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, July 5, 2021

Griftlands Review – Great Friends In Low Places

Publisher: Klei Entertainment
Developer: Klei Entertainment
Release:
Rating: Teen
Reviewed on: Xbox Series X/S
Also on: PlayStation 4, Xbox One, Switch, PC

Griftlands is a deck building game set on a cutthroat alien planet where conflicts require either a sharp dagger or sharper wit. Your tools to survive are shuffled into decks of cards that grow and evolve through the course of the adventure. Klei Entertainment’s card battler sounds similar to games like Slay the Spire, but the differentiator is an interconnected world full of characters and factions where your actions and relationships actually matter. Griftlands presents a mostly satisfying narrative while scratching my itch for complex deck building roguelikes.

The bulk of Griftlands’ action revolves around card slinging during heated negotiations and battles. However, the combat and negotiation systems both have bespoke decks and mechanics. Battles are straight forward physical fights where you use attack, defense, and augmentation cards to defeat the opposing force. These augmentation cards do everything from apply damage over time to increase the power of other attacks and they do a great job adding strategic depth to the action. Sentient enemies and allies have panic points and surrender once their health drops below a certain threshold. This clever system gives you a powerful and intriguing choice to spare or execute your foes, though accidents happen, and people can die regardless of your intentions. Killing an enemy rewards you with cards to add to your deck, but their death makes the public aware of your pension for violence and can turn a victim’s friend into an enemy. I enjoyed maintaining the delicate balance of keeping foes alive while dispatching of their cohorts to keep my character’s standing in the world as pristine as possible. Adding this combat puzzle to encounters wonderfully extends agency into a system easily boiled down to kill or be killed and helped add additional stakes to each encounter.

Click image thumbnails to view larger version

 

                                                                                                            

Negotiations, on the other hand, are my favorite part of the game. I love seeing my conversations represented through game mechanics rather than the typical dialog tree. Additionally, I appreciate being able to navigate conflicts without always resorting to violent tactics. These debates are triggered when trying to get information, pushing for a few more shills on a completed job, or to demoralize an opponent before a real fight. Your goal is to reduce the resolve of your opponent’s core argument. Side arguments have various effects on the discussion, giving benefits to yourself or hindering the opponent. These additional arguments stand separate from your core argument and must be defended as if they were allies in battle. Failing a negotiation doesn’t end the game, so negotiations present a complex, fun, and low-risk solution to some problems. Losing a negotiation may lead to a physical confrontation, but talking things through can avoid some confrontations or provide buffs during street fights, so it’s usually worth a shot. I found it a little overwhelming at first to learn a second set of card mechanics, but ultimately I found the flavor and execution of the negotiation system to be excellent.

Griftlands’ three distinct campaigns are full of meaningful content, each following a unique character in different areas of the harsh continent of Havaria. Sal seeks revenge against someone who sold her into indentured labor in Murder Bay. Rook is a former military agent specializing in espionage who works both sides of the conflict in the Grout Bog – just like he works his trademark lucky coin. Smith, the black sheep of a wealthy family, aims to collect an inheritance he was never promised by bolstering his fame despite his heelish personality. All three stories feel very different, but together paint a great picture of the factions, people, and struggles that tie the world together. Sal’s narrative feels more urgent and dire than the others, while Smith’s story is breezier and lets you revel in playing a self-absorbed jerk. Learning their differing styles of combat and negotiations is a joy. The entire cast is fun to pilot and each employs tactics in-line with their personalities. For instance, Smith uses his notoriety to do the heavy lifting in negotiations while his combat style is a mix of heavy drinking and self-harming pro wrestling moves. Discovering ways to exploit Rook’s reliance on coin flipping manipulation and creating devastating negotiation combos was an absolute highlight of my time in the Griftlands.

