Review: Exiles End – Exiling itself to the Shadows


Pros:
+Decent story
+Graphics
+Interesting feature option

Cons:
-Lackluster mechanics
-Stale and repetitive music
-No real direction
-Lack of any back-story
-Over simplified enemies


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For fans of Metroidvania style games, Exile’s End has some outstanding environmental graphics for a 2D platformer. The very approach of being a 2D platformer makes you feel as if your playing a retro title. In fact, Exile’s End has one of the most interesting features I’ve seen for the genre it derives from. This happens to be the option to make the game look as if it is being played on an old school tube television.

The story for Exile’s End starts a bit chaotic and definitely a survival feel. Unfortunately, you get a little info on your actually character. But only enough to make you ask more questions and never get answers. As for the story of the game itself it tends to progress smoothly. With that being said that doesn’t mean its easy to progress or even fun. Just like old Metroid and Castlevania games, Exile’s End doesn’t always tell you where to go and what to do. The title also doesn’t even give you a clear sense of direction most of the time. There are pints in the game even early on where after several hours of running around you may still not now what your supposed to do to progress the game. Along with this if for some reason you mess up somewhere even if your far into the game you cannot backtrack at all. This is due to the fact that the game has no true checkpoint/save point system.

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How it works is if you enter a room no matter what ,the game will auto-save you at the entrance to that room with everything that is currently going on. So if you finish killing an enemy, but you only lived with one point of health and accidental go to next room, you have that single hit point whenever you reload at that checkpoint.  The worst thing about this is the fact that the only way to fix it is you having to start a brand new game. For those in the early game, it may not be such a problem but mid and late game it can cause a real issue for some and even make others not want to play anymore.

The mechanics of game play seem very reminisces of classics but are still a bit lackluster. Due to getting falling damage at the beginning of the game, you are pushed to explore your environments extremely carefully. This entails having to move the camera up and down to look around. However, moving the screen around is terribly slow and takes away from the platforming.

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The environmental dangers such as floor and ceiling spikes can feel terribly cheap as you just can’t be bothered to wait for your screen to move up or down to see them so you can avoid them. Another pat of this is the fact that for at least some time in the beginning of the game all you get is a rock as your weapon. This can and usually does cause quite an issue when facing enemies early on. Then later when you unlock bombs, you’re limited to three, and unlike other weapons you obtain these bombs happen to be hot-keyed to a single button. This can cause a major issue due to the fact that bombs can be used accidentally while in combat. Since they are required for certain parts of the game you’ll find yourself farming to restock your equipment if you run out.

One mechanic that seems to overall well done yet over simplified would have to be the enemies for Exile’s End. They are separated into 2 types, ground and aerial units. The issue here lies in the fact that depending on which your facing it doesn’t matter the actually enemies it is they essentially do the same thing based on which type they are. Aerials fly around and dive every so often and then rinse and repeat.

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Exile’s End – PC, PlayStation 4 (Reviewed), PlayStation Vita
Developer: 
Magnetic Realms
Publisher:
Marvelous USA
Cost: 
$9.99
Release Date: 
Now Available

Not the hardest to deal with and easy to get pattern for most part. Now the ground enemies have a tiny variation but nothing to significant. You have your melee and your melee/range units. The only difference is the fact that the melee/ranged units will fire some kinda range projectile at you every few seconds or so. So definitely could have been more done just so simplified for combat.

The biggest issue with Exile’s End is going to be the music for the game. Every zone or section of the game has its own music theme or as many would refer to it BGM like in the old days. But, each one only has a handful of sounds that make up the songs. This is a major issue cause after several minutes it gets very old and severely repetitive. This can cause you to want to play with the music turned off.

Exile’s End all in all isn’t the best Metroidvania game out there and not necessarily the worst to come from the genre.


Our review is based on a copy provided to us by the games publisher.  For information about our ethics policy please click here.


