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Friday, April 17, 2020

A Fold Apart Review – Mixed Feelings

Publisher: Lightning Rod Games
Developer: Lightning Rod Games
Rating: Everyone
Reviewed on: PC
Also on: Switch, Mac, iOS

In relationships, couples navigate obstacles and seek solutions to life’s myriad problems together, which is often easier said than done. Taking another person’s feelings into account and compromising is a tricky balance. A Fold Apart, a 3D puzzle game, showcases this tightrope walk by exploring the challenges of a long-distance relationship and making you do one thing: fold paper. The emotional journey combined with this unique puzzle mechanic makes for a novel experience, even if it doesn’t always hit the mark. 

In A Fold Apart, you see the different perspectives of two people in a long-distance relationship. One partner lands a once-in-a-lifetime job opportunity, forcing them to move away temporarily. Throughout the game, you are privy to their text message conversations and conflicted feelings on the matter as they deal with everything from loneliness to misunderstandings. While the story is pretty generic and predictable, how it’s told ultimately makes it effective and moving. You read the inner monologues of the characters, and specific colors convey their moods while different words are highlighted and propped up on the screen to hammer home intense feelings. This aesthetic representation helps punctuate various emotions, but sometimes it gets overdone and beats you over the head with melodrama. The approach is at its strongest when it’s more nuanced, illustrating how even the smallest things can alter emotional states and stir up insecurities.

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When doubts or certain issues pop up, like a character getting annoyed over a change in plans, you enter a puzzle. The primary mechanic has you folding the stage like paper, manipulating the paths on them to proceed past obstacles. The game makes this interesting and challenging by progressively adding more complex elements. For instance, you start out only being able to fold the sides, but later you can fold stages on other axes and even turn the paper around. Getting your character to remain on a steady walking path and reach a golden star is how you advance, and I enjoyed seeing how seemingly unrelated pictures on the front and the back of the paper can be shaped into a cohesive final solution. 

Unfortunately, if you make a mistake, folding, unfolding, and flipping the pages means that you’re going through the same steps you completed over and over again just to make a small change. It also didn’t help that I ran into a few frustrating crashes that broke my concentration. Even so, I had fun exercising my spatial reasoning to solve the puzzles, and nothing is so difficult that it feels unfair. If you get stuck, a hint system can point you in the right direction, or let you bypass any puzzle completely to continue with the story.   

A Fold Apart is a different puzzle game, and that’s a good thing. The concept is novel, and I like a story with some emotional pull, but it never moves beyond that. I can’t think of a puzzle that stood out over the others or even a moment in the story that was particularly poignant. It all comes together in a presentable package. Its creative folding-paper mechanic makes it worth opening, even if what’s inside won’t overly excite you.  

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Score: 7.25

Summary: The emotional journey combined with a unique puzzle mechanic makes for a novel experience, even if it doesn’t always hit the mark.

Concept: Explore the struggles of a long-distance relationship through the unique puzzle mechanic of folding paper

Graphics: The overall visual aesthetic is interesting, especially in how the characters’ thoughts are represented

Sound: The few tracks get repetitive, but they do a good job at conveying the emotional toll of the situation

Playability: Even if you’re not a puzzle wiz, you can pick up and play thanks to a handy hint button

Entertainment: A Fold Apart is refreshing in its approach to puzzles and how it explores its themes, but it never pushes beyond that into something truly memorable or satisfying

Replay: Moderate

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Monday, April 6, 2020

Final Fantasy VII Remake Review — Old Friends And New Life

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Publisher: Square Enix
Developer: Square Enix
Release:
Reviewed on: PlayStation 4

The original Final Fantasy VII is one of the most influential and adored games of all time, representing the best storytelling, gameplay, and technology its era had to offer. Its monumental impact on the role-playing genre is hard to overstate – but even harder to replicate in today’s landscape. That struggle between history and innovation is the engine that drives Final Fantasy VII Remake; the legend of the original looms large over it like the metal plates above the slums of Midgar, but this new version refuses to simply exist under a shadow. With smart (and surprising) additions to a classic world and its inhabitants, Final Fantasy VII Remake artfully appeals to nostalgia without being bound by it.

The story follows Cloud and a small band of mercenaries as they fight back against Shinra, a huge company with its hands in everything from experimental weapons to space travel. If you played the original, you will recognize many locations, people, and plot points. But Square Enix has also liberally reimagined and reinterpreted many elements – but not so much that anything is unrecognizable. This is Final Fantasy Remake’s biggest asset, because it lets old fans relive their memories while welcoming new players with its iconic characters and unique setting. 

