, the team at Massive Monster understood the assignment: save space. The cult is beautiful, but space is pretty limited. With a temple, beds, a kitchen, a growing farm, a shrine, a prison, graves, and more, some common space issues soon pop up.

Where do I put all of these dead people? I chose a combination of graves and Natural Burial, which turned dead followers into fertilizer. However, it was easy to run out of space placing graves because once someone was buried, you couldn't actually get rid of it! The new update fixes this by allowing players to exhume bodies from the grave.

There's also a Morgue, which lets you assign a follower to take care of those bodies that drop while you're out exploring. I watched the little guy actually change his outfit to go pick up the body and drop it into a pit while it waits for me to do something with it. The Morgue just holds the bodies for you, but you can then move them into the brand-new Crypt, where they can be buried. With upgrades, you can eventually inter as many as 12 followers in it. I would say that's a problem solved.

[caption id="attachment_375813" align="aligncenter" width="640"] Screenshot by Destructoid[/caption]

The bed situation is also under control. While I invested in quality housing for my cult, many of them still had to sleep in tents that would occasionally collapse. Plus, as my flock grew, so did this area of bedspace. Now there is a shared bed where three followers can comfortably sleep. Another space issue solved.

The new kitchen is more of a time saver than a space freer. Cooking for the flock was time-consuming but had to be done. Hungry followers aren't big fans of following anyone anymore, you know? But with Relics of the Old Faith, you can build a full Kitchen, instead of just a Cook Stove, and then you can assign a follower to do the cooking. You still have to schedule meals though. I didn't realize that until everyone got super hungry, but if you periodically queue meals, they are always fed.

Relics and Heavy Attack

[caption id="attachment_375857" align="aligncenter" width="640"] Screenshot by Destructoid[/caption]

The bird doling out Relics is the creepiest character yet, in a room already filled with meat and hanging corpses. It's awesome. The new Relics are a great addition to the arsenal. They aren't so overpowered that you need one to succeed, but it's like adding a second, non-renewable Curse. Some Relics are labeled fragile, and can only be used once, while others offer recharge at varying speeds. Some of these unholy weapons do crazy things, like poison everyone on screen, or shrink you down to a tiny, hard-to-hit target.

The new heavy attack maneuver is great! I forget to use it sometimes, but it does come in clutch when I do remember. The really heavy hammers that you have to aim now suddenly swing around you, while your one dagger transforms into a line of falling blades. You can also upgrade the strength of your axe, hammer, sword, dagger, or gauntlet by giving sermons.

With plenty of new mini-bosses and additional enemies, combat is fun again.

[caption id="attachment_376076" align="aligncenter" width="640"] Screenshot by Destructoid[/caption]

Photo Mode

This is by far my favorite part of the update! I absolutely love this feature. While you're doing your cult leader business, you can click to go to your menu where you would maybe Save or Quit. Now you have the Photo Mode option which allows you to take more in-depth pictures of your cult. It's a feature that I didn't know I wanted but now know that I absolutely needed.

One of the very best elements of Cult of the Lamb is the artstyle. It's this crazy mix of cute and demonic, and some of the things the flock does are just so funny. But there's only one viewpoint in the game and screenshots tend to look the same — not doing the art true justice. Being able to adjust height, depth, and focus length is such a game-changer.

In fact, I'm actively trying not to spam you all with brochure-level marketing material for my own cult.

[caption id="attachment_375816" align="aligncenter" width="640"] Screenshot by Destructoid[/caption]

Most of all, I like that the update was designed to pick up right where you left off. Yes, you can start over and still enjoy these benefits, but for all of us who just needed a little push to jump back in, this is perfect. There are four new fleeces to unlock and new ways to gain Holy Talisman pieces that don't involve sacrificing people, and I was able to capture some fantastic moments. There's still more for me to do! There are some minor bugs, but the team is already on top of fixing them according to Twitter.

Overall, Cult of the Lamb: Relics of the Old Faith is a big win, making a great title better still.

Relics of the Old Faith is available now as a free update for Cult of the Lamb.

The post Impressions: Relics of the Old Faith adds unholy pleasures to Cult of the Lamb appeared first on Destructoid.

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Future Racer 2000 is some great shortform horror if you can somehow avoid the bugs https://www.destructoid.com/future-racer-2000-is-some-great-shortform-horror-if-you-can-somehow-avoid-the-bugs/?utm_source=rss&utm_medium=rss&utm_campaign=future-racer-2000-is-some-great-shortform-horror-if-you-can-somehow-avoid-the-bugs https://www.destructoid.com/future-racer-2000-is-some-great-shortform-horror-if-you-can-somehow-avoid-the-bugs/#respond Mon, 17 Apr 2023 16:30:52 +0000 https://www.destructoid.com/?p=374062 Future Racer 2000 Header

The newest, latest, hottest thing

The octopus gets a bad rap. It’s a perfectly awesome creature with brains to spare, but it often is treated in media like a horror of the ocean. Listen, there are much more horrific things down there, not least of which are the Old Ones that slumber in the corpse city of R’yleh. Also moray eels. Also anglerfish.

However, catching a virus from an octopus isn’t great. Future Racer 2000 begins with you quarantined in your apartment due to such an affliction. One thing leads to another, and you find yourself in possession of a game console that suspiciously resembles our cephalopod friends. Just what are those little sea puddings up to?

You can find out in Future Racer 2000 on PC, if you’re lucky enough to not have it bug out on you.

[caption id="attachment_374065" align="alignnone" width="640"]Future Racer 2000 Beige Hallway Screenshot by Destructoid[/caption]

Infested

At about 15-30 minutes long, it doesn’t hurt to try. However, on my first playthrough, everything started off unintentionally in medias res. Events overlapped each other, played out of order, and I couldn’t even unbox my octo-console. I played the entire game without the meta game even being present.

I somehow managed to complete it in that state, then started fresh. Things went in a much more logical order, but everything locked up very close to the end, and I had to force-shut the game. Yeesh.

[caption id="attachment_374066" align="alignnone" width="640"]Future Racer 2000 Console Screenshot by Destructoid[/caption]

Painted like cardboard

It’s unfortunate because Future Racer 2000 does a lot of things right. It’s largely a walking simulator with small hints of gameplay beyond exploration. Its strength is, perhaps, rooted in the fact that it doesn’t take itself very seriously. The protagonist is largely blasé about the horror going on around them, which leads to some humorous moments. Despite this, it doesn’t completely undermine its atmosphere or narrative.

It’s a very minimalistic experience, never leaving the apartment bloc in which the protagonist lives. Despite this, it does much to bring you into its world. One segment of the game just involves watching a bizarre television show. The game console you receive is depicted in sumptuous detail. The narrative is segmented by sleeping. For a game with very little interaction – especially one so heavily scripted – Future Racer 2000 does a lot to draw you in.

It’s not the perfect narrative. Some of the storytelling feels somewhat undercooked. When it doesn’t have something interesting to say, you’re just shown some creepiness. Then the whole thing ends without resolving anything. Or, at least, I think it does… Maybe I just hit a bug.

[caption id="attachment_374067" align="alignnone" width="640"]Retro in-game game Screenshot by Destructoid[/caption]

Sea puddings

It’s just a shame that it’s so buggy. The developer is actively trying to squash bugs, but the scripting feels so rickety right now. On the bright side, for the next couple of weeks, Future Racer 2000 is available for free on itch.io.

Future Racer 2000 feels like something from a talented amateur. It excels in some often neglected areas while dropping some fundamental balls. Developer Tim Oxton has stated that they’d like to revisit the concept in a sequel, which I’d personally love to see. In the meantime, it’s worth checking out Future Racer 2000, if only to see how far someone will go to disparage the good name of octopi.

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Infernax’s Deux or Die update makes it a fantastic couch co-op adventure https://www.destructoid.com/infernax-deux-or-die-co-op-impressions/?utm_source=rss&utm_medium=rss&utm_campaign=infernax-deux-or-die-co-op-impressions https://www.destructoid.com/infernax-deux-or-die-co-op-impressions/#respond Tue, 11 Apr 2023 21:00:08 +0000 https://www.destructoid.com/?p=373206

Infernax: Deux or Die goes above and beyond

My love of Infernax is no secret by this point. Many indie titles have shot for NES nostalgia, but Infernax provides an experience that genuinely belongs among the console’s best. Its tight gameplay, compact map to explore, and authentic difficulty curve drives home the feeling of playing a version of Simon’s Quest that became a beloved classic instead of a series black sheep. Add in a host of secret characters and multiple endings, and you have a game just begging to be replayed.

I gleefully put in at least three runs through Infernax last year, yet the announcement of couch co-op via the Deux or Die update still peaked my curiosity. As much as I love this game, couch co-op updates to single games have left me underwhelmed in the past. For example, Shovel Knight's two-player mode was fun, but nowhere near the quality of its one-player campaign. Meanwhile, Deux or Die promises the new character Cervul, a plethora of unique abilities, and a revamped progression system. Would Infernax maintain its quality as a two-player game, or would it be another novelty worth an hour or two?

Well, after playing Infernax this weekend armed with a friend (henceforth referred to as John Dtoid), I am extraordinarily happy to say that Berzerk Studio hit it out of the park with Deux or Die.

https://www.youtube.com/watch?v=_SzgFDI2X4Q

A rebalanced campaign

The first thing Deux or Die does fantastically well is remix the entire campaign with Player Two in mind. Right out the gate, the cutscenes incorporate Cervul and even add some unique dialogue throughout the adventure. Story was never the strong suit of Infernax, but I love the playful route Deux or Die takes. For example, after one NPC praises protagonist Alcedor, he adds a tepid “oh hi Cervul” just to acknowledge him. It rides a fine line of lampshading its one-player focused story while avoiding outright fourth-wall breaking jokes.