 Final Score: 3 out of 10


About the Writer:

chris_adeeChris Adee is one of B.A.T.G.R.’s newest writers who seems to love three things. Sleep, games, and MOBA’s when he’s not goofing around on Warframe and SMITE. He also likes games. A lot. Oh and anime. Did we mention anime?

Review: Titanfall 2 – Where Titan’s Roam Free


Pros:
+Takes on the high-paced action of the first title while vastly improving on core mechanics
+PlayStation 4 Pro players will notice a huge increase in performance over standard PS4
+Titans carry their own unique personality, continuing on from the campaign, and bringing more depth to multiplayer.
+Controls are easy, fun, and fresh in an already established mech-filled genre
+Creating communities is easier than ever compared to the first Titanfall
+Insanely fun boss fights within the campaign

Cons:
Latency issues do appear from time-to-time on Xbox One and PlayStation 4
-Lack of maps can grow tiresome after a few days


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October last year is the first time I got my hands on the Xbox One and Titanfall. It was in a few hours that I’d found myself swept away by this game that offered a unique vision of the future. It took humanity beyond the stars, it took us to places unforeseen before in a very real vision, and offered us a story where humanity was falling apart at the seams.

Without proper intervention, it seemed humanity would begin falling apart as it stretched across the Milky Way while trying to ever expand, and move among the stars. However, the title that first launched was riddled with troubles due to its lack of campaign, a solid story, and replayability as it took on a very familiar Call of Duty 4: Modern Warfare feel while combining the amazing things fans of MechWarrior had been experiencing for years on end without a hitch.

Just a few mere days ago, I found myself sitting in front of my Xbox One with a hot cup of coffee in hand, my free hand shaking as I took a sip, and within moments leaning back in my chair as if I’d just been through Hell and back. The truth was? I’d been through an experience that Titanfall hadn’t offered me the first time around. Even with all the ambition it promised from fluid player movement to massive ground battles while giant mechanized machines with their sentient A.I.’s moved across each map to assist their pilots. It’d been an astounding multiplayer experience, but it was only a fraction of what I had hoped it’d be from the former Call of Duty developers Jason West and Vince Zampella who delivered one of the most powerful campaigns ever with Call of Duty 4: Modern Warfare, which to many, is still the best of the games, and will continue being so for years on end.

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Want to be dizzy? This games idea of versatility in exploration may just make that happen.

However, they’ve managed to step past that in recent years as they managed to repair the Titanfall DLC and the games general mismanagement that led to players finding themselves despairingly stuck with a dying community. The damage had been done, but after two years, and a few months, I found myself once more sitting in front of the screen staring at a masterpiece, one that had managed to do everything the first game promised, but remarkably better. It offered a single player campaign, which stood out, created a universe that players can easily believe, it created villains that bled amazing honesty to them, but it also appealed to fans of Iron Giant with Jack Cooper, the main protagonist, and his several thousand pound friend B.T.

My adventure began in an earnest faction as many would imagine for a game that follows the sci-fi genre trope rather well. The game begins with players being thrust into a training simulation where Jack Cooper begins his training as a ground soldier, a man who wants to train to be a “Pilot” and become the best of the best. With a war unraveling before the frontier of space, the Frontier Militia have begun fighting back against the Interstellar Manufacturing Corporation, and want to keep peace among the stars as the IMC seek to make money out of it. Our story, as you expect, is very face-forward with what it wishes to do.

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Our mentor dies, we are granted a promotion to pilot where we team up with our large and powerful Titan, a mech, named BT-7274, but prefers to go by BT for sure. Their objective is quite simple: Survival behind enemy lines. If you’ve ever wondered what Behind Enemy Lines looks like with Starship Troopers, Titanfall 2 does this quite well as players will find themselves fighting against man, machine, Titan, and even inhospitably vile creatures that would rather see them dead.

