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Friday, December 7, 2018

Super Smash Bros. Ultimate Review – A Raucous Clash Reunion

From its humble Nintendo 64 beginnings, Super Smash Bros. has been a delightful neutral zone for players looking for top-tier competition as well as friends who just want to kick back and watch Princess Peach knock the stuffing out of Bowser. Super Smash Bros. Ultimate is the culmination of everything that’s come before, offering a massive roster of classic characters and stages and subtle additions that make the game feel fresh. Whether you haven’t played Smash since your dorm-room days or you breathlessly await each new entry, Ultimate is not to be missed.

One reason why the Smash Bros. series has been so successful is that it’s one of those games where the old “easy to learn, difficult to master” cliché applies. In that way, Ultimate maintains its reputation as being one of the best party games around. It’s a great equalizer, with characters that are recognizable and memorable, and above all else it's fun to play. Ultimate adds some new faces to the proceedings, like Animal Crossing’s Isabelle, Metroid’s Ridley, and the Inklings from Splatoon. I like seeing some new blood (even if it’s never spilled), but none of the new ones fully clicked with me. Isabelle comes closest, feeling like a fresh variation on Villager, but I kept getting drawn back to my old mainstays including returning favorite Pichu. 

Ultimate’s new World of Light solo mode wisely doesn’t try to shoehorn platforming elements or push too far beyond the core of what Smash does best. Instead, you navigate a large map and take on themed challenges. The gimmick – and it’s a pretty good one – is that you’re freeing the spirits of characters who have fallen to a mysterious force. The spirits represent a vast array of characters from the world of gaming, the majority of whom aren’t represented as playable heroes in the roster. For instance, one spot on the map might have you saving a goron chief from Ocarina of Time, aka a giant, tan-furred Donkey Kong. Or a battle against Snorlax might have newcomer King K. Rool taking on the role of the slumbering Pokémon. Basically, imagine the playable cast cosplaying a wide array of other gaming characters. I spent dozens of hours in the mode, and I was continuously surprised by how creative the developers got in finding doppelgangers for these matches. 

Once liberated, the spirits are added to your roster and provide buffs for your hero. Exploring the World of Light can be a little tough at the start, but by methodically battling across the map I slowly accrued gear that made me feel like I was gaming the system in the best possible way. Battles aren’t quite as scary when you have spirits that counteract the burning effects of a stage’s lava hazards and also give you a powerful weapon or regenerating health at the start of the match. You can train your spirits in dojos and send them on expeditions, too, leveling them up for more power and adding yet another fun twist.

 

Your collection of spirits can also migrate over to classic Smash modes, which further transforms the game. You want to use two final smashes with every activation? How does an extra jump sound? I’ve always enjoyed the barely contained chaos that Smash brings, so these extra enhancements are welcome. If the spirits seem like too much, plenty of other under-the-hood tweaks can customize the experience. The most noteworthy addition is creating and saving your own custom rule sets, which are then surfaced on the main Smash menu. As someone who only plays matches with stock lives, this fixes a small but longstanding issue. Now I can dive into matches at the press of a button instead of having to fiddle around with menus. Another cool new option is the ability to earn final smashes by filling a meter instead of breaking the smash ball. It changes the tenor of matches, since players can focus on their opponents as opposed to the floating object.

Single player is better than ever, but solely playing against the CPU is a sad existence. Unsurprisingly, Ultimate’s multiplayer component shines. Local co-op is great, with up to eight players fighting at once (or even more, though not simultaneously, with the return of tournament play). If you don’t have the controllers for that kind of gathering or your Smash crew has scattered over the years, online is a viable alternative. The four-way matches fill up quickly, though it falters where it actually matters. The framerate and overall stability is inconsistent, which is frustrating in a game that depends so heavily on reaction time. I had more than a few otherwise-preventable deaths after the game hiccupped as I was on my way back to terra firma. Ultimately, however, Smash is best played with your friends piled into the same space, where you can shout, cheer, and taunt with impunity at every close match.  