Fortunately, it’s not just story that was overhauled for Cervul. Every screen in Infernax is littered with enemies now, to the point of looking like a Kaizo ROM hack at first. This gives both players equal responsibility to proceed through the game effectively.

Since so many enemies come at you from multiple directions, John Dtoid and I typically divided responsibilities between us. As the one in control of Cervul, I handled airborne enemies while Alcedor’s mace smacked things at ground level. After mastering the new mechanics, I was pleased to see that our pace matched a normal solo run of Infernax. Despite the overwhelming enemy forces, both players recieve ample power to match the odds.

[caption id="attachment_373208" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Cervul is my new favorite character

While the campaign rebalancing is nice, what really makes Deux or Die click is Cervul himself.

By default, Cervul chucks axes at enemies a la the classic Castlevania axe. Holding directions on the D-Pad lets Cervul change the trajectory of his throws, but he’s never particularly good at hitting things in front of him. Meanwhile, melee is the one range Alcedor is very good at. Both characters' mechanics naturally encouraged cooperation without stepping on each other’s toes. I always felt like I was contributing a lot as Cervul without ever fully stealing the spotlight.

[caption id="attachment_373209" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

As you progress further, Cervul unlocks and strengthens an extraordinarily fun set of skills. My bread-and-butter was the Crossbow, which requires a charge between shots but snipes enemies effectively. Meanwhile, against enemies throwing ranged attacks in turn, I could wield my Pavise with both hands and focus on blocking incoming shots to defend myself and ol’ John Dtoid. This let our playthrough of Infernax become surprisingly methodical instead of a test of our reflexes. I’d often stop and evaluate an area before selecting the tool that would lighten the challenge in front of us.

Honestly, there were moments when I felt like I was outright breaking the game with Cervul. However, instead of coming off as cheap, I instead felt rewarded for knowing what skills would work best in each situation. Using Cervul’s kit let me see the entire world of Infernax is a new light, almost as if I was playing an entirely new game.

[caption id="attachment_373210" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Promote synergy

The crazy part is that Cervul isn’t the only one bringing team dynamics. Alcedor’s support spells now affect both players, ranging from shields to full heals. This, too, adds a new layer of depth to Infernax.

By default, Cervul has a stack of bandages that can slowly but reliably heal either player individually. Meanwhile, Alcedor’s healing spells work instantly and heal fully, but he can only use a couple casts before his mana runs dry. This created a fun minigame where John Dtoid and I constantly thought of how to min-max our healing within dungeons, perpetually keeping our HP bars even with bandages so we could get optimal heals with spells later.

[caption id="attachment_373240" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Cervul’s tools do make him feel like four characters in one. However, switching his skills takes time, which in turn gives Alcedor much more agency in co-op. Covering that melee blind spot for Cervul is optimal in most situations, but this never feels forced or inconvenient. Even Alcedor’s shield, which generally is inferior to Cervul’s Pavise, still has the advantage of being available on demand. There were more than a few situations where Johnny boy blocked shots for me while I was charging my crossbow, especially if I wasn’t paying attention to everything happening on screen.

Cervul winds up being a bit more powerful than Alcedor by the end of the game. However, it’s never to an extent where the scale is tilted too strongly in Cervul’s favor. Both players feel important throughout the campaign, and there’s enough freedom to let you control who will be more supportive and who will take point as the main attacker. I can’t believe I’m writing that sentence about a simple game like Infernax, but that’s how elegant the mechanics of Deux or Die are.

[caption id="attachment_373241" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Free play

Honestly, my only criticisms of Deux or Die are nitpicks. The boss rebalancing doesn’t fare universally well in co-op, leaving some foes unusually easy despite their bolstered health bars. There was also one encounter on the Ultimate Good story path that Cervul absolutely trivializes. As good as the co-op is, Infernax never fully shakes the feeling that it was originally designed for one player.

That doesn’t particularly matter to me though. Infernax already felt complete at launch, so Deux or Die is like getting a new game for free. Moreover, with playthroughs lasting around six hours, Infernax makes for a great weekend adventure.

[caption id="attachment_373211" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

As an additional touch, Deux or Die lets you hot-swap between the two-player mode and one player controlling both characters. At first, I thought this was a nice way to let solo adventurers experience the new content too. However, once I realized this let one player make progress while the other takes a break to use the bathroom or grab a snack, I realized how hard Berzerk Studio prioritized making a fun experience for two friends over anything else.

Infernax doesn’t have the reputation of something like Shovel Knight, but Deux or Die proves its creators bring equal passion for their work. This free update was so transformative that I could have easily dropped $5 on it and felt I got my money's worth. If you originally played Infernax via Game Pass, Deux or Die makes a compelling case to buy the game outright. It adds abundant replay value to a title already overflowing with it, and I can’t wait to explore Upal with more friends in the future.

The post Infernax’s Deux or Die update makes it a fantastic couch co-op adventure appeared first on Destructoid.

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Street Fighter Duel isn’t a game, it’s a casino https://www.destructoid.com/street-fighter-duel-isnt-a-game-its-a-casino/?utm_source=rss&utm_medium=rss&utm_campaign=street-fighter-duel-isnt-a-game-its-a-casino https://www.destructoid.com/street-fighter-duel-isnt-a-game-its-a-casino/#respond Fri, 17 Mar 2023 15:00:41 +0000 https://www.destructoid.com/?p=369233 Street Fighter Duel

But without all the smoke and people who've lost all hope

For somebody who plays as many mobile games as I do, I was perhaps a bit too gullible about what Street Fighter Duel would be in the weeks leading up to its launch. I mean, I probably could have scoured the web for deets on it from its soft launch (or just read the story Chris Moyse wrote on it two years ago), but this fool decided he wanted to go into it blind so as not to ruin the hope that, based on one screenshot of the gameplay, the game would be something similar to Project X Zone.

I literally wrote that a month ago. I shouldn’t have needed hindsight to know that was dumb. Foresight should have been able to tell me that. But I held onto that hope up until I downloaded the game and discovered it’s just another auto-battler blanketed in an obscene amount of menus. A genre that is a dime a dozen on mobile; that should have been the end of it right there. I should have deleted it along with that too-dull-to-bother-with Avatar Generations game or the beautiful Ultimate Sackboy that didn’t wait for me to decide if I liked the game or not before asking for my money.

And yet, Street Fighter Duel has not left my phone, and since I downloaded it in February, not a day has gone by that I haven’t opened it up multiple times to complete challenges so I can earn multiple forms of currency I don’t understand. On paper, I shouldn’t be enjoying this game. But in practice, there is just something so enticing about it.

https://www.youtube.com/watch?v=uW0by1feQAU

Street Fighter Duel is like the first 20 minutes of Babylon—visually spectacular but also really gross. It’s a gacha auto-battler where you assemble a team of World Warriors that you earn in-game or receive in blind pulls. Your team will fight on their own, but you can join the battle by activating their specials or the EX moves you’ll unlock without exactly understanding how. You can have the game play itself, which might be the preferable way to go about it as I find Street Fighter Duel far more fun to watch than play.

Crunchyroll Games did a fantastic job animating the famous and not-so-famous faces of the Street Fighter franchise. While some might argue the look of this game is a bit too glossy and clean, I think the art direction is quite pleasing. It does straddle the line of being too broadly appealing to be endearing, but I think it walks that rope quite well. Especially when it comes to the various specials and EX attacks your team will throw out there. Those are a blast, and when you crank the speed of the fights up to 4x, it has all the visual charm of the craziest arcade games of the ‘90s.

Still, even with the eye glitter, I should have already deleted Street Fighter Duel from my phone. Because it’s barely a game. What little “gameplay” that’s here is rote as hell, and most of my time with it has been spent diving into an absurd amount of menus, trying to understand how this game’s economy works. But, surprisingly, that’s where I think its biggest strength lies.

[caption id="attachment_369236" align="alignnone" width="640"]Street Fighter Duel Screenshot by Destructoid[/caption]

Its menus, while intentionally confusing, have compelled me to keep the app open in ways few other free-to-play games have. I don’t play games for the menus. That’s not my personality type. If I were that type of gamer, I’d be reviewing Football Manager titles every year. But the menus of Street Fighter Duel, and the way they coax me to keep taping and chasing those little red exclamation marks, have something of a stranglehold on me. Because nearly every single one will reward you in small ways that ultimately don’t matter, but it’s the fact that you’re "winning" that makes you want to keep playing.

Think about if you’ve ever gone to a casino, sat down at a slot machine, put a dollar in, pulled the lever, and suddenly the machine starts flashing its lights because you just won a quarter. You know it’s not that much money, and you can’t exactly figure out how the mixture of decals and numbers on the screen would point to you being a winner, but you’re excited that now you have 25 cents more than you used to. So you keep playing. And because the layout of the casino floor is designed to confuse you, it's impossible to leave unless you're absolutely determined to.

[caption id="attachment_369235" align="alignnone" width="640"]SF Duel Screenshot by Destructoid[/caption]

That’s what playing Street Fighter Duel feels like. I don’t know how many parts of this game work, and the layouts of the menus continue to baffle me, but whatever I’m doing must be correct because I keep scoring diamonds, cash, and a whole assortment of other currencies I won’t ever bother learning the purpose of. I just keep winning, so I keep playing. And to its credit, Street Fighter Duel is expertly designed to keep players engaged.

There are no meters here or limits on how far you can progress in a day. If you want to keep playing, whatever playing constitutes in this game, you can. There’s a story mode with a bad story to work your way through, an arena mode, multiplayer, puzzles, and a hell of a lot more. Right now, there's a limited-time mode featuring a crossover with Monster Hunter that has you fighting a Gore Magala with the chance of unlocking a Gore Magala Ken variant.