Much as you’d expect, the campaign starts out generic, unremarkable, and all so familiar as it is essentially Call of Duty, but with massive robots at first, but eventually finds itself easily trotting a distinctive line of emotional grasp that the writers would ascertain a sense of authenticity to their story. While many could easily compare it to Call of Duty, this title easily surpasses the likes of titles such as Advanced WarfareDOOM, and even Call of Duty: Infinite Warfare in the sense of a genuine and believable story. It’s one that gives us a feel for what our futures could very well be like if we were to live long enough to see humanity stretch among the stars. Unlike id Software’s DOOM or Infinity Ward’s Advanced WarfareTitanfall 2 appeals to fans by offering an emotional depth, player control, and a very-real struggle of survival.

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It takes influences from multiple games and mashes them together quite well when it comes to its lightning fast movement that is easily comparable to Capcom’s title Vanquish, while borrowing its insane and enjoyable acrobatics from Lost Planetwhile managing to offer one of my favorite experiences from the smash sleeper hit Binary Domain. As one would imagine, Titanfall 2 borrows all of this quite well in order to help itself grow for both the fronts of campaign and multiplayer while working to evolve itself into something bigger, better, and stronger than before.

When players aren’t rushing towards an enemy with their CAR throwing out rounds, players can easily find themselves sliding after hitting the crouch button while turning their character to face the other way only to unleash bullets behind them, before finding themselves using a grappling hook to grab onto another enemy before unleashing a mighty-powerful bone-crunching blow that could easily send a man to his deathbed.

These type of combat scenarios are quite common in both campaign and multiplayer, which feel like extensions of one another, but without the annoying PvP aspect (campaign wise) to get a feel for the story. As one would expect, regardless of console of choice or PC, Titanfall 2’s controls aren’t just responsive – they are real, they are breathtakingly accurate, and they offer life-like animations that could leave fans drooling over their realism. They are fluid, they are what you’d expect if you had taken their spot, and with a vast array of weapons at your disposal, Titanfall 2 isn’t short of combat scenario variations.

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While combat outside of a titan is fun, the game offers one of its greatest experiences through its combat inside a lumbering hulk of a Titan. This is where the game changes from one experience into another. Much as expected, the Titan vs Titan or Titan vs. Man aspects are much the same in a sense of ferocity and brutal realism. It’s not uncommon to see rocket salvo’s going across the screen, while fellow pilots will lop thermite canisters past you in order to dispose of a possible threat, only to set the battlefield ablaze.

While it sounds as if these massive behemoths are invulnerable, it’s not uncommon to see one go down in a nuclear blast of glory, taking everything near with it, and unleashing a radioactive blast that will take nearby enemies out with it. These lumbering mechs are just as vulnerable as their pilots as each one comes with its own strength, its own weaknesses, and it’s own combat capabilities whether you are piloting B.T. in campaign or say Northstar in multiplayer. The design choices varying between single player and multiplayer offer up a rather intelligent sense of design compared to many games of the genre.

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Each piece of the overall design favors the idea between both man and machine, to offer multiple layers to each map to help transition players between their Titan and being on foot as the pilot. Whether it’s running through the games campaign finding yourself controlling time or in multiplayer phase shifting while rushing a Titan, players will find themselves blasting through enemies in multiple pathways. This also can cause some issues with the overall design to the games levels. Players may find themselves looping back around just as I have on more than one occasion. It’s not often that these problems stem from the idea that there are many paths, many ways through each level, and many hidden pieces within each one (want to find all those helmets? Better not backtrack and end up at the end of the level).

Unfortunately, the flaw with this design isn’t the fact it’s not a great idea, in reality, it is. It’s a perfect idea that translates well several times over, but leaves many players such as myself gripping tightly at our controllers as we’ve had a failure of communication with the level design. What way shouldn’t we go? Should I jump over the fallen tree in order to cross the river or should I go straight into the enemy facilities in order to find my new secret area? Oh right, I’ve fallen and died again while bouncing from pipe to pipe or wall to wall. This is common place unless players find themselves being guided to holograms within the game, and finding each splitting pathway as a new opportunity to experience different situations than ever before. Sometimes even offering better flanking positions against enemies compared to ones discovered previously in either campaign or PvP.

