Rogue Explorer Review

Bland, Generic and Soul-Crushingly Empty

Underwhelming is the word that comes to mind when I think of Rogue Explorer. It manages to be a masterclass in mediocrity which only devolves into frustration as its levels get longer and more difficult.

A Lifeless Setting

There is no story at all in this game. Rogue Explorer doesn’t give a Mega Man opening cutscene or even a simple text crawl to explain anything. Not that you need any explanation, because the concept is extremely simple: You play as a nameless, fully customizable adventurer, and you go into dungeons to kill stuff, nothing more, nothing less. I wouldn’t mind this if anything else was going for it, but the game doesn’t deliver anywhere. The world is fantasy at its most generic. With areas literally called “forest” and “rocky place,” you know you’re in for a forgettable ride. There are no unique locations, enemy designs, or anything really, so the roguelike metroidvania (two words I’m sure you’re sick of hearing by now) gameplay suffers, even when it barely qualifies as the latter.

Hit things and pray

The “levels” see you going through randomly generated areas and looking for the exit. Your character equips two weapons, all standard affair sword and sorcery stuff, which float next to them. What starts as a nice little idea of one active and one passive attack soon makes you realize that if they were to put weapons in the character’s hands. They wouldn’t be able to hit anything, so they took the easy way out. This mentality extends to the nonexistent-level design.

To compare, Dead Cells does this really cool thing where the level layout is always different, but the level design is the same. As you go through the prisoners’ quarters time and time again, you start getting through it quickly because you know what each route leads to, what certain landmarks mean, and you start to have a plan for the wider run. Rogue Explorer does none of this.

Every level is an uninterpretable labyrinth where you follow an arrow that leads you to the end and hope you don’t go insane by floor 3 of 8. There’s a minimap in the top right corner but no way to access a full map of any kind, making the minimap redundant. Nothing changes from the beginning to the end. No new enemies, environmental details, or anything whatsoever, but there is a day-night cycle for some reason.

There are maybe 6 enemy types in the entire game, ranging from unpredictable, teleporting wizards to spear-wielding lizards that trap you on ledges while your secondary weapon chips away at them at a snail’s pace. However, most enemies you’ll face are melee guys of all shapes and sizes that slide forward with a downward smash of their sword, club, axe, etc. They all function identically, but some do 200 damage, and others do 600. That’s another issue with the game. The enemies are ridiculously powerful. Even on the first level, enemies will kill you in around 3 or 4 hits. This number goes down as the game progresses. Here’s why.

Upgrades and other useless features

Rogue Explorer has a basic crafting and upgrading system alongside a generic skill tree for permanent upgrades. Most of this is entirely pointless. There is no sense of satisfaction in achieving anything in the game. You get tons of materials, and you’re overloaded with weapons, armor, and accessories, but you come to realize that very little of what you get is actually useful. A “merge” system adds a modifier to equipment by merging two of the same piece of equipment.

The modifiers are unbelievably boring. How about +2% attack, or better yet, +1% map discovery. I’m brimming with excitement. The problem is that you have to do this for everything, so when you get a better weapon, you have to go through the same process of merging, upgrading, and crafting more to do it all again for a marginal improvement. The permanent character upgrades are just as dull. “oh wow, 10 extra hp? Just what I wanted to add to my 700!” Or how about the addition of “minor health recovery” to the level-up upgrade pool? Nothing is even remotely as fun to unlock as the simplest upgrade in Hades, for example.

It’s not only that. Rogue Explorer also gives you two of the least useful mechanics I’ve ever seen in a video game. There’s the classic Mario stomp attack, which sounds fun on the surface until you realize that almost every enemy can attack upwards. The second mechanic is the dodge roll. You know how Symphony of the Night had the rapid, fluid back-dash over 20 years ago? Well, imagine that, but it goes on for about two seconds too long, and it’s painfully slow. That’s the dodge roll in this game. But I’m not done yet. Last but by no means least, there’s the actual level-ups.

It gets worse

Most level-ups you get throughout each run are completely worthless. Obviously, you get simple additions like attack up or movement speed up, but most upgrades are even more obsolete than the other ones. How about multi-hit attacks? That sounds useful, doesn’t it? Got you again! it does nothing. I have tested it several times, and it honestly is completely useless.

Then there are the upgrades to roll distance and the shockwave. The shockwave does around 20 damage to enemies when you land. It does no knockback, and the damage is negligible when enemies typically have hundreds if not thousands of hp. But surely something has to be decent. How about The Perfectionist perk that increases damage when your health is full? Nope. There isn’t a reliable healing method in the game. So, if you get hit, unless you’re lucky and find a potion in a treasure chest, your only hope is getting some healing from level-ups, which isn’t great anyway.

Then you have the opposite end of the spectrum. Level up perks that are so good that you might as well quit your run if you don’t get them. There’s “Increase equipped weapons,” which gives you an extra attack for both your main and sub-weapon, “Guts”, which lets you survive any attack with 1hp, and “recover health at the end of the stage,” which does just that. The later levels become impossible without these with the raw damage enemies end up doing with their massive health bars.

And it’s a pain to navigate too

Nothing works the way you want it to. I’ve already mentioned the lack of a full map, but there’s more. There’s a list of perks on the pause menu, but unlike, say, Hades, where you can see what each one does and how great the effect is, Rogue Explorer gives you a list of icons that you can barely see tucked away at the far side of the screen.

The rest of the UI doesn’t fare much better. There’s this stickiness for lack of a better term when pressing buttons. Every time you pause, select something or shift between menus, it feels like you’re trudging through tar, and it just makes the mess of mechanics that bit more irritating.

I’ve touched on movement, but even the simple act of moving around the different levels gets boring. To touch on others in its genre again, movement plays a large part in the enjoyment of exploring in a metroidvania. Having a super dash or wolf transformation gives a new, satisfying way to move around as a reward for sticking with it. Rogue Explorer once again has nothing. When you don’t have more options, the longer levels become even worse slogs than they already were.

The Wider Problem

I’m sure you’ve noticed, but I have been comparing Rogue Explorer to other games quite a lot throughout this review. I’ve chosen to do that because that’s the standard the game has to hold up to when being put on a console like the Switch. It’s very clearly a port of a mobile game, with the UI, general bite-sized structure of the game, and the sluggishness feeling designed for quick bursts on a phone.

With this in mind, the question falls to this. Why would you ever get a £7 mobile game when you can wait for a sale and pick up Dead Cells, a game that executes the roguelike metroidvania concept with so much more finesse for around the same price? If not Dead Cells, then how about the countless other fantastic Indie games on Switch? There’s just no reason to pick Rogue Explorer up. Even as a budget title, it’s hardly the cheapest game you can get on Switch for the quality of the product.

Conclusion

Rogue Explorer is as bland as it is uninspired. It’s a meandering slog through level after level after boring, aimless level. It’s unpolished, irritating, and whatever other negative adjectives come to mind. However, I did like the little dance the character sometimes does, so it gets at least one point for that.

Presentation – 40%
Gameplay – 20%
Controls – 5%
Value for money – 20%

Overall: 21%

This article was originally published on September 3, 2021

The Cosmic Depths of Bloodborne: Part 2

A Miserable World With a Wealth of Inspiration

Bloodborne likes to show you that Yharnam is beyond help rather than just having NPCs tell you that. In this second and final part of my Bloodborne analysis, I’ll look at the world and influences of the grim, gloomy game, trying to find how its storytelling and style make it so memorable.

If you haven’t read part 1 of this analysis, I’d recommend you go and check it out here.

Visual storytelling in Bloodborne

Nowhere in Yharnam looks nice. The colors range from dark brown to black, the only light coming from miserable little candles and lanterns that are barely flickering. It’s a town that’s had enough of all the weird stuff. It’s learned its lesson, but the lesson’s still being forcefully and painfully taught. There are statues of people hunched forward and crying. They litter the streets of the cathedral ward and present this microcosmic tiredness to the world that compliments the characters. This is contrasted by the somewhat clinical nature of the area. This nature is reflected by the enemies, showing the overwhelming power of the church on the people. A reminder of the power of the healing church, this hook of healing blood that keeps Yharnam’s residents in this hellhole of a town.

The Forbidden Woods is filled with rotting wooden hamlets and infested with all kinds of monsters, coupled with an ever-present smog to make things that bit more gothic and bleak. These motifs of rot, fog, and darkness are present throughout Yharnam to add to the impact of the overbearingly grand architecture of the church, a constant reminder of its presence. The varying use of the key features of Yharnam shows how the church’s influence affects each area. Having the town becomes less populated the further you go is this fantastic indicator that the church is seen as a symbol of safety, even if that safety comes from the group that started the hunt.

Nightmare Realms and Cosmic Horror

As the game moves onto the nightmare realms of The Nightmare Frontier, The Nightmare of Mensis, and The Hunter’s Nightmare, these feelings of unease are amplified and twisted in conjunction with the aesthetic. The nightmare frontier, the most “standard” of the three realms, is the template for the other two. It’s filled with uneven, jagged rock formations and generally quite unnerving enemies. The frontier itself has strange tentacular things populating its poisonous caverns. The nightmare of Mensis has its little metal babies alongside its wide array of spiders. The hunter’s nightmare has a whole host of quite horrible things that almost put the others to shame.

However, the one shared enemy between the three realms is the Winter Lantern. This thing is terrifying. A slow, distorted song signals its presence. Its gaze almost instantly kills, and it’s tough. Perhaps what’s most unnerving is that without the distorted head, they look eerily like the doll. The relevance of their repeated appearance is something I’ll get to in a little bit, but the effect of the nightmare realms is to unnerve and solidify the tonal shift from gothic horror to cosmic horror. This transition is used to disorient the player and make those horror elements work. The whole concept of exploring the town and hunting beasts is turned on its head. While Yharnam’s atmosphere is far from welcoming, the nightmare realms replace its structure and clear goals with confusing layouts and a sense of aimlessness as you try to figure out what’s happening to no avail.

How Yahar’gul Blends Styles

The place where these aesthetics combine is the enigmatic area of Yahar’gul. When you first arrive after being stuffed in a sack and thrown in a cell, the atmosphere is immediately unsettling. It looks old and decrepit. Abandoned and blocked off from Yharnam. Prison bars are bent open, the streets are empty, save for dogs and the same things that took you there. Everything is designed to be unsettling. Adding to this sense of unease is the slow, foreboding background music. This track is chilling when you’re hopelessly exploring the area. Everything is stronger than you, and you have no idea where you are. It perfectly executes the horror of Bloodborne and makes you feel insignificant.

Then it Gets Weird

When you return to Yahar’gul in the late game, the tone changes completely. The emptiness is now replaced by great ones clinging to its buildings, and the blue changes to a dull crimson. Arcane rituals are being performed all over the place, masses of human bones attack you and the werewolves found throughout the game are now skinless and more aggressive. The gothic architecture morphs into that same contorted imagery of the nightmare realms.  Everything changes to unsettle you after you feel you’ve finally conquered it. It brilliantly tells you that the game still has a few tricks up its sleeves in the final act.

The only especially notable location left is the Hunter’s Dream. Another place with a different tone, the dream is much lighter and populated by plants that are… well… alive. The sense of life immediately sets itself apart from the rest of Bloodborne with calm, if solemn, music and the doll’s presence alongside the somewhat quaint workshop. The design comes together with the gameplay aspects of fast travel and the upgrade workbench to make the dream feel safe, but something, at least to me, always feels off about it.

The lack of backstory you’re given, Gehrman’s absence for the majority of the game, and the ominous fog surrounding the dream prevent it from ever truly feeling homely. Everything is right, but just as Gehrman isn’t truly happy there, so too does the environment reflect this. The tinge of the macabre with the graves littering the dream and the misty horizon provide the dream with a sense of isolation that can’t be shaken off.

Bloodborne and Intertextuality

It’s difficult to discuss Bloodborne’s themes without comparing their execution to its various influences. From Mary Shelley to H.P Lovecraft and Kentaro Miura, these literary influences all come together to compliment the game’s aesthetic. The age-old question of “How far should science go?” and “How close should mankind come to godhood?” are explored in the schools of Byrgenwerth and Mensis, clearly mirroring the university of Ingolstadt in Frankenstein. They act as both the source of the problem and why it grew to the scale we find at the story’s beginning. As the scientists behind the discovery of the great ones and, by extension, their blood and the disease of beasthood abandon the people of Yharnam, the things their research unleashed fester. Much is akin to Victor Frankenstein’s abandonment of his own creature leading to the novel’s tragedy.

Another gothic influence comes with the hunters and the Vilebloods. They take influence from Van Helsing and Dracula, respectively. The unspoken history that has led to the prowess of the hunters echoes the knowledge of vampire hunting. Obviously, it doesn’t take much to see the influence in the isolated castle of Cainhurst. This vampiric origin extends to the Vilebloods themselves. Weapons like the Chikage require blood to function. In becoming a Vileblood, your character is metaphorically reborn much in the same way as a vampire’s bite… just without any interesting vampire powers.

Berserk

Hidetaka Miyazaki’s go-to influence of Berserk shows in Bloodborne primarily through the healing church. The church doctors echo the look of the fanatical Father Mozgus. The Logarius wheel is similar to the weapon of one of Berserk’s church executioners, and the motif of burning at stakes is used as a symbol of the church’s power. Thematically, the allusion to the Holy See of Berserk provides a frame of reference for the healing church. Members of the church are devout to the point of delusion.

The very presence of a member of the church exudes power. The praying statues along the path stick to either side to allow the church’s men to pass through unbothered. The church members’ size, costume, and mannerisms exaggerate that power. In Berserk, we see the church’s power force crowds of people to make a path for it in much the same manner. Ultimately, Berserk’s conviction arc lays the groundwork for Bloodborne to amplify the story told by the world.

Cosmic Horror and H.P Lovecraft

As for the third major influence, H.P Lovecraft’s works set the tone for Bloodborne. This influence comes in a way that the other influences don’t even come close to. Aside from the obvious and the visual references such as the abundance of tentacles, ancient gods, and the fishing hamlet just being Innsmouth, The game opens on this quote by Lovecraft:

“The oldest and strongest emotion of mankind is fear. And the oldest and strongest kind of fear is fear of the unknown.”

This quote is taken and used as philosophy by Bloodborne. Each new area has at least one surprise or one new enemy to understand before the boss fight. By keeping you on edge all the time, the game keeps that fear of the unknown alive. The cosmic horror influence seeps into every aspect of the world of Bloodborne, from the often-confusing levels, the difficulty, and the fear of not knowing where the next lantern is going to be. Alongside everything else, each aspect of Bloodborne’s storytelling comes together for that purpose.

As you begin to understand the game, Bloodborne does everything in its power to put you back in the dark. The change in Yahar’gul, the sudden shift in the characters you save in Oedon Chapel, and the introduction of nightmare realms change the scope of the story and renew that fear to keep you on edge. However, a massive shift from Lovecraft is that this fear can be overcome.

But before I get to my conclusions, I want to talk about Bloodborne’s shortcomings and why I always second guess its intricacy.

Some Baffling Flaws

I feel that the greatest issue with Miyazaki’s writing is that he wants to be vague about his world, but he also wants your emotional investment at the same time. No amount of sad music can make me well up in the same way that a simple character moment in Final Fantasy IX can. This problem of the attempt by Miyazaki to have his cake and eat it perhaps comes in the way his protagonists work.

They’re designed as silent, self insert characters. However, they aren’t tackled in a typical fashion for either JRPGs or Western RPGs. I find them in an uncomfortable middle ground. The best silent protagonists in JRPGs aren’t really silent. Whether it’s Persona 5′s Joker or a Dragon Quest Hero, their personality is conveyed through their actions. Joker’s suave confidence and the Hero of Dragon Quest XI‘s confused aloofness come through in their animations and Joker’s case, even certain dialogue choices.

To look at a Western RPG’s protagonist, I’ll use the example of Fallout: New Vegas. While there isn’t a defined personality for the character, the game relies on the Role Playing aspect of an RPG to bring them to life. The different ways stories and questlines can go if you decide to say something different makes up for the lack of a clearly defined personality.

What Bloodborne Does Wrong

Bloodborne does neither of those things. Your character is a hollow being. They say nothing, do nothing and leave no impact. The extent of RP is the ability to kill people for a laugh. This leaves you at a disconnect with the world. When your character is a soulless killing machine, why should you care about the world?

The character writing, while good, isn’t conveyed well. I’d be lying if I said I didn’t watch lore videos to try to understand what Miyazaki was getting at. The fact that stories like Gascoigne’s, while pivotal to the worldbuilding, are entirely missable is ridiculous. Why not have Gascoigne’s story play out in front of you? I imagine you could see him leaving his family and in the areas of central Yharnam ahead of you, hunting beasts. Make him a character you can talk to and interact with before he loses his mind. Humanize him. Make him a mentor.

The game wants you to put in the effort of being told what’s happening to conclude that all this stuff is pretty cool instead of showing you that this world is alive and conveying its themes organically. I haven’t mentioned things like the Orphan of Kos or its implications because nothing made me care enough to think of it as anything more than a cool boss fight.

That being said, looking past these issues brings me to an interesting conclusion about this odd character’s purpose.

Where your character fits in

For whatever reason, your character can kill the unspeakable horrors that most can’t even look at… in their underwear. That goes against everything the game has told you up to this point. That’s why the true ending is so interesting to me. After all is said and done, nearly every influential figure in Yharnam’s bloody history is dead. After overcoming one last great one, your character ascends to become one. That’s all you get.

A character we know only came to Yharnam to get a blood transfusion to cure an illness and leave. After everything, they become a great one for no discernible reason. Or is there? Could the aspect of the unknown provide an answer to its undoing? Upon replaying the game several times, a conclusion hit me. Looking back at everything Bloodborne does, I realized that your character is another aspect of the unknown. A foreigner living in a land they don’t know or understand. Ostracised by the locals and constantly told to leave.

A Possible Motivation

I feel that Bloodborne places you in the position of an immigrant in Lovecraft’s time. His own views against anyone who wasn’t straight, white or American are projected onto your character. Other characters, if not directly bigoted toward you, don’t care about you. You only find companionship with other outcasts: The hunched and crippled chapel dweller, Gilbert, another foreigner, Eileen, an outcast among hunters, and most importantly, The Doll, disregarded and kept as an object in a lifeless home.

Even then, the chapel dweller is blamed for the beggar’s cannibalistic murders; Gilbert loses his battle against beasthood, and Eileen’s age gets the better of her as she’s last seen bleeding out. Perhaps most cruelly of all, Winter Lanterns show you that The Doll is just another construct of the nightmare realms. With your hope being snuffed out, despite overcoming godly beings, you’re left with one question. Why not? Why not become a great one and leave it all behind? If nothing can go right in Yharnam, why fix it? The metamorphosis completes as the doll embraces you. Your character chooses blissful ignorance as a great one over the uncaring truth of a terrifying, unknowable future.

Conclusion

Bloodborne uses everything in its power to make you question it. However, it also knows you can’t get all the answers.

To be honest, I don’t think you need them. While it doesn’t execute everything brilliantly, such as individual character stories focus more on telling a struggle through item description or background characters than showing through level design, I feel its philosophy of horror is perfect. By keeping you on edge with each new area and changing aspects of the game at a moment’s notice, you become enraptured in the world and invested in seeing where it goes. Perhaps the sudden endings come off as an anti-climax because something is unnerving about this rich world coming to an end all of a sudden. Perhaps this unknown is why a sequel is so highly demanded, as we as people don’t want Bloodborne to be left as an unknown. It’s made a comfortable spot in our minds that we’re scared might be lost.

This article was originally posted on August 11, 2021

The Cosmic Depths of Bloodborne: Part 1

A Bloody Cocktail of Genius and Insanity

Environmental storytelling is something I believe video games can excel at more than other forms of media. While environmental storytelling is not exclusive to video games, I feel it’s a lot more common that video games use it as the primary form of writing when compared to film and literature, where location is more commonly used to compliment the story being told. The interactive, and often explorative, aspect of video games allows writers and designers to approach storytelling in a way that wouldn’t be possible anywhere else. This is also where games like Bloodborne manage to set themselves apart through their vague stories that require reading, replaying, and research to fully understand what the whole thing was about.

To be clear, the interpretation of the story I present is my own. I don’t claim to know everything about Bloodborne, and I welcome disagreements with my conclusions. As a final heads up, this article will spoil Bloodborne and its DLC in their entirety.

What The Thing Was About

Bloodborne is a weird game. On the surface, it’s a game where you go into a quirky town full of monsters, oddballs, and lunatics, kill some things and leave. As the game transitions into its second half and things become stranger still, I began asking myself what was actually happening with this game. What’s the deal with all these hunters that want to kill you? Who is Gehrman? And ultimately, what was the point of it all?

This richly detailed world is extremely oppressive in its atmosphere. It’s filled with this disturbing, overbearing, and contorted gothic architecture and religious imagery. The abandoned, ruined castle and the nightmare realms amplify the unease with this almost organic environment. The world is inhabited by these almost benign “Great Ones” for seemingly no reason. The game oozes with intrigue and questions. Yet, at the end of my first playthrough, despite the time and effort I put into beating the game, finishing the DLC, and even getting every weapon and piece of armor in the game, I still felt no emotion whatsoever when the credits rolled.

Some reading and lore videos later, I knew the general story outline with the classic cosmic horror themes of the pursuit of knowledge bringing despair and the idea that we, as a species, should limit ourselves before playing god ruins us. However, the one thing I didn’t get and, to an extent, still don’t is why the player’s character is magically the strongest guy Yharnam has ever seen. To break this down, I think it’s best to break down how Bloodborne’s environment and world work to see why the player’s character is such an anomaly.

Bloodborne’s Storytelling in its simplest terms

Hidetaka Miyazaki is infamous for his item descriptions, vague side quests, and unrelenting Berserk references. Still, by embracing all of them with complimentary world design, Bloodborne’s world begins to make more sense. Emphasis on “Begins.”

Bloodborne’s Distant Characters

From the Old Lady to Eileen the Crow, the side characters of Bloodborne all give different perspectives on the night of the hunt. This ranges from the skepticism of the Yharnam locals, who are often standoffish if not outright disgusted by the protagonist. As for the other characters, members of the church, Adella and Alfred, are controlled by their religion. They go as far as suicide and murder using their faith as justification for their actions. There are also Great One worshipping fanatics such as Micolash, Patches, and the false doctor in Iosefka’s clinic that don’t really care about you and are far more concerned with their own ascension to godhood. Alongside these is the last of the Cainhurst nobility in Arianna and Annalise, who don’t really want anything to do with what happens in Yharnam and focus with their own problems.