Click here to watch embedded media

The main story beats remain the same from one run to the next but the jobs you take each day, and the choices along the way, create a new adventure each time. You may end up on the opposite side of the final conflict or find yourself facing down allies you befriended earlier in the run. These choices make each run through Griftlands rewarding and help sell the procedurally generated story moments. All of the named denizens of Havaria have their own factions, places they frequent, and styles of negotiation and battling. If you are in their good graces, they may even jump in and give you a hand during conflicts. I spent a few shills grabbing a drink with a character one night and then they saved my butt the next day when I got in a jam. It’s important to make friends along the way and hard to survive without a few on your side. This leads to a minor gripe: there aren’t many reasons to want characters to dislike you. In a game where morality and relationships are at the core of your interactions with a harsh, dangerous world, the fact that you can’t use negative emotions to your benefit in some way feels like a missed opportunity to me.

Griftlands is an ambitious package. Not only does it combine two different compelling deck building systems into one game, but it’s attempt at relationship building feels like a small-scale version of what I loved about Mass Effect. Best of all, it pulls it off. Griftlands leverages the strengths of card-based roguelikes, delivering a different experience with each adventure, providing various deck archetypes for each playable character, and every in-game day brings new objectives to keep the experience fresh. The Griftlands may be an unforgiving, harsh place to live, but it’s a world I’d like to keep visiting.

Score: 8.75

Summary: Klei's fun and challenging card mechanics are backed up by great characters and elaborate worldbuilding.

Concept: Survive in a harsh land by talking and fighting your way out of challenging situations with decks of cards

Graphics: Griftlands features beautiful illustrations making each location and character memorable and distinct

Sound: Synth beats and spaghetti western-inspired tracks fill the soundtrack with music tailored well to each grifter

Playability: Winning isn’t easy, and the card systems are full of complexities, but learning their intricacies is very satisfying

Entertainment: Griftlands provides drama, laughs, and fun strategy that’s a great twist on the genre, adding more character depth and lore than the usual deck-builder

Replay: High

Click to Purchase

Friday, July 2, 2021

Dungeons & Dragons: Dark Alliance Review – Missing Ingredients

Publisher: Wizards of the Coast
Developer: Tuque Games
Rating: Mature
Reviewed on: Xbox Series X/S
Also on: PlayStation 5, PlayStation 4, Xbox One, PC

Wanting something to be good doesn’t make it so. I have a deep enthusiasm for the D&D tabletop game, fond memories of the R.A. Salvatore-penned novels that introduced these characters, and I was even excited about the revival of the cooperative Dark Alliance title from 20 years ago – I am the target audience for this fantasy action/RPG. Those preconditions are enough to make Dark Alliance a passable adventure in its early hours, especially when enjoyed with friends. But the deeper I played, the more the level design, character progression, cooperative elements, story, and combat mechanics began to fall apart, leaving the outline of an engaging adventure, but with few of the requisite features to fill in the middle.

The original Dark Alliance offered an isometric adventure in the vein of Diablo, but this new incarnation switches to a more engaged third-person perspective, with a big focus on stringing together combat moves, dodging out of danger, and even jumping and traversal elements. I like the emergent approach to attacks, which encourages players to combine light, heavy, and special moves to create their own favorite assaults. Unfortunately, the fundamentals of a tight melee exchange aren’t there. Hit detection is dicey, and bad physics lead to weird moments, and even insta-death for both you and enemy minions and bosses. Characters feel unwieldy and sluggish, refusing to break out of certain animations, and take too long to drink life-saving potions. Stagger mechanics regularly take away control, leading to a sense of frustration and powerlessness as the bad guys rail on your unresponsive hero.

Click here to watch embedded media

Levels are large and have lots of optional paths full of extra treasure, and I enjoy the variety of environments to discover over the course of play. But some sequences are meandering, with more than a little backtracking. And some are simply too long, especially since the game doesn’t allow for drop-in play during missions. The burden of these longer quests is at odds with the casual hack-and-slash feel of the broader game. The enjoyability of the levels is also held back by lackluster visual fidelity on most characters, environments, and monsters; everything lacks the coat of polish needed to compete in the current landscape of remarkably beautiful games

Multiple selectable difficulties before each mission allow for proportionately higher rewards in gold and equipment. And I quite like the “push your luck” mechanic during a mission, where you can forgo short rests to boost your gear rarity. However, all but the lowest challenge levels are effectively inaccessible to solo players, as the game is clearly balanced with cooperative play in mind. That’s well and good if you’ve consistently got a group of two or three friends at hand, but you’re in trouble if you don’t. The online matchmaking is a mess, frequently failing on a technical level to make a connection. When it does match, there are almost no options for how to cater the group to the challenge or level that each player needs, so potential squadmates are often rightfully dropping to try and find a group that matches their goals.