There is so much to do in the game, and so many ways it wants you to spend your money. All of the regular, gross F2P transaction options are here, plus ads pushing players toward buying limited-time deals, event-exclusive characters, and a subscription pass that can run you $14.99 a month. There are multiple stores within the game, including the Fight Mall where, as of the publishing of this article, you can buy a Fashion Sakura variant for $49.99. And that’s “50% off the regular price.”

[caption id="attachment_369237" align="alignnone" width="640"]SF Duel Monster Hunter Screenshot by Destructoid[/caption]

Unlike the first two seasons of Marvel Snap, I highly doubt Street Fighter Duel will see a dime of my money. But I could be wrong about that. After all, I told myself I’d stop playing as soon as I unlocked Cammy. That was a week ago. Today, she’s up to level 120, and I’m trying to save enough Breakstones to get her over the next leveling hump.

Why do I keep at it even though I know I'm not having any fun? Because that's how good (or nefarious, depending on your point of view) the designs of this game's systems are. I think the developers knew they weren't going to win anyone over on gameplay alone, so they had to devise the best possible drip-feed reward system to keep players engaged. And that's what they did. Of all the F2P mobile games I've played over the years, I don't think I've seen one as finely calculated as this. It's as if the developers went to every GDC talk on player retention and combined all that knowledge into an app that is the ne plus ultra of whale-fed mobile games.

I know I should delete this app, but there is a red exclamation mark on my screen right now that means I've won something. And as long as I feel like I'm winning, I'm going to keep playing.

For the love of god, can Peridot please release already so I can turn my mobile attention away from this fucking thing!

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Hands on: Exoprimal features dinosaurs and shapely robot butts https://www.destructoid.com/exoprimal-features-dinosaurs-and-shapely-robot-butts/?utm_source=rss&utm_medium=rss&utm_campaign=exoprimal-features-dinosaurs-and-shapely-robot-butts https://www.destructoid.com/exoprimal-features-dinosaurs-and-shapely-robot-butts/#respond Wed, 15 Mar 2023 20:11:02 +0000 https://www.destructoid.com/?p=368996 Exoprimal

Dinosaur butts not yet implemented

I feel bad for absolutely every multi-player focused game entering the current market. They survive entirely on maintaining a player base, and a lot of folks will just play whatever their friends are playing. So, in order to succeed, they not only need to bring in people, but also the people those people associate with. It doesn’t matter if a game is good or not. Many people still playing Destiny 2 hate it, but it’s what their friends are playing.

Capcom seems to think they’ve found the secret ingredient: butts. And dinosaurs. Right there, those are two of my favorite things. Exoprimal is a game about robots who never miss leg day fighting dinosaurs. And it is… a game. And now I've played the beta.

[caption id="attachment_369001" align="alignnone" width="640"]Samurai fighting dinosaurs Screenshot by Destructoid[/caption]

Exo-butts

Based on the beta, I have absolutely no idea what Exoprimal is supposed to be about. It opens up with a video that implies humanity is under threat of dinosaurs. Then you have a job interview. After that, an AI claims to have control over time and space and is using that to make you fight. You don’t so much exist in a world as much as you’re dropped into one, and then dinosaurs are dropped in right after you.

You’re given a slew of exosuits to choose from, and you can pick them on the fly, even mid-match. If your team is too squishy, a quick change into a tank exosuit will help alleviate that. There’s a wide selection of playstyles available, and a good portion of them have excellent posteriors.

Considering your pilot has the flattest pair of hams in the multi-verse, my theory is that Exoprimal exists in a future where butts have gone extinct. Humans have created exosuits to compensate for their lack of cake – a sort of prosthetic butt – but everyone is too ashamed to admit there’s no junk left in humanity’s genetic trunk. So we equipped our butt-suits for combat and then didn’t have anything to fight. We then created an AI to dump dinosaurs on us so that we can keep pretending that our robots don’t just have fly booties because we can no longer attain that level of shapeliness.

[embed]https://youtu.be/xM1Pt64uNFE[/embed]

What's your favorite dinosaur?

Gameplay has you following a sassy corporate drone. It shouts reassurances at you and keeps you informed of the incomprehensible stuff going on around you. Every so often, it stops at a node in its path, and then it’s time to fight dinosaurs. There are a few variations of this objective, but it all boils down to mass extinction.

What’s your favorite dinosaur? Mine’s a parasaurolophus, but those duck boys aren’t much for battle. Instead, the AI usually pours raptors on you. In return, you mash buttons in their direction. Sometimes, if you have a shooty robot, you need to aim, and other times you just wave your robot hands toward the swarm of scales and teeth. Then numbers come out of them, and they fall down. After a sufficient number of dinosaurs fall down, you move on to the next node, and things progress like that.

Another team of five players is stacked on the other side of the dimensional barrier, trying to complete the same objectives as your team, only faster. You race to see who can get to the final round first.

The final round has a few variations, but I only saw two. The first involved charging a hammer with the corpses of dinosaurs, and the other has you pick up batteries and kill members of the other team to steal their batteries. In the former, I always let a more capable member of the team carry the hammer while I focused on harvesting dinosaur souls. In the latter, I wrecked house. I don’t know how, I don’t know why, but I was incredible at killing the other team. Unfortunately, I’m not certain you get points for doing so, especially when they aren’t actually killing batteries. The only thing I know for sure is that after committing mass robo-cide still meant I was the second-worst member of the team in terms of score.

[caption id="attachment_368999" align="alignnone" width="640"]Exoprimal big shot Screenshot by Destructoid[/caption]

Brain reading

I was often never clear on what was happening. It’s kind of like dropping a new person into World of Warcraft and immediately forcing them to run a raid. There are just particle effects everywhere, and the screen is shouting at you, but nothing comprehensible is happening. I’m sure that after running a few dozen rounds your brain will be able to read what was happening; but in the hours I spent with Exoprimal, I just aimed at dinosaurs and mashed the various action buttons.

I liked playing as the sniper because they have one of the more shapely butts. I actually did better when I stepped into the butt of anyone but the sniper, but I kept going back. I also liked the samurai because they speak Japanese and have, like, balls on their butt. I very briefly tried the support robots because I only feel valid when I’m murdering hordes of dinosaurs.

If there’s a good way to take down the bigger dinosaurs, I’m not sure what it is. Like, the Ankylosaurus is all armored on its back, right? So I just aimed for the belly area, and I have no idea whether that did more or less damage. Even the sniper’s attacks seem geared toward taking down swarms of dinosaurs as quickly as possible, so when you’re against a big, single target, there isn’t adequate feedback on whether or not you’re doing well.

[caption id="attachment_369000" align="alignnone" width="640"]Exoprimal robot butt Screenshot by Destructoid[/caption]

I made it through this without mentioning Dino Crisis. Damn.

I’m not sure if I like Exoprimal. For one thing, I don’t often play multi-player games because humans are awful. On the other hand, I kept thinking about Salmon Run in Splatoon 3. Salmon Run is a fun, easy-to-read, cooperative horde mode where you can tell if you’re doing well or not. Salmon Run does lack one thing that Exoprimal has: butts.

If you really want to get into Exoprimal, it’s likely going to take some time until you understand how it flows, how everything works, and how to sight-read it. Your friends will also have to do that. I’m not saying there’s anything wrong with it. I’m just pointing out that it has a hell of a fight ahead of it. It really doesn’t have anything for me personally. Except dinosaurs. And robot butts.

You can find out if Exoprimal has enough robot butts for you when it releases July 14 on PS4, PS5, Xbox One, Xbox Series X|S, and PC.

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Process of Elimination is a curious mix of murder mystery and strategy https://www.destructoid.com/process-of-elimination-demo-impressions-opinion-nis-america/?utm_source=rss&utm_medium=rss&utm_campaign=process-of-elimination-demo-impressions-opinion-nis-america https://www.destructoid.com/process-of-elimination-demo-impressions-opinion-nis-america/#respond Tue, 14 Mar 2023 18:30:54 +0000 https://www.destructoid.com/?p=368701 Process of Elimination

Tile-based deductions

It's been quite a time for both strategy games and narrative-driven adventures over the last few years. So when the demo for NIS America's Process of Elimination popped up the other day, its premise grabbed my attention. On the surface, it's a blend of the two, combining puzzling strategy with a traditional visual novel format.

After playing the roughly two-to-three hour demo, my curiosity is even more piqued. What Process of Elimination actually plays like is a little difficult to dissect at first, but that loosely knotted-together genre blend is what makes it compelling too.

https://www.youtube.com/watch?v=pK2ofu45Hyg

The set-up of Process is that you play Wata Hojo, an aspiring sleuth where detectives are in high demand. Crime is on the rise, spurred on by the actions of the Quartering Duke, an enigmatic serial killer who captures people and quarters them on illicit broadcasts. Some of the early dialogue around the Duke made me wince a bit, as the villain makes a joke about "getting canceled" on social media at one point.

[caption id="attachment_368738" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

It picks up a bit soon after that though, as Wata is kidnapped and brought to an island. There, he joins with members of the Detective Alliance, a who's who of the investigate world, as a sudden surprise inductee to the Alliance. Suspicion abounds, murder ensues, and the game is afoot.

My Detective Academia

As you'll quickly note, every detective in the DA uses a pseudonym, usually embodying either their particular skill-set or defining personality trait. Some, like the Bookworm Detective or Armor Detective, are fairly straightforward. Others are a little more broad or esoteric. The Workaholic Detective was particularly endearing to me, as he gives off big "Larry from Pokemon Scarlet / Violet" energy.