This leaves the most varied group: the hunters. Your first impression of your fellow hunters comes from Gehrman. He’s old, disheveled, and bored, despite his welcoming tone. This aimlessness extends to many of the “old hunters.” For example, the next hunter you meet, Father Gascoigne, is far more tragic. However, you’d only know about his tragic side if you meet his daughter. Suddenly, Gascoigne becomes more human than any other character in the game, just a father trying to protect his family, sadly losing the battle against his own bloodlust and going insane, shown physically by his grotesque transformation. The other important point about Gascoigne is that he’s the first boss, so that means things go downhill from here. Most other hunters you meet will try to kill you on sight. The other notable hunters come in the Old Hunters DLC.

The DLC

Here, most of the hunters you meet are like the others in Yharnam, insane and/or bloodthirsty, like Yamamura, who bashes his head against a wall. However, the few who aren’t are some of the most interesting characters in the game. Take Ludwig, the first boss of the DLC, whose battle works as this opposition to Gascoigne’s. Ludwig starts as this giant beast, communicating only in pained screams, but he finds his sword as the fight goes on. We see humanity return to Ludwig as the fight changes completely from this battle of survival against a monster to a fair duel with a seasoned hunter.

Once you finally beat him, he asks a final question; “Are my Church Hunters the honorable Spartans I hoped they would be?”. Keep in mind that the only non-hostile Church Hunter you meet kills himself in search of some form of martyrdom, and it’s suddenly evident that the healing church has lost its purpose, leaving you with the decision to either tell him this or let him rest in peace. This is one of the few points in Bloodborne where the player has a say in the story. Most other decisions, such as saving NPCs, are eventually undone by the story progressing. It’s impossible to save everyone, but with Ludwig, you at least have the option of a ‘better’ ending depending on what you choose for his last moments.

A Stumble at the Final Hurdle

The final hunter you meet in the DLC is Braidor, the strange hermit in a prison cell that projects himself to other locations to kill you. This cynical hunter is the only one that doesn’t fight back once you actually reach him. Instead, he mocks you for going so far for the promise of secrets. This is where some of the cracks in writing start to show. I like how the game uses him to question the player’s commitment to the game, but I don’t think it does enough to give the scene any emotional weight or make me even remotely hesitate to kill him for his shiny crystalized blood mace.

Lady Maria

This leaves Lady Maria, simultaneously the best and most underutilized character in the DLC.  There’s a whole level of build-up to the confrontation between you and her. Countless faceless patients in a dilapidated research facility beg you to find her so she can help them. When you do, she’s slumped over on a chair like a corpse. As she confronts your character, she suddenly has a purpose; she wants to stop you from getting past her for some reason, and she will do anything to keep things that way.

What starts fairly average in the first phase turns to determination and eventually desperation in the battle that follows. It’s clear that she’s lived a troubled life and ultimately accepts her death swiftly and silently. She couldn’t save the patients, and she couldn’t stop you from going past that clock tower, a tragic end for a tragic character. That being said, there are three important characters I haven’t mentioned up to this point.

Eileen The Crow

Gilbert, Eileen the Crow and the doll in the hunter’s dream stand out among the rest of Bloodborne’s cast. They actually interact with your character rather than just talking at them. With Eileen, her questline sees you talking with her about her time as a hunter of hunters. At various points, you choose whether or not to help her fight against deranged hunters, even if it’s against her will.

The way you go about her questline impacts her dialogue and its result. If you help her in her role, fighting against crazed hunters, she reprimands you for interfering. But soon, she realizes that the traditional values of hunting are long gone. This comes after another instance where upon killing someone with her armor, who seemed to have a personal connection to her, she passes her title onto you and then disappears. Now free of the burden of hunting hunters, she thanks you for saving her from near-certain death. What makes Eileen especially interesting is when you find out that she’s been through The Hunter’s dream like you. She is the only other hunter in the game that definitely has been there. Perhaps seeing some of herself in your character, she reluctantly accepts you as a friend. However, she isn’t the only character who does this.

Gilbert

Gilbert does something completely different. He’s immediately friendly and even goes as far as giving you advice in the early parts of the game. What makes him more interesting is that you find out he’s a foreigner like your character. He confirms your fears about Yharnam’s locals’ distaste for non-Yharnamites, but he also acts as a friend to return to in the early game. However, each time you see him, his health deteriorates. He gets closer to becoming a beast until it’s all but certain he becomes one, leaving you alone again.

The Doll in The Dream

The third character is The Doll. Introduced as a lifeless object, something to be “used” as you see fit. As you talk to her, you realize that there is more to her than meets the eye. After the DLC, you realize she’s modeled after Maria. While she looks the same, her personality is completely different. I like how seeing Maria allows you to understand Gehrman’s lifelessness a little more.

The doll begins talking to you about gods, life, and her purpose in it all. While you can’t answer her, she still talks to your character directly in a calming tone. That’s not to say that you can’t interact with her, as in one of the few light-hearted aspects of Bloodborne, by using emotes in front of the doll, she responds in different ways. Little details like that ultimately make the doll a character you see more positively. Having a lighter tone also works because the atmosphere of the hunter’s dream and its position as a peaceful hub allows for it. It also comes as part of its visual design.

But that part will come at another time. Stay tuned as I try to get to the core of what Bloodborne is trying to say through its world and literary influence. Until then, Hunt on Yharnamites, and don’t let the old blood taint you.

This article was originally published on July 29, 2021

Pokémon Unite Cramorant Guide

A Mouthful of Pure Power

Cramorant wasn’t a character I was expecting to play as when Pokémon Unite came out. He immediately stands out as an oddball in a sea of classic, iconic Pokémon from the series’ history. Even when you start playing as him, you’ll realize that he takes some getting used to. With this guide, I’ll hopefully ease you into one of Pokémon Unite’s most unique characters.

Moveset

Cramorant’s move set is all about manipulating movement speed with hard and fast damage. While his basic attack is mostly useless, if you touch his water-type moves, he’ll have an Arrokuda or a Pikachu in his mouth. These drastically increase his damage output when fired at unsuspecting enemies, so don’t always rule it out. His main moves, however, are where his strengths lie. His starting attacks, Whirlpool and Feather Dance, are short AoE moves that complement each other well. Whirlpool gives constant damage in the area you place it down, and Feather Dance is a debuff that decreases an enemy’s attack power and movement speed. I’d recommend going for Whirlpool first because it gives Cramorant a bit of firepower in the early game, and the debuffs of Feather Dance won’t be as useful in a 1v1 scenario.

For the rest of the game, you’ll have his other moves; Surf, which sends out a wave to attack enemies in a line, Dive, which is an attack that moves you wherever you aim; Air Slash, a burst attack that sends Cramorant backward and last but not least Hurricane, which leaves enemies immobilized for a moment.

Water-Type moves

To start with the weakest link, I don’t like dive. While it does guarantee a stronger normal attack, I feel the damage output is a little lackluster compared to Surf. While you can store up to three uses, by the time you have three stored, you could’ve probably used surf at least twice for double the damage. Surf itself has a lot more going for it. The main benefit being that the wave you send out comes back for a second attack. That second attack gives it a lot more synergy with the other moves and, more importantly, gives Cramorant more kill potential. As a final note, when upgraded to Surf+, the move also reduces enemies’ movement speed. Dive only gets an increase in attack power.

Flying-Type Moves

As for the flying-type moves, I think both work well with surf, but I personally prefer Hurricane. Having your enemy in one spot means that the return wave is practically guaranteed to hit, and Cramorant will be left with a stronger basic attack to hopefully finish them off. When upgraded, Hurricane lets Cramorant escape with a buff to movement speed. Air Slash deals good damage, and it forces you backward if you need to get out of a sticky situation. Despite the healing it does when upgraded, I feel Hurricane edges out because you’re not as likely to get the stronger attack after Surf. You probably won’t get out of every situation with Hurricane, but it’s still more reliable to me.

Unite Move

Cramorant’s Unite move is the beautifully named Gattling Gulp Missile. This move destroys just about anything. It has a large range, crazy damage, and it lasts long enough to do major damage to bosses. The downside is that you can’t move while using it. This means that you have to use it under pressure for the best effect.

Items and Game Plan

The items I use for Cramorant are as follows:

Held items: Wise Glasses, Scope Lens, Sp. Attack Specs

Battle Item: X Attack

All of these make Cramorant into a glass cannon. It also influences how you play the early game. In standard games (and ranked), make sure to have a team member with more health in front of you as you move into lanes.

I usually go for the top lane, but you can manage if you use the bottom. With the Special Attack Specs, an early game target should score as many goals as possible. Make sure to do this before your opponents get too strong. Even if the goals are small, each one buffs your special attack stat. This all pays off with boss fights and 1v1s. It often adds the perfect amount of extra damage for a kill. On the topic of boss fights, while your team is fighting Zapdos, Cramorant can support from the tall grass and defend against the other team. If you use your Unite move and X Attack to target Zapdos and the enemy team to ensure it isn’t wasted and your team is safe. If your team loses the fight, Cramorant can also steal the Zapdos kill out of nowhere.

The Wise Glasses also help with damage output, but the Scope Lens is more important. With multi-hit attacks like Whirlpool and the Unite attack, the additional damage from critical hits makes all the difference in the long run.

Summary

Cramorant takes some getting used to, but when you finally learn how to play as him, he becomes one of the best characters in Pokémon Unite. His glass cannon nature and move set variety make him satisfying to master as long as you’ve got a teammate close by. As a final piece of advice, I’d recommend firstly playing him in quick matches to get to grips with the playstyle before moving on to ranked.

I hope this guide was useful, and I look forward to seeing more Cramorant players in Pokémon Unite going forward.

This article was originally posted on July 28, 2021

Labyrinth City: Pierre the Maze Detective Review

Labyrinth City is Short, Sweet and Simple

Labyrinth City Thumbnail

Labyrinth City: Pierre The Maze Detective is a game that is unlike anything I’ve played before. To put it simply, it’s a game about the titular Pierre going through a series of increasingly complex mazes, looking for people, treasure, and other collectibles. The game is full of life and fun in both its writing and incredible artwork by series creator Hiro Kamigaki.

Labyrinth City is a Charming World

The world of Labyrinth City manages to captivate by being chaotic yet understandable. By taking your time and admiring the depth in each level, Pierre’s search for the elusive Mr. X becomes relaxing despite the initial visual overload. To help prevent that overload, each level is divided into sections where you have to find a specific character in one chunk of the wider map. This concept is nicely balanced and played around with. Shifted as the game goes on but never at the cost of the casual nature of the game.

The writing is top-notch. It comes in this nonchalant form that is both fun for younger players, and yet it has a depth and undertones that I, as someone older than the target demographic, got a kick out of. There are plenty of easter eggs and references to everything from Star Wars to Dark Souls. However, what I like the most about the game are the side character stories. There’s the ninja who tries to collect the stars found throughout the levels, the minigame-giving bear that gets increasingly bored of minigames, and the living statue who gets embroiled in an uprising, to name a few. The dialogue brings the world to life in a way that just having them in the background wouldn’t.

Collectibles Here, There and Everywhere

Labyrinth City

The main draw of the gameplay was looking for the optional paths in each maze, interacting with every object I could, and looking for shiny things. There are four treasures, three stars, four notes, and a minigame trophy at each level. I enjoyed just wandering around and looking for the collectibles in each maze. The treasure you find is placed alongside minigame trophies in a lovingly named “memories” section on the main menu. Notes you find from Mr. X are placed in another menu where you get an insight into his plan. I’m not sure what you do with the other collectible; the stars. Maybe there’s a secret unlockable if you collect all of them, but for now, I don’t know.  Even if the stars are pointless, they’re still fun to look for.

This brings me to another point. Some of these are very well hidden, so you’ll probably have to replay some levels to find everything. Who knows? You might find another secret along the way.

A Couple of Bumps in the Road to Labyrinth City

The isometric viewpoint of Labyrinth City is the best way for the levels to be presented, but it is sometimes irritating to navigate on a keyboard. You can use a mouse, but it isn’t ideal. A click is treated as a tap on a screen, and you need to drag it to move. I wasn’t a fan of either method, but I got used to keyboard controls pretty quickly. The only other irk I had with the game was the lack of a quicksave. It wasn’t enjoyable having to do one of the longer levels again after getting most of the way through it. A quicksave feature would help to keep progress intact. Collectibles are saved so that you won’t be doing everything again.

Conclusion

Labyrinth City is a wonderful little game. Each level brings something completely different, and the way it brings Kamigaki’s art to life is brilliant. The world is vibrant, insane, yet calculated and deliberate. The quirky writing and casual gameplay make it a fun way for anyone into either the books or the idea of a scavenger hunt to spend an afternoon. Labyrinth City does something different, and it does it brilliantly.

https://youtube.com/watch?v=-uJgCemnKno%3Ffeature%3Doembed

This article was originally published on July 4, 2021

Neo: The World Ends With You First Impressions

Shibuya’s Still Got It

Going into the demo for Neo: The World Ends With You, I was kind of worried that it would somehow do something that would ruin what made the original game so great. Somewhere, in the back of my mind, I was worried that The World Ends With You would somehow become Kingdom Hearts… Maybe because of its recent importance to Kingdom Hearts. While I love both franchises, what made The World Ends With You unique was its character-driven story that compliments the world of the game, something Kingdom Hearts has been miserably failing at since Kingdom Hearts II. Luckily, With this fairly short demo, a lot of my worries with Neo: The World Ends With You were put to rest.

A Breath of Familiar, Yet Fresh Air

Neo: The World Ends With You ticks a lot of boxes for fans right off the bat. The new protagonist Rindo is a nice change from the initial reclusiveness of the first game’s Neku. The demo begins with him going around Shibuya with his friend Fret as they are suddenly surrounded by all sorts of insane things. As they find out they’re part of “The Reapers’ Game”, a week-long battle of life and death. Blissfully unaware of the danger they’re in and thinking it’s all some viral marketing campaign, the two play along, thinking it’d be a fun way to spend a week. This is a fantastic tonal shift from the mystery and fear induced by the introduction of the first game is helped brilliantly by its characters.

A Kooky Cast

Rindo himself is a little spaced out and mostly leaves himself in the background. On the other hand, Fret is headstrong and optimistic, leading Rindo around while clearly respecting him. The two, despite their differences, are clearly on the same wavelength and they have this great chemistry as a result. The third party member, returning character Sho Minamimoto both disrupts and amplifies that chemistry with his knowledge and experience of the Reapers’ game putting him on a different level to the other two and often thinking to himself in the background. The way that Rindo and Fret don’t really talk to him much and just accept his help, despite him clearly having his own plans, makes this great dynamic between the three of them.

The other characters are just as fun. There’s the imposing and loud Susukichi, who is extremely eager to win the game and more than happy to crush anyone in his way. The only other player of the Reapers’ game you come across in the demo is Kanon. She’s a bit more playful and uses her wits to try and outplay Rindo’s team.

The Reapers themselves are just as casual and eccentric as always. New reapers Shoka, Kubo and Shiba all bring their own brand of condescending snobbery to Neo: The World Ends With You’s already brilliant cast, adding to the frantic nature of the Reapers’ Game. Characters aren’t the only new aspect of the game, as a lot has been shaken up in the gameplay too.

A New Perspective for a New Age

One of the aspects I was most excited to see with Neo: The World Ends With You is the way it adapts the 2D look and feel of the DS original into a 3D console environment. The transition is impressive and intuitive, to say the least. Combat is obviously the most altered aspect. The use of touchscreen controls, use of both screens, and even the microphone of the DS aren’t really possible anymore. To compensate for this, Neo: The World Ends With You uses different button inputs for the various pins you find. Each pin’s special move opens up different options. You can use the party to set up for combos, or switch the character you control to avoid damage. The demo isn’t very tough but I can see the potential depth for when the difficulty ramps up in the full game.

The other interesting change is the 3D environments. These rejuvenate a Shibuya that wouldn’t have been as interesting for returning players if the game stuck with the original’s 2D style. Another decision I applaud is the fixed camera angles. The employment of a different shot type in each area gives them each a distinct identity. For example, the 104 building, once just another shop, now has a low-angle shot to put your characters into perspective. Dogenzaka, on the other hand, uses a much longer shot to show as many of its tightly packed shops and restaurants as possible. The variation makes the game feel new, despite the original’s age.

If it Ain’t Broke…

Neo: The World Ends With You’s visual style is mostly unchanged from its predecessor. Tetsuya Nomura’s designs pop up with the same presence as before and the streets of Shibuya still have that graffiti-like abstraction that made the visual style of the original stand out. This extends to the UI and maybe the best achievement screen ever. Laid out as a blank wall, place each accolade down like a piece of graffiti. Little things like that just bring the style together and add to the identity of The World Ends With You. The music is another aspect that is practically identical to the first game. It’s very much the same style of punk/emo-rock that the original reveled in. The combination of new and returning tracks once again tells you that this is The World Ends With You, just as you remember it, and that’s not a bad thing.

Conclusion

Despite the demo only covering two of the seven (and presumably more) days of the Reapers’ game, Neo: The World Ends With You has already lived up to the astronomically high expectations I set for it.

it seems accessible to newcomers, but that accessibility might not last. Things are definitely gonna get complicated as the game goes on if the latest trailer is anything to go by. The Anime adaptation of the original game might help with catching up for PS4 players. If you do go in blind, Neo: The World Ends With You does a good job of easing you in.

The new characters are great and so far. Their sarcastic, playful back and forth is always fun and it’s a nice change of pace from the original game. If you’re not drawn in by the story and characters, there’s plenty to love in the gameplay and atmosphere. I’m now counting down the minutes until the game releases and I couldn’t be more excited.

Neo: The World Ends With You releases on July 27th

https://youtube.com/watch?v=2dH4pFu7vnQ%3Ffeature%3Doembed

This article was originally published on June 29, 2021

Project Triangle Strategy First Impressions

The Closest Thing to a New Final Fantasy Tactics in Over a Decade

Project Triangle Strategy was the game that stood out the most to me in the recent Nintendo Direct. Not only because of its less-than-ideal name, but the trailer made it look like a spiritual successor to Final Fantasy Tactics, a series that hasn’t seen an entry since 2008.

As a huge fan of the series, I was very excited to see that the Octopath Traveler team were trying something different. With the now expected demo from the team, I wanted to see whether Project Triangle Strategy could live up to my expectations and thankfully, I wasn’t disappointed.

Living up to an RPG legend

Against all odds, I was completely gripped by the story presented in the relatively brief demo. Project Triangle Strategy sees three nations, each in the possession of the world’s most important resources living in a fragile peace. The demo puts you at a point where this peace is shattered. You play as Serenoa, the heir to a noble house (much like a certain Ramza). He finds himself in the middle of a conflict between two of the nations; one housing close friend Prince Roland, the other the home of his fiancée Frederica. After some of Roland’s family is killed and others taken hostage before his eyes by Frederica’s brother in a bid for political power, he is protected by Serenoa as they flee his crumbling nation. The setup is great, with the political turmoil and theme of class echoing Final Fantasy Tactics in the best way possible.

Amending some old flaws

The setup benefits from the characters. The cast of the Project Triangle Strategy demo is surprisingly varied. They all have different viewpoints and ideologies that come into conflict. This comes to a head in the gameplay, where you have to convince them to vote for your course of action. Getting to know the characters and informing your decisions based on your knowledge of them is something that I wanted more of in both Final Fantasy Tactics and Octopath Traveler. Each decision has unforseen consequences making you wonder what would’ve happened if you went the other way. Seeing such interesting characters (even if the villains are a little on the nose) was much welcomed. The side content comes in the form of alternate perspectives on the events from the various noble houses of the world. This provides insight into the impact of your decision as a player has on the world.

A Familiar Battle System

To someone who has played the Final Fantasy Tactics games, Project Triangle Strategy will feel familiar. Attacking from behind will still do more damage and magic has the same area of effect, but there are some changes to keep it fresh. For example, you can follow up attacks by surrounding enemies and MP has been replaced by TP. TP is like BP in Octopath Traveler and the Bravely Default series, where it accumulates each turn. Leaving it to build up opens up stronger moves, at the risk of wasting a turn. Another diversion from the Final Fantasy Tactics blueprint is the specificity of each unit. This is much closer to Fire Emblem and perhaps detracts from some of the customization that was so prevalent in the Final Fantasy Tactics series. I personally enjoy trying to find the perfect party members for each battle rather than making them myself, so I appreciated this change.

Things I Didn’t Like

While I enjoyed the Project Triangle Strategy demo, there were aspects of it that I hope the full version will improve. Firstly, the optional party members don’t fit into the story. While it’s somewhat nit-picky, the lack of a conventional world map system means that there is no reason that Serenoa would suddenly drop everything to visit a remote village and find a shaman to help him. Compare this to Final Fantasy Tactics, where towns and villages are spread along the way to your destination, so a stop or a chance meeting fits into the story. There is a hint of a sidequest system in the demo’s barebones camp system, but the map needs filling. The other problem, which is more subjective, is the voice acting. I feel the voices don’t match the script, so I played the demo without voices and the experience didn’t suffer for it.

Presentation

Simply put, the visuals and soundtrack of Project Triangle Strategy are nearly perfect. I’m a sucker for the HD-2D visuals, which this time invoke the aesthetic of Final Fantasy Tactics excellently with its multi-layered environments and grounded fantasy locales. Sadly, environmental aspects sometimes obscures the map, so you can’t get a clear view of what’s happening. The music, however is always fantastic, with each piece emphasizing the tone of a looming war or a fierce battle perfectly.

Conclusion

If you look past the almost AI generated name, Project Triangle Strategy has a lot to look forward to. If you’re a fan of Strategy RPGs or even if you want to play something different with a lot of character, atmosphere and some good old fantasy politics. It takes inspiration from Final Fantasy Tactics without feeling too derivative. The improvements to the formula coupled with a bit of polish around the edges could make this game one of the strategy RPG greats when it releases next year.

This article was originally posted on February 21, 2021

Devil May Cry 5 Vergil DLC Review

Still as Motivated as Ever

Just over a month since Devil May Cry 5 Special Edition released on PS5 and Xbox Series X, its main attraction, a playable Vergil, has arrived on last-gen consoles and PC. This comes after constant requests by fans and even a PC mod that turns the boss version of Vergil playable. After the year-and-a-half wait by last-gen console owners, is Vergil worth it?

