This is default featured slide 1 title

Go to Blogger edit html and find these sentences.Now replace these sentences with your own descriptions.This theme is Bloggerized by Lasantha Bandara - Premiumbloggertemplates.com.

This is default featured slide 2 title

Go to Blogger edit html and find these sentences.Now replace these sentences with your own descriptions.This theme is Bloggerized by Lasantha Bandara - Premiumbloggertemplates.com.

This is default featured slide 3 title

Go to Blogger edit html and find these sentences.Now replace these sentences with your own descriptions.This theme is Bloggerized by Lasantha Bandara - Premiumbloggertemplates.com.

This is default featured slide 4 title

Go to Blogger edit html and find these sentences.Now replace these sentences with your own descriptions.This theme is Bloggerized by Lasantha Bandara - Premiumbloggertemplates.com.

This is default featured slide 5 title

Go to Blogger edit html and find these sentences.Now replace these sentences with your own descriptions.This theme is Bloggerized by Lasantha Bandara - Premiumbloggertemplates.com.

Monday, October 7, 2019

Indivisible Review – Merging Good And Evil

Publisher: 505 Games
Developer: Lab Zero Games
Release:
Rating: Teen
Reviewed on: PlayStation 4
Also on: Xbox One, PC

Indivisible is a hybrid that sounds like a dream come true to a very specific subset of gamers (me included), with side-scrolling exploration reminiscent of the Metroid series and a combat system inspired by the cult classic Valkyrie Profile. The potential of that combination is what led to Indivisible’s crowdfunding success back in 2015. It was exciting then to imagine the harmonious blending of these concepts, but four years later, Indivisible no longer exists in that realm of pure possibilities. Reality has taken its toll here, and none of Indivisible’s promising pieces fit together exactly right.

The game tells the story of Ajna – a girl who must defeat an ancient evil with the assistance of the friends she makes along the way. The plot is simple and predictable, which isn’t necessarily bad; combat and exploration are bigger points of emphasis, but each one provides fun and frustration in equal measure.

Click here to watch embedded media

Most of your time is spent navigating Indivisible’s 2D world with an expanding array of mobility-related powers. Though Ajna’s moveset is initially limited, you earn new tricks at a satisfying pace. I also appreciate that so many of them have a significant impact on how you move, and aren't just glorified keys. For instance, you don’t get a green laser that opens green doors; Ajna learns cool maneuvers like super-speed, air-dashing, and teleportation – all of which help you reach previously inaccessible areas and collectibles.  When the platforming gets especially complex, the game feels almost like puzzler that requires both rhythm and concentration. At its best, Indivisible reminded me of the 2018 platformer Celeste, asking players to string together an elaborate series of moves in order to avoid hazards and reach out-of-the-way places.

However, the exploration is rarely at its best. Backtracking is a frequent issue, forcing you to revisit the same areas or retrace your steps to leave after an objective is complete. That may be part of the Metroid-inspired formula, but the places you visit don’t have enough going on to hold your interest. To be clear: Developer Lab Zero Games (the studio behind Skullgirls) did a wonderful job with the art and character designs. The world has a gorgeous hand-painted style, and the animations look great. The problem is the environments don’t give you enough interesting things to do. This makes retreading familiar ground feel boring and routine, even with the fast-travel options at your disposal. During my first visit to a mountain focused almost exclusively on platforming challenges, I was thrilled. But that sensation wore off when I had to play through the area a second time, and then a third, with just a few new paths to change up the routine.

Beating up monsters is your primary distraction as you head toward your destinations. The clever combat system has your four party members assigned to different face buttons, so you can send them in individually or as a group by tapping their corresponding buttons. You can also modify these commands, like pressing up at the same time in order to perform a launcher, or pressing down to use a unique ability. Battles happen in real time right on the terrain where they are initiated, so you also need to block with careful timing when enemies attack in order to mitigate damage. This unique combat system takes time to fully understand, but I had fun trying out different character combinations (you can recruit over 20 allies) to see how their attacks synergize for maximum effect. Can I launch enemies with my botanist and keep them aloft with my archer long enough for my chainsaw-wielding chef to start her spin attack?

Click image thumbnails to view larger version

 

                                                                                                            

I only wish the answer to that question actually mattered. Even if you develop the exact timing needed to maximize your damage, Indivisible isn’t challenging enough to reward that expertise. Defense is disproportionately critical compared to offense; as long as you’re timing your blocks well and doing basic guard breaks, you can basically button-mash through most regular fights. That’s less entertaining, but it points to a bigger issue: Indivisible doesn’t reward you for learning its intricacies. You progress and earn experience regardless of how you win, so when victory seems assured, you don’t have a reason to experiment with finer mechanics like unsatisfying super moves or characters with unconventional combat styles.