For each of these detectives, their traits might define them, but their dialogue is still pretty good for the most part. Where the earlier Duke talk was grating, I enjoyed the overly online Downtown Detective, and other caricatures like the chivalric Armor Detective and Wednesday Addams-esque Bookworm Detective add some character to the unraveling mysteries.

[caption id="attachment_368740" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Which si good, because there is a lot of dialogue. I didn't mind it so much once the action picked up, but you should certainly keep in mind that Process of Elimination is very much in the same field as Danganronpa or Zero Escape. There will be a fair bit of reading in-between the gameplay bits.

Turn-based deductions

Once the investigation begins, though, it feels like being transported into an entirely different game. After a murder occurs, the detectives set out to investigate on their own. These detectives aren't just elaborate stereotypes, but also deeply fallible; they can't always figure things out themselves, but also don't want to admit they need help. That's where Wata comes in.

With the help of the DA chief Ideal Detective, Wata—and by extension, the player—can give out suggestions or orders to the detectives. This turns the murder scene into a tile-based grid, with points of interest and possible clues highlighted in different rooms, and a timer ticking down to the trail going cold.

[caption id="attachment_368733" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

It is, essentially, a strategy game. Each turn, unless you intervene, the detectives will follow their hunches and probably get nothing done. You need to herd the cats and get them to work together, in order to discover the truth behind the case.

Better together

On one turn, you may move a detective next to another, in order to boost their ability to investigate a singular point of interest. Or you can send them off in different directions, hoping to cover a broader area. While one detective might be great at finding clues, another might be better suited at analyzing and drawing conclusions from them, so you'll need to pair their skills up.

It feels very confusing at first, and to be fair, the systems don't help a ton. A lot of UI and numbers gets tossed at you, and menus use similar-sounding terms for different actions, like "Infer" and "Investigate." It takes a moment to click, even with the tutorial walking you through every step.

[caption id="attachment_368735" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Once I got a grasp on Process of Elimination though, I felt like I started to see the potential. This is a strategy and puzzle game, but with no enemy aside from the clock. It's all about resource management and careful movement. Moving between areas can take up precious time, so keeping detectives in hot zones is important. Pairing one sleuth with another got me the Mystery Point unlock I needed, but the ensuing personality clash meant that all my suggestions were now left-on-read by one of them.

Seeking the truth

It's a really interesting system that, strangely enough, reminds me of the Nintendo DS era of development. Sure, it has some big Zero Escape vibes, but it's also got that curious mish-mash of genres that I remember fondly from that time. I could so easily picture a dual-screen version of this game, with an investigator's stats on bottom-screen and the tile-based map up top. That's the kind of feeling I get when playing Process of Elimination, and it's one that makes an impact.

[caption id="attachment_368737" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

The story of the demo ultimately gets pretty good, even if the final deduction stage is fairly straightforward. This isn't the type of open-world, find-your-answer mystery game that Paradise Killer or Return of the Obra Dinn was; it's much more in the Danganronpa style where you'll have what you need to advance, and need to solve the puzzles and make deductions to advance.

But for those eager to find a little bit of mystery, possibly with a tinge of bending, warping narrative and clever gameplay twists, this might be it. (It's worth mentioning demo progress carries over to the full game, too.) Process of Elimination has quietly snuck onto my radar, and I'm curious to discover just what the full game holds when it arrives for Switch and PS4 on April 11.

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The new Mario Kart 8 Deluxe DLC track is an absolute banger https://www.destructoid.com/the-new-mario-kart-8-deluxe-dlc-track-is-an-absolute-banger/?utm_source=rss&utm_medium=rss&utm_campaign=the-new-mario-kart-8-deluxe-dlc-track-is-an-absolute-banger https://www.destructoid.com/the-new-mario-kart-8-deluxe-dlc-track-is-an-absolute-banger/#respond Thu, 09 Mar 2023 18:02:56 +0000 https://www.destructoid.com/?p=367886

Yoshi's Island is a new favorite of mine

Okay, so I have to admit this upfront: I adore the Yoshi's Island series. Destructoid legend Jordan Devore and I would discuss this franchise constantly, and nearly every conversation ended in: "yeah, it's real good." It's just a natural conclusion. Well, Mario Kart 8 Deluxe just dropped a track tailor-made for us in Yoshi's Island, part of the newest Wave 4 DLC. Here's why it's so great.

[gallery link="file" columns="2" size="large" ids="367888,367889"]

The layout is breezy and unique without being too much

Some Mario Kart tracks can employ a semi-convoluted track layout, which doesn't always gel with the folks who pick up and play with me casually. But so far, Yoshi's Island has been a big hit with pretty much everyone. I've raced with.

The track itself is fairly straightforward, with a main road to follow that doesn't deviate too much from the gold standard. But the combination of (tempered) land, sea, and air bits are balanced well, including a few really cute Easter eggs (like creating platforms from Question Mark Clouds). Like the Zelda map before it, there's also a bit of enemy variety sprinkled throughout the track too.

https://www.youtube.com/watch?v=Q0g6GNlI06k

The music rocks

The original Yoshi's Island soundtrack (dating all the way back to the SNES) absolutely ruled, and is still living in my head rent-free today. But to hear a classic tune remixed like this in 2023 in what I can only describe as "Yoshi by way of Toy Story," is incredible. Literally as soon as I heard it, I perked up and laughed.

You can listen to it yourself above via the SoljaDreams24 YouTube channel. I dare you to not smile once while it's playing!

[gallery size="large" ids="367890,367891,367892"]

The theming is nostalgic without being cloying

What really ties everything together is the theming.

Nintendo typically goes all-out for the "brand new" tracks, as they don't really reinvent the wheel on the majority of the returning courses. But with Yoshi's Island, they can really stretch their legs creatively; drawing from the subseries' decades-old history to give us a loving, but not overdone homage. And with how cutesy this universe is, it would be really easy to overdo it. Imagine if they opted to have a baby version of a popular character constantly crying throughout it. No thanks!

Anyway, consider this your PSA if you already have access to the Booster Course Pass. Give it a shot!

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Impressions: Resident Evil Village VR https://www.destructoid.com/impressions-review-resident-evil-village-vr/?utm_source=rss&utm_medium=rss&utm_campaign=impressions-review-resident-evil-village-vr https://www.destructoid.com/impressions-review-resident-evil-village-vr/#respond Wed, 22 Feb 2023 18:00:41 +0000 https://www.destructoid.com/?p=364870

Is there such a thing as too spooky?

Resident Evil Village came, did pretty well for itself, got some DLC, and went. Well, it's back now! The newest mainline RE entry is back in VR form, provided that you have a PlayStation VR 2. Hey, we do! Let's dive into what makes this VR version tick and if it's worth buying into, or loading back up.

[gallery link="file" columns="2" size="large" ids="364879,364880"]

How to play Resident Evil Village in VR, and what the VR version actually entails

You can access the free DLC here or on the PS5 dashboard (where it's listed as "Resident Evil Village VR mode") and it requires a roughly 800MB download. You also need a PlayStation VR 2 headset to play (the old model won't cut it). The DLC patches in an alternative mode to play RE Village when booting it up: and this is a separate mode, mind, with its own save data, trophies, and bonuses.

The full story mode is playable in this VR update. As Capcom puts, it: "The DLC supports the full story campaign following Ethan Winters’ harrowing journey to rescue Rose, his kidnapped daughter."

[gallery link="file" columns="5" size="medium" ids="364883,364884,364885,364886,364887"]

Resident Evil Village VR comfort settings/options

Years back, VR gaming started out with a lack of accessibility options (on both ends of the comfort spectrum), but around 2019, things started to get a little more universally codified. Now, there's a wide range of options to help curb motion sickness, or jack up the game into a near 1:1 recreation of the original (with full smooth turning and everything)

Like many modern AAA VR releases, RE Village VR has a lot of tweaks and toggles:

  • The ability to play sitting or standing
  • Camera speed
  • Smooth (read: regular first-person shooter) or snap (instant) turning
  • The ability to turn the "tunnel" (black bar) comfort effect on or off
  • Dominant hand and dominant eye swapping
  • Aim assist
  • Laser/reticle color changes
  • Subtitle toggling (for immersion)

[gallery size="large" link="file" columns="5" ids="364888,364890,364902,364905,364931"]

What the tutorial/VR controls are like

RE Village VR uses the tried and true "grab stuff intuitively from behind your back/your holster" control method: which still works like a charm (if it ain't broke and doesn't cost a ton more VR R&D money!). You'll learn this through a brand new VR control tutorial, which only takes around 10 minutes, and gets the job done (and then some).

There's shoulder grabbing for bigger weapons like shotguns, your pistol is on your hip, the knife is on a strap on your wrist: but Village takes things one step further by cramming stuff into your jacket (you need to grab and open either side for specific items). Basically everything is mapped to some some of control option on Ethan's person, including an in-game item map (instead of a menu) that defaults to your back left pocket. First aid is administered by grabbing a bottle from behind your left shoulder, popping the cap off with a button press, then pouring it over your body. Dual-wielding is possible, and double pistols is especially viable. Using the knife and putting your hands up to block (and holding the triggers and swinging forward to punch) is similarly responsive and easy to learn. Big bonus points to the development team for allowing you to break glass with your fists instead of pulling out the knife each time!

The only hang-up I have at the moment is the requirement to hold your pistol with both hands for better aim: it's a tad finnicky in terms of getting the pathing right (and not clinking the controllers into each other). I haven't had any similar issues with any other items or weapons so far.