An old character

Vergil is a somewhat simpler character when compared to the other three, but that doesn’t mean that he lacks depth. He has his three trademark weapons, the Yamato, Beowulf gauntlets and Force Edge (now Mirage Edge) alongside his summoned swords as a projectile. Vergil doesn’t have devil breakers or familiars and only has one style, but he does have his own mechanic: the concentration gauge. This is a meter that fills as you fight. When it’s full, every weapon gets stronger, you can heal yourself, and you can use super moves for each weapon.

That’s just the tip of the iceberg when it comes to Vergil. Each weapon and ability has its intricacies. For example, when using Yamato, your charge attacks become stronger if you time the charge attacks well enough. This is simple at first, but it goes further, as if you time a charge attack from the charge attack, you can use up to four at a time. There is a similar level of depth to each of Vergil’s weapons You can slow enemies down, you can cancel out of attack animations to keep attacking and you can even create a doppelganger of yourself with a controllable speed that copies your moves.

Some new tricks

Devil May Cry 5 - Vergil Mission 6 [Steel Impact Boss Fight] - YouTube

I never played Devil May Cry 4: Special Edition, so I never used a lot of its features, such as the concentration gauge. Going from the slower Vergil in Devil May Cry 3 to suddenly zipping across the screen and shredding enemies up was honestly much welcomed. It also meant that I had what was essentially a new character to get to grips with, so it might not feel the same for those who have played Vergil in his last appearance.

The fun of Vergil is learning how to play him well. Seeing how all the weapons, devil triggers, and the concentration gauge connect and compliment each other is so satisfying to master. Once you’re there, he breaks the game in half. Even on the Son of Sparda difficulty, most regular enemies and some bosses become cannon fodder. I still haven’t quite cracked how to beat furies though.

Extra goodies

The new DLC doesn’t only come with Vergil. You also get a new final boss fight, new music, and a new ending cutscene. The cutscene isn’t anything too major, but it is surprisingly sweet and ties up the character arc established all the way back in the first game. Vergil’s default battle theme and new track Bury the Light is the edgiest thing I’ve ever heard and it’s perfect. That said, I still need to unlock the extra music that goes with it.

I’ve saved the best part for last: the new boss fight. It works a lot like the base game’s Vergil boss fight but there’s a lot more happening at any time. It’s a perfect challenge that forces you to adapt your playstyle and learn the more complicated techniques to stand a chance.

Keep in mind the DLC doesn’t include the Special Edition’s Turbo Mode or the Legendary Dark Knight difficulty, so don’t expect them.

Conclusion

Capcom Reveals Devil May Cry 5 Special Edition, Including Playable Vergil!

The Vergil DLC is Devil May Cry‘s philospohy condensed to perfection. The feeling of improvement over the course of a single playthrough is wonderful. Topping the experience off is a brilliant final boss fight that refines how you play the game. All of this, coupled with the dirt cheap price makes the DLC a no-brainer if you’re a fan of the original Devil May Cry 5 and you’re itching for a reason to play it again.

This article was originally posted on December 21, 2020

Xenoblade Chronicles: Definitive Edition Review

A Much Needed Upgrade To A Modern Classic

Xenoblade thumbnail

Many who have played Xenoblade Chronicles believe it to be one of, if not the best game on the Wii. While a technical feat for the system at the time, its graphics are now dated and its UI is excruciating; a notion further validated by the game’s 3DS port. After the success of Xenoblade Chronicles 2 in 2017 and Shulk’s appearance in Super Smash Bros Ultimate, Xenoblade found a new audience. With the series popularity at an all time high, the release of Xenoblade Chronicles: Definitive Edition in May 2020 was a logical move. But does the first game hold up after all these years, or has nostalgia blinded fans to its flaws?

The Story

11] Our Enemy - Xenoblade Chronicles Definitive Edition - YouTube

The story and characters are what set Xenoblade Chronicles apart from most other JRPGs. The story revolves around the Homs who live on the Bionis; one of the enormous titans that make up their world. The narrative takes place one year after a war between the Homs and the Mechon. The Mechon are a race of machines that reside on the neighboring titan known as the Mechonis. The game’s main protagonist Shulk is a Homs, enjoying his life as a scientist in a colony which also serves as a Homs settlement. Without warning, the Mechon return and ravage Shulk’s colony. While defending it, he obtains the Monado, the only weapon capable of damaging the Mechon. With the Monado in hand, Shulk swears revenge on the race that destroyed his home.

While this is a simple setup, its execution and evolution throughout the game makes it stand out. The revenge story is the game’s focus, yet as it progresses there is an ever-increasing feeling that there is something larger behind the scenes. There is both subtle and unsubtle foreshadowing of this bigger picture. This is a storytelling technique that, along with other elements, seem to be inspired by 1995 anime hit Neon Genesis Evangelion. This method drops hints that build suspense, making the payoff so much more engaging. What makes all of this effective is Xenoblade’s iconic cast of characters.

The Characters

A Saga de um Rurouni Gamer: XENOBLADE CHRONICLES - WII

Each character brings something completely different to the party dynamic. Shulk isn’t a typical hero or leader. He’s awkward, often conflicted about his actions, and gets lost in thought. However, at the same time he’s caring and lovable. All of these traits are accentuated by the Monado’s ability to allow him to see the future, where Shulk’s decisions regarding the visions he gets drive the story forward.

As for the other party members, Reyn (Shulk’s childhood friend) is the polar opposite. He’s loud, less intelligent, and often acts as a vessel for the player to understand the world better. Fiora is compassionate and kind to a fault, often keeping Shulk and Reyn in check. Her brother Dunban, on the other hand, is a natural leader: stoic, heroic, but attached to his time in the Homs’ military. Sharla is a no-nonsense medic who cares for the party, but she is obsessive over her deceased fiancée. Melia is initially at odds with the rest of her group due to her upbringing, but her energetic and authoritative nature fits her right in with the other characters. Last but not least is Riki the Nopon, who serves as the series’ mascot. He mostly provides comic relief, but still has plenty of great moments throughout the story.

Each character is deeply flawed, yet so lovable. Seeing their arcs unfold alongside the ever-intricating story and solid supporting cast keeps you engaged with both. This is because they are tightly knitted together by Shulk, the titan’s conflict, and the Monado.

Gameplay

The gameplay comes in three sections: exploration, battles, and the affinity system.

Exploration

Xenoblade Chronicles: Definitive Edition | 10 tips for beginners - GodisaGeek.com

The exploration of Xenoblade Chronicles sees you traversing the huge environments of the Bionis. These range from urbanized colonies, vast forests, a boundless sea, and snowy mountains. Exploring each of these areas is important as you can find landmarks. These landmarks are checkpoints that give you experience, access to secret areas, a variety of items, side quests, and unique monsters to fight so there’s always something to keep you exploring.

The only problem with this is that some area maps are too large for their own good. This is especially apparent when compared to the frequent small number of landmarks. This makes some side quests and unique monster battles an absolute slog. There is a newly added autorun system, but it only moves you forward. This means that you might leave the game for a second and find yourself running off a cliff. This can waste a lot of time during exploration. While it may sound a little irritating, sometimes it does incentivize exploration — but that doesn’t happen as much as it should.

Battles

Xenoblade Chronicles: Definitive Edition devs explain why they think the series continues to resonate with fans | GoNintendo

Battles in Xenoblade Chronicles are completely different to the standard turn-based JRPG. There are no random encounters, and enemies are all scattered around the map, giving you the option to fight or avoid them. In some cases, enemies attack first if they see or hear you. During battles, each character has a set of eight different special moves called Arts (and one Talent Art), which links to a character’s individual mechanics. The key to combat is to understand the best time to use each character’s Arts and apply that knowledge to understand the best party for any given battle.

This requires understanding each party member’s strengths, weaknesses, and roles. For example, Shulk is handy to have in the party if you’re fighting Mechon, because the Monado can damage them and allows others to as well. Reyn, on the other hand, is more useful against enemies that deal high damage. One thing the game doesn’t really tell you to do is to switch your party up. Playing as all the different characters and experimenting with all their different Arts lets you get the full experience of Xenoblade’s combat.

If you just want to experience the world and the story, you can switch the game to Casual Mode and breeze through battles. Additionally, there is a party gauge, which allows you to revive party members or save up for an extra powerful chain attack. On top of all of that, each Art for every character is upgradeable and each character has passive abilities that can be shared across the party through the affinity system.

Affinity System

Xenoblade’s affinity system is another unique way the game ties the other sections together. Through interactions in battles, conversations with NPCs, and the characters exchanging gifts the party eventually grows closer as friends. From a story perspective, this unlocks heart-to-hearts. These are extra cutscenes that come in the form of a conversation between two party members and develop them in a way that wouldn’t fit into the main cutscenes. During gameplay, having a high affinity between party members means that you can share more passive skills to make up for each character’s weaknesses, and also allows you to increase the length of chain attacks for even more damage.

Side Content

As for side content, Xenoblade Chronicles doesn’t disappoint. While exploring the Bionis, there are secret areas in each section, alongside a ton of collectible materials. You can use these in a ton of different ways. For example, you can use them as gifts for the affinity system, trade them with NPCs for better things, fill the “Collectopaedia” (where you get rewards for collecting every item in every area), or you could just sell them. The biggest use for the knick-knacks you collect is the Colony 6 reconstruction side quest. Here you can use the materials you get from exploration and battles to rebuild a colony that was destroyed by the Mechon. This unlocks new shops, sidequests, and material gathering points. You can also find characters in the other settlements to bring over to Colony 6 to unlock even more things to do there.

Xenoblade Chronicles Colony 6 Reconstruction Guide - Where to find materials and people in rebuilding the destroyed colony | RPG Site

A Mixed Bag Of Sidequests

As for Xenoblade‘s sidequests, their overall quality varies. Some are cute little micro-narratives with special cutscenes and a story to engage with. Sadly, the better quests are drowned out by hundreds of fetch quests, “kill X amount of this enemy” quests or “kill this unique monster” quests. Even some of the better quests in the game fall into these categories, but the rewards outweigh the monotony. Most quests will give you experience, money, and equipment. However, some give you new skill trees, a higher upgrade limit for Arts, and even entirely new Arts.

Through all this, you increase your affinity with the settlements you visit. This unlocks better items in shops and more interesting quests, which act as payoffs for the boring quests. Other than their tedious nature, the only other problem with Xenoblade’s sidequests is that the story is so laser-focused that there’s never really a point where it feels right to take a break and relax in old areas. You have to stop yourself from continuing the story so that the side content doesn’t become an inaccessible mass of busywork. If that wasn’t enough, the game has three optional super bosses, 200 achievements, and a newly added time trial mode. Here, you fight hordes of enemies as quickly as possible for new cosmetic armor.

Making The Numbers Bigger (And Looking Good While Doing It)

Weapons and armor in Xenoblade Chronicles are both statistical and cosmetic. In the original version, optimizing stats could lead to pretty stupid results. A prime example is using heavy armor as upper body armor and a swimsuit on the lower body. As a constant reminder of your mistake, your currently equipped armor shows up in cutscenes too. In the Definitive Edition, the game now has the cosmetic armor feature from Xenoblade Chronicles X. This allows you to choose the look you want for each character without affecting their stats and making them look like this:

Xenoblade Chronicles: Definitive Edition Review: It's Finally Reyn Time on Switch | USgamer

On the topic of stats, each piece of armor has a certain number of gem slots. They can have anywhere from zero to three slots. You get these gems by mining and refining elemental ether crystals from across the Bionis. The efficiency of crafting is determined by which two party members you choose to craft them as well as the whole party’s affinity. The gems themselves provide just about any statistical boost you could ever want, allowing you to customize or optimize each party member the way you want. Alternatively, you can avoid using gems entirely. Every battle (apart from the super bosses) is just as manageable with or without them.

What’s new?

I have mentioned Casual Mode, time trials, and the cosmetic options, but there is much more. If you wanted an extra challenge from Xenoblade’s combat, there is Expert Mode. This mode, taken from Xenoblade Chronicles 2, pools all of your experience points. You can either lower or raise your level to match the challenge level you want from the game.

The most important change to Xenoblade Chronicles in the Definitive Edition is the updated UI. Before, Xenoblade’s UI was a nightmare to look at, with an unclear compass to direct you to the next destination, uninterpretable icons for each menu, and no way to know what materials you need for Colony 6 without going there. Now there’s a minimap with a clear guiding system for both the main story and side quests, easier navigation, health bars to make healing easier, and a clear indication of what you need for future quests.

Visuals

The other obvious update to the Definitive Edition is Xenoblade’s art style, which is was what allowed many to overlook its graphical limitations on the Wii and 3DS. Now that the game is on Switch, its characters and world have never looked better. You only need to look at the change in any of the main character’s models to see the difference.

Melia comparison

The graphical updates not only enhance the character models, but they also bring the gorgeous environments of the Bionis to life. Gaur Plains and Valak Mountain looked great on the Wii, but now they shine and feel more alive. The updates also allow the original artstyle to stand out more, with a greater sense of scale in each area and clearer changes during the game’s day-to-night cycles.

Music

The music is another of Xenoblade‘s greatest aspects. Each of the composers that worked on the soundtrack bring something unique to it without clashing with other pieces. The soundtrack has been updated so well for the Definitive Edition that the original versions of each track pale in comparison. The only track I don’t like is the one that plays when you change the future in a battle. There’s no way to turn it off, and after the two-hundredth time, it just gets irritating. Other than that small gripe, the team really outdid themselves with Definitive Edition’s soundtrack.

Voice Acting

Xenoblade’s English dub is as iconic as it is infamous for its cheesy lines like “I’m really feeling it” or “now it’s Reyn time”, but it is a ‘love it or hate it’ situation. The highlights for me are Adam Howden’s emotional yet sweet portrayal of Shulk during cutscenes, and Melia’s regal yet somber voice acting by Jenna Coleman (yes, that Jenna Coleman). On the other hand, there are voices like Reyn’s that fit the character, but just become irritating in serious scenes. One minute I love the voice acting and the next it’s unbearable. Luckily, if you can’t stand it you can change the voices to the Japanese dub or even turn voices off altogether.

Addressing A Concern

As a final point, around the game’s launch Xenoblade Chronicles: Definitive Edition received criticism over its performance in handheld mode. While I did see framerate drops once or twice alongside a lot of textures popping in, I can safely say that it didn’t ruin the game or exaggerate any issues with it.

Conclusion

Xenoblade Chronicles: Definitive Edition is a fantastic game. It has an immediately engaging story, great characters, a unique style of gameplay for the genre, and a breathtaking world. The Definitive Edition’s new content on top of the base game’s customization options allow you to enjoy the game however you want. The updated visuals and soundtrack make the experience even more unforgettable. There is a ton of side content and a New Game +, so I can wholeheartedly say you can’t do much better than Xenoblade Chronicles for anyone looking for a meaty JRPG to sink their time into.

I haven’t included my thoughts on the Future Connected expansion that comes with the game, but I will address it in a separate review aimed at people who already played the original and still aren’t sure about this version.

This article was originally published on October 16, 2020

Neo: The World Ends With You Announced Alongside New Anime Trailer

A long awaited sequel to one of the DS greats

Neo: The World Ends With You thumbnail

It’s finally happening.

After 14 years, The World Ends With You is getting a sequel. The new game, Neo: The World Ends With You is a continuation of the original story featuring a cast of characters both new and old, a new, 3D perspective and a change from two party members to four.

As for returning features, you’re still exploring Shibuya with a hoodie-clad protagonist, fighting monsters with pins and reading minds. The old manga style in cutscenes returns to make Neo: The World Ends With You look to be the sequel myself and other fans have been waiting so long for.

Neo: The World Ends With You comes out on PlayStation 4 and Nintendo Switch next Summer. You can watch the trailer below.

Anime trailer

Not long before the sequel’s announcement, the anime adaptation of the original game has just received a new trailer. The trailer is a lot more action-packed than the first one, showcasing more characters and more parts of the original story, even giving a sample of the opening theme song. The trailer ends with the announcement of an April 2021 release date.

You can watch the trailer for yourself below.

There’s a lot to look forward to for fans of The World Ends With You in the coming months, which is something I never thought I’d be saying. My inner 13-year-old is ecstatic and you should be too.

This article was originally posted on November 23, 2020

The Legend of Heroes: Trails of Cold Steel IV Review

A Series Newcomer Makes A Grave Mistake

The Trails series has been going for 16 years, with 9 games under its belt (10 in Japan). Trails of Cold Steel IV acts not only as the endpoint for the Trails of Cold Steel sub-series, but as an Avengers: Endgame of sorts for the whole series, placing the characters from the Cold Steel games, Trails in the Sky games, the never localized Zero no Kiseki and its sequel into one game. After hearing good things about the series, I played this game with no context of any of the games that came before it. Here’s how that went down.

A Bit of Light Reading

Luckily, Trails of Cold steel IV has a backstory section to educate those unfamiliar with the series. After 2 hours of reading about the world, the characters and the events of the previous games, I thought I was ready, but oh boy, I wasn’t even close.

An Unexpected Beginning

Trails of Cold steel IV screenshot

Rather than starting you off with the Cold Steel characters, Trails of Cold Steel IV has a prologue section where you play as the characters from the other games. It just kind of throws you in with little explanation of what is going on, who these people are or anything going on in the battle system. The prologue’s purpose is to show you that the older characters are aware of current circumstances, so it’s not that important, but still surprising. Once players complete the prologue, the main story begins.

The Story

We rejoin class VII two weeks after the events of the last game, where the team has witnessed both death, and betrayal, and is now preparing to face a world ending threat. As a result of this, a curse has been released onto the continent, which has led to the citizens of Erebonia waging war with the neighbouring country of Calvard. As if that wasn’t enough, class VII, currently missing main character Rean, alongside Ash and Musse, is now being pursued by the Erebonian army. They’re also being chased by the (sometimes) evil Ouroboros organisation, an ancient group of evil wizards called the gnomes and supersoldiers called the Jaeger mercenaries, who’ve joined forces. The remaining members of the new class VII now have to get the gang back together, save Rean and stop the war before it gets out of hand.

While the setup is good, it becomes formulaic as the plot progresses and more characters get introduced. Act 1 sees the characters go to an area, find a magic “singularity”, fight a boss and get saved at the last minute by other characters. In act 2, the party constantly gets challenged by people who have to test their resolve and save two damsels in distress and act 3 is lengthened by the story being literally blocked off by a force field for the sake of meandering. This might be in part, due to the sheer number of characters.

Characters

To put the number of playable characters this game has into context, Final Fantasy VI has 14 party members and Chrono Cross has 45. Trails of Cold Steel IV has 39 playable characters and 7 semi-party members with an usable special ability, taking the total just over Chrono Cross at 46. While the number might be intimidating, there are a lot of guests (most of which are non-Cold Steel characters) and the only time you can actually have all of them at once is the final battle, but you still have 21 permanent party members.

This insanely large cast is both one of the game’s biggest strengths and greatest flaws. I do like how each character has at least one or two cutscenes to shine but I don’t like how they all have to say something in every cutscene. The worst point is where someone mentions a seconds long time limit and everyone decides it’s time to have a monologue. The ridiculously sized supporting cast doesn’t do the bloated cutscenes any favors. The problem isn’t that they’re all talking, but it’s that they’re saying nothing. The prime example of this is when the old class VII says “No, we’re all class VII, we’re a team” to the new class VII. This happens time and time again from the very beginning of the game right to the very end. It is cute the first time, but after that, it’s just irritating.

Okay, But are They Interesting?

As for the characters themselves, I didn’t dislike many of them, but I can’t say I actively liked too many either. Maybe it’s because I haven’t played the other games, but I didn’t find many of the characters that interesting. The worst offenders for me were Juna and Kurt. Juna is Happy-go-lucky, energetic and has a strong sense of justice. That’s it. She doesn’t have any flaws, nothing comes to challenge her optimism and nothing past the very beginning forces her energy to shine through and solve the problem. Kurt is a similar case, except Kurt is a non-character. He’s just there and his only trait is that he values his family’s sword fighting style. What’s especially irritating about him is that every other member of his family is more interesting than him.

On the other hand, Ash and Musse are far more engaging. Ash has to cope with being the target of war provoking propaganda for shooting the Erebonian emperor in the previous game. At the same time, his past as a survivor of a massacre is creeping up on him, which comes into conflict with his “too cool for school” attitude. Musse is torn between her nobility and her desire to just be normal, while she has been put in charge of the war effort against the Erebonian army. It doesn’t take much to see why I prefer these two over Kurt and Juna. Their conflict pushes the story forward as they grow, which is much more interesting than them just being there by obligation.

What About the Main Character?

Trails of Cold steel IV art

As for the main character Rean, he’s okay. Standard protagonist stuff; everyone loves him, he does everything for his friends, goes super Saiyan, standard stuff. One thing to note for people who want to get back to playing as him, it took me around 40 hours to get to that point, so don’t expect him to come quickly.

Supporting Cast

There are a ton of characters that aren’t party members. These characters come from all of the games in the series and they all have their own fun little (missable) stories to follow. The villains on the other hand are odd. One minute they’re evil, the next they’re having a swimming contest with you. I’m not sure what the specifics are with each character, but for those who haven’t played the games, I thought it was worth sharing that there is a fire wizard unironically, deadpan seriously called Mcburn. Do with that what you will.

Final Words on Storytelling

I’m not sure if Trails of Cold Steel IV is a satisfying conclusion or not, but from a standalone viewpoint, I was a bit disappointed with the amount of deus ex machina that came out of nowhere for the sake of fanservice. It ended up taking away any stakes that the story had. I still have no clue what a sept-terrion is or what happened in the other Trails games. I would’ve thought that there would be a short recap in the recap section, but there’s nothing. I assume that this is even a problem for Cold Steel only players as they presumably have no idea what on Earth the Orbal shutdown event from the unlocalised Crossbell games is.

I like the game’s world, with the industrial revolution aesthetic being unique as far as JRPG locales go. There is this great contrast between the rural villages and the grand cities. The only thing I dislike about the world is the modern clothes and laptops. I know it’s nit-picky, but they feel out of place for the otherwise fantastic world-building of the time period.

The other thing I have to say about the writing of the game is that its relentless anime tropes ruin its best moments. It’s weird when every woman Rean looks at falls in love with him. This includes his students (one of whom is 14), his old classmates, his old teacher and even his sister. It’s just uncomfortable, especially when coupled with the countless hot spring scenes and the head patting… so much head patting. The bottom line is that if you can name an anime trope, it’s there, and I feel the writing is needlessly dragged down by that.