Indivisible has high and low points when you’re fighting or running around, but the cascade of minor inconveniences and technical issues remains consistent throughout. They don’t seem like much individually, they build up over the approximately 25-hour adventure and make the whole journey feel surprisingly unpolished. I had to reload my game when one of my party members got hung up on a platform on her way back to the party after an attack. Another reload was required when I got trapped in a wall. I stood on invisible platforms, got ejected from combat due to environmental flukes (only to receive no XP for my effort), and was unable to talk to the fortune-teller who was supposed to tell me where to go next. Some seemingly important fights are literally over in seconds, while the final boss is a precise and aggravating endurance bout that doesn’t even rely on the standard combat system. Instead of ending on a gratifying note, your big climactic encounter is just a brutal disappointment.

Indivisible is full of ambitious ideas and uneven execution. When it succeeds, you see glimpses of the fantastic game it could have been – but those flashes never last long enough for the dream to take shape. What you’re left with is an experience full of noteworthy successes and confusing failures, and like the game’s title suggests, they are all too intertwined to separate.

Score: 7

Summary: When Indivisible succeeds, you see glimpses of the fantastic game it could have been – but those flashes never last long enough for the dream to take shape.

Concept: A beautiful action/RPG that draws on classic inspirations, with an emphasis on a unique battle system and devious platforming challenges

Graphics: Amazing art and animation do a great job bringing the events to life. However, some important moments aren’t visually represented through cutscenes, which gives the storytelling a low-budget vibe for certain developments

Sound: Excellent music and solid voice performances give the world and cast plenty of character

Playability: With a few minor situational exceptions, the controls for both combat and platforming are responsive and easy to use. That’s good, since proper timing is a major part of the gameplay

Entertainment: When Indivisible is good, it reminds me of some of my favorite games. But it hits those heights only rarely, and is usually pulled down by tedium, repetition, and other issues.

Replay: Moderate

Click to Purchase

Wednesday, October 2, 2019

Magic: The Gathering Arena Review - Doing Digital Right

Publisher: Wizards of the Coast
Developer: Wizards of the Coast
Release:
Rating: Teen
Reviewed on: PC

Magic: The Gathering has had numerous digital incarnations over the years. However, they’ve all fallen short of the core game’s appeal in different ways – whether it was Duels’ lack of staying power or Magic: The Gathering Online’s exclusive focus on hardcore players and a 1:1 pricing with physical model. With Magic: The Gathering Arena, there’s finally a Magic product that truly embraces the digital age, offering both casual fun and competitive card-slinging.

Click here to watch embedded media

If you know the current standard landscape of the game (i.e. the last few years of sets), it’s all here. While the presentation and layout are full of bells and whistles – talking cards, streamlined land-tapping, flashy enter-the-battlefield effects for mythic cards – it’s still the tabletop game you know and love. Games play faster, in part due to taking the human element out of rote tasks like shuffling decks, placing and removing counters on cards, and cleaning up tokens. The digital nature of the game also allows for some special formats that wouldn’t be possible in physical space. For instance, Momir format allows you to summon random creatures – a fun (and not necessarily competitive) way to enjoy the digital-only format.

As with all things Magic, it’s about what you can play and when. If you’re feeling like you want to do a draft, you can anytime, assuming you have the currency. If you just want to get in and play, Arena does a great job at providing a multitude of free decks and cards. The model isn’t overbearing, but if you want to have a suite of competitive decks, you'll need to shell out money. Card acquisition is fairly accommodating, but drafts and tournaments are locked behind large sums of earned currency or paid entries. This means if you get into the game and take it seriously, you will almost certainly be paying, but the costs feel reasonable.

Click image thumbnails to view larger version

 

                                                                                                            

Sealed deck events, limited-time events like singleton (only allowing one copy of any card), or special tournaments with varying rules are constantly available and cycling, ensuring you have multiple offerings to engage with every time you log on. Card packs also offer something not present in the physical game: wild cards. You can pull and trade these for any card you like of the associated rarity – a major boon when you’re trying to get a playset of a critical mythic rare for your competitive deck.

However, you’re not able to play or obtain cards from most of Magic's long history. If you want to play with your favorite fungi from Fallen Empires or mass a kobold army from Legends, you’re out of luck. The social features are noticeably lacking – you can duel with friends, but it’s far easier to play against random opponents in ladder play. Arena also currently lacks some of the favorite social formats, such as Commander/Elder Dragon Highlander or Cube draft, but these are mostly forgivable omissions.

If you’re looking to play Magic, there’s probably no better way than Magic: The Gathering Arena, and that says a lot. Wizards of the Coast seemed hesitant to move all-in on a digital product in the last decade, perhaps out of fear that it could cannibalize the gigantic paper audience, but Magic is finally where it needs to be in the digital space. 
 

Score: 8.75

Summary: Magic: The Gathering at its digital best.