[gallery link="file" size="medium" ids="364894,364903,364904,364932,364933,364934"]

So how is Resident Evil Village in VR? Pretty great

As we mentioned above, RE Village VR is a completely separate mode. You'll need to start over from the beginning (works for me!) and you can thankfully skip cutscenes if you've seen them already (which are viewable in VR format, or the traditional "movie theater screen" presentation via a pause menu toggle). It also has its own set of "VR Mode Challenges," like finding and shooting the main Goats of Warding collectibles for merchant rewards: plus, you can swap back to the original mode from the main menu if you're getting freaked out. And you'll likely get freaked out at least once!

Yeah, I experienced the gamut of VR scares:

  • Despite checking behind me (twice) and barricading the windows in a building, an enemy snuck up on me and basically yelled in my ear with 3D audio jacked up
  • Spooky directional noises freaking me out while wandering the woods in the beginning, weapon-less
  • Almost getting shot in the face with a shotgun by that old man that I knew was coming

Capcom as a whole has learned a lot since the original VR version of Resident Evil 7, and the two new PSVR 2 Sense controllers already do a lot of the heavy lifting. When it comes to VR, it's the little things, right? Opening an old timey door latch realistically (by pulling it up, then horizontally) tacks on just a little bit of fun to VR, and it really adds up. Every reload action in the middle of a fight, and the reflexes inherent to that motion: a lot of it is a brand new skill curve that you'll need to master, like riding a bike for the first time.

You also get....Resident Evil Village. Suffice to say I won't spoil anything here as I'm sure a lot of folks are visiting the titular village for the first time in VR; but there's a lot to explore, uncover, and get spooked by. VR mode really adds to the atmosphere of the game, and heightens the tension and scares that I felt were lacking at times in the original release. I'm psyched to play through the entirety of Resident Evil Village again in VR: currently, I'm making my way through Lady Dimitrescu's castle. Yes, she's very tall.

It's been just the right amount of time for a full replay anyway, and with VR perks in tow, it's like I'm playing it with a fresh set of eyes. I hope every Resident Evil game from here on out has VR support, because it's a great long term value add. At this point you kind of know that if you're buying into an RE project, there's something cool coming down the line. I can get behind that!

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Labyrinth of Galleria: The Moon Society is a wonderful way to while away the hours https://www.destructoid.com/labyrinth-of-galleria-the-moon-society-is-a-wonderful-way-to-while-away-the-hours/?utm_source=rss&utm_medium=rss&utm_campaign=labyrinth-of-galleria-the-moon-society-is-a-wonderful-way-to-while-away-the-hours https://www.destructoid.com/labyrinth-of-galleria-the-moon-society-is-a-wonderful-way-to-while-away-the-hours/#respond Wed, 15 Feb 2023 22:00:43 +0000 https://www.destructoid.com/?p=363457 Labyrinth of Galleria

I've got no strings on me

There are a lot of reasons I play video games. Sometimes it's to escape. Other times, I just want to feel challenged, to feel like I accomplished something for the day. Then there are the games I play out of habit having been introduced to the franchise in my youth. But mostly, I play games to stave off boredom. Because when I'm bored, I eat, and I don't want to boredom eat anymore. So I keep my hands busy with a controller, and my eyes distracted with the colorful images of whatever game I have loaded up on my console. Years ago, I would turn to games like The Sims to keep myself preoccupied, but over the last decade or so, I've found myself turning to a completely different genre of game to beat back the boredom: first-person dungeon crawlers.

Starting with Etrian Odyssey II and continuing with games like The Dark Spire, Legends of Grimrock, and Stranger of Sword City, I have gleefully spent dozens of hours slaughtering my way through dungeons on days I would have otherwise been vegging out on the couch, watching "The One with the Embryos" for the umpteenth time. There is just something about the genre that is perfectly suited for my downtime, so it's a good thing NIS America has just dropped a lengthy new dungeon crawler in Labyrinth of Galleria.

https://www.youtube.com/watch?v=ll4MSU7osCE

Labyrinth of Galleria: The Moon Society is the successor to 2016’s Labyrinth of Refrain: Coven of Dusk. Like its predecessor, it’s a first-person dungeon crawler rife with fearsome monsters, valuable loot, and customizable parties. In Galleria, you play as the wandering spirit Lantern de Fantasmagorie — Fantie for short — who guides a team of puppet soldiers into the depths of a dungeon that resides below the Galleria Manor. Eureka is a young noblewoman who tags along on your journey via remote viewing, reporting the various incidents in the dungeons to a witch named Marta. You’re there to find treasures known as "Curios d’art", but you’ll pick up more than just some fine collectibles on your journey.

If you’re the type of player who enjoys having a great deal of control over their created characters, know that Labyrinth of Galleria has quite the detailed puppet customization menu that not only allows you to pick the appearance and class of your fighters but how they’ll grow as they earn XP. Picking their nature and stance makes legitimate differences when crafting your characters, and players are encouraged to create multiple puppet soldiers of the same class. Initially, you’re limited to just six character classes, but as you dive further into the depths of these dungeons, you’ll unlock new forms for your puppets, including an adorable class of cats.

[caption id="attachment_363461" align="alignnone" width="640"]The Moon Society Screenshot by Destructoid[/caption]

But the cat warriors will have to wait until you get beyond the slow and often overwhelming early hours of Galleria. Looking beyond the fact the story sections of the game are quite the Chatty Cathys, there is a lot to take in. Your puppet soldiers are complicated creatures with individual body parts that be broken depending on your actions in the dungeons. There is a coven system to consider that dictates the types of special attacks you can use in battle. About six or seven hours into your adventure, you’ll gain access to Witch Pacts that allow you to slot more than one character in a spot on your team, eventually giving you control of up to 40 puppet soldiers at once. All of that is combined with a dungeon-crawling experience that’s not as straightforward as you might think it would be.

I thought Labyrinth of Galleria would ease me into everything with its first dungeon. But that really isn’t the case as one of the first skills you unlock gives you the ability to break through walls, and nearly every wall in the dungeons you'll traverse can crumble. I had forgotten this was a big element in Labyrinth of Refrain: Coven of Dusk, so it really threw me for a loop when it popped up about 90 minutes into my adventure and I had to go around breaking walls until I found the one hiding a secret staircase.

Initially, I was annoyed with this design, but now that I’m working my way through the third dungeon below Galleria, I’ve actually come to appreciate how much smarter the dungeon layouts are than I initially gave them credit for. And that admission did not come easy, because I got lost quite quickly in that first dungeon. One of the early quests you’ll undertake has you searching for a book. I searched high and low for about an hour, unlocking floors of this dungeon I clearly wasn’t meant to unlock before I realized the book's location was comically close to the dungeon entrance. When I reported this back to the witch, I actually unlocked the next two story segments in the game because I’d already found the items necessary for those quests in my elongated search for the book.

[caption id="attachment_363462" align="alignnone" width="1200"]Labyrinth of Galleria Screenshot by Destructoid[/caption]

That was annoying, but I realize now I made such a foolish error because I didn’t quite grasp the idea behind the dungeon layouts. I went in thinking it would be something pretty close to most of the other dungeon crawlers I've played before, but this, along with Coven of Dusk, really does put its own stamp on the genre with its emphasis on breaking barriers. If there is one thing I wish were a bit better, it’s the battles. From what I’ve experienced so far, they’re pretty basic, with only one or two attacks required to get the job done. Boss battles are far more engaging and forced me to make significant use of Donums, otherwise known as magic or skills.

Of course, I still have so much more of this game to see. Since snagging my copy, I’ve only been able to make it about it 20 hours into the game due to the rest of my life getting in my way. I’ve unlocked several new character classes, have three Curios d’art pieces, created some pretty powerful Witch Pacts, and have started to unravel more of the mystery surrounding Galleria Manor. Despite taking a bit too long to adjust to the game’s use of breakable walls so early in my adventure, I am thoroughly excited to venture through whatever comes next in my quest. Somehow, I will see this game through to the end, even if that means playing an hour a night for the next month and a half.

Apologies to anybody who was hoping for a full review rather than this impressions piece. Had time been on my side in February—and my other job not so demanding—I’d happily assign it a score below. But I don’t feel right doing that with just a 1/3 of the game under my belt. If you’d like a more conclusive examination of Labyrinth of Galleria, Daniel Bueno wrote an excellent review of the game over on our sister site Siliconera.

Labyrinth of Galleria: The Moon Society is now available for Nintendo Switch, PS4, PS5, and PC.

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Returnal is still very much worth playing on PC https://www.destructoid.com/returnal-is-still-very-much-worth-playing-on-pc/?utm_source=rss&utm_medium=rss&utm_campaign=returnal-is-still-very-much-worth-playing-on-pc https://www.destructoid.com/returnal-is-still-very-much-worth-playing-on-pc/#respond Wed, 15 Feb 2023 16:00:52 +0000 https://www.destructoid.com/?p=363277

Suit up again

For many, Returnal kind of came and went. Despite some of the hang-ups I had with the launch build, I stuck with it, and it was definitely worth my time. The PC edition not only benefits from a few PC-exclusive graphical tweaks, but the hindsight of fan-demanded features amid the PS5 version's patches. In other words, this sci-fi rogue is still worth playing.

[gallery columns="7" size="medium" link="file" ids="363278,363279,363280,363281,363282,363283,363284"]

Returnal PC version options

Let's touch on what the PC version offers first. While PS5 cross-play is notably missing, there's support for Ultrawide at 21:9 and Super Ultrawide at 32:9 resolution settings, a DualSense control option, AMD FSR, and Nvidia DLSS. Graphically, it's roughly inline with what Sony has offered in the past. Those hindsight additions I mentioned earlier? The big one is the "Suspend Cycle," which thankfully lets players actually save the game (yeah, it was a whole thing). Then there's the photo mode (which, again, was not in the launch version), as well as co-op support, and the Tower of Sisyphus challenge area.