 

Once all the characters are unlocked, the character-select screen is a magnificent thing to behold, with every character from the previous games present. However, getting them to show up is another thing entirely. When you start, you’re given eight measly heroes to choose from. It’s a seemingly clever nod to the modest starting roster from the Nintendo 64 game that started it all. Once I was done chuckling at the familiar lineup, the realization that I was going to have to unlock more than 60 remaining characters set in. New faces pop in whether you’re playing regular matches with friends, classic battles against A.I., or in the World of Light mode, but it’s an unnecessarily tedious and antiquated process.

Ultimate is a tremendous package overall, including just about everything a Smash fan could want. Sure, there are a few omissions; the lack of a home-run challenge hurts, and I would have loved to see an updated take on the Poké Floats stage (or the ability to create my own). The biggest fault in this close-to-comprehensive collection is perhaps the flipside of one of its strengths: For all the new things it brings, it’s all very familiar. As fun as they are to play, the handful of new characters don’t have the same pop of novelty that past additions have delivered. It’s a solid lineup, just not one that’s especially surprising beyond its overall scale.

Super Smash Bros. Ultimate isn’t dramatically reinventing the franchise, but that’s all right with me; it’s a refinement of what’s come before. Some of my favorite gaming moments have centered on Smash, and it’s great to have a solid new anchor for moments yet to come – even if it means getting knocked into oblivion by a snoozing Jigglypuff every once in a while. 

Earth Defense Force 5 Review – A Weakening Resistance

It may not be complex, but the core of Earth Defense Force 5 is accessible and entertaining. You are a soldier who (along with the optional assistance of co-op buddies) fights off an invading horde of giant bugs, frogs, UFOs, and more. You customize your loadout with weapons that range from awesome to awful. When your enemies are destroyed, they may drop new weapons for you to equip on future missions. Plowing through swarms of baddies while hoping for good loot is a pillar of countless games, and it retains its primal appeal here. However, Earth Defense Force 5 doesn’t build on that foundation, even when compared to previous games in this series.

With cheesy dialogue and simple point-and-shoot gunplay, Earth Defense Force 5’s presentation and mechanics take a back seat to pure arcade action. Jumping into the fray is easy, whether you’re firing off hilariously short-ranged explosives or unleashing a barrage of powerful homing missiles. Your otherworldly foes explode in satisfying spurts of fire and goo, often flailing wildly from the generous application of exaggerated physics. The resulting B-movie vibe serves this experience well, doling out laughs while removing barriers between you and the main attraction: shooting at a screen full of enormous creatures with weapons of escalating destructive force.

The mayhem is charming, but Earth Defense Force 5 hits the same basic notes as its predecessors, parading out familiar enemies (or their analogues) in a routine that doesn’t introduce many unique twists. The previous installment changed the dynamic by offering four classes with different specialties, and those same four options reappear this time around. You can technically use classes to strategize with your teammates online or in split-screen, like having the support-focused Air Raider help guide the Fencer’s heavy firepower. However, the action rarely demands (or even encourages) that level of coordination. The balanced offense of the Ranger and airborne mobility of the Wing Diver classes remain the most satisfying and versatile options, especially for solo play.

Most of my favorite improvements to the formula are quality-of-life changes, like earning health and weapons for all classes, not just the one you are currently playing. This means that you aren’t starting from scratch four times if you want to get a taste of what each playstyle offers. I also appreciate that picking up duplicates can increase the weapon’s stats instead of just feeling like wasted effort.

 

Though the experience is more user-friendly, these changes aren’t enough for Earth Defense Force 5 to gain any ground. It doesn’t feel substantially different from when I first played Earth Defense Force 2017 over a decade ago. I’m shooting ants with rockets and machine guns of wildly inconsistent utility. I’m cackling as buildings collapse. I’m crossing my fingers for a better version of my favorite gun. It’s fun, but it’s practically identical to the fun offered by its predecessors. If this is your first time playing an EDF title, this fatigue may not be an issue; the idea at the heart of the game is still a blast. At the same time, Earth Defense Force 5 barely feels like a step up from a game that was considered clunky and unpolished in 2007.