Concept: Play the epic tabletop card game in the digital space, complete with continual rotating events

Graphics: Splashy effects highlight mythic cards and a compact format keeps the field easy to understand at a glance

Sound: Speech and crunchy sounds give a tactile feel to card-slinging

Playability: Some degree of familiarity with the card game is critical, as the onboarding doesn’t do much for new players’ learning experience

Entertainment: Fans of Magic: The Gathering finally have a digital product they can be excited for, with free decks and a constant flow of cards creating an enticing free-to-play experience

Replay: High

Click to Purchase

Neo Cab Review – A Trip Of Fascinating Possibilities

Publisher: Fellow Traveller
Developer: Chance Agency
Release:
Rating: Teen
Reviewed on: Switch
Also on: PC, iOS

In today’s world, rideshare services like Uber and Lyft have become ubiquitous modes of transportation. Using that as a springboard, Neo Cab is a fascinating ride. It takes something we’re all familiar with – hiring a driver through an app – and explores meaningful topics through that lens, like our relationship with technology and confronting toxic friendships. The concept of being a driver and managing conversations to ensure a five-star rating is enticing on its own, but Neo Cab shines by adding intriguing layers, like a future where humans are increasingly losing themselves to technology. 

What does it mean to be human in a world overrun with machines? How do you enact positive change when the world is shifting before you in such dangerous ways? These are just a few questions at the heart of Neo Cab, and they’re part of what makes the game so much more than simply a driver-for-hire simulator. You play as Lina, one of the few human drivers left, trying to make ends meet by working for Neo Cab. Lina is new to the city and preparing to move in with one of her oldest friends. However, things get complicated when her friend goes missing, leaving Lina to search for clues about her recent activities. 

Since Neo Cab is more of a visual novel mixed with survival aspects, the basic gist of the gameplay is making little decisions that add up to your ultimate ending. Not only do you have to decide which riders to pick up, but you also must keep track of things like fuel, funds, and emotional well-being. The latter is handled in an interesting way, as you have a bracelet that tracks your mood with different color indicators. This lets you know when your emotions are getting the best of you and may need to take a break. Depending on your feelings, certain dialogue options will or won’t be available. For instance, if you’re in a good mood, you might be more likely to flirt with a customer, but if one is testing your patience, you are less likely to suck it up and be polite for your star rating. If your star rating gets below a certain threshold, you get deactivated, so that’s just one more thing to balance. 

I like the idea of paying attention to your emotions and making sure you’re taking care of yourself in theory, but trying to play conversations to a particular mood is frustrating, since your moods ping pong based on the interaction far too quickly. Even if you play your cards right, it comes down to the luck of who you pick up. You can also role-play Lina one way and then have this weird disconnect when suddenly an option that seems natural can’t be selected due to an arbitrary system. 

Click image thumbnails to view larger version

 

                                                                                                            

The biggest offense is how your mood plays into your ending, which sends mixed signals about the emotional state you should be in for it to get a satisfying finale. Don’t expect to get a good ending on your first playthrough, as the slightest slip-up can damn the whole interaction. I played through Neo Cab multiple times, and that last encounter always bothers me because you are set up to fail. I won’t spoil anything else about it, but those last moments cast a dark cloud over an experience I otherwise enjoyed.

The best part of the adventure is the one-on-one interactions with your eclectic riders, like a quantum statistician who dazzles you with alternate timelines, and a girl whose overprotective mother has locked her in robot armor. Since you can pick up some riders multiple times, you really get to know them and see their growth through your interactions and advice. Outside of a couple that feel half-realized, I was surprised at how intriguing the majority of these character arcs are; they not only give you more information about this futuristic, tech-crazed world, but they also have a lot to say about life and give you a say in determining what really matters. In one, I helped a young work-obsessed woman see what was missing from her life. In another, I let an older man jump out of my car to feel alive. 

Neo Cab poses a lot of questions, crossing something familiar with a plausible futuristic backdrop. Chance Agency crafts an intriguing world where people all have their own ideas about technology and how much it should be a part of our everyday lives. Neo Cab has the fun of being a driver, meeting new people, and trying to hustle for cash and get that coveted star-rating. But it also offers a much deeper experience – one that makes you look inward. That’s especially why it’s worth the trip. 

Score: 8

Summary: Neo Cab explores meaningful topics through intriguing characters, making for a memorable ride.

Concept: Get behind the wheel as a rideshare driver in a technology-driven, futuristic world

Graphics: Flashy, neon colors capture the backdrop wonderfully, and the characters all have their own eccentric sense of style

Sound: The game is light on sound, with only music to guide you. Unfortunately, some tracks get repetitive

Playability: A clean interface and simple controls make it easy to pick up and play. However, you may want to adjust the text speed in the options to ensure you don’t miss details

Entertainment: Neo Cab has a fun gameplay loop, but the customers you pick up are the stars of the show, making it a memorable journey that examines what it means to be human

Replay: Moderate

Click to Purchase