It's a lot, and Returnal PC heavily benefits from it (alongside of visual and mechanical fixes from prior patches). Despite clearing the original, it was almost like revisiting a new game. The intro is short and sweet, and gets you in the thick of things in 15 minutes or less. From there you're going on run after run, trying out new strategies, choosing whether or not to play around with the game's "malfunction" risk/reward system, and getting a little bit closer to the end.

The curse-like nature of malfunctions (where you get a benefit in exchange for a debuff) is brilliant, as you can cure said curse by completing a mini-objective. It's a small conceit, but it's extremely clever, especially as someone who typically avoids permanent curses in rougelike/roguelite games. It immediately fueled me into clearing the first zone right away, like I never really stopped playing the PS5 version.

[caption id="attachment_363288" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

One of the best parts of Returnal is how much choice you have in terms of interacting with so many facets of it. The story is presented in an interesting, cryptic way, but you can also mostly ignore it and just blast some aliens. Alternatively, you can pour over every detail, lore log, and environmental nuance if you want to engage with it on that front. It's an incredibly atmospheric game, and maintains much of its uniqueness several years after launch.

I'm glad that Housemarque kept iterating with Returnal, addressed some concerns, and generally just lifted up the game after launch. If you've been putting off Returnal, congrats! Now is probably the time to give it a go, especially since the Steam version is launching day one at a $10 cheaper price point compared to the original PS5 debut.

The post Returnal is still very much worth playing on PC appeared first on Destructoid.

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Pocket Card Jockey: Ride On! is a better version of the 3DS classic https://www.destructoid.com/pocket-card-jockey-ride-on-apple-arcade-impressions/?utm_source=rss&utm_medium=rss&utm_campaign=pocket-card-jockey-ride-on-apple-arcade-impressions https://www.destructoid.com/pocket-card-jockey-ride-on-apple-arcade-impressions/#respond Sat, 11 Feb 2023 19:00:27 +0000 https://www.destructoid.com/?p=361190 Pocket Card Jockey Ride On

So why don't you giddy up (giddy up) and ride straight out of this town?

Apple Arcade had something of a slow year in 2022. While there were still a handful of fun and time-consuming games released for the service, nothing came down the pipe that blew away my expectations or elevated itself above the best games available on the platform. I'm still playing a few games from last year — mostly just Cooking Mama: Cuisine! and Wylde Flowers — but at the turn of the new year, I was ready to finally say goodbye to the $5-a-month subscription once and for all.

Then, just three days into 2023, we learned Pokémon developer Game Freak would be releasing a new version of its niche classic Pocket Card Jockey on the service in January. Needless to say, I was excited, and I decided to table any cancellation plans until I had a chance to try this game out for myself.

I'm really glad I did because this is already a contender for my personal Game of the Year.

Wait, how does this play again?

If you don't know what Pocket Card Jockey is, it's a bit hard to explain without overexplaining and sounding like a crazy person. Case in point: my cringe-in-hindsight review of the Nintendo 3DS original. People routinely sum up the game as horse racing by way of solitaire. Each race you enter is divided up into three different segments. The solitaire segment has you trying to clear a tableau of cards by using cards that are either one above or one below it (for instance: using a 5 of Clubs to clear a 4 of Hearts).

The goal of this segment is to completely clear the board, which nets you energy for the second segment where you position your horse on the track. Each horse you race is different and they'll have unique preferences on where they should be located in the race. The better you are at positioning your horse, the more enthusiasm they'll gain. The first two segments go back and forth two to three times a race before you enter the final stretch. Here, all the energy and power you've manifested throughout the race come into play as you make your last-ditch effort to take first place.

PCJ Solitaire

You'll repeat this process for each horse you jockey. When your horse is age 2 and age 3, these races will build their experience and level. Once your horse reaches age four, it'll have to keep winning or be sent to the farm for retirement. Horses at the farm can mate to create foals that carry some of the traits of their parents. That is the general gameplay loop of Pocket Card Jockey, and if it at all sounds confusing, it's really easy to understand once you give it a shot for yourself.

Unfortunately, that wonderful little 3DS gem will disappear with the rest of the 3DS eShop next month when Nintendo shuts it down along with the Wii U eShop. Because the game was never released physically, there would have been very few ways for people to experience this quirky masterpiece. Game Freak did release a mobile port of the original to iOS and Android in Japan but ended up shutting it down when it couldn't figure out how to adequately monetize it as a free-to-play experience.

Not a microtransaction in sight

Thankfully, that's not an issue with Apple Arcade. The main selling point of the service is you get access to mobile games without all the nonsense that usually comes with them. There are no in-app purchases, paid season passes, or ads to worry about. You just pay the $5 monthly fee and play dozens of games on whatever Apple device you own. It's the perfect environment for a game like Pocket Card Jockey, and it's clear Game Freak thought so too because it ended up making a better version of what was already an outstanding game.

PCJ Menu

Pocket Card Jockey: Ride On! takes everything great about the 3DS original and transforms it into an ideal mobile experience. Nothing is lost in translation from the two-screen 3DS to whatever single-screen device you're playing it on. I've spent the past two weeks or so playing it on my iPad and there are times I have to remind myself that this once needed two screens to work. Not only is the translation of gameplay nearly perfect, but the addition of 3D graphics makes for more exciting races. The horse models look great in 3D and the tracks themselves have a certain GameCube-era charm to them.

While the gameplay is the same as it was before, there are some small tweaks that I have noticed. First of all, when a runaway horse runs into you, they no longer send you spinning out of control. You'll still take a bump and may lose your positioning, but it's not as severe as it was on the 3DS. Second, Ride On! has embraced the mobile platform and added login bonuses that grant you power-ups you normally can only buy from the shop that pops up sporadically. Unlike what you buy from the store, the login bonuses can be saved and used in any race you want.

The only change I've experienced from the original version that I could argue is a negative has to do with the positioning segment of each race. On the 3DS, you would literally draw a path for your horse to move with the stylus. On iPad, you just press where you want to go and your horse will go there. It's far simpler, yes, however when you start seeing items pop-up on the racetrack, I've found it more difficult to chart my horse's course so they end up in a position to collect those items. Each horse I've raced so far moves far more quickly than those items do and figuring out how to adequately chart a path has been the most challenging aspect of this version of the game.

PCJ Winner

I would play 100 hours and I would play 100 more...

But, considering I put dozens and dozens of hours into the original, I should be thankful there is some sort of difficulty curve for me to conquer. Pocket Card Jockey is my second-most played game on my 3DS, right after Animal Crossing: New Leaf, with around 100 hours put into it. By the end of the year, I have no doubt my playtime with Pocket Card Jockey: Ride On! will eclipse that. I just can't stop playing this game, and considering I can access my save file from every Apple product I own, I really don't have to.

Whatever thoughts I had about finally putting an end to my Apple Arcade subscription were put on pause when Pocket Card Jockey: Ride On! was announced. Now that I've had about two weeks with it, I am more than ready to pay the $60 I'll have to pay this year to keep playing this game on my iPad.

To hear more of my incoherent thoughts on Pocket Card Jockey: Ride On!, check out the first Pocket Edition episode of the Keep Nintendo Weird podcast, hosted by Seth Sturgill and featuring yours truly.

The post Pocket Card Jockey: Ride On! is a better version of the 3DS classic appeared first on Destructoid.

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Octopath Traveler II is looking like a treat for RPG fans https://www.destructoid.com/octopath-traveler-ii-switch-eshop-demo-impressions/?utm_source=rss&utm_medium=rss&utm_campaign=octopath-traveler-ii-switch-eshop-demo-impressions https://www.destructoid.com/octopath-traveler-ii-switch-eshop-demo-impressions/#respond Fri, 10 Feb 2023 15:00:16 +0000 https://www.destructoid.com/?p=362579

The character names still spell Octopath

When I started the Octopath Traveler II demo from this week’s Nintendo Direct, I thought “well, this is certainly more Octopath Traveler.” I technically wasn't wrong, but I was massively underestimating what I was getting into.

On the surface, Octopath Traveler II feels the same. One of eight characters can be your protagonist, the menus are identical, and the core features from before remain. This initially filled with me trepidation. Octopath Traveler is a game I like well enough. After all, I even got invested in the mobile spinoff last year. But it was a game that I took in bite-sized doses. I loved the artstyle and the battle system, but it didn’t have that special something that hooked me like the golden age RPGs it was trying to invoke. I was immediately afraid that Octopath Traveler II would be a safe sequel, delivering more of the first game while not addressing its fundamental issues.

Fortunately, after playing all three hours that the demo allows, it’s looking like Octopath Traveler II is as much of an improvement as Mega Man 2 was for its predecessor. It doesn’t shakeup the original’s formula, but there’s enough polish to prove the core of Octopath Traveler is well worth returning to.

[caption id="attachment_362590" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

The same, but better

To start, let’s talk about the characters' unique path actions.

Octopath Traveler II doesn’t technically add new path actions to the game, but the mechanics added to them are transformative. For example, I selected the warrior Hikari as my protagonist, mostly because I am as vanilla as a Frappuccino. His Challenge command lets you fight NPCs just as Octopath Traveler's Olberic did, but now you can learn skills from defeated foes. It’s a small change with huge implications, since NPCs with useful skills were as exciting to find as treasure chests.

Additionally, every character’s path action changes depending on whether it’s day or night. Swapping times happens instantly with a press of the R2 button, alleviating any potential tedium of finding inns to pass the time. Small touches like these really show the developers want to cut away the minutiae and keep you questing.