Gameplay

Trails of Cold steel IV screenshot

Trails of Cold Steel’s combat is a mishmash of other RPGs that blend together surprisingly well while adding its own touches. There is an element of positioning and a focus mechanic for magic (called arts in game, there’s apparently a difference) that is very similar to Dungeons and Dragons, with different special moves and magic having different areas of effect. There is not only HP for health and EP for magic, but there is also CP for special moves. These special moves, or Crafts as they’re called, can cancel enemy spells and attacks, inflict status ailments or even heal. Saving up your CP allows you to do a Final Fantasy style limit break, or S-craft.

Enemies have both a health bar and an armor meter. Breaking an enemy’s armor lets you deal more critical hits, which build your BP. BP is another meter that you can use for orders, a system that gives a stat boost such as reducing damage or buffs like damage reflection. You can upgrade arts through trial chests, which are special treasure chests that gives you a set party for a unique boss fight. You can also use BP for assist attacks and a persona style rush attack, where the whole party attacks the enemies for extra shield damage.

Rather than summoning a monster like a typical JRPG, in Trails of Cold Steel IV, you summon giant robots to deal big chunks of damage, which fits the aesthetic better. The last important thing to mention is the lost art system. There are five optional bosses in various locations throughout the game. These give you a lost art, which is a bit closer to traditional summoning as they provide ridiculously powerful magic with a massive animation.

Does It Work?

All of this made next to no sense to me when I started and I had no idea what a lot of it meant. The UI was just a bunch of things and big numbers that were hard to wrap my head around. I did figure it out over time, but it was overwhelming at the start.

After the initial hurdle of understanding combat, boss battles allowed it to shine. You will have to adapt to each battle with the parties and abilities you’re given. The only boss fights I didn’t enjoy were the solo bosses toward the end of the game (the final boss was pleasantly challenging though). They are just damage sponges where you find a strategy and win the battle 20 minutes before it’s over. Luckily, there’s a fast-forward button so you can get through them quickly.

Bigger and… Worse?

Trails of Cold Steel IV Divine Knights

There are also giant robot battles, where the characters get into their mass produced Panzer Soldats or magical Divine Knights. For the most part, these are easy trial and error affairs where you have to find a weak point and exploit it to deal more damage, but toward the end, there’s a huge difficulty spike. You go through most of the game practically just mashing the X button in the right place until you can do a bigger attack, but the battles at the end see you carefully choosing support characters, timing every heal and perfectly managing your limited item supply with no warning. I preferred the more tactical later battles, but I didn’t like the over reliance on items.

The Trouble With Money

Equipment in this game is a nightmare. With 21 permanent party members, 16 of them need new weapons and they all constantly need new armor and accessories. The problem is that you never have enough money to purchase new gear. Your main source of income comes from selling magic crystals dropped by enemies and old equipment. Side quests will give you 5,000 to 10,000 mira (the game’s currency), which will get you one weapon. You still need 15 more weapons and armor to go along with it. Granted, I didn’t really feel the need for armor a whole lot (I played the game on hard mode) and party members are given to you in waves, but once they’re all there, you don’t really have the money to buy everything else.

Materi-uuuuuhhh?

The other main thing you need to equip and manage is the quartz system. Imagine Materia from Final Fantasy VII with a lot more steps. Rather than just having magic and some stats tied to quartz with limited slots, you have to equip a master quartz, which gives you a main spell loadout and a ton of passive bonuses. This is coupled with a sub-master quartz, and a limited number of slots for regular quartz which are much simpler.

These slots are element-based, which limits which quartz you can give to each character. The characters are pre-optimised for their roles, so I didn’t really want to play around with the system too much just in case it ruined how they played. What I did do was upgrade the slots to equip better versions of the quartz they already had. You can also craft and upgrade quartz with materials you get from battles, treasure chests and destructible objects. Upgrade materials are also used for weapons and to make items for the robot fights, so once again, you don’t tend to have enough unless you’re willing to grind for it.

Side content

Trails of Cold Steel IV’s side quests are honestly my favorite part of the whole game. They’re more character focused and just more fun and self-aware in general. The quests also give guest characters form the other Trails games their time to shine. If you’re looking forward to playing as Lloyd or Estelle in this game, you get five opportunities to do that for each of them.

The other major bit of side content, aside from the lost arts and trial chests are bonding events. This is another aspect of the game that’s similar to the Persona series, where you have a limited number of interactions with party members that develop them. There are also “special moments” with the female characters which often end in them confessing their love for Rean. This is where the aforementioned weirdness tends to come from, because what would be a fine little moment for each character becomes an awkward exchange where Rean just says “uuuuhh, I’ll think about it” and things go back to how they were. You don’t have to see the special moments, but you’re missing out in some interesting character interactions if you don’t. At least in Persona, you choose to make things weird.

Minigames and Other Fun Stuff

Trails of Cold steel IV minigame screenshot

The game has a ton of minigames and other things to do. You can fish, cook, play Poker and Blackjack, give characters gifts, buy and find cosmetic items for almost every character and so much more. There’s even a trading card game that is one of the best parts of the whole package. I almost forgot Pom Pom Party, which I can only describe as “The poor man’s Puyo Puyo”, but it’s still a surprisingly fun time waster. Perhaps the most interesting thing is just talking to the NPCs and seeing how each town changes as the story progresses and the war gets closer.

For those into the world and its lore, you can read a huge variety of books and newspapers that put Skyrim’s to shame with the amount they pack in there. The only problem with the side content is that it’s extremely hard to find. There’s no indication on the fast travel map other than a “new” label to tell you what to find. You never know what to look for, which could lead to you missing things like recipes or card game opponents. Apart from that (and the boss fights), the side content was my favorite part of the whole game.

Presentation

While Trails of Cold Steel IV isn’t exactly the best-looking game ever, one look at the horses will tell you that, there are some interesting locations in Erebonia. There are lots of varied towns and cities, but my favorite has to be Crossbell. It’s a huge area in the game with such diversity in each section’s atmosphere. It was a joy to explore and see all of the different sides of the city. While the areas between towns and some of the dungeons are somewhat monotonous, the towns and cities themselves more than make up for it.

Music and Voice Acting

Trails of Cold steel IV music screenshot

The music in Trails of Cold Steel IV varies in quality. Some of it is somewhat generic, but other parts, such as the town themes capture this classic JRPG energy that I really like. The battle music’s fine, but the boss themes are my favorite part of the soundtrack. They’re all great and capture the mood of each fight well.

I didn’t like the game’s English dub. The voices either didn’t fit the characters or they just irritated me. Despite some great voice talent with the likes of Johnny Yong Bosch, Joe Zieja and Cassandra Lee Morris, it just didn’t work for me. The Japanese dub is better, but only because it felt right. It wasn’t particularly astounding, but it worked.

Conclusion

After committing the ultimate sin of playing this game with no context, I’m not sure how I feel about it. For everything I enjoyed, there was something that I hated. Trails of Cold Steel IV manages to stretch itself to an extremely long 110 hours. With it’s long dungeons, lengthy cutscenes, and a true ending that’s only unlockable by beating the final boss twice, the game just has too much padding. On the other hand, the battles, some story moments, the world and the optional content make you want to keep going.

Fans have probably put too much time into the other games not to see the conclusion and I wouldn’t recommend it for newcomers. However, if the positives of this review sound interesting to you, maybe play the older games first so you can fully appreciate the conclusion.

https://youtube.com/watch?v=umBUY2kck1I%3Ffeature%3Doembed

The Legend of Heroes: Trails of Cold Steel IV is available now on PS4.

Review copy provided by NIS America.

This article was originally published on November 9, 2020

Fire Emblem: Shadow Dragon and the Blade of Light Headed to the US

The original NES game will make its way West

Once again, Nintendo has revealed a new game for the Switch out of the blue. This time, it comes in the form of a localisation of the first Fire Emblem game to celebrate the series’ 30th anniversary.

Fire Emblem: Shadow Dragon and the Blade of Light originally launched on the NES in Japan. Similar to the last two Fire Emblem titles, the re-release will let you rewind to a previous turn. On top of this, you can create save states and increase the game’s speed.

Also announced was a special physical edition of the game. This comes with a replica box, manual, and cartridge, alongside a special Fire Emblem art book and a Nintendo Power themed poster.

One last thing to know is that the game isn’t coming to the NES online app. Instead, it will be available on the Nintendo eShop as its own listing.

Fire Emblem: Shadow Dragon and the Blade of Light releases December 4. Unfortunately, the game will only be available until March 31.

This article was originally published on October 22, 2020

Breath of the Wild Prequel Coming Later This Year

It makes the wait for Breath of the Wild 2 a bit easier

Hyrule Warriors: Age of Calamity picture

In yet another of many surprise announcements from Nintendo this year, The Legend of Zelda: Breath of the Wild is getting a prequel in the form of a new Hyrule Warriors game.

Age of Calamity takes place 100 years before the events of the main game during the battle between the champions and Calamity Ganon. You play as Link, Zelda, and the four Champions: Mipha, Daruk, Revali and Urbosa. Regardless of who you play as, you fight through hundreds of familiar enemies from the main game in typical Dynasty Warriors fashion. The promotional image for the game features a new Guardian design, but its role hasn’t been announced yet.

To make things even more exciting, Hyrule Warriors: Age of Calamity releases November 20. Digital preorders come with the “Lucky Ladle” weapon. The next news update for the game is coming on September 26.

You can see the announcement trailer in the video below.

This article was originally posted on September 8, 2020

Mario 35th Anniversary Nintendo Direct: Everything Announced

Shocker: it was full of Mario

As has now become customary for Nintendo since the pandemic started, the company dropped a new Nintendo Direct presentation without any advance warning. The Direct centered around Mario’s 35th anniversary and contained a heap-load of announcements.

Let’s take a look at all the announcements made during the Nintendo Direct.

Game and Watch: Super Mario Bros.

First up was a Super Mario Bros.-themed Game and Watch handheld. In addition to the original Mario title, the handheld also includes Super Mario Bros.: The Lost Levels and a Mario-stylized version of classic Game and Watch title Ball. There’s even a watch function with 35 different Easter eggs to look out for.

The limited edition Game and Watch handheld will be available November 13.

Super Mario 3D World and Bowser’s Fury

Next up was a long-rumored remaster headed to the Nintendo Switch: Super Mario 3D World. Although it’s a port of the original Wii U title, the game includes several key enhancements, such as enhanced visuals and a higher frame rate.

In addition, the game will spawn two new Amiibo figures in the form of Cat Mario and Cat Peach. Finally, you’ll be able to play online with up to three other people.

Super Mario 3D World for the Nintendo Switch will launch February 12, 2021.

Super Mario Bros. 35

Next up was a surprise announcement: Super Mario Bros. 35. As the name implies, the game sees 35 players trying to get to the end of a Super Mario Bros. level or survive until there aren’t any other players left.

To spice things up, any enemies you beat on your screen are sent to other players and vice-versa. As such, things won’t be as simple as running through a level.

Super Mario Bros. 35 will be available for free starting October 1 for Nintendo Switch Online subscribers. However, the game will only be available to play until March 31, 2021.

Mario Kart Live: Home Circuit

The next announcement was for a new Mario Kart title, but this one comes with a twist: you make the courses. With Mario Kart Live: Home Circuit, you use a remote-controlled Mario figure with an AR camera to race around your custom track.

Given the nature of the game, local multiplayer will require more than one figure. That said, it’ll make visiting your friend’s house that much cooler.

Mario Kart Live: Home Circuit will be available October 16.

Events in other games and promotions

Nintendo then rattled off a slew of smaller announcements, all centered around Mario’s 35th anniversary. They include:

  • Exclusive pins and keychains for My Nintendo members
  • Original 16-bit versions of Mario and Donkey Kong Jr. in Mario Kart Tour
  • New merchandise range exclusive to Nintendo’s New York City store
  • A special course in Super Mario Maker 2
  • A Mario-themed tournament for Super Smash Bros. Ultimate
  • A Mario-themed Splatfest for Splatoon 2
  • Official Splatfest t-shirts
  • Mario-themed furniture for Animal Crossing: New Horizons

Super Mario All Stars

Nintendo wasn’t done with Nintendo Switch Online, as it added another title to its virtual SNES library: Super Mario All-Stars.

For those not familiar, the compilation includes remasters of four Mario NES titles: Super Mario Bros.Super Mario Bros. 2Super Mario Bros. 3, and Super Mario: The Lost Levels. All four feature enhanced visuals, with the latter title offering Western audiences the chance to play the original Super Mario Bros. 2 outside of Japan for the first time.

Super Mario All-Stars is available now.

Super Mario 3D All-Stars

We’ve now arrived at the biggest announcement of the presentation: Super Mario 3D All-Stars. The game collects Super Mario 64Super Mario Sunshine, and Super Mario Galaxy for the Nintendo Switch.

All three titles sport enhanced visuals, with the latter two getting widescreen support. The collection also includes the music library for each of the three included titles, along with motion controls for Super Mario Galaxy.

Super Mario 3D All-Stars will be available from September 18 through March 31.

Watch the Direct Here

The Direct presentation lasted a little over 16 minutes, and it was generally a good one. If you want to see for yourself, you can watch the presentation below.


This article was originally posted on September 6, 2020

Everything Announced at the Nintendo Indie World Showcase

There’s a lot available right now

Indie World logo

Nintendo has just released their latest Indie World Showcase, which revealed new indie games coming to the Switch in the near future. There is a boatload of them, so let’s go over what was announced.

Hades

The showcase started strong with the announcement of Supergiant’s latest game, Hades, being ported with a Fall 2020 release window. Hades is a Greek mythology-inspired roguelike dungeon crawler, with an emphasis placed on story, characters and combat.

Hypnospace Outlaw

Initially released in 2019 for PC, Mac, and Linux, Hypnospace Outlaw will launch August 27 on the Switch.

As strange as the visuals are, the game’s premise is mostly grounded in reality. You play as a moderator for Hypnospace, an alternate-history version of the internet. As a moderator, it’s up to you to watch for illegal content, copyrighted material, viruses, cyberbullies, and internet trolls.

Spiritfarer

Spiritfarer, which releases today is a management game where you play as a little girl and you have to comfort spirits before sending them to the afterlife. You do this through a variety of activities such as cooking, resource gathering or just hanging out with them.

Garden Story

After Spiritfarer came Garden Story, a classic Zelda inspired adventure game with an emphasis on exploration, crafting and town management with social sim elements. Garden story releases next year on both Switch and PC and there’s a demo on PC that you can play right now.

Subnautica

The next big announcement in the Indie World showcase was the port of Subnautica and its Below Zero expansion. Subnautica is a game where you explore an alien planet’s ocean and you have to gather materials, fix your spaceship and survive the seas terrifying monsters.

Subnautica has an early 2021 release window for the Switch port, but it is out now on PS4, Xbox One and PC.

Takeshi and Hiroshi

Following this was the announcement of Takeshi & Hiroshi, a gorgeously animated game about an older brother making a game for his younger brother to play. The game sees you tweaking and balancing the difficulty of the game so that it isn’t too easy or difficult for the younger brother to enjoy. Takeshi & Hiroshi is also out today.

Raji: An Ancient Epic

Then came the announcement of Raji: an Ancient Epic, another game out today, which is a hack and slash game similar to Prince of Persia and classic God of War inspired by Hindu and Balinese Mythology.

Bear and Breakfast

The next game shown was Bear & Breakfast, a hotel simulation game where you play as a bear who converts a shack into a homely bed and breakfast. As you explore the forest to expand the hotel, things seem to get a bit more surreal.

Bear & Breakfast comes out next year on Switch and PC.

A Short Hike

After this came A Short Hike, another cute game about a little bird exploring a serene countryside which, you guessed it, is out today. The countryside area of the game has plenty of secrets to discover and plenty of ways to explore.

Card Shark

Another interesting announcement was Card Shark, a game about cheating at cards to gain fame in 1800s France. Card Shark is being developed by the same team that made Reigns and it comes out on Switch and PC next year.

Torchlight III

If you’re into dungeon crawlers, Torchlight III should be right up your alley. The game has 4 classes to choose from, sees the returmn of pets to the series and includes a fort for you to build and manage in between all of the looting. Torchlight III comes out this Fall with an exclusive pet for switch owners.

Manifold Garden

For puzzle game fans, there’s Manifold Garden, a mind bending game where you have to solve puzzles by manipulating gravity in a complex inspired by optical illusions. The game is out today on Switch, but it is also available on PS4, PC, Mac and Linux.

Evergate

Continuing with the puzzle theme, the puzzle platformer Evergate was announced next. Evergate is about a little spirit called Ki’s journey through the afterlife that hasa  very similar feel to the Ori games. Evergate is also out today

Untitled Goose Game Co-op

The final announcement was the showcase of a two player co-op update for Untitled Goose Game, which comes out on the 23rd of September. There was also a reminder at the end that the physical edition of the game is coming soon.

Watch the showcase here

That’s all that was announced. There was a lot to digest, so if you want to watch the Indie World showcase yourself, you can here

This article was originally posted on August 19, 2020


void tRrLM(); //Void Terrarium Review

The cheeriest apocalypse ever

void tRrLM(); //Void Terrarium is the latest game from Nippon Ichi Software, and it’s certainly a unique one. The game is a mystery dungeon at heart, but it introduces various other aspects to keep the game fresh.

The Story

The story is quite simple, but I feel that’s where its strengths lie. The game starts as the player character, a cute little robot named Robbie, wakes up in a desolate world. After wandering around, he finds both a very emotional Artificial Intelligence, and a living human girl. The AI, simply called FactoryAI, then helps Robbie to take care of the girl, who they name Toriko in the hopes of continuing the human race.

The story does have its twists as the game progresses, but I feel the ending lacked its intended impact due to how abrupt it is. Perhaps that’s because I feel the story’s strengths lie in the interactions between its seemingly incongruous characters.

Void Terrarium’s characters bring out the game’s charm, with FactoryAI communicating with Robbie through text, Toriko acting as a visually expressive character, and Robbie’s use of simple emoticons and animations to display his mood. This all allows the game to express its individuality well. The robotic nature of Robbie and FactoryAI perfectly contrasts with the simplicity of Toriko, which leads to the game’s best scenes.

Void Terrarium image

Gameplay

Void Terrarium stands out among other mystery dungeon games by implementing various elements from the roguelike, survival and even pet simulation genres. The way this works is as follows:

Roguelike

Rather than having permanent level-ups and skills, like in a more traditional mystery dungeon, Void Terrarium resets your level to Level 1 every time you enter a dungeon. As standard, dungeon layouts are randomly generated, but the element of luck comes once again every time you level-up, as you are given two different skills to choose between. These can be as simple as an additional stat boost, or as intricate as automatic damage on enemies in front of you.

Of course, this can lead to completely broken results. For example, I once had a run where I had abilities that negated 95% of damage, I had a 100% critical hit rate, up to 80% damage bonus and additional attack range among a whole host of other abilities. While the different abilities are fun, a good number of them are extremely situational and I often struggled to find a use for them.

Survival

This is where the survival and simulation aspects of the game help. After dying or completing a dungeon, all of your items are converted into resources from four categories: organic, inorganic, electrical and contaminated. As these resources accumulate you can use them, alongside materials you find in dungeons, to craft various items. These items include furniture for the simulation aspect, inventory size increases, and a number of equipment items that tailor to your playstyle. This equipment includes active skills; abilities related to the skill draw, such as adding an extra skill or giving a chance to select two skills in one draw.

Simulation

The third major aspect of Void Terrarium is the simulation section that comes in the form of Toriko. As you explore dungeons, she gets hungry and the titular terrarium gets dirty. To remedy this, you can find food items in each dungeon to use after you leave. You can clean the terrarium and keep Toriko happy through the Pet Nanny, a Tamagotchi stylised section in the corner of the screen. This also monitors Toriko’s health and contamination levels so you can choose the best time to leave the dungeon.

The contamination level is controlled by the type of food you give her, as most of it is contaminated. The contamination level is less of a worry than Toriko’s health, and more of an indicator of how likely it is that she will get an illness.

The illness system is one of the most interesting parts of Void Terrarium, as every so often Toriko will fall ill due to various circumstances. For example, she can contract the illness that killed off humanity, she can break her leg, or even have rare genetic diseases. Each illness adds new cutscenes and conversations, which is a nice touch, but there is a downside. The process of curing each illness is exactly the same; you go through the exact same three-floor dungeon filled with only the weakest enemies. You find materials on the last floor and then make the thing you need to cure her. There isn’t a new dungeon design or unique music, just the same three floors over and over again.

Role Play Game

Once you’ve crafted all of the different blueprints you find in dungeons, you can place them in the terrarium, which does absolutely nothing, but it’s very cute. The crafting does have an effect though as, regardless of the item, the first time you craft something you will get a permanent upgrade.

These include stat boosts, an increase to Toriko’s health, and even the ability to remove skills from skill draws. Something more interesting is the “knack” system. This is a class system that changes the probability of skills appearing in draws to suit how you play the game.

Where this all comes together is in the dungeons themselves. There are eight different dungeons you unlock throughout the game, each one with a different theme and new enemies. Expect genre staples like monster houses, a copious number of traps and a lot of running around looking for stairs. Despite this, Void Terrarium manages to innovate in the way it handles items and inventory management.

void-trrlm-void-terrarium-switch-screenshot

Items and a Problem

Each item has three different effects depending on its stage of contamination. Uncontaminated items have a standard effect, lightly infected items will either lessen or amplify the item’s effect, and highly contaminated items tend to have a high risk, high reward system. This can lead to other effects, so it’s a good idea to try and remember what effect contamination has on certain items.

Inventory management is also important, as I often found myself having to save space for blueprints, weapons, armour, and crafting materials — while at the same time I picked up as many things as possible to get resources and have a stockpile of healing items.

As you don’t keep items, the game wouldn’t really work with a traditional hunger system. To replace it, there is the “charge” system. This is functionally the same, but the abundance of items means you probably won’t run out very often. The way the game makes energy valuable is by making it the currency for active skills and interactions with Toriko. With energy being so accessible, Toriko’s health limits your exploration. When she dies, it’s game over.

