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Thursday, February 6, 2020

The Dark Crystal: Age of Resistance Tactics Review – Missing The Magic

Publisher: En Masse Entertainment
Developer: BonusXP
Release: 2019
Rating: Everyone
Reviewed on: PlayStation 4
Also on: Xbox One, Switch, PC, Mac

We see fewer licensed tie-in video games on home platforms these days, and that’s understandable. Capturing the tone of a popular fiction in a different medium is tricky, and developers are rarely given the time and means to capitalize. The new The Dark Crystal: Age of Resistance series from Netflix is a stellar presentation of craft and storytelling, but I’m sorry to say that the game simply doesn’t maintain the same high bar. A pale imitation of its source material, Age of Resistance Tactics draws on inspirations like Final Fantasy Tactics for its gameplay model, but misses the mark in the ways that matter.

Players build and level a team of the elf-like Gelflings, along with a smattering of Podlings and Fizzgigs, helping to save the world of Thra from its horrible Skeksis rulers. That sentence of whimsical nomenclature echoes what you should expect if you’re a new arrival to the world of The Dark Crystal, and the game doesn’t do a lot to catch you up. The storytelling never takes off in its own right, almost as if it presumes that your memory of the show’s sweeping narrative should be enough to maintain your interest in the events at hand.

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Battle after battle echoes major events from the show. They eventually branch into unseen events only hinted at in the show, like the recruitment of the other clans into the growing resistance. Early on, the flow of these stages is brisk and inviting, suggesting deeper tactical decisions down the road. Unfortunately, that expectation never comes to fruition; levels soon get staid and repetitive, with too little variety in objectives and enemy types. That problem is exacerbated by the presence of optional battles that are virtually necessary to proceed, since they offer the bulk of available treasure and XP to strengthen your team. These battles are always time-wasters about defeating all onscreen foes, and extend the length of a game that is already longer than its shallowness can support.

Likewise, an initially intriguing job system for the heroes loses steam and becomes an onerous chore. Unlocking the highest-tier jobs takes a long time and demands you put characters in roles that don’t suit them just to fulfill certain leveling requirements. The whole process isn’t worth the effort, as the available powers are usually horizontal shifts rather than actual power increases. Some of the earliest base skills virtually demand to be kept in play (like the scout’s Mark), so it’s hard to diversify, especially since any given character can only have a few abilities equipped at one time. Tweaking jobs and equipment is made worse by an unwieldy menu system that requires too much backing out and reentering to compare characters or items.

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That’s not to say that Age of Resistance Tactics is a constant disappointment. The grid-based stages sometimes necessitate thoughtful character placement and strategizing. Seeing a good combo come together for a big-damage sword strike is fun, as is placing your caster in a spot where she can nuke a whole enemy team in one go. During a fight, manipulating the turn order is an interesting tactical option, as smart ability usage can move individuals back and forth in the queue. However, many enemies all look the same in the initiative line, hurting its usability; you can’t plan effectively if you don’t know which bad guy is actually acting next.

The flow of new equipment gives you something to work toward, offering some helpful offensive and defensive tools – I just wish I didn’t need to fight so many meaningless side battles to afford the cool items. Difficulty can be customized as you go, which is good; the overall balance swings dramatically between “too easy” and the occasional “too hard for the recommended level.” Most battles are blessedly brief, which is especially important with no quick-save option for stepping away in the middle of a fight, which is a big misstep.

With better tactics games on the market, The Dark Crystal’s foray into the strategy genre has a limited appeal. As one of the devoted franchise enthusiasts who are presumably the target audience, even I feel like it loses sight of the magic, narrative weirdness, and dark tone that makes the show so captivating. And without tactical sophistication or a meaningful engagement with the lore, I can’t recommend joining this resistance.  

Score: 6.25

Summary: Inspired by classic grid-based strategy affairs, this tie-in game to the recent show fails to capture the whimsical tone and narrative flair of its source material.

Concept: Revisit and expand upon the events of excellent puppet-focused show with a hefty collection of grid-based tactical battles

Graphics: Losing much of the magic and detail of the source material, the graphical presentation feels utilitarian, but still exhibits the battlefield clearly

Sound: Too few musical tracks and sound effects mean that you may be tempted to turn the volume down after the first few hours

Playability: Menu navigation is cumbersome, but the core-play concepts are communicated well. This is a rare tactics game that is genuinely friendly to newcomers

Entertainment: Too much grinding and a limited array of tactical options hold the game back

Replay: Moderately Low

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Warcraft III: Reforged Review - An Incredible Game, A Disappointing Remaster

Publisher: Blizzard Entertainment
Developer: Blizzard Entertainment
Release: 2019
Reviewed on: PC

Warcraft III is one of the best games of all time; Blizzard’s genre-transcending work shaped both the future of the company and the greater industry landscape forever. On the other hand, Warcraft III: Reforged is an uninspired remaster that lacks Blizzard’s signature polish and panache. Almost every aspect of this remaster drags the source down instead of lifting it up.