The matchmaking problems and failure to balance for solo play have a cascading negative effect on progression. The quality of your equipment eventually plateaus, since higher tiers of gear only show up in higher difficulties, and those difficulties offer constant one-hit kills from enemies, especially since your gear is too low to fight them. You can wait to find a team that happens to be doing a mission you want to do at the appropriate difficulty, or create a custom game at that level and hope you have players of an adequate level join from the random queue, but it’s all just a headache that encourages you instead to simply move on to a new game.

Click image thumbnails to view larger version

 

                                                                                                            

Developer Tuque Games has a clear affection for both the Forgotten Realms D&D setting, and the storied characters like Drizzt and Wulfgar who are the game’s leads. That affection manifests as a wealth of lore for faithful fans, and the developer has gone to great pains to slot this narrative into an appropriate place within the companions’ previously chronicled journeys. But the tales at hand all feel disjointed and lack cohesion, linking together to create a vague string of barely connected adventures, which never really go anywhere. From beholders to dragons, I had fun seeing some iconic creatures from the tabletop role-playing game make an appearance, but the potential for genuine storytelling or character development is lost in the ceaseless swing of scimitars and hammers.

With multiple collectible gear sets, magic-infused combat, and characters with distinct powers, building up a fun rhythm of play is possible, especially if you choose to tackle the entire game with a consistent group of players who stay in pace with each other’s progress. But even then, the cracks in the core experience are apparent. I wanted to have fun with Dark Alliance’s breezy adventures through a familiar fantasy world, but too many elements left me disappointed, and even the flashing weapons wielded by the Companions of the Hall weren’t enough to blind me to what was missing.

Score: 6

Summary: Affection for the brand and characters may maintain interest if playing with friends, but this by-the-numbers action/RPG has some big problems.

Concept: Team up as well-known D&D characters to take on goblins, giants, and dragons in a by-the-numbers looter

Graphics: Muddy environment textures and drab main character models add up to a game that simply doesn’t meet visual expectations

Sound: Voice acting is solid, and the music is familiar fantasy fare

Playability: Deep problems in control, hit detection, an over-reliance on stagger mechanics, and a poor approach to balancing all hold back the skeleton of a solid combat system

Entertainment: Hacking and slashing with friends is always fun, but Dark Alliance has too many problems to recommend when so many other cooperative experiences offer more

Replay: Moderately Low

Click to Purchase

Ender Lilies: Quietus of the Knights Review – Slaying In The Rain

Publisher: Binary Haze Interactive
Developer: Live Wire
Rating: Teen
Reviewed on: PC
Also on: PlayStation 5, PlayStation 4, Xbox One, Switch

Ender Lilies: Quietus of the Knights ticks all the boxes of a respectable Metroidvania. It delivers a colossal labyrinth that’s fun to explore, and you find cool new abilities to open inaccessible areas all while leveling up and enhancing your character with powers and equipment. I’m a sucker for the genre, so that bare minimum is usually enough to get me on board no matter how many games enter the space. But as I traversed Ender Lilies’ beautifully realized gothic kingdom, I found its challenging yet entertaining combat and myriad secrets helped set it a cut above several of its contemporaries. Ender Lilies likely won’t rope in anyone burned out on this style of game, but those looking to scratch that familiar itch will find plenty to love here.  

Lily is a young priestess who awakens to find her home of Land’s End in absolute ruin. A shower called the “Rain of Death” has not only devastated the land, but it has also transformed its citizens into undead abominations called the Blighted. Lily alone possesses the power to cleanse the afflicted of this disease, but she isn’t a trained fighter. Enter the Umbral Knight, an immortal protector who serves as Lily’s sword and guide.