My only gripe with the dungeons in Void Terrarium is that there are too many traps, especially with the enemies that make more. The problem with the traps isn’t that they’re unfair, but it’s more that many of the status ailments last way too long, especially when there are multiple in the same room. I can see how the traps would be an interesting challenge in a room with enemies, but when all the enemies are gone, it just becomes a nuisance.

void-trrlm-void-terrarium-items

Presentation

Void Terrarium’s art style is gorgeous. The character and enemy designs are all really cute to contrast the harsher environmental design.  Despite this contrast, or perhaps as a result of it, there is a hopeful feeling that the overall visual style provides. This is also emphasised by the game’s soundtrack.  The game’s music fits the mood of the game extremely well. Its techno style and intense nature captures the atmosphere of each dungeon, while the calmer theme of the terrarium makes it more homely.

void-trrlm-void-terrarium-2

Replayability

While the game is inherently replayable due to its roguelike elements, none of the dungeons feel all that unique, especially when compared to other games in the genre like Pokémon Mystery Dungeon.  Each dungeon looks and feels the same, with the only variation being the enemies, the music, the colours and the odd decoration here and there. This does make the game feel stale much earlier than it should. Void Terrarium’s total 8 dungeons, when compared to the 31 of Pokémon Mystery Dungeon: Rescue Team DX, feel rather underdeveloped. While there is an infinite dungeon, it just recycles everything from the rest of the game.

Conclusion

I’m very conflicted when it comes to recommending Void Terrarium. It’s a lovely game, it’s fun and full of charm, but I don’t know if there’s enough of it to justify its price tag. If you really want to play a new mystery dungeon game, I’d absolutely recommend it, but if you’re only mildly interested, I’d recommend keeping your eye on it until it goes on sale.

void tRrLM(); //Void Terrarium is available on Nintendo Switch and PlayStation 4

This article was originally posted on July 26, 2020

Nintendo Direct Mini: All the Reveals and Info

Partner Showcase Is Good News For Some

Direct Mini image

A Nintendo Direct Mini has just dropped, and it doesn’t feature anything Nintendo first-party related. This “Partner Showcase” direct is one of many this year and it is focused around upcoming third party releases for Nintendo Switch. In short, they’re a very mixed bag. Here’s what was announced:

The Direct started off with the announcement of DLC for Cadence of Hyrule, which includes new characters such as Impa, 39 new music tracks and a new mode called “Symphony of the Mask”, where you play as Skull Kid. A physical edition of the game with all of the DLC was also announced. All of the DLC will be released before October.

Next was a trailer for Rogue Company, a class-based third person shooter from Hi-Rez Studios with more information on the game coming “later today”, and a trailer for upcoming wrestling game WWE 2K Battlegrounds, which has a September 17 2020 release date.

Finally there were the biggest reveals of the event: Shin Megami Tensei: Nocturne Remastered and some long awaited information on Shin Megami Tensei V. The Nocturne remaster seems to be based on the Japanese version of the game, as Raidou Kuzunoha was shown instead of the now infamous appearance of “Dante from the Devil May Cry series”. Both are set to release in 2021, with the only difference being that Nocturne will release in Spring.

That’s all that was announced in today’s Nintendo Direct Mini. Interestingly, in the Japanese version, there were a couple of different reveals, such as Atelier Ryza 2. While slightly more interesting, Shin Megami Tensei was still the most important part. A link to the Direct is below if you want to see it for yourself.

For more exciting game reveals, also check out our coverage of the Ubisoft Forward event.

This article was originally posted on July 20, 2020

The World Ends With You Anime: First Details Revealed

It’s Looking Good So Far

The World Ends With You Anime Trailer screenshot

As previously reported, The World Ends WIth You has an anime adaptation in the works. Today, Square Enix have released the anime’s first trailer.

The World Ends With You The Animation is a direct adaptation of the game, with the trailer showing a number of iconic scenes from the game’s first segment. The anime stays faithful to the original game’s art style, even through its surprisingly-seamless CG animation. The game’s composer and character designer are returning for the adaptation, with Domerica and Sun-Ei Animation handling the anime’s production.

As far as the release date is concerned, all we know is that it comes out in 2021, so we can only wait for more details to emerge over time.

This article was originally posted on July 4, 2020

I Found the PS5 Event Disappointing

The “Future of Gaming” didn’t amaze me

PS5 event thumbnail

While watching Thursday’s PS5 showcase, I was optimistic that something would blow me away and display the power of the next console generation. Ultimately, I found the PS5 event disappointing as what I saw was a couple of fun looking titles and Bugsnax.

The Games

Perhaps it’s because most of the games that were shown didn’t interest me that I feel this way. I’ve tried for years to get into Dark Souls, but the only Souls game I’ve enjoyed is Bloodborne, so I felt nothing when seeing the Demon’s Souls remake. I’m only just getting into Resident Evil, so I wasn’t excited to see Village. The new Sackboy game might not have a level maker and Ratchet and Clank looks like any other Ratchet and Clank title. Horizon looks great, but I haven’t played the first game, so again, it wasn’t that exciting. I’m always happy with a new Spider Man game though, so Miles Morales did put a smile on my face. While my personal preferences led to the otherwise general feeling of apathy towards the sequels shown, the same can’t be said of the new IPs, which also left a lot to be desired.

The New IPs

Deathloop Key Art

Regarding new games, there were two Groundhog-Day styled shooters, Deathloop and Returnal. These made me feel like I was in a loop. The former looks stylish and fun, but I feel Returnal would’ve worked better as a surreal survival horror/mystery game instead of the bullet hell the end of the trailer showed, but it could still be great given time. Project Athia didn’t leave much of an impact either, as nothing about it felt all that unique. It looked nice, but that’s all there is to say. I’m normally a sucker for Square Enix games, but this didn’t excite me. Pragmata and Ghostwire have potential but Godfall looks forgettable. The indie side, however, looks a lot more interesting. Stray looks cute, and I loved the style of Little Devil Inside. However, I don’t even know what to say about Bugsnax. Overall it felt like none of the games were an evolution from the PS4’s capabilities.

A New Generation?

With the visually stunning The Last of Us 2 and Ghost of Tsushima on the horizon, a lot of the games shown in the event looked like they could just as easily be on PS4. Upon further inspection, I’ve found that Solar Ash, Little Devil Inside, Stray, Oddworld: Soulstorm, Bugsnax, Goodbye Volcano High, JETT and even Hitman 3 are all going to be on PS4 as well. Because of this, it’s only really the big AAA games that didn’t particularly impact me in the way that the smaller, actually exclusive games did, Out of these, I only really liked the looks of Spider Man and the charming Kena: Bridge of Spirits. Launch titles have always been infamously bad in my opinion, but even so I was disappointed by the event. For some comparison, I found myself looking to other PlayStation console announcements to see what was done differently.

Past Events

PS4 Reveal Event

When comparing this to the PS4 reveal event, I found that the PS5 didn’t have as many interesting ideas. What I mean by this is that the PS4 event showed glimpses into games that were leagues ahead of other generations. Announcements such as Dreams and Watch_Dogs led the pack, which despite the reality of the latter, looked very cool at the time. These announcements showed what the console could do. On the other hand is the infamous PS3 reveal, which was boring, awkward and confused, it didn’t showcase the console’s power against its competition and had a terrible price to top it off. I feel that what made the PS5 event disappointing to me is that regardless of the games shown, there was nothing unique about it, placing it uncomfortably between the PS4 and PS3 reveal events in terms of quality.

The Console

I suppose topping it all off is the console itself. To put it bluntly – I have no idea where to put the thing! The digital edition feels like a way to stop people buying pre-owned games, which is something I do a lot, and force them to pay full price or be at the mercy of often terrible sale prices. It comes with a remote for some reason and the controller feels like they packed in a bunch of gimmicks so they could make it all the more expensive. That said, the headset’s inclusion is actually a great idea. Frustratingly, the price wasn’t revealed in the event, which leads me to believe that it’s not going to be cheap and that Sony wants to avoid another PS3 disaster scenario.

Conclusion

What I’m getting at here is that the PS5 is going to cost a lot of money and I don’t know if the showcase justified that. The games shown looked good but there weren’t any breathtaking or unique enough exclusives that aren’t also going to be on PS4. Overall, I’m just not sure if it was enough to make me excited about it, let alone buy it at launch. Let me know your thoughts regarding the event in the comments below.

For more information on the announcements of the event, feel free to check out more of our reports on Spider Man: Miles Morales, Ratchet and Clank: A Rift Apart, and the PS5 Accessories.

This article was originally posted on June 30, 2020

The World Ends With You: The Animation Announced

DS classic gets an anime adaptation

The World Ends With You image

Square Enix has announced through a Twitter page that the cult classic RPG The World Ends With You has an anime adaptation in the works. We know very little about the project, but a full reveal will be shown at the Anime Expo on July 3.

The Twitter page has a link to a countdown website linked here. The site has both a countdown and a few references to the game such as the “You Have X Days” message. The overall style and the various screenshots of the locations are also taken from the game, which is a nice touch.

What is The World Ends With You?

The World Ends With You is a gorgeous game with the perfect amount of late 2000s edge. Its visual style and modern setting allowed it to stand out among the countless other Nintendo DS RPGs. The only thing holding it back visually was the DS hardware. An anime adaptation means that the world of the game can be shown in its full glory instead of the restrictive Manga stylised presentation of the game’s cutscenes. If there’s a good team animating it, I’m sure it will capture the mood of the game well, while at the same time looking great.

This was not the only anime adaptation to be announced this week, with Cyberpunk 2077 also receiving one on Netflix, as reported here. Limited details on both of these projects have been released. However, for now, we can only stay tuned for July 3 to see what direction the adaptation takes.

This article was originally posted on June 28, 2020


How to Run Persona 4: Golden on a Low Spec PC

A Guide for Console Loving Persona Fans

Persona 4 Key Art
Source: dundey1313

As you probably know, Persona 4: Golden launched on PC about a week ago, so like many Persona fans, I bought it almost immediately. I quickly checked the minimum specs required for the game and I found that my computer was good enough to run it. Mind you, I had no clue what half of it meant but it looked like my laptop could handle it. Once I booted the game up, things took a nosedive; The cutscenes stuttered and the game didn’t fare much better, with the characters moving at a snail’s pace coupled with crashes every now and then.

Confused Button Pressing

I decided to look at the game’s graphics and display settings again and fiddle around with them to see what worked. The settings that made the game run the best are as follows:

Graphics: Rendering scale: 50%, Shadow quality: Low, Shadow: Off, Anisotropic Filter: Low, Anti-Aliasing: on, Contrast: 5

Display: Borderless, V-sync: on

Related: 5 things you might not know about Persona 5: Royal

With these settings and the recommendations below, the game works fine 90% of the time, with only very occasional slowdown at any given point. The contrast might just be a placebo, but I think increasing it somehow made the game feel smoother, so give it a go if you feel like it. Keep in mind, none of these settings have fixed the anime cutscenes for me, so I’m looking to mods to fix them. The game worked much better with these settings, but it wasn’t consistent, so I looked online for help.

The Online Struggle

While researching my issues, I was met with a lot of PC garble my poor console-loving brain couldn’t comprehend. Eventually, I found that MSI Afterburner, an overclocking software and Rivatuner, a software that limits frame rate, are common solutions to fix issues like this. Rivatuner didn’t help the game at all, but its frame rate display showed me that my computer was the problem. Limiting the frame rate only made all of the problems worse because the game wasn’t consistently hitting  20-30 fps in the first place. I dare not touch Afterburner because I’m scared that I’ll mess it up and fry my laptop, but if you’re brave, maybe overclocking could help you.

There’s a disclaimer to keep in mind. From what I can tell, overclocking is something that’s typically recommended for gaming PCs. I don’t know how it’ll affect anything that isn’t prepared for it, so please do your research before trying it.

After some time, I found the shortcut for my terrible Intel graphics card’s settings: Ctrl + Alt + f12. Once on the control panel, the recommendation was to turn off V-sync, which tutorials said was on an “advanced settings” menu that I couldn’t find. Instead, I maximised my laptop’s performance in the “Power” menu, much to the dismay of my battery. I tried turning V-sync off in the game’s settings, but that only made everything worse.

Summary

To run Persona 4: Golden on a PC that isn’t made for gaming, I’d recommend first optimising your performance through battery settings and the Intel control panel. From there, change the display settings on the game to those mentioned above. If this fails, download MSI Afterburner and Rivatuner (they come bundled together) and follow the instructions on this video below. This should at the very least show any problems with framerate that you might have. You shouldn’t have to use Afterburner but if you do, please make sure it’s safe for your computer.

I hope that this guide has helped you as much as it would’ve helped me when I first got the game. Hopefully you too can enjoy Persona 4: Golden on PC.

This article was originally published on June 25, 2020

One Piece: Pirate Warriors 4: A massive step up for the series

The Pirate Warriors series and by extension, the Musou genre as a whole has never been one to push its players. You pick a character from a huge pool and completely destroy anything the game throws at you. While this is fun for a while, the uninspired map design and lack of any differing objectives made the Pirate Warriors games get stale quite easily. Pirate warriors 4, however attempts to remedy this with more characters, harder, more interesting levels and the addition of verticality. I’m quite happy to say that this approach works wonders for the game.

The story is a laughably terrible retelling of the story of the One Piece anime, with huge chunks being skipped out, important characters not even having models and any semblance of emotional weight lost through lacklustre animations and other weird changes to the story to fit with what the game has. The game’s original version of the (as yet incomplete) Wano storyline is similarly atrocious and acts as a weird way to shoehorn in characters that serve no purpose, spout a few lines and disappear. It is also the exact same story as Pirate Warriors 3’s version of the similarly ongoing at the time Dressrosa arc; Luffy and co. arrive on island, the beginning plays out as normal, Kuzan and Sabo show up for no reason, Blackbeard shows up for no reason, The crew beat up the arc’s villain and the game ends with the crew  leaving the island after the villain runs away. I wish I was joking. The characters are reduced to a couple of traits at most, which in some cases (I’m looking at you, Franky), makes them completely different to their original counterparts. If you’ve played the previous game, you’d know that this is unfortunately series tradition at this point and it honestly doesn’t impact your enjoyment of the game because the likelihood is that you’ve probably already read or watched One Piece to some degree before playing it.

The gameplay this time around is much stronger. While the game’s core concept remains the same, combine the square and triangle buttons for different combos to eviscerate hundreds of enemies at a time, Pirate warriors 4 streamlines and innovates on its tried and tested gameplay by adding a stamina bar to limit dashing, a jump button for a different set of moves and a skill wheel where you can pick up to four different special attacks that work similarly to an MMORPG’s interface. High damage, strong de-buffs and good healing come at the cost of a large cooldown. There are now four “types” for each character to fit into: power, speed, technical and sky. Power types, like Luffy are focused on high damage output and high defence. Speed types aren’t as strong, but they have the stamina and attack speed to make up for it. Technical types focus around gathering large groups of enemies to beat more of them up at the same time. Finally, sky types have the best aerial moves along with a constant dash. Each of these types comes with a “Full Force burst”, which is a powered up form where power types get increased attack power and agility, speed types get faster and use less stamina, technical types’ status ailment strength is increased and sky types gain the ability to fly. Some characters have special transformations that can change their type and move-set completely, such as Luffy’s Gear 4 transformations and Kaido’s dragon form.

The roster is huge, with 43 (mostly) unique characters from essentials like the full straw hat crew to some more specific picks such as Ivankov or the Vinsmoke siblings. Each character acts as a different playstyle, allowing you to pick the ones that suit how you want to play the game, or you could just play your favourites. Brook, Jinbei, Whitebeard and Cavendish have been some of my favourites. The only characters I haven’t enjoyed playing are Sabo and Niji, which still leaves me with over 40 that I love. I would say that every returning character has benefitted from this game’s additions except for Tashigi, whose move-set used to be based around cancelling to create new combos. You can’t really do that anymore due to the reworked control scheme, limiting her options in battle from what they previously were. The 13 new characters in the game are great too. The addition of giant characters  like Big Mom alongside more unique playstyles of Bege and Bartolomeo more than make up for the loss of 7 of the previous game’s cast that, being honest, I never really played much of anyway, although I know there are a bunch of people who are quite disappointed by their removal.

The game has three different modes: Dramatic log, where you play through the story with a specific set of characters to unlock more characters and levels, Free log, where you replay dramatic log levels with any character and treasure log, where you go through extra levels in the same locations to unlock extra moves, transformations and even more characters.

The maps this time around feel like maps instead of the squares linked by corridors from the last game. The maps have different floors, require constant monitoring and good knowledge to traverse efficiently, as opposed to the previous game’s layouts which felt like a bunch of indistinct rooms to beat people up in and then forget about. The enemies are also much more capable, with the commanders and bosses having armour that needs breaking in order to do any real damage to them. The addition of large enemies like Jack or X Drake adds another layer of strategy to battles as their shields can only be damaged when they are attacking, so your timing and stamina management are important. Compare this to the last game, where the hardest challenge was trying to beat a level in under a minute and you can see just how much the improvements mean. The downside to this added intricacy is that the game skips huge chunks of the One Piece story out, only covering the Alabasta, Enies Lobby, Sabaody, Marineford, Dressrosa, Whole Cake and Wano arcs, but in my opinion the multitude of well designed levels on each island more than make up for that loss.

The progression system has been changed too. Pirate Warriors 4 abandons levelling up and instead opts for a more customisable progression system. You have a skill tree, but you need to use money and special coins obtained through beating enemy commanders or accomplishing milestones to grow characters. Each character has two individual skill trees and there’s also a shared one to allow every character to have decent enough stats if you want to start using new characters in later levels. The downside to this is that some coins are locked behind the crew level system. The way this works is that when you play as a character or a character assists you in a level, they gain crew points, which increase their level to gain coins, a model and voice lines for the gallery mode alongside costumes. The problem with this is that every NPC also has a crew level and you can’t choose who assists you on any given level, as most of them can only be accessed through the treasure log mode, where your helpers are randomly assigned. This means that if you need Sengoku’s crew level 5 coin, you’ll need to play a ton of the game for the chance to even get him as a friend, let alone to crew level 5. This is made slightly less annoying by the large roster which makes it hard for playing to become tedious, but this forced replayability it is still a huge problem.

The game supports two player local and online co-op for every level, but some can have up to four players online. The Multiplayer works well; it makes the harder difficulties much more manageable with added abilities to revive friends while also being able to control more of the map at any given time. The four player levels are some of the best in the game, with more unique objectives like survival and bounty hunting. Local multiplayer does lower the graphics and framerate, but it is still consistent and doesn’t make much difference regarding the game itself. Additionally, this graphical drop isn’t nearly as atrocious as in Pirate Warriors 3.

As far as the look of the game goes, it does its job. The characters all look like they should, environments are destructible and special moves are massive. All of this comes together to add to the inherent spectacle of the game. Seeing buildings get destroyed alongside the hundreds of enemies you just punched is satisfying to look at. While the animations in cutscenes are jarring due to the strange dissonance of muted and awkward Mocap performances for exaggerative anime characters, the actual in-game animations are all screen accurate and feel right for each character.

The soundtrack this time around is as good as ever, with the metal music of Musou games being nicely combined with the trumpet-heavy big band One Piece style to create a bunch of good tracks that fit the hectic nature of the game. The voice acting is… varying in quality. It’s the same cast from the show, some characters are perfect and then others (looking at you again, Franky) are just odd. Any sound design is buried under the screams of hundreds of enemies and that’s not a bad thing.

One Piece: Pirate Warriors 4 is the best kind of sequel; a game that builds upon the strong foundations of its predecessors by adding depth and strategy to what could’ve been a completely mind-numbing experience. Sure, the storytelling is bad, but it’s so bad that it’s good. If you’re a fan of One Piece, I’d absolutely recommend it because it’s the best video game adaptation you can find.

Streets of Rage 4: The refined, yet nostalgic Beat-em-Up experience

I’m about a decade too young to have grown up on the Sega Mega drive, but I’ve always been fascinated by retro games and so, some years ago I played the Mega drive collection for the Xbox 360.  It was there that I got my introduction to Streets of Rage. I wasn’t very good at any of the trilogy at the time, but I loved the look and feel of the games. I’ve revisited the original games recently and I’m much better at them than I used to be, I have a new appreciation for the music and the series has become one of my favourites on the system. When the fourth game in the series was announced over 20 years after the third game a year and a half ago, I was really excited. I loved the visual style that was shown off and I thought the redesigned Axel and Blaze looked incredible. Now that the game is out, I am so happy to say that my expectations were met and even exceeded in some areas, but the game does have a few kinks that perhaps come with its genre.

The story is as beat-em-up sequel as you can get. The children of the villain of the old games, Mr X, have come to get revenge and, naturally, the gang must get back together to beat the living daylights out of them. Of course, as mentioned above, you have Axel and Blaze, but this time they’re joined by newcomers Cherry Hunter (the daughter of the first game’s Adam), Floyd Iraia (the apprentice of the third game’s Zan) and even Adam himself is a playable character for the first time since the original game. Along the way they meet a load of characters both new and old in the form of bosses, who this time around may be the most fun lot they’ve ever been.

Of course, the gameplay is the main attraction of the game and Streets of Rage 4 manages to build upon the classic formula whilst modernising it in the best way possible. On the surface, it’s the same old game it has always been; beat the people up and keep moving. As usual, you have your basic attack button, your jump button and your special attack button for offensive and defensive moves along with grabs, throws, countless weapons scattered throughout each level and an extra move you can use by double tapping forward and using the regular attack button. This game adds a second attack when you use a downward attack in the air alongside an aerial special attack, a window to recover health after special attacks, the ability to juggle enemies by bouncing them off walls and a super move that you can use with consumable stars. All of this is complimented by the newly added combo and ranking systems. As you keep hitting enemies, your combo goes up and you get more points if you don’t get hit yourself. It is with the points that you get from levels which are then topped up by points you get from the amount of time you spent on the level, the amount of health you have left and the stars you didn’t use to provide a ranking from D to S . Your score will also be affected if you choose an assist before retrying a level.  your points are then accumulated, and a bar fills up. Filling the bar up unlocks the original 16-Bit versions of nearly every character from the previous games who play exactly as they used to.