As video games evolve, developers continually set new standards by creating experiences with sophisticated storytelling, heightened immersion, and jaw-dropping technology. Earth Defense Force 5 has none of those things – but that’s okay. This series has always had a single-minded commitment to one simple truth: It’s fun to use weird weapons to blast lots of aliens. That fact may never change, but in an industry that has been steadily raising the bar, Earth Defense Force 5 allows the series to fall further behind.

Thursday, December 6, 2018

The Council Review – The Wrong Side Of History

History is full of power struggles, great betrayals, and behind-the-scenes scheming. The ugly side of politics often rears its head as leaders engage in the cutthroat pursuit of protecting their citizens … and themselves. The Council explores this concept, allowing you to align yourself with renowned historical figures to decide what’s best for the world. With a cool geopolitical backdrop, you’d think The Council would be engaging. While the scheming is full of good ideas, it never lives up to its potential. The adventure is disappointing and unsatisfying, with ridiculous plotlines, technical shortcomings, and annoying puzzles. 

The Council begins as a mystery of sorts. You arrive at a strange manor where your mother has gone missing. The reason for your visit? Your mother is part of a secret society that determines how to govern the world. It’s up to you to investigate this unique group, which includes famous individuals such as George Washington and Napoleon Bonaparte. The plot starts off promising, referencing historical events and exploring how religion has influenced government, but as fictional elements grow more prominent, it goes even further off the rails. When a huge plot twist was revealed halfway through the five episode arc, I lost all enthusiasm for the story – and further developments made me even more disappointed. To be blunt, the plot insults your intelligence with clichéd good-versus-evil comparisons. The tale unfolds through voice acting so bad it’s distracting, and watching the wooden character models interact is just as jarring. This hurts the immersion just as much as the horrendous twists; for a narrative-driven experience like The Council, these are all big problems.

At the very least, The Council has some interesting wrinkles in how it explores choice and progression. Every political mastermind has skills that make them successful, and this is put directly into the gameplay with light RPG elements. You pick from three classes – diplomat, occult, or detective – but you’re not cut off from gaining skills in different trees. As you play, you can apply points to increase your prowess in particular skills, like conviction, diversion, and psychology. Permanent bonuses called talents are unlocked depending on how you react and what you find in the manor. These can be anything from gaining additional experience to obtaining extra items. As someone who plays a lot of RPGs and loves building characters, I enjoyed this aspect. You’re always balancing what’s more important for you to focus on. Do you want to level up the manipulation skill to get people to act in your interest, or invest in the ability to pick locks to obtain beneficial items and information?

 

This all plays into your conversations. Depending on your aptitudes and the information you uncover, certain dialogue options open up. As in politics, relationships are important and fragile. A wrong move can cost you, but you can also make enemies into allies just as quickly with the right argument. The basic gameplay revolves around effort points, where some dialogue options have a cost, and that cost is lowered depending on your skills. You only get so many each quest to expend, so choosing wisely is essential. You want to invest optimally, whether it’s in an alliance or learning a secret that changes your perspective on a situation. The game has its share of alternative paths because of this, but that doesn’t matter when they all lead you down bad plotlines.

In addition to exploring the manor, building relationships, and making decisions, you encounter puzzles, which are more complex and logic-centric than we’ve seen in recent narrative games like Life is Strange and Telltale’s The Walking Dead.  While I enjoy solving riddles and brain teasers, The Council’s puzzles are tedious. For instance, one had me matching religious figures in paintings to their associated bible verse. If that required me to sort through a book or two, it wouldn’t be so boring but this is a drawn-out process that you do multiple times by trying to decipher clues for the verses that span across many different gospels and passages. I much preferred when deducing solutions based on the information you have, such as learning how to write messages in a secret code and matching historical dates and events to access a secret room. As you solve various puzzles, expect to backtrack to talk to people and gather requested items, which is exacerbated by long load times when you enter a new room. 

The Council’s bad graphics, voice acting, and load times didn’t bother me as much as its problematic narrative. What’s the point of having choice and consequence when you don’t care about the story you’re inhabiting? The Council seems promising with its good ideas, but then when you get further into it, it betrays you like a dishonest politician.