Whenever Lilly attacks, she summons the Knight, who eviscerates foes with simple yet satisfying hack n’ slash moves that can be upgraded to hit harder and perform longer combos. These attacks look slick, and watching the Knight handle the dirty work while Lily sheepishly cowers in the background is an endearing bonus. Lily’s roster of guardian spirits grows as she seeks out other cursed souls and engages them in exciting, white-knuckle boss battles. After defeating these monsters, Lily gains vital abilities used to access new areas of the map. These powers are nothing new if you’ve played enough of these types of games. Expect a double-jump, speed dash, and wall jump, for example. But I was always excited to gain more mobility and unlock access to a new area, thanks in part to the plethora of fun optional minibosses hiding within each zone. 

Smaller foes – from disease-ridden mages to undead paladins – may be weaker than the critical path bosses, but defeating these enemies often rewards Lily with powerful new attacks that can turn the tide in your favor. I love conjuring a powerful whirlwind to blow back enemies or summoning a fireball-shooting bird for a handy assist. These powers are invaluable because Ender Lilies is no joke in the difficulty department. Though the challenge is more entertaining than oppressive, the game demands an above-average level of finesse as even the most basic enemies can quickly annihilate lackadaisical players, and you’ll soon learn that you’re better off when you have more powers at your disposal. Some abilities are simply better tailored for certain enemies. For example, I found suffocating sluggish foes with a toxic cloud before they could reach me a great tactic.

Although you can beat any foe using any of your attacks, Ender Lilies rewards players who experiment with loadouts, and I enjoyed testing different strategies and reaping the results. Combining attacks works well too. It feels slick summoning a brute to launch foes skyward with his powerful downward strike, then impaling them in midair with a volley of arrows courtesy of a fallen archer. You can only equip a limited number of abilities and equipment, however, and it’s mildly annoying that you can only edit your loadout in save rooms. The excitement of gaining a new power diminishes when you have to drop everything to trek back to the nearest checkpoint. Despite this, acquiring as many tools in my belt as possible became a powerful motivator to search room after terror-filled room.  

The map is a gigantic network of rooms that had me gleefully rubbing my hands in anticipation for each new expedition. Ender Lilies is divided into gorgeous, visually distinct biomes, from an underground laboratory run by mages to a fairytale-like forest. I had fun exploring most of these areas, save for one poison-filled swamp that was more stress-inducing than entertaining. A fantastic musical piece for each area further sets them apart; I looked forward to revisiting several zones just to hear my favorite songs again. 

Clearing a map of its secrets is one of the most appealing elements of the genre, and Ender Lilies litters its areas with enticing treasures to uncover. I was engrossed with finding worthwhile upgrades such as extra weapons slots, permanent health boosts, and blessings that improved the potency of my healing ability. Rooms also hide genuinely interesting notes and diary entries that flesh out the world while detailing the individual tragedies of its ill-fated occupants. Best of all, Ender Lilies’ color-coded map clearly communicates when you’ve emptied a room of its goodies, so you know exactly when to move on. That said, some items are a little too hidden and require an annoying degree of tiptoeing to see that faint white glow over a spot you walked over numerous times before. 

Ender Lilies doesn’t revolutionize Metroid’s decades-old template, but that’s okay. It’s a well-made experience, and I had a great time pouring over two dozen hours into this adventure. The presentation rocks, the action is more rewarding than punishing, and its gothic world and lore are alluring. Ender Lilies is a great meat and potatoes experience, demonstrating that simply executing a familiar formula at a high level can be just as welcomed as reinventing the wheel.

Score: 8.5

Summary: Ender Lilies doesn't break the mold for Metroidvanias, but its engrossing gameplay and eye-catching presentation serves a great example of how to execute them well.

Concept: A young priestess and her knight companion must cleanse a kingdom overtaken by a malevolent blight

Graphics: Ender Lilies immediately grabs attention thanks to its beautiful, animated sprites and detailed, varied environments

Sound: Although the game lacks voice-acting, a wonderful and varied soundtrack made me think twice about treating this as a podcast game

Playability: Tough-as-nails enemies present a fun challenge, and the large arsenal of abilities deepens your offensive strategy while providing a strong incentive to explore and find more of them

Entertainment: Ender Lilies may be standard Metroidvania through and through, but it rises above most of its peers with an engrossing sense of progression and entertaining combat, all presented in a beautiful package

Replay: Moderate

Click to Purchase