But before I get to them, I want to highlight this game’s cast. Axel is how he’s always been, the balanced character that has high attack and decent defence alongside fiery special moves, Blaze is a bit faster at the cost of her attack and defence, with extra attacks when she uses knives and energy based special attacks that are more akin to Street Fighter. Floyd is the slowest, but he is the strongest character with the longest reach thanks to his robotic arms. He has lightning based special attacks. He can move and jump with enemies he grabs, and he can even grab two enemies at once for an extra powerful attack. Cherry is the fastest and weakest character, but she has a sprint, like in Streets of Rage 3 and the most aerial capabilities out of the cast, with her specials all revolving around her guitar. Adam is the middle ground of the cast and the only returning character that feels nothing like his original counterpart. He is faster than Axel, stronger than Blaze and he has a dash to avoid incoming attacks, with specials that are similar to Blaze’s. My favourite of the bunch has to be Blaze. Her move-set is easy to build big combos with and fun to use. Axel, on the other hand is just so slow and can’t hit anything. I thought it was just me, but after unlocking his Streets of Rage 2 appearance, I realised that to me he just feels worse than he used to. His attacks aren’t as strong and there is a massive cooldown after his bigger attacks that allows enemies to gang up on him. I’m not sure where I’m going wrong with Axel, but I can’t seem to get to grips with him.

The game has a fair amount of replay value, having five difficulties (capping at the insanely hard “Mania”), with each difficulty lowering the number of lives you start with and increasing the enemies’ attack power and numbers. The game has a number of modes that you unlock by finishing it for the first time. These include Mania difficulty, stage select, a brutally difficult boss rush and arcade mode, where you have to go through the whole game with only one continue. The game also incentivises replaying levels to earn points to unlock all the classic characters, S ranks, increasing your position on the global leaderboards and then doing it again with all of the different characters.

Streets of Rage 4 isn’t overly reliant on its predecessors, while the gameplay is similar, it isn’t afraid to change it and build upon it. That being said, there is an evident adoration of the original trilogy from the developers with so many overt references, like the secret battles in some levels and subtle nods to the series’ past such as the graffiti and posters throughout the game. The retro characters share this adoration, with details as small as the input delay when jumping as the Streets of Rage 1 characters to make it play just how it used to, regardless of your favourite of the trilogy. Don’t expect to see a playable Ash or Roo though.

The game is clearly designed for multiplayer, with four-player local co-op, two-player online co-op and the two-player vs mode. I played through the game for the first time with my brother. When you are playing with other people, the game is even more of a blast. The combo meter is shared between players and for the first time you can turn friendly fire off, so the combos end up becoming huge if you play the game well enough. While we lost quite a few times, I never noticed just how much faster the enemies were when compared to the player because my brother could handle half of the screen while I handled the other. However, when I played on my own, while I still enjoyed myself, the enemies swarmed me, and I just couldn’t fight back. This was especially true against certain enemies like Francis or Garnet, where no matter what I tried, I could only ever barely defend myself with ridiculously precise timing that was difficult even for a seasoned player like me. This isn’t helped by many enemies and bosses having unbreakable super armour, leaving you severely handicapped by playing on your own. While these were much bigger issues when I started playing the game on my own, I have since made much better use of verticality and special moves, making the experience much more manageable, but still not quite enough.

The levels are all engaging, with just about every locale you could ever want from a beat-em-up; the usual shady streets, sewers, a skyscraper, evil castle lairs- y’know, the usual. What makes them different this time is that they’re full of life. You’ll see people eating food, hiding away from all the fighting or just enjoying their time in a sauna. These intricately detailed backgrounds give the game a fun, Metal Slug style charm that is only complimented by the stunning hand-drawn art style. This extends to the characters too, as the animations on the game’s sprites have this incredible fluidity that gives just the right amount of character make their incredible designs pop that much more. On that note, the new characters and enemies fit in so perfectly with the old ones, which just goes to show the level of detail that the team went to when retaining the feel of the original games. While the game’s occasional repeated boss fights are a more negative relic of the originals, this is aa minor gripe at most considering the effort put into every pixel onscreen.

There is a concept art gallery alongside character bios in the extras section of the main menu as well as the choice of dish for your recovery items in the options menu, once again showing the commitment to tiny details that make the game that much better.

The music, as expected, is simply incredible. Every composer’s tracks feel unique enough while still fitting right in with both the rest of the soundtrack and the soundtracks of past entries in the series. Seeing each track progress as you get further into the level makes musical payoffs that much better. My personal highlights have to be the Stage 9 music and the boss tracks from Stages 6 and 11. As if that isn’t enough, you can also switch to the classic soundtrack. Sound design too is as satisfying as ever, with every impact sounding just as glee inducing as they always have been, impressively holding up against the iconic Mega Drive soundscape.

Streets of Rage 4 does its job nearly perfectly. The story works, the characters are varied and interesting and it is both visually and audibly gorgeous. The gameplay takes some getting used to but when it works, it is fluid, effortless and most importantly, fun. It isn’t too pricy and if you stick with it, the game keeps getting better as you keep playing.

Devil May Cry 5: An Incredible Successor to a Classic

Disclaimer: I would recommend reading my Devil May Cry 3 review for some context before this one.

This game is exactly what I wanted. A new Devil May Cry that manages to push past the needless shortcomings of its predecessors to provide one of the most incredible gameplay experiences I’ve ever had the pleasure of playing through.

The plot, of course is that a big demon called Urizen has come to wreak havoc on top of a giant cylindrical tree, the Qliphoth and now Dante and the gang from the previous four games have to beat him. Joining them this time is V, a strange fellow that likes reading William Blake poetry, hangs around nightmare demons and walks with a cane for seemingly no reason other than to look cool, so the standard affair really. Alongside this crazy team of demon hunters is Nico, a human character who doesn’t actually fight anyone and instead makes weapons for Dante and Nero, the protagonist from Devil May Cry 4 after he loses Yamato, Vergil’s sword and then has his once demonic arm chopped off by a mysterious man who is quite proficient with it (whoever could it be?) in the game’s opening.

The main conflict of the game is Nero’s desire to be seen to be a competent demon hunter through the eyes of Dante, who he clearly admires. This is set up in the very beginning of the game, with Nero caring more about being called dead weight by Dante than the giant demon that has just eradicated an entire city. This leads Nero to do various brash and stupid things throughout the game with his goal being to get to Urizen and beat him before Dante does so he can join the cool club with the rest of the crew. Devil May Cry 5 allows us to see more of Nero’s personality than we got to see in 4. With his short temper and narrow-mindedness staying the same, but this time Nero is a bit more playful and agitative with the demons he fights seeing as Kyrie (his love interest) isn’t in danger this time around. We see that admiration of Dante through the playful side of Nero as it nicely mirrors Dante’s carefree nature in Devil May Cry 3 in a subtle and natural way, without feeling forced, which is quite impressive considering how in your face the series can be. Dante, now much older than the previous games knows the truth about Urizen and Nero’s origins and we see his uncharacteristic coldness act as a way to protect Nero, but in actuality causes the opposite effect by getting him more involved. The tension between the two rises and rises throughout the game until it reaches a breaking point in the third act. All the while, V seemingly wants to help Nero get stronger, but there is an ever-present sense that he has his own plans for Urizen. The way the characters’ stories unravel throughout the non-linear narrative acts as the trigger for Nero and Dante’s emotional climax and how the rest of the game unfolds from there.

The supporting cast for the most part is … just there. I’m happy to see Lady and Trish back in this game, but they just sort of stand around and do little to nothing for the whole game. Morrison, a character from the Devil May Cry anime makes his game debut here, he gives Dante the job to beat Urizen and just leaves until the end of the game. I feel this then lets us get more attached to Nico, who appears throughout the game in her Devil May Cry branded van. She is fun, quirky and quippy, and she manages to act as a nice counter to Nero. It also helps that she acts as the game’s shop, requiring the characters to use payphones found in most levels to effectively summon her. These are some of my favourite parts of the game because of the strange hilarity of seeing characters who were tearing demons apart two seconds ago suddenly stopping and looking for money in their coats and then waiting for the van to show up. When it does, it is beautiful. The van could come from anywhere, smashing through walls, falling from the sky and even digging its way up from underground, the way that van flies into the scene adds a lot to the characters with the way it shows how they wait while at the same time it does so much for Nico as well by showing the player that she absolutely fits in with the rest of the crew with the insane things she pulls off. Urizen is less of a character and more of a plot device to drive Dante and Nero forward and I suppose in that way, he is more like Mundus from Devil May Cry 1 than Vergil from 3.

Which, I suppose in a roundabout way brings me to my next point; the game fits so well with its predecessors, well maybe not Devil May Cry 2. (I say that, but the city aesthetic makes me think otherwise), What I mean with this is that the game feels like a natural continuation of the series through its characters, its story, its gameplay and most importantly, its tone. The tone is especially important because the game trims the 2000s edge of the older games and adds more of the stuff that made people love the series. The cheesy melodrama is still there, the dialogue is as Devil May Cry as ever and the cutscenes couldn’t be more insane if they tried. With all of this, the game has a sense of self awareness, in that it manages to tread the fine line between utter insanity and a well told story, which I find to be one of its best aspects. I also appreciate the little references to the series’ history, like the inclusion of Morrison sprinkled throughout the game.

But of course, the best aspect of the game is its gameplay and Devil May Cry 5 exceeds every expectation I had. Each of the three playable characters, Nero, Dante and V, work completely differently, with different weapons, abilities, strengths and weaknesses.

Nero is the easiest of the bunch to get your head around, with one main weapon, his inseparable Red Queen, a sword that revs up like a motorbike (it is as cool as it sounds) and his gun, the Blue Rose, which is a double barrelled revolver. In Devil May Cry 4, Nero had a demon arm which he could use to fling enemies around or beat them into a pulp. In 5, he doesn’t have that arm anymore, so instead, he has Nico make robotic arms. These Devil Breakers each give Nero at least two extra moves on top of his already quite large moveset. These include simple actions like a lightning attack from Overture, the first Devil breaker you get, to some, like rawhide having their own bite sized moveset. My personal favourites have to be punchline, the rocket powered arm that Nero can ride as a sort of hoverboard and Mega man’s Mega buster that comes in the deluxe edition of the game. Part of the fun of the devil breakers is making a loadout that suits how you play, as you can’t switch between your selected devil breakers and they are all destroyed in a single hit if you use them at the wrong time. You can also destroy them if you actively choose to, which blows enemies away and they also break if you use their charge attacks, so planning how you want to use them gives Nero more depth thna he previously had. That’s not to say that his old weapons aren’t really fun too as the exceed system from 4 returns, rewarding players on their timing when revving the Red Queen up to allow for stronger attacks. He also has a grappling hook of sorts to pull enemies toward him so you can carry on pummelling them. Nero’s depth expands as the game continues, with each new devil breaker adding an extra layer of experimentation and strategy, so much so that by your second playthrough he feels like a completely different character. (this is helped by a certain other feature unlocked at the end of the game that I won’t spoil)

The second character you get to use is V, who plays completely differently to any other character in the series because he isn’t the one fighting the enemies and instead leaves that to his personal demonic familiars, Shadow, Griffon and Nightmare, all named after the bosses from the first game. To that extent, they function very similarly too, with Griffon and Shadow using the exact moves from the first game. Seeing as the familiars and V are all separate entities, you can use them all at the same time, which led to button mash a bit more than I should’ve when first getting to grips with V’s gameplay. Once you do master it, however the game becomes less chaotic and more about careful positioning of V and the familiars to constantly juggle enemies and keep them from damaging V. V and his familiars have their own health bars so you have to monitor each of them to carefully as V has to heal the familiars at the risk of getting attacked himself. After enemies are weakened, V uses his cane to finish them off in the most dramatic way possible. Unlike in previous games, V’s devil trigger doesn’t heal him, but it brings his familiars back to full health while also summoning Nightmare, who has his own complete moveset, but can move independently. V can also use some of his devil trigger meter to make the other two familiars stronger and put them on autopilot and he can walk around reading poetry to regain his devil trigger meter, which might just be the the best move in the game.

Dante is a whole other can of worms. Wow. There are so many things he can do. Just on the surface, four weapons, four guns, four styles, a devil trigger that changes how some moves work and another moveset that you get near the end of the game that adds a layer of strategy as to how you use your devil trigger that I won’t spoil. He starts off with Rebellion, his classic sword, ebony and Ivory, his signature guns, Balrog, fire gauntlets that also have  a kick based mode and Coyote A, a shotgun but over the course of the game you also get two other swords, Cavaliere, a demonic motorbike, king Cerberus, a new take on Devil May Cry 3’s Cerberus that now also has fire and lightning based moves on top of the old ice moves, Faust, a hat that uses your red orbs, the game’s currency, as its ammo and two different Kalina Anns, rocket launchers that are just like how they were in Devil may cry 3, but now there are two of them and even more moves. The same four styles, trickster for mobility, swordmaster for better devil arms, gunslinger for better guns and royalguard for defence are back and now you can switch between them in the middle of a fight, like Devil May Cry 4, but this time it is so much smoother. Speaking of which, there are so many moves for every single weapon, different modes, different charge attacks, there are three different swords, all with different reaches, attack powers and the third one even has its own mechanic. On top of all of that there are the moves you get from the styles, with swordmaster giving at least five extra moves to each devil arm and gunslinger giving 3 to each gun. Having so much choice allowed me to play around with more than I would’ve if the restrictions of Devil May Cry 3 were still there, acting as a testament to how far the series has come since then.

As with every Devil May Cry game, the goal isn’t just to beat the enemies, but to look incredible while doing it and the game wants you wants you to know that. The series trademark style meter is still here, rewarding players on variation and taunts rather than sheer brutality. The taunts this time around are the best they’ve ever been, the characters are much more expressive, and the inclusion of air taunts had me using the taunts more than I ever had before. I think the S rank taunts (V’s especially) helped too. SSS rankings are also encouraged by the dynamic music that changes as your style increases, a feature taken from the much loathed DmC: Devil May Cry. Essentially, this means that when you play the game better, you get the better parts of the music and a better overall ranking, which means you get more red orbs for more moves.

 I think the sheer level of experimentation not only with Dante, but the whole cast is one of the key points that has kept the game’s community so strong over the last year. The game supports this experimentation through the void mode, which is like practice mode in a fighting game that allows you to choose your character and try different things out at your own pace against any enemy in the game. You get to see the amount of damage each move does and how extended combos affect the enemies, you can see your inputs as well, so it is just like a fighting game in that sense. Difficulty modes are the same as in previous entries, going from Human (easy) to devil hunter (normal) to Son of Sparda (Hard) to series mainstays like Dante must die, where the enemies also use devil triggers, Heaven or Hell, where you and the enemies die in one hit and finally Hell and Hell, where the enemies are as strong as Son of Sparda but you still die in one hit. The Bloody palace mode returns with over 100 floors of enemies and bosses that rewards you with a new taunt and plenty of red orbs, so as far as replayability goes, I’d say that Devil May Cry 5 may have the most in the series because there is always something to drive you forward and make you better at the game while it constantly rewards you with new things to use or difficulties to play through.

The levels, while linear, still slow down a tiny bit for “puzzles” ( by which I mean “find an obvious thing and put it in an obvious place”) occasionally without ever feeling like they detract from the game, as they make the levels feel much more explorable and the world more fleshed out. My only real gripe is that there were maybe a few too many levels in the often monotonous Qliphoth as opposed to the much more interesting Redgrave city. There aren’t any enemies I would call annoying like the previous games; they all serve a purpose and require different strategies without breaking the game’s flow.

The game looks amazing. the RE engine makes the characters look realistic without coming off as unnatural, which is a feat considering the things that happen in the game. Redgrave city is that perfect blend of gothic and modern that Devil May Cry’s art direction has always strived to be, with modern technology and cars being coupled with gothic architecture to make every character and enemy fit in perfectly. The Qliphoth, in contrast feels much more cosmic horror inspired, as it is a force of demonic power as opposed to a place, spreading its roots throughout the city and turning its people into morbid masses of dust and blood. This ash grey exterior and crimson interior is reflected in the Qliphoth itself, making it a nice contrast from the series norm.

The soundtrack is great, with the standout track of course being Devil Trigger, Nero’s battle theme that I’m sure you’ve probably heard already. It’s catchy, it’s fun and it works so well with Nero as a character. Crimson Cloud, V’s battle theme fits V’s hyperbolic edge perfectly but Subhuman, Dante’s battle theme fell flat for me. It’s not bad, but it’s nowhere near as good as the other two. The atmospheric tracks were okay, but the boss themes, especially King Cerberus’s are really good and fit the mood of the battles they represent. The voice acting is also fantastic, with Reuben Langdon and Jonny Yong Bosch reprising their roles as Dante and Nero respectively alongside knockout performances from Brian Hanford and Faye Kingslee as V and Nico respectively, alongside the silly, sarcastic portrayal of Griffon from Brad Venable that contrasts V’s melodramatic edge perfectly. I feel that an underrated part of the Devil May Cry series is its sound design. The sound of every sword slash, bullet, laser, punch and explosion is so satisfying to hear and distinct, making the whole experience just that much better.

Devil May Cry 5 does everything right, the story and characters are fun, the gameplay is the best it has ever been, it looks phenomenal, it sounds phenomenal and it all works together to create one of if not the best action experience video games have to offer that kept me smiling every second I played it.

Persona 5: Royal is exactly what I thought it was going to be and that makes me sad

It could’ve been so much more

While the game hasn’t been localised yet, I looked into Persona 5: Royal as it released in Japan through various livestreams over the past couple of weeks as there was very little comment from Atlus regarding what wasn’t changed, with the trailers only giving some promise that there was any change to the base game to begin with. To my disappointment, I found that barely anything from the base version of Persona 5 was changed to any meaningful degree. Expect spoilers and JRPG speak ahead.

Where do I begin? I watched these livestreams like a hawk, waiting for something, anything different. Every trailer that released after the first made me think that I knew where this was going and I did, but I still had a slither of hope. “Maybe the new party member would join really early and change things from there”, I thought to myself. “Maybe fleshing out Akechi’s confidant would do something meaningful”, “Maybe they’ll fix the clearly rushed second half and its boring dungeon design”. I didn’t want to accept that this was just another cashgrab, adding less than a tenth of the base game to rope in fans with exciting trailers that left just enough to be desired that they’d buy the game again.

I had, shall I say, an “active discussion” with a die-hard fan about this very topic on a youtube comment section, which admittedly is far from the best place do so, but it did help me understand why people fall for such an easy trick. What I seem to gather the most is that people still seem to think that Atlus is this small, almost indie company like they were even in the PS2 era and they seem to forget that they’re owned by Sega.

This lets them get away with all sorts of things that other companies would get crucified for, such as; announcing DLC for a game that isn’t out yet, charging ludicrous amounts for said DLC, announcing DLC for what is supposed to be the “definitive edition” of the game with no option to make the definitive edition upgrade available to base game owners, not to mention carefully editing their trailers to make it look like there’s more to the game than what’s shown. A prime example of this is the footage they use of new parts of old palaces that are in reality either grappling hook points to skip a section out or a corridor leading to a miniboss.

As far as other parts of the game are concerned, all the other changes make it look like they’re just ways to make the game easier.

For example, the added/moved minibosses provide you with an accessory which gives your party members moves that they wouldn’t have been able to learn otherwise. This is interesting, but it disincentivises party variation, essentially rendering Hifumi’s confidant bonuses that let you change party members mid-battle useless. There is an attempt to combat this with unique skills for each party member’s newly added third-tier persona. These skills include mass buffing, debuffing and damage that wouldn’t be possible otherwise, but it just ends up making the game even easier as it essentially gives you the power to decimate everything with very little effort. I found this especially strange as I felt the base game’s last quarter was trivialised by having stupidly strong personas coupled with these same buffs on just one party member, so I can’t even imagine the complete annihilation of the new palace that these new moves would bring. Another addition is the new showtime attacks, which are sweet, stylish little team-up moves between two party members that do massive damage to enemies… on top of the massive damage you’re already doing to enemies. None of this would be a problem if the game’s difficulty adapted to your strength, but it doesn’t.

The old boss fights are altered to varying degrees in what seems to be an attempt to scale the difficulty, whether that be simply adding a dialogue option mid-battle or changing how a phhase of it works, which only happens once. Other changes include adding an extra move or extending the effect of debuffs, changing weaknesses and adding new elements to pre-existing moves. I feel that These changes are so minimal that I wonder whether they were worth changing in the first place. This lack of difficulty is so prevalent that the new superbosses and DLC boss fights of the previous two persona protagonists that were supposed to be he ultimate challenge of the game have been called underwhelming unless you’re underlevelled. From what I’ve seen, it’s the same strategy of debilitate, heat riser, charge/focus, God’s hand/Blazing hell/hassou tobi that just isn’t interesting after so many uses. It would’ve been much more interesting to see a boss fight that disbled certain moves with near certain death being guaranteed if you tried to use them, which is like older persona superbosses in a way.

I’m sure that the things that have been added are great, the music and visual improvements definitely are, but one extra palace, 12 personas, one new party member and an alive Akechi who are only in the party for that last palace, alongside a couple of fleshed out confidant stories, a new confidant and a new area to explore with minigames which altogether equates to around 10-15 hours of gameplay. This does sound good on paper, but when you consider that the base game took me around 120-150 hours to beat, if not probably more because I died so much, the new content does really seem like less and less the more you look at it, especially when the party members are only available in that last section.

what annoys me isn’t that they have added new content, but that they expect full price for it and the extortionate price of £130 (prior to the Western release, here it is £50, still ridiculous) for all of the DLC when they easily could’ve made the added content a DLC expansion. This is especially frustrating when incredible DLC expansions like Xenoblade Chronicles 2’s Torna expansion similarly come with new characters, challenge battles, sidequests etc. for what was at the time half of the base game’s price. The Torna expansion on its own takes around 20 hours to beat and many more if you wanted to do all of the sidequests. The fact that the standalone physical version comes with the rest of the season pass, which in itself adds a lot of hours to the base version of Xenoblade 2 makes Royal look like nothing in comparison.

To say that Persona 5: Royal is worth £50 at this point is ridiculous, but Atlus still plays the small company card to present the risk to fans of losing the series they love. While what has been added is to the standard of the base game, it should’ve been more. What was changed from the base game isn’t the jarring contrast of real human drama and stupid anime tropes or the corridor-filled second half, the mundanity of the late game on easier difficulties or the unanimously bad fifth boss fight, but rather accessories and powers to increase the mundanity and useless changes to the boss fights alongside agrressive monetisation that have well and truly disappointed me.

Nier: Automata: Existential dread has never looked so cool (part 2)

Before we begin on the other aspects of the game, in the first part I mentioned the small plothole of the androids still making 9S models just to kill them, since then, after some research and the help of old Steam forums I can confirm that there is no explicit reason given, but there is inference through the way 9S’s operator speaks to him that he was supposed to be reformatted, but other than that, there seems to be nothing.