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Cloud and his companions are still the heroes, but the city of Midgar is the real star now. This game is entirely focused on the portion of Final Fantasy VII’s story that unfolds in this industrial, corporate-controlled metropolis. Midgar’s political conspiracies, everyday desperation, and quiet hope shine through as you explore the different neighborhoods and see the consequences of Shinra’s greed. People live in grimy shacks, huge reactors drain the planet’s life force, and ruins stand as reminders of past tragedies. The maps aren’t as freeform or dynamic as an open-world RPG, but I still appreciate the opportunity to linger in an area and get to know its citizens – if only through a selection of basic side quests involving item retrieval and monster killing. 

If you’re comparing versions of this world, the remake offers a dramatic expansion of many areas. A whole settlement replaces the few static screens that once represented the sector 7 slums. Wall Market is now a lawless den of sin rather than a few sketchy tents. These areas feel like natural extensions of the world, building the lore and adding context to characters’ interactions. However, a few new zones feel like overcomplicated padding, such as a prolonged and uneventful journey under the sector 5 plate. But even if the experience doesn’t maximize every minute, my thorough 50-hour playthrough (plus some post-game content) provided plenty of memorable moments.

Many of those moments are thanks to Final Fantasy VII Remake’s battle system, which is a compelling fusion of stylish action and conventional turn-based mechanics. You control the characters’ basic movement and attacks directly, but can select specific spells and special moves through a menu. This gives fights a kinetic, cinematic flair without sacrificing the need to carefully assess the evolving situation. Every party member controls differently, and you can swap among them on the fly; you might weaken an enemy from afar with Barret’s arm cannon, but then go in with Tifa’s powerful melee strikes once the foe is staggered. This approach is an immensely entertaining way to let each character shine, and fantastic animation and creature design makes the encounters look spectacular. They don’t require pinpoint precision, but they also don’t reward button-mashing, so a majority of battles find the perfect balance between strategy and style.

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The battles that don’t hit that sweet spot are aggravating, since they feel unfair rather than challenging. One downside to the action-heavy combat is that a lot is happening at any given moment, so important information can get lost in the shuffle, like what spells enemies are casting, or when offscreen foes are about to attack. The cheap hits rarely mean the difference between victory and defeat because combat is generally forgiving, but a handful of important boss fights demand more than this system can accommodate. These encounters can devolve into a tedious mess of second-by-second micromanagement, since the bosses have too much health and your control over your allies’ behavior is extremely limited when you aren’t controlling them directly. Even your small selection of powerful and beautiful summoned beasts (which are cool but unpredictable in their implementation here) can’t do much to turn the tide in situations like this. I don’t mind failure when my strategy is flawed; I gladly restarted battles when I needed to optimize my setup to exploit weaknesses. But in these rare fights, Final Fantasy VII Remake loses sight of what makes its combat fun.

When battles are at their best, clever supporting mechanics encourage you to stray out of your comfort zone and explore new strategies. For example, each weapon has a special ability its wielder can use in combat, like the Blade Burst on Cloud’s Mythril Saber. After activating the ability several times, the character learns how to use it without the weapon, which is an interesting way to build a repertoire of powerful techniques while also experimenting with new gear. The materia system is as cool as ever, providing lots of flexibility to try out different playstyles and obtain powerful spells. Other challenges help you dive deeper into the combat, like staggering a certain number of enemies or defeating difficult foes in simulators. Side objectives provide worthwhile rewards, and they are good diversions when you need a break from the main story.

Though the plot follows the same outline as the original Midgar section, that narrative doesn’t always have the momentum to support a full game. The individual character moments are satisfying, and I enjoyed getting to know Tifa and the other members of Avalanche better. But when you zoom out, Cloud and his friends are usually just responding to what happens to them, like rescuing a kidnapped friend or escaping after falling into a trap. Shinra is undoubtedly evil, but you don’t get a clear sense of a master plan from either the good or bad guys, which makes the big picture blurry. This becomes even more jarring during the surprising (even if you think you know what’s coming) ending scenes. They are mildly disappointing as a resolution to this game, but much more disappointing in what they imply for any installments that lie ahead.

Regardless of what the future holds, Final Fantasy VII Remake finds an impressive equilibrium between its past and its present. Square Enix nods to the original without depending on that familiarity, crafting a distinctive world and exciting combat system that feel modern. The new approach still has rough edges, but that doesn’t stop Final Fantasy VII Remake from carving out its own legacy.

Score: 8.75

Summary: This remake of a legendary RPG finds an impressive equilibrium between its past and its present, crafting a distinctive world and exciting combat system that feel modern.