Combat also feels fluid compared to the original. The obvious quality-of-life boon is the option to speed up combat animations, dramatically helping the pace of random battles. I was typically out of combat in about 20 seconds, though this admittedly isn't that impressive for the early game. The big new feature is Latent Power, which functions similarly to limit breaks from Final Fantasy 7. As characters take damage or break enemy shields, a gauge will fill that grants unique properties when activated. For Hikari, this involves powerful attacks that cost no MP. For the merchant Partitio, Latent Power fills his BP gauge instantly. It’s a great system that helps characters feel unique, and it’s another tool to dispatch common foes even faster.

Individually, these additions don’t make Octopath Traveler II a robust sequel. Yet these elements put together dramatically improves the game’s pace. That said, if story was your sticking point from the first game, it’s not clear cut if Octopath Traveler II will provide the change you’re looking for.

[caption id="attachment_362593" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Here comes another eight stories

As futile as it sounds to discuss the opening hours of a narrative, first impressions go a long way. While the promised Crossed Path events will allegedly connect the character plots, these didn’t show up during my playtime.

The early game still moves from one disconnected story to the next as you recruit allies. If that structure rubbed you the wrong way last time, it likely will here too. That said, from what I’ve seen, Octopath Traveler II takes deliberate steps to work within this format better. Hikari’s introduction thrusts you into the action with wars, betrayals, and climactic showdowns before the chapter's end. Meanwhile, though Partitio’s prologue was slower paced, it followed a self-contained arc that mostly resolved by the conclusion. There's a tangible effort to help segue the individual stories better so you don’t feel disoriented as plot threads abruptly drop.

The writing is stronger compared to the original’s early game. Both narratives I experienced were predictable, but there’s better direction this time around. Characters emote with fluid animations to tell tales visually without relying on dialogue boxes. Similarly, the game leans into its beautiful HD-2D art to provide many gorgeous vistas that enhance key moments. The first game was already breathtaking, so I don’t say lightly that Octopath Traveler II is a remarkable graphical improvement.

I did enjoy the diversity of backstories so far, but I’ll reserve further judgment until I see the full game. Honestly, I can’t imagine I’ll be calling Octopath Traveler II’s storytelling great. But for now, I’m learning towards calling it good.

[caption id="attachment_362594" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Should you try Octopath Traveler II?

Ultimately, the Octopath Traveler series is intended for RPG fans who grew up in the SNES era. I don’t think Octopath Traveler II will turn any skeptics into believers, but so far, it’s a polished adventure that fans of the genre will love.

Everything that was good about Octopath Traveler shines brighter. The strategic combat flows smoother, the art is incredible, and Yasunori Nishiki is in peak form with his most diverse soundtrack yet. Each small flourish goes a long way, even down to the extra sprite animations when enemies perform signature attacks. It does such a good job evoking how SNES RPGs felt as a kid that I would go so far as to call it epic. I didn't notice how fast the three hours limit went by, and it’s a shame my save file is now locked midstream in the dancer Agnea’s prologue.

It’s a strong start for sure, but the real challenge will be whether Octopath Traveler II can sustain this momentum into its midgame. Personally, I’m eager to take that journey to find out. If you were someone who wanted to like the first game but just couldn’t quite get into it, I’d say give this demo a shot. If the full game can live up to this standard, Octopath Traveler II could be Team Asano’s best game yet.

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Afterimage is a gorgeous Metroidvania with a few rough edges https://www.destructoid.com/afterimage-steam-next-fest-demo-impressions-pc/?utm_source=rss&utm_medium=rss&utm_campaign=afterimage-steam-next-fest-demo-impressions-pc https://www.destructoid.com/afterimage-steam-next-fest-demo-impressions-pc/#respond Wed, 08 Feb 2023 21:00:41 +0000 https://www.destructoid.com/?p=362196

A looker among the Steam Next Fest demos

Anyone making a Metroidvania in the current year needs to come prepared. Between modern legends like Hollow Knight and classics like Symphony of the Night, it's hard to stand out in this crowded field. The fact that Afterimage even caught my attention among the Steam Next Fest entries is an achievement in and of itself. But I mean… just look at it.

Coming to us courtesy of Aurogon Shanghai, Afterimage is an absolute stunner. With gorgeous backgrounds and fluid animations, this title offers a treat for the senses from the moment you hit start. Additionally, the Steam description promises 150 enemy varieties, several build options, and an estimated 25 hours of gameplay. Afterimage sounds great on paper, but as anyone with opposable thumbs knows, a game’s quality is all about the execution. After playing the demo, I can confidently say that Afterimage is a game worthy of your attention. Whether or not it is worthy of your time remains to be seen.

[caption id="attachment_362209" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

It has the basics down pat

The first thing you’ll notice about Afterimage is that it leans closer to the “vania” than the “Metroid." When you open your main menu, you’re greeted with seven equipment slots, a dedicated inventory for consumable items, space for what I assume are crafting materials, and a massive skill tree. There is an enticing level of replayability teased by these systems, and it made me wonder how diverse builds might get in Afterimage’s full release.

Even with the scant options available in the demo, I enjoyed the customization it offered. You have two equipment slots dedicated to weapons, and each are usable in tandem. I spent most of my time using slower scythes and greatswords that had longer reach, but I always kept a fast short sword on hand to quickly deal blows when an enemy made itself vulnerable. There wasn’t a ton of depth to the combat, but the controls are responsive enough to keep it satisfying. My only notable gripe here is that your character needs to finish attack animations while ducking before she can get back up, creating awkward situations when I needed to quickly dodge.

It really can’t be overstated how pretty this game is. The areas in the demo alone showcase diverse vistas that bring the world of Afterimage to life. Enemies are unique and display ample personality, even if they take inspiration from titles like Dark Souls and NieR: Automata. Also, the level design is robust and features many secrets to backtrack to. It’s important for exploratory games to have things to… well, explore, and Afterimage genuinely feels open. This is a world I could see myself exploring for hours. That said, I can't help but worry about how those hours would be spent.

[caption id="attachment_362210" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Souls-y, but not Soulslike

Unfortunately, Afterimage drops the ball in a few departments.

First, the story. Afterimage is clearly going for a vague Souls-style plot, which sharply contrasts with the fully voiced cutscenes that halt the action. Characters use so many fantasy terms without explanation that I can't even describe the plot, let alone get invested in it. If you remember how confusing Final Fantasy XIII got with its l’Cie nonsense, that’s what Afterimage feels like.

I can forgive a tripe plot, but Afterimage’s major issue is its balancing. For the absolute beginning of the game, enemies take way too long to kill on average. Most foes typically needed a good eight smacks to go down, even using the strongest attacks available to me. Remember how bats in Symphony of the Night were like popcorn that you could kill in a single hit? The equivalent of those enemies takes four hits in Afterimage. I’d accuse the game of encouraging EXP farming, but even several level ups weren't enough to improve the game's pace.

Afterimage clearly wants to be a tough game, but this feels tough for the wrong reasons. Most enemies have one attack, so it’s not like dodging is an issue. In fact, the majority of hits I took were because I tried to animation cancel my attacks in hopes of making foes die faster. Meanwhile, the bosses have relatively sane HP meters, but their attack patterns can get stupidly sporadic. For example, the demo’s final boss has one attack where she dashes between two portals and then abruptly appears over you to score a quick hit. There’s no telegraph that says “oh, she might appear above me and attack in a specific direction,” you just need to get hit with it enough to know it’s coming.

Moments like these leave me with mixed feelings, since beating a boss in Afterimage genuinely does feel satisfying. I’m just worried the game could use these design choices to artificially elongate its playtime.

[caption id="attachment_362211" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Should you play Afterimage?

As a demo, Afterimage gives you a satisfying chunk of content to sink your teeth into. Finishing the two chapters included took me 90 minutes, which provided enough time to establish how the final game will feel. I was definitely ready to keep playing, but I wasn’t sad that it ended either.

Taking a look at the game’s discussion page on Steam, the developers are monitoring player feedback and are actively responding to questions and comments. On one hand, I can’t imagine much will change between the demo and the finished product. The game launches on April 25th, so this build must be nearly complete. On the other hand, Afterimage is close to being a genuinely special game. While the story likely is what it is, just a few gameplay tweaks would be enough to give Afterimage a satisfying pace. Even if the boss design remained the same, I’d gladly take tense enemies that are dispatched quickly over the ones in the current game.

If the game interests you and you’ve read this far, I’d say give the demo a shot. As it stands, I could see Afterimage working best as a handheld experience for people more into the RPG elements, who want to collect rare weapons and max out talent trees. It will launch on all major consoles, so I'll be curious to see if this title runs well on Switch. Otherwise, I’d say keep an eye on this one. It's debatable if Afterimage will match the high bar set by other Metroidvanias. But if you’ve played all the major genre staples and want more, you could do much worse than this.

The post Afterimage is a gorgeous Metroidvania with a few rough edges appeared first on Destructoid.

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You will love Mr. Saitou, even if he’s a llamaworm https://www.destructoid.com/mr-saitou-steam-next-fest-demo-pc-impressions/?utm_source=rss&utm_medium=rss&utm_campaign=mr-saitou-steam-next-fest-demo-pc-impressions https://www.destructoid.com/mr-saitou-steam-next-fest-demo-pc-impressions/#respond Wed, 08 Feb 2023 19:15:47 +0000 https://www.destructoid.com/?p=361887

The successor to Rakuen appears as a Steam Next Fest demo

Since my teenage years, RPG Maker has always fascinated me. While the engine is often associated with low-effort RPGs that claim inspiration from some combination of Chrono Trigger, Final Fantasy 6, and Earthbound, it is also a platform for artists with lesser coding experience to bring imaginative concepts to life. To The Moon, Ib, and A Bird Story are all examples of how creatively this engine can be used, and fans of those should absolutely give Mr. Saitou a look.