Reforged presents the player with the entirety of the original Reign of Chaos game and The Frozen Throne expansion, with optional modern assets in lieu of the blocky, pronounced models from decades ago and a smattering of miniscule changes. For example, Blizzard added World of Warcraft Stratholme bosses in the famous Culling level, but the tweaks essentially end there – begging one to wonder why the game is worthy of the Reforged moniker at all, instead of a simple “remastered.”

Warcraft III sets the stage for everything in the gigantic Warcraft universe that we know today, a sprawling saga featuring Arthas, Jaina, Sylvanas, and countless other characters. The campaign is an epic undertaking, with a mixture of traditional RTS missions, base-building, small-scale RPG-style escapades, and horde-mode holdouts. However, the journey in Reforged is marred by numerous bugs and aberrations. I saw strange lighting quirks, stuttering, missing portraits, and even a glitch that caused one of my undead levels to instantly fail when I started it up. Some of these errors could be dismissed individually, but the bucket of bugs gradually fills up and overflows, marring the entire game.

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Some of the new assets make the game look better than its original incarnation (especially in terms of buildings and lower tier units like citizens, wildlife, and monsters), but others are jarring and uncomfortable. Errant animations and generic fantasy archetypes take away from the of zest the original designs. Some orc portraits lack unit identity; Mannoroth’s head looks bizarre on his massive frame, and even little goblin tinkerers appear unusually out of place. What the new assets gain significantly in presentation power, they are tinged with a kind of universal fantasy sterility that sucks the flavor out of them. Despite this, the campaign is still an experience I’d recommend, whether you opt to use the new or old assets, especially for those looking for a historical and still-relevant romp through an immersive universe.

While not every remaster adds new features, they rarely remove elements from the original. Reforged does, though. On release, multiplayer features like ladder and social functionality are completely absent from this new incarnation. The core multiplayer game is still solid as ever, and custom maps that have gone on to define entire subgenres of gaming are still available and awesome to play.

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I enjoy revisiting maps that I haven’t seen in nearly two decades, including Dota clones, tower defenses, survival maps, Mario Party-style games, and castle fight (a subgenre that would go on to inspire the modern deluge of Clash Royale-like games). Warcraft III’s custom map scene was a hotbed of creativity and color, and it’s refreshing to see that many of those games are still infinitely playable today. These classics are great, but map-makers and modders have not yet blazed any new and exciting trails in Reforged – possibly because Blizzard technically owns any player-made creations this time around. That said, revisiting these old game-design stomping grounds is an immensely enjoyable diversion, and by far the best part of my Reforged playtime.

Warcraft III: Reforged teaches the harsh lesson that sacred, legendary titles need to be revisited with only the utmost care. Core elements that made the original an absolute Earth-shaker still remain, but as a remaster meant to enhance the original experience, Reforged is greatly flawed.

Score: 6

Summary: Warcraft III remains an awesome game that stands the test of time, but the remaster is lacking.

Concept: Explore one of history’s best real-time strategy games with new assets and glitches

Graphics: While the revamped visuals are great on peasants and buildings, some characters are jarring diversions from their source material

Sound: Iconic barks, a rambunctious score, and the clashing of steel form a powerful backdrop to the action

Playability: Easy to hop in and play, with varying difficulty modes available for those who just want to experience the Warcraft saga and story

Entertainment: Warcraft III was a great game, but I struggle to find a reason to return to it in this form. Reforged has a laundry list of bugs, lack of polish, multiplayer options markedly amiss from the original offering, and uninspiring new assets

Replay: High

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Saturday, February 1, 2020

Children Of Morta Review – Family Matters

Publisher: 11 Bit Studios
Developer: Dead Mage
Release:
Reviewed on: Xbox One
Also on: PlayStation 4, Switch, PC

Children of Morta is a nicely designed dungeon crawler with a huge heart. As you skillfully hack your way through skeleton hordes and fire arrows at demonic ghouls, the lives of the ten people in the Bergson family are explored fully; you watch them bond, struggle, and ultimately grow – from children and parents to magic-wielding gods. This action/RPG strikes an odd balance between showing the purity of family life and the need to sacrifice all to save the world, but it ends up being compelling and thoughtful, giving you plenty of reason to cheer the Bergson's on.