Concept: Recreate one of the most popular RPGs ever, including exciting new twists on the combat and setting

Graphics: The main characters, monsters, and cinematics are all gorgeous. Some of the environments have bland designs and textures popping in, but the issues aren’t pervasive

Sound: New music blends well with the revised versions of old favorites, making this an amazing soundtrack. When the dialogue sounds awkward, it’s usually a problem with the writing rather than the voice performance

Playability: Combat and exploration usually feel great, but some overly busy battles make it difficult to parse all of the important information

Entertainment: Final Fantasy VII Remake finds a satisfying balance between innovation and tradition, delivering flashy battles and fun systems mixed with nods for old-school fans

Replay: Moderately High

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Friday, April 3, 2020

Treachery In Beatdown City Review – Breaking Down The Action

Publisher: Nuchallenger
Developer: Nuchallenger
Release: 2019
Reviewed on: Switch
Also on: PC

Treachery in Beatdown City is a runner that starts strong, but loses steam with each leg of the race. The innovative twist on beat-em-ups had me intrigued and exited. In pixelated city stages, you maneuver your hero into place in front of a combatant before pausing and selecting from a variety of moves like you might in an RPG, and then unpausing the action to see how it all plays out – similar in some respects to modern Fallout games and their V.A.T.S. system. And in those early minutes, the narrative suggests an incisive and satirical snipe at societal ills. But narrative and gameplay fail to meaningfully evolve, and both core elements begin to show their flaws with each passing combat.

President Blake Orama has been kidnapped by ninjas, and it’s up to a scrappy group of street fighters from the inner city to save him. Along the way, they’re confronted by irate motorcycle club members, rude private security, and pushy grifters. Each fiery dialogue exchange exposes the absurdity and unfairness of some aspect of modern life, with a particular focus on gentrification and casual racism. Unfortunately, the satire is so heavy-handed and sophomoric that the humor falls flat, and what aims to be sharp social commentary loses its edge when the heroes are almost as problematic as their foes, ready to issue a beatdown to passing runners or people on the sidewalk for the barest of slights. 

Players should also be aware, since it’s not clear in the naming conventions, that the game is incomplete and episodic, and barely touches on the core kidnapping plot described at the outset. The multi-hour offering that makes up this purchase includes an opening two chapters that together feel meandering and almost without connection to the initial conflict. A future update promises new chapters, but the current playthrough already overstays its welcome.

That’s because the real-time/turn-based hybrid simply doesn’t hold up to extended scrutiny, and the successful nuances it does offer up are not adequately explained or highlighted over the course of the game. Three distinct characters each have their own combat styles, but after an initial explanation, you never get clear guidance on how to play them successfully, and the pause menus don’t help much, beyond brief descriptions of individual moves. I had to start a separate playthrough and replay the first hour, just to figure out how the different actions, meters, and enemies are meant to be understood, and even then, elements of how it all fits together remained opaque.

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Low-risk strikes and high-risk grapples are both options, but it’s difficult to know which actions are called for in a given exchange, or recall which enemies are vulnerable to what. It’s too easy to face the wrong direction in a fight simply because you’re trying to reposition – an option to back off without turning one’s back would be welcome. Building combos relies on keeping a flow of ever-replenishing fight points, but it’s challenging to wrap your head around how those are refilled. Even once you do grasp how all those ideas fit together, I often found that simple, low-risk attacks had a higher chance of winning the fight, invalidating the value of the flashier moves that unlock as you level up. Weapons and revenge attacks attempt to add new layers later in the game, but neither give the boost needed to elevate the experience.

Brawlers also tend to have a satisfying sense of momentum as you push forward through a level. Here, that pacing is stunted, as each fight takes place on a static screen, and you depart to a Super Mario World-style map in between, usually to take one step forward and witness another angry exchange of dialogue to precede the next fight. I never got into any sense of rhythm or aggressive catharsis the way a classic brawler might engender. Additionally, the repetitive nature of the background art and the overuse of just a few (admittedly high-quality) musical tracks sapped excitement with each subsequent fight.

Treachery in Beatdown City didn’t work for me, but it’s a far more creative and ambitious project than many of its contemporaries. Its subject matter is timely, and I enjoyed the attempt to reinterpret some of city life’s biggest problems through the lens of old-school games like Double Dragon. The idea of RPG-style menu-selected moves in a beat-em-up is very clever, even if the implementation here didn’t hit the mark. As it is, even with a lot of creativity on display, it’s just not a city I recommend visiting.

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Score: 6.25

Summary: This is a fascinating hybrid of real time brawler and turn-based combat, but the flaws become increasingly apparent the longer you play.

Concept: Confront gentrification and casual racism with a punch to the face in this hybrid beat-em-up that juggles real-time and turn-based combat

Graphics: The 8-bit pixel graphics style recalls the earliest roots of urban brawlers

Sound: A few excellent chiptunes set the mood, but too much repetition threatens to break the spell

Playability: The unusual pause-to-menu combat system is initially explained well, but many of its nuances can get lost without clearer ways to review concepts later in the game

Entertainment: Innovative mechanics make a strong first impression, but the action, music, and bombastic tone of the narrative all wear thin after a few hours

Replay: Low

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