As for the other aspects of the game, I can safely say that the visuals, voice acting, music and UI are practically flawless, but the gameplay could’ve used a little tweaking.

Platinum games did a fantastic job with the game’s combat, adding their stylish flair for timing based, over the top action to Automata as a way to improve vastly on the original’s clunky mess that ruined its reviews when it came out. For the most part, it does as we see the weapon variety increased with four different types; small swords, greatswords, spears and fists, with each combination having different moves depending on whether you place the weapons on the light or heavy attacks. This results in a multitude of stylish moves, my favourite of which being where you set a greatsword to the light attack and fists to the heavy attack, making the greatsword into a baseball bat for one of the fists, which is so satisfying to pull off, even though it’s not particularly difficult. On top of this, you have different charge attacks for each weapon depending on where you put them, jumping attacks and aerial combos for the different combinations.

 This is, however if you are playing as 2B or A2, with A2 changing the light charge attack for a taunt that increases enemies’ attack power while decreasing their defence. 9S gets rid of the heavy attack entirely in favour of a hack button, which when fully charged initiates a bullet hell minigame, which deals massive damage and if you win it, making up for the lack of a heavy attack and any light attacks beyond just forcing the weapon into the enemy. At first, this is really unique and interesting, but I agree with most in that after doing the same thing for the 2 trillionth time it gets quite stale, however what is cool is that when you hack an unsuspecting enemy, you get the choice to make them an AI friend or to become them. Becoming an enemy is completely useless, seeing as they all snap like twigs and hit like feathers (except for the guy with the arm cannon), but it is also a whole lot of fun. So much fun that I probably spent several hours playing as enemies whether it be just for the mobility of infinite backdashing or just seeing how far I can get with them.

A shared feature of both playstyles is the pod, the all-purpose sat-navs I mentioned in the first part. In gameplay, the pod will act as a gun for your character, providing essential chip damage to your main attacks. There are three, two of which are hidden throughout the game; one is a basic gattling gun, one makes homing missiles and the last is a ghostbuster style laser. Alongside these pods are what are known as “pod programs” which, to put it simply are super moves that range from firing a large laser to making a giant hammer or making the pod into a rotating blade. Much like other weapons, these can be bought or found all over the game’s world.

All of this, with the exception of the pod programs can be upgraded with the various materials you find across the world or get from doing sidequests, killing enemies or even buying them from shops. This however, as with many things in the game, gets really tedious in the second half; this is mainly because of a few materials being ludicrously difficult to find, even after getting as many as possible from sidequests. The problem mainly arises when you can’t buy or even get the material from enemies, which led me to just google where the materials were. What I didn’t know was that it was only going to get worse from there. Too long is the only way I can describe the time it took me to go to the same place over and over again, looking for the same thing with little to no luck. It was just boring and to top it off, the upgrades, with the exception of a couple aren’t even that good. You may be asking; But Mazen, why on Earth would you waste all that time doing that? Well good reader, the answer is simple: it unlocks the superboss, which after beating it, I can safely say it isn’t worth the hassle, please just watch the fight on Youtube.

I also feel that the range of moves that you have in the game isn’t really explained beyond the simple tutorial at the beginning of the game. For example, there’s a move where you can use your pod to propel yourself forward, but there’s no way to find how to do it. the game doesn’t hint to it at all, there’s nothing you can find that tells you how to do it, it’s just there. The same goes for the more advanced moves, as in games with similar combat, like Devil May Cry, there would be a way to see how to use every single move you’ve gotten up to and including that point, but in Nier, there’s nothing to be found.

 This is only accentuated by the overlevelling that you’ll probably experience if you do more than a few sidequests, like I did. I find the whole level system in the game completely usesless, seeing as when you don’t do any sidequests, the game gradually increases the enemies’ levels with you, but if you stray from the path even a little, you’ll end up annihilating everything the game throws at you, even on the higher difficulties. All of the interesting combat mechanics, such as the powerful move you can use after a perfect dodge or the extra damage on enemies that have fallen over are completely thrown out of the window for nothing, especially when the plugin chip system exists.

Alongside materials and money, you’ll be finding various plugin chips throughout the game. These give you a variety of stat boosts, like health, attack defence or speed, or they can provide more interesting upgrades like increasing the damage done by hacking, increasing the levels of hacked friendly machines or slowing down time after dodging attacks, similar to Bayonetta’s Witch Time mechanic. These eliminate the need for level-ups entirely, allowing you to build your characters the way you want to, so what I don’t get is why there’s still a levelling system in the first place if they already implemented a much more interesting alternative.

Another thing I don’t like about the game is the overabundance of money and how you can infinitely stock up on ludicrous amounts of needlessly effective consumable items. The prime example of this is the medium health recovery item. It’s cheap and restores half of your health. The problem isn’t that there are healing items, I find it’s more that there’s no penalty for using them. Take Devil May Cry or Bayonetta for example, when you use an item, your overall score for the level goes down and so regardless of how well you did, using that item would ruin your hard work, pushing you to get better at the game. Even Kingdom Hearts makes you time your healing with the risk of not having enough MP to heal again or cast any other spells. Thinking as far back as even the first Dragon Quest, healing in battle means that you’re using a turn that could be used to deal damage to an enemy and potentially end the battle to instead heal yourself with whatever item or spell you have. In Automata on the other hand, there just isn’t a penalty and you can heal as much as you want, completely killing the flow of the game. I feel it would’ve been better to have items only accessible through a menu in the same style as Kingdom Hearts or to have using the item take time, leaving you vulnerable to attacks.

On a more positive note, I enjoyed the bullet hell segments in the story missions. There are certain parts of the game where the characters get into flight units, which are mech suits that transform into jets, which is pretty cool on its own, but these two forms play in a different way to the rest of the game. When in the jet mode, it’s a pretty standard shoot ‘em up affair where waves of enemies come at you and you have to fight them with your guns and limited melee attacks for the different types of bullets they shoot at you. The main difference with the mech mode is that you have 360-degree rotation and more melee capabilities with the mech having a massive beam sword. These are fun little add-ons to the main game, and they had some cool set pieces, that’s about it though, not that I’m complaining.

There’s also a fishing mechanic. It may be the best part of the entire game.

The game’s overworld is interesting as it has all sorts of nooks and crannies, secret areas, strong enemies and what have you that are just littered with all sorts of goodies. I had a lot of fun enjoying the scenery, riding the local wildlife and finding all of the different shiny things all over the place. Sadly, the exploration isn’t perfect as for some reason, the developers decided that having you explore set piece areas that were once full of life and energy, but now empty and near un-navigable to find lot of the game’s lore and a few of the more interesting weapons was a good idea. The lack of save points in these areas made going through them even more tedious in the event that I died while exploring them, which is a shame, especially seeing the rest of the game’s world being quite easy to get around.

With the main gameplay over and done with, I can move on to the art direction, music and the rest of it.

The game looks incredible. The locations like the Yorha base with its fixed camera angles and monochromatic, clinical look brings a wariness about Yorha from the beginning, which I really like. This is especially apparent when contrasted with the bright colours of the rest of the world’s scenery, such as the lush greens and blues and weather that adapts to the game’s tone. I love the contrast between the artificiality of the androids and the almost organic nature of the machines, with a middle ground shown in the resistance members and A2, alongside 9S later in the game. The game’s art direction does its job outstandingly. This even extends to the UI, diegetically acting as the androids’ UI and as such fitting with the precision that we keep seeing in Yorha.

The music does a similar job, with the main city theme becoming livelier as the machines are humanised more and the Simone boss fight music reflecting what moves the boss uses. The game uses music brilliantly and in a way that is quite unique in the way that it reflects the game’s overall themes. The voice actors also did an incredible job, with the dialogue, although at times strange, never came across as too unnatural or cringy, a pitfall other JRPGs all too often fall into. The performances all round were solid if not perfect for the characters being portrayed.

After that exhaustive look at Nier: Automata, I can safely say that I am sorry if I bored you to tears, but more importantly, I do recommend the game as its biggest flaws, aside from the items and levelling issue, are mostly due to me being an inherent completionist and wanting to do everything it has to offer. I wouldn’t have been able to go into as much depth on the game without watching Clemps’ videos on youtube. if you ever happen to have a few hours spare, I’d recommend watching them as they go over the story in much more depth than I did, and they’re much more entertaining than this. If anything, I’m excited to see what Yoko Taro does with his next game now that Automata has finally given him some mainstream appeal.

Nier Automata: Existential dread has never looked so cool (part 1)

When I first played Nier: Automata, all I’d heard about it was that it was one of the best pieces of media ever written, and how it made you ponder the very nature of existence, plunging you into deeper and deeper thought until you’d just go insane from the inevitability of the cruelty of mankind leading to the world’s eventual ruin, or you’d just be too occupied looking at 2B’s rear to care about any of that. Joking aside, I really wanted to adore this game like so many others, but although I didn’t think it was bad by any means, I actually thought it was really good, but it just felt underdeveloped in areas. This will cover major spoilers for the entire game, so you have been warned.

For those who don’t know, game’s story revolves around two androids called 2B and 9S, who are sent to a post-apocalyptic Earth from a space bunker by Yorha, which is essentially the android military to defeat a race of machines who drove humanity to the moon. Over the course of the story the two learn through various events that there is more to the machines than meets the eye, and unfortunately, I don’t mean that they transform into cars, although that would be pretty great. As the game goes on, we see the androids and the machines joined by a desire to become human in any way they can. In the androids’ case, we see them become more emotional as the game progresses and we see the machines try to become human in their actions, such as creating a religion, learning philosophy and attempting to form a nation. This goes horribly wrong every time as we see the religion turn into a suicide cult, philosophy turning machines insane and the nation losing all purpose and devolving into anarchy after the loss of its king. We see the repercussions for the androids through 9S, who in an act of pure rage and heartbreak, goes on a genocidal rampage in the game’s third playthrough, known as route C.

Nier: Automata is split into three parts, called routes A, B and C. In route A, you play as 2B with 9S acting as an AI partner, in route B, you play the same story, but as 9S, with various extra titbits to stop it from becoming completely monotonous. Finally, there’s route C, which opens up a new chunk of the story where you alternate between playing as 9S and A2, another android who betrayed Yorha and now lives in exile on Earth

Route A opens with this statement: “Everything that lives is designed to end. We are perpetually trapped in a never-ending spiral of life and death. Is this a curse? Or some kind of punishment? I often think about the god who blessed us with this cryptic puzzle…and wonder if we’ll ever get the chance to kill him.”. This instantly sets up the plight of the androids, struggling to find a purpose beyond “life and death” and provides a hint that they are sick of all the fighting that they are forced to go through all the time and so sets up the game’s key theme of purpose. After fighting through several rooms full of machines, we are introduced to 9S and the two fight through machines until they are outnumbered and forced to kill themselves to stop the oncoming hordes. This then brings us to another key theme of the game being the androids’ mass production and memory loss from any point before they last backed the memories up in the event of death, which is nicely tied to gameplay as saving your game acts as your character backing up their memories. 2B and 9S then go back to Earth and find machines attempting to imitate humans in various ways until they come across 2 humanoid machines that name themselves Adam and Eve. Adam and Eve act as personifications of the machine network, which in essence keeps the machines under a hive mind and prevents them from having from the free will that the androids have. After various encounters, the two kill Adam and Eve and routes A and B end with a sense of new hope for the world.

I see Adam and Eve as a last attempt of a peace treaty with the androids by the machines as their appearances mimic those of the androids and they attempt to learn the differences between the two through their battles with 2B and 9S. We see a curiosity in Adam as he battles 2B knowing well that it would kill him and that he shouldn’t do it, (just like a certain forbidden fruit) just so he can experience what death feels like and to see the raw emotion of 2B when seeing 9S suffering at his hands. After Adam’s death, the once calm and collected Eve becomes completely blinded by pure rage at the loss of his brother, as he now understands the concept of death and anger from Adam’s encounter being put onto the machine network and thus transferring to every living machine. Eve’s death then kills the machine network and provides more machines with free will, with his death essentially fulfilling the goal of the machines in their attempt to become as human as possible.

The main difference within route B is that while playing as 9S, you learn from the leader of Yorha that humanity is dead and that the androids, just like the machines, have no reason to keep going on doing the same thing, but we see the Yorha commander ask 9S to keep humanity’s death a secret as  she expresses her fear that the androids of Yorha would have no purpose if they found out the truth.

Most people say that route C is where the game goes from good to phenomenal, but I don’t know if I could say the same. I think routes A and B were brilliantly executed as the story was spaced out by a multitude of side quests that allow the characters to grow on you by acting as a way to build the world, develop the characters and set you up for the twists in route C. The side quests themselves portray Yorha to be extremely secretive with special assassination troops and sending orders to kill with no explanation as to why the targets need to be killed. On the other hand, we see a more light-hearted side to Yorha through the quests given by the operators, who are guides to 2B and 9S in routes A and B and their quests involving their hobbies. We also see the machines humanised further through Pascal, a peace-seeking machine and his pacifistic village and the quests of its inhabitants, most of which being fun adventures but with the underlying purpose of showing the machines to be more human than the androids. Then route C comes along and immediately drops you into a huge battle between the machines and the androids now that the machine network’s loss has sent many of the machines insane. The battle entails swapping between 2B and 9S for various tasks, emphasising the battle’s spontaneous nature and keeping players engaged.

The Yorha bunker and every mass-produced android body is then destroyed by what is known as “the logic virus” which sends androids insane and bloodthirsty. 2B upon returning to Earth then becomes afflicted with the virus. This is tied excellently to gameplay, as we see 2B start by still having some fight left in her, allowing you to battle some machines, but as the virus takes hold of 2B more, you start losing abilities to the point where by the time you get to where you need to go, you can barely move, the screen glitches and blurs and any attacks or even the ability to jump have been completely lost. She is then attacked by more machines, but saved by A2 who then at 2B’s request, kills her and uploads her memories to her sword. 9S just so happens to come along at the worst possible point and thinks 2B has been murdered by A2 and thus begins his rampage. This beginning is brilliant as just prior to it, you get a preview of route C showing A2 with shorter hair like 2B’s, leading people to think that she would live only to increase the shock when she actually dies, leaving the player in awe and curiosity toward what will happen next.

You are then provided the choice between playing as 9S or A2, which doesn’t change anything as you end up playing as both anyway.  In 9S’ story, he goes around several spires in an attempt to enter a large tower that appeared after 2B’s death, thinking that destroying the tower will kill all of the machines. What’s important here is that 9S goes completely insane here and all that is left in his mind is 2B’s death to the point where he “kills” all of his happy memories after he finds his operator with the logic virus and has to kill her too.  A2’s story is where things get a little more interesting as A2 starts off like 9S, wanting to kill all of the machines, but through meeting Pascal and his villagers she reluctantly starts to accept them. This culminates in an attack on the village where Pascal and the remaining few villagers have to find refuge elsewhere. The villagers end up killing themselves out of fear and Pascal asks to be killed by A2. What I didn’t realise at the time was that you could actually just leave him to face the consequences of his actions, leading to a heart-wrenching scene where he begs A2 not to leave him and at least to erase his memories while A2 just walks off into the distance.

With the tower finally opened, A2 and 9S fight through more machines until they finally meet at the top. This is after the final big twists of the game, being that the androids were made from machine cores, that the bunker was designed to be destroyed alongside all of Yorha, linking very nicely to the “Everything that lives is designed to end” monologue and that 2B was actually 2E, “E” standing for executioner. This means that 2B was made to kill 9S whenever he found out too much about the truth of humanity’s fate. These revelations kill any positivity left in 9S as he finally accepts that everything he has done throughout the entire game has been for nothing and he then allows the logic virus to take him.

Depending on who you choose to play as at the top of the tower, one will kill the other. In A2’s case, she destroys the tower and herself with it and 9S after killing A2 could accept his fate and die or get accepted into the tower’s true purpose, being a backup network for the machines by none other than Adam and Eve. If you get both endings, the pods, which are the characters’ guns, communication devices, sat-navs and whatever else they need to be now attempt to change fate in what is in my opinion one of the best ending sequences video games have ever produced. You now have to fight your way through the credits to change the androids’ fates. Just when it seems impossible to finish, you get help from other players who literally deleted their save files just to help other people out in a truly heart-warming sequence. After you’ve blasted through the credits and left an inspiring message or an illegible bunch of words to others who have beaten the game, the pods rebuild 2B, 9S and A2 with the hopes of a better outcome for the three, thus ending the story on a high, if uncertain note.

Now that behemoth of a task is done for those who wanted to know or needed refreshing, I can reflect my thoughts a bit more. Another factor of the story I like is the similarities between the machine network and Yorha. Where the network is designed to be a forced hive mind for an entire species, the Yorha androids are themselves forced to comply with their orders or die and lose precious memories. I liked this because, as with the big three final plot twists it was subtle in its execution but also very apparent once you realised it.

 My biggest problem with the entire game is A2 and her, in my opinion poor execution. She starts off very enigmatic; having betrayed Yorha and having a long history with Anemone, the leader of the android resistance on Earth whilst also being quite sarcastic and charismatic when talking with her pod, but her past is never explored past one interaction you will likely miss out on entirely as if you by chance happen to talk to Anemone only immediately after she tells you to go to Pascal’s village, she gives you files on what happened between the two. These files recount the events of, and I kid you not, a STAGE PLAY that gives us the background of A2, but even then, the things you get don’t really amount to much. The reason for this is that Yoko Taro’s games were very much unknown to the general public until Automata, so it does make sense that he would expect his fans, who were at the time his only audience to keep up with all of his work.

This problem of prior knowledge of Taro’s work comes back with the characters of Devola and Popola, two characters who also appeared in the original Nier that have a very minor role in Automata that sacrifice themselves for 9S at the end which is shown to be quite a dramatic, emotional moment, but when playing the game, I didn’t get why. We then get a backstory for the two showing that they are modelled after the Devola and Popola in the original Nier who were partly the cause for humanity’s extinction, so their sacrifice in Automata meant a lot as they died to save life rather than to end it, but you would never know that unless you played the original. On the other hand is Emil, the franchise’s mascot and a character that was in the original Nier, who shows up and acts as a shop for various stat boosting items, weapons and equipment. He has a couple of sidequests where you help him remember the evens of the first Nier, but unlike Devola and Popola, it didn’t feel like I needed more context for its importance although I knew it would make the quests better. He also acts as a secret superboss if you fully upgrade all of the weapons in the game where you have to put him to rest after his immensely long life. The emotional impact of this is still very much present because Emil throughout the game had been a beacon of positivity in the game’s bleak world with his goofy song that you’d hear whenever he was around and his general giddiness all round, so it was immensely sad to see his last moments, regardless of context.

The end of Pascal’s story also has its impact lowered by playing as A2, who has no real connection to him beyond a couple of interactions. I feel having 9S at this point would further cement his anger against the machines and fuel his genocide further seeing as the only good machines he knew were killed for no real reason, giving him reason to believe that machines truly are worthless.

Another nit-pick I have with the game is that I don’t see the reason why they keep making 9S models if they just keep requiring to be killed for the integrity of Yorha. While the 2E twist puts a whole new perspective on every word 2B says throughout the game and makes a lot of what would’ve been gaping plot holes, like how all of the Yorha androids are immensely emotional, completely contradicting 2B’s initial statement of “emotion is prohibited” make a lot more sense and cemented this as an incredible and interesting twist that helped provide replayability to the game, but it just resulted in that tiny problem and I feel that it could’ve easily been fixed with a simple explanation, which as far as I’m aware, isn’t there.

All of the problems I have with the story stem from the decision of sending 9S immediately bloodthirsty as I feel that if there was perhaps a slower progression from initially being heartbroken and spiteful to becoming vengeful and infuriated over the course of events in the route. A few more sidequests would’ve helped to see the real effect of the loss of the machine network and given 9S more to do in the story beyond just going up spires, which would strengthen the impact of the ending. It would’ve also allowed more time for A2 to grow, perhaps exploring a conflict between herself and the memories that 2B leaves her. But other than that, I would call Nier Automata’s story a solid one, if a little convoluted as far as these things go. Its themes of the nature of being human and a corrupt humanity are classic themes of sci-fi where, in this instance, of course Blade Runner immediately comes to mind, with the androids having blood, an expiry date and being designed to do the humans’ dirty work, but Taro does it with such a unique style with the post-apocalyptic war setting and the visuals that you have to stick through it to the end.

I will continue this article in a second part that will cover gameplay, music, visuals and any other details I missed in this one.

Persona 5: the Royal and my view on JRPG re-releases

I realise that Persona 5 has taken over my life after I have now finished my second playthrough once I finally got around to playing it in October . It has gotten to the point where my cat now meows at me to go to bed if I stay up too late. As if that wasn’t enough, Joker’s incredible appearance in Super Smash Bros has made Persona 5 completely inescapable to me, not that I wanted to escape it in the first place. The recent gameplay reveal of Persona 5: the Royal, an upcoming re-release of the game packed with new content has me both very excited and very worried.

Just to be clear, when referencing re-releases, I’m talking about re-releases on the same console, like Pokemon Platinum as opposed to remakes, remasters or ports like Pokemon Yellow or Persona 4: Golden that came out years after their original release on different consoles.

the idea of the enhanced JRPG re-release is nothing new as we’ve seen as far back as 1997 with Final Fantasy VII: international; a Japan only release that added the extra superboss fights that were only available in the US and Europe at the time. An early western re-release that comes to mind is Pokemon Crystal, adding the option to play as a girl as well as providing the ability to catch almost every Pokemon ever up to that point. This isn’t limited to the JRPG genre either, as other games such as the original Resident Evil were re-released under new subtitles like “director’s cut” with new content.

the 6th console generation was also no stranger to re-releases in the genre, with Final Fantasy X, X-2 and XII getting international versions in japan and Kingdom Hearts 1 and 2 getting Final Mix re-releases. It wasn’t only Square Enix making re-releases as other franchises such as the Persona series itself were getting re-releases such as Persona 3 FES, which added new story content.

back in the time before online gaming and DLC really hit the mainstream, there was no other way to provide enhancements to a pre-existing game and so, a re-release was the only way to do it and feasibly make any money which I completely understand.