Mr. Saitou is the newest game from Laura Shigihara that is set in the world of her previous title, Rakuen. Among other works, you may know Shigihara as the talent that gave us Don’t Forget in Deltarune and the absolute banger of an ending song from Plants vs Zombies. Rakuen's a widely loved game that I’ve meant to play for years now, so I wanted to see if Mr. Saitou worked as a standalone title. After playing the demo, I can confirm that Mr. Saitou is a fun piece of what looks to be an endearing game. This is mostly a good thing.

[caption id="attachment_361919" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

An overworked man meets an imaginative child

The titular Mr. Saitou is a busy man. Through a visually stunning montage, we see the man work and drink himself to exhaustion before passing out in a train station. It's a short sequence that lasts all of a handful of seconds, but it conveys plenty about Mr. Saitou and the life he lives.

The next thing we know, Mr. Saitou is in the hospital. After some cursory gameplay, our protagonist reluctantly meets a child named Brandan. The child shows Mr. Saitou his drawing of a llama/worm hybrid, and on the spot, he decides this creation is also named Mr. Saitou. He even makes llamaworm Saitou a salaryman, just like the human counterpart! Yet it’s not just one llamaworm; Brandan draws many llamaworms with some variation of Mr. Saitou’s name after citing it's "a common name."

This initial section of Mr. Saitou is evocative yet wholesome. Without context, you might think the game will focus on these two stuck in the hospital. Then this happens.

[caption id="attachment_361920" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Adult life through childlike eyes

So yes, the core of Mr. Saitou is a businessman's life imagined as a llamaworm doing work that probably makes sense for creatures like these. There are reports, there are analytics, and there are opinionated plants. I’d continue this description, but I'd run the risk of spoiling this 20-minute demo. That said, this is a small slice of a game that Shigihara herself calls short in the Steam store description, so don’t expect any plot twists before the demo ends.

Even without playing Rakuen, it’s apparent that this childlike view of Mr. Saitou’s unsettled life is the game's hook. Mr. Saitou is grounded in quirky absurdity, since you’ll find characters who are as prone to talk about unfaithful manga adaptations as they are to discuss business expenses. There are even unique sprite animations of Saitou and company recoiling into the ground in case you forgot that these characters are, in fact, meme-y looking animals and not actual businessmen. Don't expect top-tier satire, but it's relatable in the way an episode of Rugrats is when you watch it as an adult.

The story so far works by itself, but Mr. Saitou is clearly intended as a supplemental experience to Rakuen. Just a few minutes of playing Rakuen after I was done gave me important context to understand Mr. Saitou better. They're even being bundled together on Switch, which should indicate Shigihara's intention. Rakuen's already a short game with a budget price, so consider this more a heads-up than a notable barrier to entry.

[caption id="attachment_361921" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Let’s talk about music

Funny enough, the highlight of this demo was a scene that features music by guest composter Toby Fox. You might know him for writing a song about some guy climbing a tower and making a track inspired by a Live a Live song. It's not that Fox's contribution is the only reason why this scene worked well, but it did ironically make a character intended to be annoying come off as strangely endearing.

I mostly mention this because Toby Fox's contribution to anything is a conversation starter. That said, Shigihara’s music is ample enough reason to be excited for Mr. Saitou. Every track here exudes personality and blends into the scenery of the game impeccably well. Even the abrasive track that plays when you see the… thing allegedly infesting the llamaworm office building is strangely catchy, which is a testament to Shigihara’s talent in this department. This shouldn’t come as a surprise if you’re familiar with her work, but if you aren’t, now you know.

More music from the game has since been posted to Shigihara’s YouTube channel, and these tracks make me really excited to see the places Mr. Saitou will go when the full game is released. However, this brings me to my sole sticking point with this particular demo.

[caption id="attachment_361922" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

Should you play the demo?

While I like the Mr. Saitou demo, I’m not sure who it’s for.

If you loved Rakuen, you likely were sold on this game already. Given Mr. Saitou will officially launch on March 23rd, there's little need to whet our appetites. Meanwhile, if you’re on the fence, the demo doesn’t do much to sell you on the experience. It’s too short to establish where this story is going, and there’s no compelling gameplay to show off in a title like this.

I bring this up because the trailer for the game already paints a very evocative picture of the themes Mr. Saitou will tackle. This makes the demo feel redundant by comparison, especially since it doesn't offer further insight into either Mr. Saitou or his wormy counterpart. For now, I can only say it’s impossible to take a small chunk of a short story to showcase what the finished product will look like. You need to have enough faith in Shigihara that the full game will be as stirring and heartwarming as the trailer promises.

On the whole, the Mr. Saitou demo is primarily a showcase for the sillier dialogue you could expect to see in the finished product. Though no joke in this demo elicited more than a smile from me, these more wholesome experiences are welcome breaks from combat-centric titles. If your favorite adjectives for indie games are “quirky” and “charming” then the Mr. Saitou demo will absolutely make your day. For everyone else… well, there is what appears to be an exclusive scene for the demo where Shigihara herself turns into a toilet.

[caption id="attachment_361923" align="alignnone" width="640"] Screenshot by Destructoid[/caption]

On second thought, forget everything I said. Absolutely download the demo for Mr. Saitou and experience this masterpiece adventure for yourself.

The post You will love Mr. Saitou, even if he’s a llamaworm appeared first on Destructoid.

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Mail Time delivers the good feels in its Steam Next Fest demo https://www.destructoid.com/impressions-mail-time-steam-next-fest-demo-indie/?utm_source=rss&utm_medium=rss&utm_campaign=impressions-mail-time-steam-next-fest-demo-indie https://www.destructoid.com/impressions-mail-time-steam-next-fest-demo-indie/#respond Tue, 07 Feb 2023 22:00:22 +0000 https://www.destructoid.com/?p=361799 Mail Time Header

Wholesome delivery

Wholesome platformers are becoming more commonplace in the indie scene, and I think that’s a good thing. However, they seem to be adopting a direction that’s more like, “what if it was Banjo-Kazooie, but you don’t have to do anything difficult.” That’s fine, but when I visualize my ideal cozy platformer, it’s Chibi-Robo.

Kela van der Deijl's Mail Time is shaping up to be a bit of both. It’s a simple joy-maker with some platforming and collecting mixed in. It has been on my radar for some time now, and with Steam Next Fest I was excited to try out the demo.

[caption id="attachment_361802" align="alignnone" width="640"]Mail Time Gliding Screenshot by Destructoid[/caption]

Mail scouts march

Mail Time has you begin by designing your own “mail scout.” While it’s a pretty simplistic character creator, I always appreciate the addition in games like this. Once you’ve got your flesh assembled, you set off on your first delivery. The important detail here is that you’re of diminutive size, which means you’ll be weaving through giant vegetation on your way to deliver letters to animals.

While you’re told to make your delivery and come right back, doing so will severely shorten the demo. It’s somewhat delightful to me that you essentially have the option of just focusing on the critical goal, but if you actually want to dig into the meat of the game, you’re going to have to make friends with the animals.

Unsurprisingly, they all have problems ranging from petty to priority. For example, one little guy has dropped all his blueberries (in bizarre spots scattered around the map), and you need to gather them. Another requires you to deliver rent before she’s promptly evicted. Yes, it’s largely a lot of point-A to point-B fetch quests, but I’m not sure what else you’d do in a mail delivery game. I’m personally down for that sort of thing, I’ve always liked those quests in games like The Legend of Zelda: Ocarina of Time where you knock on like, 15 doors until someone lobs a scimitar at you that you’ll never use.

[embed]https://youtu.be/WuAoFQ9xFXk[/embed]

A short trek

I did as much as I could in the demo and clocked in under a half-hour. I’m not sure how indicative that is of the Mail Time’s intended length. However, what is demonstrated does have some rough spots. Notably, the camera is entirely manual. This can be preferable, but when you’re platforming, having a camera that moves to try and give you the best perspective is often needed. Going up the trees, for example, I kept swinging the camera too far, and it would clip into the trees themselves.

It also has this weird problem where, if you pick up an item, it will announce it by blocking your screen. That’s not strange; what is strange is that the game doesn’t stop behind it. If you pick up an item, it will follow you until you stop moving, then it will move in to drop into your pocket before splashing up on-screen. This is maybe not a bad way of doing it, but it’s contrary to everything video games have ever taught me. If I pick up something minorly important, it usually just drops into my inventory. If something key gets picked up, then the game makes an announcement. Here, everything gets splashed on your screen, but Mail Time won’t interrupt you, it will just block your view.

[caption id="attachment_361804" align="alignnone" width="640"]Mail Time Eviction Screenshot by Destructoid[/caption]

Envelope glue

The graphics are certainly charming. The pastel colors give objects a really solid look that I really enjoyed, and the character designs are cute. There’s something of an N64 quality to it, without having to reduce the polygon count and slap ugly texture filtering everywhere. It’s quite nice.

I’m not entirely sold on the actual gameplay, though. Even though I was already sold on doing some fetch-quests, there’s a lack of impact to them. Animals are often just down the street from your intended target, which removes a lot of the adventuresome feel. Likewise, successfully delivering something doesn’t really net you any reward. Perhaps the full game will have some sort of currency to collect or any other kind of progression system, but playing the game while it’s lacking anything like that is so strange.

I’ll still probably check out the full version of Mail Time when it drops, but my expectations are somewhat tempered. The strangest impression that the demo has given me is that it doesn’t know how to speak video game, and I really don’t know what to make of it. I like games that buck expectations, but when I’m playing something that walks like a game but doesn’t quack like a game, I kind of feel uncomfortable.

However, we’ll see if Mail Time can deliver when the full version drops in April 2023. You can play the demo right now as part of Steam Next Fest.

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