The writing is top notch from start to finish and unfolds through the soothing voice of a narrator who speaks of the Bergson’s lives as though they are unfolding through a children’s picture book. The visuals follow suit with beautifully animated pixel-art characters atop colorful backdrops. The unique animations used to frame the story moments are impressive and great in number, often including all of the family members in a scene. Even small moments, like the adoption of a new pet, are brought to life in playful and gorgeous ways. The family home is the hub players visit after each dungeon run. Whether you succeed or fail in that run, you are often treated to new snapshots of the Bergson's lives and can hear what they are thinking. It’s a cool touch that again hammers home the family dynamic.

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We learn that this home sits at the epicenter of an ancient evil known as the Corruption. When this force begins spreading across the land, the family is forced into action, beginning with John, the father, and Linda, one of his daughters.

John functions like a typical warrior with rapid sword techniques, a shield for defense, and area-of-effect magic attacks to damage approaching hordes. Linda is a talented archer brought to life with twin-stick shooter controls. Both of these family members are a blast to control, as are the other four Bergson family members that unlock as the story progresses. All six characters are unique – both in performance and their deep skill paths. The special attacks they unleash are finely balanced and each character more than stands a chance in the dungeons, even when the odds are against them. As you uncover more of a dungeon's map, you don't know what lurks in the shadows. A few enemies may advance on you, and can easily be swatted away with basic attacks. A few steps further, the ground may bubble to life with magic portals, and you quickly find yourself overrun and unleashing everything you have, praying that the cool-down meters on your specials replenish faster.

Evasive maneuvers are also excellently implemented into combat, allowing each character to dive out of the way of a charging enemy or under a sword's cut if the timing is right. Given how valuable runes and other item drops are, exploring every inch of a dungeon is a good idea, even if you know you may get in over your head at times.

Developer Dead Mage wants the player to bounce between the playable characters as much as possible and ensures this through a fatigue meter that can greatly deplete a family member’s health for a set amount of time if they are used too frequently. Yes, this can be annoying if you want to use Lucy’s fire magic against a particular boss, but Dead Mage rewards character switching. At specific level milestones, the entire family gains an attribute or bump from a particular character, meaning it’s in your best interest to level all of them up to these valuable points. Even if you suit up as an infrequently used character, they aren’t outmatched in higher-level zones, as the big bumps to health, attack, and other attributes are applied to all family members – another fine touch.

Each dungeon you enter is procedurally generated and carries light roguelike elements, such as random pickups, trap placements, and enemy formations that can make some runs easier or more challenging. In one run, you may have health canisters lying all over the place. In the next, you may be clinging to a sliver of life with no healing in sight. Both scenarios deliver excitement, as the gameplay never waivers from being fun and challenging. Each run delivers meaningful progress as you keep the gold you collected. This is the currency you use to apply the family-wide attribute bumps. Runs can last between 5 and 25 minutes, with each dungeon concluding with an intense boss fight that has you picking away at a lengthy life meter. These bosses are big, mean, and are a good test of skill.

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The entire experience can be made a little easier by playing with a friend. Local co-op is your lone option for multiplayer, and although enemies have more health, you have the chance of reviving your fallen buddy. This increases your odds of seeing the dungeon to the end. Co-op is fun and makes great use of the different classes, allowing tanks to draw fire while support rains death from a distance.

I can’t stress just how smartly made Children of Morta is. The narrative flows smoothly in and out of dungeons, the characters have a real life to them, and the gameplay is enthralling and has those addictive qualities that make you just want to keep leveling everyone up. In the 15-plus hours I invested in this adventure, I was thoroughly captivated by everything Dead Mage set out to achieve. The way family comes together for the final conflict is truly impressive.

Score: 9

Summary: Developer Dead Mage has created an action/RPG that succeeds in story, combat, leveling, and the bond formed in a family.

Concept: Play as six different members of the Bergson family as they use their gifts to rid dungeons of evil

Graphics: The entire game delivers vast amounts of pixelated animation and striking backdrops. A little hitching occurs when the screen scrolls in specific areas

Sound: I like how the score changes between action and story sequences. The melodies are catchy, but the true star here is the narrator who you just want to hear more of 

Playability: All of the characters control well in their own unique ways. Adding a second player changes up the dynamic in interesting ways too

Entertainment: Dead Mage belts three home runs: one for the story, another for the action, and the last for the deep and interesting RPG elements

Replay: Moderately High

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