Nowadays however, JRPG re-releases feel much more like cash-grabs to me with a prime example being the release of Pokemon Ultra Sun and Ultra Moon, where what was essentially the same game was released for the same price with only a couple of extra hours of gameplay added, which is admittedly the same if not slightly more than Pokemon Crystal added, but it came out barely a year after the original Sun and Moon. You can even see this in the originals as there were a few areas with very little, if anything at all to do, but lo and behold, in the re-releases they are now new areas to explore. Would it have been that difficult to add as a much cheaper DLC expansion, which so many other games such as Sonic Mania did with its Plus expansion or Shovel Knight with its free annual expansions? Square Enix have recently started to do this with World of Final Fantasy’s Maxima edition and Final Fantasy XV’s Royal edition, but then went all the way back with Dragon Quest XI, making their S edition that fixes most problems that people had with the original release Switch exclusive with no way as of the writing of this article to upgrade for PS4 players who own the base game.

This now brings me to my worries with Persona 5: the Royal as I don’t want to be paying another £50 for a game I’ve already played through twice when I could just as easily be paying 20 for the boatload of additions the new version adds in the form of DLC for the game. It’s not as if the series is a stranger to DLC either as Persona 5 has a ton of it in the form of new personas and costumes for the game, so I hope the Royal is offered as an upgrade as well as a standalone product for those who haven’t played the original.

That is if they take the Persona 3 FES or Persona 4 Golden route in the first place, as it looks like the Royal could be a complete re-imagining of Persona 5 with several new areas within the old palaces and features such as the grappling hook. With more new information coming next month, we can only wait and see how this new version turns out.

Fist of the North Star: Bloody, Bonkers, Brilliant

Fist of the North Star is an absolute blast, from its Mad Max post-apocalyptic setting, ridiculous martial arts, stupid but lovable characters and incredible soundtrack, The film will keep you glued to your seat just to see how it tops itself next.

The film opens by describing the two main martial arts featured in the film, the Fist of the North Star and the Fist of the South Star, and how they would only bring terrible ruin if they ever fought against each other. This is followed by a montage of lovely scenery coupled with Katsuhisa Hattori’s phenomenal soundtrack, only for it to be interrupted by a haunting nuclear apocalypse scene that makes Terminator 2’s apocalypse look pathetic. The film gets no less intense from there as we are then introduced to our protagonist, Kenshiro, a master of the north star style being stabbed by another, equally ridiculously muscular man called Shin, who is a master of the south star style (Gasp!), then having his fiancée Yuria kidnapped. After this, and I kid you not, he is thrown down a massive canyon with a giant boulder being thrown onto him afterwards just to make sure he was dead, and he somehow survives. After his recovery, Kenshiro saves two children; Lyn, a mute girl and Bat, a budding engineer from a wasteland gang. The two children then accompany him as he now roams the wasteland looking for revenge; fighting increasingly ridiculous enemies along the way.

What makes this different from any other post-apocalyptic setting is the film’s emphasis on martial arts such as the titular Fist of the North Star. What makes that different from most if not (hopefully) all martial arts is that it makes people explode. The emphasis on fighting means that there isn’t really a commodity other than food and water that we see fought over seeing as we see armies of uniformed soldiers in convoys of massive muscle cars. This, as you’d imagine puts a whole new spin on the genre, mostly because it makes it somehow even more insane.

On the topic of stupidity, the film’s characters are all complete psychopaths living in a melodramatic soap opera and that’s where it shines. whether we’re talking about the somewhat more deranged villains such as Raoh, another north star user who wants to become stronger than any god ever could and builds his own massive army due to his sheer strength or Shin, who forces Yuria, who is perhaps the only somewhat sane character to try and genuinely love him by trapping her in a room in his fortress for what is implied to be several years. The protagonists are no less weird with Kenshiro going around murdering hundreds of admittedly horrible people while barely saying a word, or Rei, who uses the south star style that slices people into nothing and acts as a sort of sidekick to Kenshiro. Just to give you a vague idea of his, shall I say “quirks”, Rei is introduced by disguising himself as a woman just to kill someone with the miniscule chance to potentially find his sister Airi’s whereabouts. The only reason I sympathise with the protagonists at all here is because they have somewhat better motivation as to why they’re murdering all of these people as opposed to just killing them for the sake of killing them. I wouldn’t say any of them really develop throughout the film and sympathy for the villains is somewhat forced upon you, but in a way, that’s what makes it so great as they all create this charm in their excessive melodrama that genuinely keeps you engaged throughout the film.

The aforementioned soundtrack is incredible, where on the one hand, the film features Morricone style trumpet use in the opening or when Kenshiro is alone walking through a seemingly endless desert alongside the electric guitar used in Rei’s theme and the unforgettable chase scene. On the other, there are the more orchestral sounds of Yuria and Raoh’s themes that in culmination show an incredible range of emotions portrayed by Hattori’s music. Also, within the film are two brilliant, but abrupt vocal tracks, namely “Heart of Madness” and “Purple Eyes” that just come out of nowhere at the end of the film and completely steal the show. As far as voice acting is concerned, at least for the Japanese dub it’s ridiculously exaggerative, but that makes it so much better. As a taster, a little thing I like just because it’s so ridiculous is when Kenshiro says Yuria’s or Rei says Airi’s name, they’ll really emphasise it and I just love it for how abrupt it is in their sentences. That aside, if you take nothing else from this review, please just listen to the music.

All of this coupled with the awe-inspiring visuals make you end up fully invested in it by the end because, at least with me, the time you spend in the world that is surprisingly well built considering the film’s focus makes you more accustomed to its eccentricities. The visuals themselves are just as amazing as the soundtrack due to the various editing techniques used either for style or censorship when people explode or fall apart. They vary from speeding the footage up to lowering the resolution or turning the people into silhouettes and their copious amounts of blood neon white. No matter the purpose, it looks unique and gives the film just that much more character than it already had, even though it may not be to everyone’s tastes. All of the different armies and gangs in the film (trust me, there’s a lot) are easily distinguishable even though most of them are similar in their actions. The Film’s animation isn’t ground breaking by any means, but that’s not to say that it isn’t as brilliant as the rest of the film as it is just so distinctly Fist of the North Star from the neon blood, repeated animation for Kenshiro’s rapid attacks and the immensely detailed, albeit similar backgrounds where different places are distinguishable, as opposed to looking like the same place with a few different things as it so easily could’ve been. For example, the film’s locales include dilapidated megacities like Southern cross that contrast with small villages that the regular survivors build. The character designs all feel unique, from the already big, muscular protagonists like Kenshiro to the massive villains such as Heart, the character literally too fat to beat. Their designs show a clear division between the two that isn’t the vastly different costume choice. The leather jackets, shoulder pads and ridiculous cars alongside gang dress codes and battle armour make this the classic 80s apocalypse with the perfect sprinkling of Japanese absurdity.

Overall, I completely recommend Fist of the North Star to anyone who wants to have a lot of fun with a film for its insane premise and characters alongside its over-the-top violence and extremely 80s stylised visuals. It’s well worth your time, so I hope you enjoy the film as much as I did while watching it.

Devil May Cry 3: A Legend Stuck in its Time

Devil May Cry 3 is a masterclass in gameplay, style and characters, but its edgy, “cool” music, certain gameplay choices and some of its dialogue are massive shows of its time and an attempt to make something that was already cool cooler that just falls flat today. With Devil May Cry 5 coming out tomorrow, I thought now would be a good time to look back at the series best entry to see where it falls and how the new game could fix these issues.

For those who haven’t played any games in the series yet, the main plot is that Dante, our protagonist is the half human son of Sparda, a demon who saved the world by sealing away hell. Dante starts his own business, the titular Devil May Cry after his mother’s death and becomes a demon hunter for a living. Devil May Cry 3 is a perfect place for newcomers as the game is a prequel to the first game in the series.

The game’s main plot is similar to the series’ other entries: Dante gets a job from a mysterious, definitely not in any way evil customer, Dante goes to the place after jaw dropping opening cutscene, Dante kills the bad guys that may or may not include the aforementioned customer. While the plot itself is nothing special it doesn’t need to be as its characters are its main strength. In this case, when Dante finds out his long-lost brother Vergil is involved with the sudden eruption of a demonic tower, a whole new personal layer to an otherwise throwaway plot is created. The evolution of the two brothers, the different ways they use their half-demonic heritage and their “two sides of the same coin” dynamic make them stand out as two of the most iconic characters gaming has ever produced.

We see Dante, our carefree protagonist who actively embraces how powerful he is in some of the most insane, brilliant cutscenes ever whilst also remaining true to his human side and Vergil, our stoic, almost melancholic antagonist uses his demonic heritage in order to become the most powerful being in existence. He does this to prevent losing what he loves after his mother’s death, although at this point he only wants revenge. Each time the two interact, they come closer to the sides of themselves they reject. For example, after the first Vergil boss fight, Dante gains the ability to use his devil trigger, which is essentially a demonic transformation that makes him stronger after being brutally stabbed by Vergil, where Vergil, on the other hand becomes more human and compassionate in each meeting between the two, culminating in an unforgettable final scene that is worth playing the whole game for.

This difference between the two even goes as far as their designs as Dante wears modern clothes with a red coat with his hair down and uses guns alongside a rougher looking great sword, whereas Vergil sees guns as dishonourable and uses a much more refined and traditional katana alongside magic. he wears a blue long coat with upright hair, immediately separating the two. The phenomenal voice performances of Reuben Langdon and Daniel Southworth playing Dante and Vergil respectively make you love the two from their first interaction as the two bounce off each other so well that they truly feel like brothers. This makes possibly the best final boss fight ever as it is a massive challenge, especially in your first playthrough, but the narrative purpose and the surprisingly sad outcome make it truly special as far as finales in games go.

Of course, what would a game be without a supporting cast, and Devil May Cry 3’s is of course not as strong as the two main characters, but strong nonetheless. This may be because of Dante’s interactions with them but every character in the game is memorable for different reasons. The supporting protagonist, Lady (yes, that is her name. There’s a reason for it… sort of) acts as a contrasting personality to both Dante and Vergil as she has a much more serious outlook as opposed to Dante and Vergil’s “another day at the office” approach to the whole demon tower and her father, Arkham (the aforementioned mysterious customer)’s involvement in the events of the game.

Arkham acts as a driving force for the rekindling of Dante and Vergil’s relationship as (Spoilers, but quite predictable) he manipulates the two of them for his own personal goals throughout the game. This leads to one of the best boss fights in the game that you’ll have to see for yourselves.

The game’s aesthetic is contrasting, but that makes it so unique as it is done so well. The blend of modern clothes and weapons in this massive, gothic tower is unforgettable as far as video game locales go. I personally believe that this is because the characters and the environments blend together so well despite their contrasts to create a style that is undeniably Devil May Cry.

The various bosses in the game all have their own personalities and interactions with Dante that makes each of them unique and memorable. Perhaps they are so memorable because you use get a new weapon after each fight. The weapons are all extremely different from your starting great sword, from Cerberus, which manifests as ice infused nunchaku, Agni and Rudra, who become two smaller swords or Nevan, the literally electric guitar all provide the player with so much choice as to how to play the game. This all comes back to the plot as one of the most iconic moments of the game is where (spoilers again, somewhat major, but I couldn’t resist) Vergil steals the weapon from a surprisingly hard boss you just beat, only to use it against you in a boss battle, really allowing the player to connect with Dante rather than just taking him through the story.

The weapons are just one part of what makes the gameplay so special. The ridiculously large amount of customisation for Dante comes with not only the weapons, which all play completely differently where you can carry two at a time, but the various guns you find throughout the game that also work completely differently and the styles. These will place your strength in a particular area. There is trickster for speed and mobility, sword master for a plethora of extra moves for your melee weapons, gunslinger for more gun moves and royal guard for precise defence. There are two unlockable styles you can gain from bosses; quicksilver, which replaces extra moves for the ability to stop time for your enemies and doppelganger, which creates a clone of Dante for double the damage. You can upgrade weapons, devil trigger gauge and health with the numerous red orbs you get from defeating enemies, finishing levels and destroying things in the environment. These can also be used to buy healing items and a damaging item. The way you utilise styles, melee weapons and guns can completely change your experience the game and provide bucketloads to its replayability.

On that topic, the hardest difficulty you have to start with is normal, so completing the game gives you access to hard, very hard, Dante Must Die and ultimately, Heaven or hell, where you kill every enemy in one hit, but they can kill you in one hit too. Each playthrough on the same save file acts as a new game +, so there’s no need to worry about losing your upgrades and weapons. Not to mention that with the special edition, which comes with the more recent HD collections, you unlock Vergil as a playable character and the bloody palace mode after you finish the game as Dante. Vergil has three weapons to switch between, being Yamato, his katana, Force Edge, the first weapon from the first game that he uses alongside Yamato and Beowulf, the weapon he steals. He also has the ability to summon swords that hone in on enemies and a unique style that is somewhat like trickster, but with more aerial capabilities. The bloody palace mode is a continual gauntlet of enemies that rewards players with large sums of red orbs and a special costume for finishing it.

The combat itself is the main attraction of the game and at first, and probably throughout your first playthrough, you’ll most likely be mostly button mashing whilst learning a few moves, but at least with me, through just playing the game, the intricacies just clicked at one point and suddenly I saw myself go from D ranks overall to Bs and even As at times, just missing the S rank because I often take too much time to finish levels in the game. My personal favourite part about the combat is that you never feel like you’re missing out on the crazy stuff that happens in the cutscenes as the gameplay always makes sure that you feel as powerful as possible with ridiculous moves like surfing on your enemies, even if you are getting completely annihilated half of the time.

Now onto the few negatives of the game, because nothing’s perfect and Devil May Cry 3 is unfortunately no exception. The game has some awkward, out of place and what can only be described as really PS2 era platforming sections that just hurt to see in a game as good as this. Sometimes, the game is very vague as to where you need to go or what you need to get at certain points. Furthermore, and this is probably a much more personal peeve with the game, the “2006-ness” of some of the game’s dialogue the game even from the opening violence warning just makes me groan and aside from Devils Never Cry and the atmospheric tracks, the soundtrack just doesn’t do it for me. This is likely because I’ve spoiled myself with subsequent games like Bayonetta’s catchy, insanely stylish soundtrack but looking back at Devil May Cry 3 just makes me want more from its music. Devil May Cry 5 looks to remedy this with the categorically terrible but irresistibly lovable and oh so catchy Devil Trigger. That being said, there are some undeniably charming, yet so 2000s moments in the game that you’d never see in much nowadays, especially in that quantity.

To conclude, Devil May Cry 3 is just legendary and manages to push far past its dated and unnecessary aspects of gameplay and to an extent style, to provide a genuinely gripping story with iconic characters, an amazing aesthetic and deep, yet understandable combat  that makes it the undisputed legend of gaming that it is.

Xenoblade Chronicles 2: One Year on

Xenoblade Chronicles 2 gripped me instantly when I first played it one year ago, not only because I adored the original Xenoblade and put days into its spinoff, Xenoblade Chronicles X, but 2’s interesting changes and improvements to the well-established gameplay make it entirely unique as far as JRPGs go.

An integral part to any JRPG is the plot and Xenoblade 2 eases players in before gradually developing over several hours of gameplay. The plot itself starts with our protagonist, Rex aiming to go to Elysium, a fabled paradise in the game’s world of Alrest, in order to stop what is essentially a housing crisis of titanic proportions, as Titans, which are giant living creatures that act as the landmasses which the world’s inhabitants live on, are dying of old age. We soon learn of the world and its two most important groups of inhabitants: Blades, which are in a sense, people bound to weapons and their users, known as drivers who act as your playable characters. Rex unknowingly becomes the driver of the most powerful blade known to Alrest: The Aegis, or Pyra as she calls herself. From here, the two set out to find Elysium, meeting a colourful cast of characters through a story that keeps you hooked from beginning to end, yet unfortunately I felt its resolution had much more added onto it than it needed and undervalued the message of the game.

A large plot point is that of blades’ loss of memory when their driver dies, where they then return to their core crystal, where they originate from only to be reawakened as if being born anew. This cycle provides an interesting psychology to the blade characters in the game. For example, we see Pyra struggle because she retains her fond memories of 500 years prior to the events of the game and having to adapt and live in this new world she awakens in. The core party members, as expected in the Xenoblade series really do stand out with their rich personalities. For example, Morag, a driver from the militaristic titan of Mor Ardain, struggles in finding her identity within the party, although I feel she has little reason to stay with the other characters, as a spoiler-filled, major point that would give her motivation gets immediately undone. This weakens her resolve overall.

We see Morag’s ancient blade Brighid try to recapture her older selves within her current life through a diary kept over centuries of her long dead drivers. This shared desire for individuality links the two together in a simple yet effective way. We see the cast’s rich personalities through the implementation of character development through heart to hearts that I find the series excels in. while most are just simple fun, some bring new light to characters and develop them in interesting, unexpected ways.

Rex, I felt was a little bland compared to his predecessor, Shulk with very little motivation for his actions and no reason to be in the game other than to be Pyra’s driver until around 2 thirds of the way through the game, whereas we see in the original Xenoblade that Shulk, although in a somewhat similar situation to Rex has a clear motivation that drives and shapes his character throughout the game that I feel Rex was unfortunately lacking in.

Our main antagonists on the other hand, the group of Torna are an extremely interesting bunch of surprisingly deep characters. Jin, the group’s leader might be my favourite character in the entire game as his execution and evolution throughout the game was so well done that your view of him changes entirely from the beginning of the game to the end. On the other hand, I feel Akhos and Patroka, other members of the group weren’t developed enough and what little we did eventually get was unfortunately too little too late for me to genuinely care about them.

I started off hating Tora, the quirky Nopon (the series’ mascot) character, yet his arc that involved taking down the nopon black market to uncover a conspiracy and save his father, which has a direct impact on the end of the story actually made me appreciate him. He then immediately reminded me of why I hated him in the first place as I feel his dialogue got on my nerves a bit too much alongside his immensely annoying voice acting.

On that note, the voice acting itself is a little hit and miss in today’s golden age of voice performance

I really liked the idea of the people of various titans within the game having different British accents (with the somewhat strange exception of the Australian accent of the titan Uraya), whereas blades had an American accent to emphasise the differences between places and species within the game. This, however falls flat when Rex, who is meant to be a 15-year-old boy is voiced by Al Weaver, a 37-year-old man with a Yorkshire accent which unfortunately results in awkward and laughable dialogue in serious scenes. This, ultimately makes me feel like I’m playing the original Resident Evil instead of a modern RPG. Nia unfortunately suffers from a different problem as while her voice acting by Catrin-Mai Huw isn’t awkward like Rex’s, it is sadly tonally unfitting for a character as visually expressive as Nia. Otherwise, the voice acting is great, with the strong Scottish accent of Morag, Zeke’s over the top flamboyant voice adding to his often ridiculous lines and the members of Torna stealing the show for the most part.

As a side note, having 6 characters shouting things at the top of their voices at the same time during battles got so annoying that I turned off battle voices entirely to avoid a headache.

 While the voice acting has never been perfect in Monolithsoft’s English dubs over the years, Xenoblade 2 acts as both a high and a low point for me due to its contrasting performances. The visuals of the game face a similar issue of contrast but in a much different way.

 The world’s visuals are awe inspiring. From the Argentum trade guild to the world tree, the locales are stunning. Seeing parts of the titans, such as Gormott’s head move coupled with the fantastic, atmospheric music really makes the world feel alive, both figuratively and literally. The character designs are unique and representative of the characters themselves even if some female characters are needlessly… oversized in… areas which ends up looking ridiculous in battles and cutscenes.

My only other complaint as far as character designs go is that although it is a sweet idea to have several different artists design the different blades, some styles don’t blend well with Masatsugu Saito’s primary character designs which themselves don’t blend particularly well with the world, but the designs themselves are really unique to each blade and character, making me really appreciate the individuality shown through them.

The music as usual with the Xenoblade series is brilliant. Some of my favourite tracks being the theme of Giga Rosa, a sweet homage to 70s Mecha anime through its instrumentation and context within the game.  Praetor Amalthus- The Acting God, a really good use of a once calm, serene character’s theme under immensely different circumstances, making it intense and much faster. Another stand-out track is Mor Ardain- roaming the wastes, a great reflection of the titan’s atmosphere with militaristic instrumentation with an intense mood but a genuine sense of adventure. I also appreciate the series’ continued tradition of the music changing entirely to a much more sombre style at night when roaming the various titans throughout the game to present an entirely different mood to the same place.

The gameplay is unique, even among the similarly original battle systems of the series so far. where before there was a list of arts, which are special attacks combined with even stronger arts, such as Shulk’s Monado arts from the original or Xenoblade X’s overdrive that refilled over time.

Xenoblade 2 simplifies this down from the 8 arts seen in previous titles to just three per blade. a new feature to Xenoblade 2’s gameplay is the Blade system, that allows for multiple movesets based on the aforementioned blades’ weapons and elements. Blades come from core crystals that you find throughout the game, a mechanic where you choose a core of varying rarity and use it to get a random blade, similar to a blind box system. This feature kept me playing the game long after the credits rolled because certain blades, unlike most have unique designs and in a way, act as extra party members with their own special, character developing quests really act as a drive to continue playing the game, not to mention the seemingly endless other side quests that can lead to unlocking even more blades, unique boss fights and equipment.

The union of blades and drivers is a key theme of the game which is complimented by the gameplay, such as the need to get both drivers and blades new equipment and strengthening the bond between the two to get new, stronger abilities for the blades whilst strengthening your drivers through combat. Blades are split into subclasses and elements which come into play with their special abilities that are earned by using arts. Of course, it only gets more complicated from there, but the game explains it all through a myriad of tutorials, so this mouthful of systems becomes much easier over time. Admittedly, it does take some getting used to for new players as I presume the difficulty hasn’t applied to me as much due to my past experience with the series. Similarly, the difficulty of certain enemies in the starting area of Gormott is rather unforgiving for new players as they can easily annihilate your weak party, potentially killing lots of progress.

The UI is simplistic and does its job. Explanations aren’t long winded, and menus are easy to navigate. A particular part I like is the addition of the different titans you visit throughout the game to the pause menu as I feel it gives something simple like the pause menu a feeling of progression for playing through the story.

Overall, I find Xenoblade Chronicles 2 a more than worthy successor to the original as it excels in its story and characters, whilst providing deep gameplay, stunning visuals and an excellent soundtrack which manage to keep it entertaining even through its few, yet unfortunately large shortcomings. It has hours upon hours of postgame content with rare blades, several superbosses and its continued support over the year since its release has been brilliant with a new game plus being added alongside brand new blades, brilliant DLC and simple quality improving patches which have kept many players, such as myself coming back to the game for so long.