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Customization is heavily lacking in comparison to Titanfall.

While the true faucet to the games enjoyability is the conversations between Jack and B.T., players will find themselves a bit let down by the games multiplayer. Unlike the campaign, however, the multiplayer suffers from a lack of direction that the campaign does. Maps aren’t as open, forthcoming, and enjoyable as the level designs in campaign. Instead many of them feel as if they are re-hashed Call of Duty maps that offer up a discouragingly poor sense of design when it comes to utilizing the games mechs and weaponry for a better cause. Unlike Titanfall the latest title suffers a bit from its rather dramatic changes to fast-paced and multi-level designs within a singular map. Each one feels as if it has been dumbed down to provide a single-minded vision of combat, allowing for choke-points, and teams to take lock down a single map with a single stroke of Titanfall’s.

Unlike the first game, such a thing is not easy to recover from whether it’s in the games rather enjoyable team deathmatch variant titled Attrition or the variant known as “Last Titan Standing,” which is in essence, a team deathmatch form of elimination where the target is destroying the enemy teams Titans as quickly as possible. Unfortunately, unlike the first game, Titanfall 2 seemingly discourages the idea of large scale Titan battles with increased rebuild timers, which resets during intermissions, and forces players to rebuild them between each point whether it’s the main battle or the games intermission variant known as “Epilogue,” which, once more, allows for teams to attempt an evacuation if they’ve lost the match.

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Luckily, all that sounds bad, isn’t bad. Titanfall 2 is seemingly aware of its shortcomings from a developmental standpoint. The gamer designers have somewhat recognized this by separating player, Titan, faction, and even weaponry levels from one another. While some unlocks are only obtained through leveling up, Titanfall 2 offers a modest amount of customization for players to enjoy. While much of it is camo options, banners, or logo’s, players can find themselves enjoying a bit of uniqueness whether it’s the color of their gun, the Titan itself, or even their Titan’s hull sticker, which can be changed as players unlock them.

Unlike past titles that some of the development teams may have worked in in relation to Call of DutyTitanfall 2 lacks on customization in many ways. Many of the gun trees are limited to 3-4 guns, very few scopes, and very few perks for each weapon, which in many ways, hinder the want for progression or the games “Prestige Mode,” which follows suit of the previously mentioned game quite well. Unlike Titanfall, this sequel does a poor job of also allowing players to have the customization’s we saw in the first game. Want to use that Ogre chasis? That’s not happening. Want to use that 40MM on Scorch? That’s not happening either. Each Titan is a prefabricated class for you to enjoy, which takes away from some of the immersion, and even can leave players cringing a bit at this finalized design choice, which we may never see changed back at a later date. Which is kind of saddening as making your Titan match your player identity was fun, it was enjoyable, and it was something that delivered a true sense of enjoyment within the first title. Plus, who doesn’t want their Titan screaming at them in Russian or German? I know I do.

Titanfall 2 – PC, PlayStation 4 (Reviewed), and Xbox One (Reviewed)
Developer: 
Respawn Entertainment
Publisher:
Electronic Arts
Cost: 
$59.99 Standard Edition | $79.99 Deluxe Edition
Release Date: 
Now Available

Despite many of the games flawed missteps, Titanfall 2’s core dynamism establishes a beneficial step for the overall game and allows for chaos to ensue where players deem worthy. Want to jump up and run along a wall, dropping down on an enemy mech, and yanking his core out for your own? That’s rather doable in many of Titanfall 2’s encounters that are commonplace in both the campaign and online elements of the game. It’s one of the many strengths the game offers in a unique fashion.

Overall, the game is enjoyable, it is a nice changed pace from the ever-growing stagnancy that Call of Duty: Infinite Warfare has offered players within weeks of Titanfall 2’s launch, and even offers a campaign that isn’t scared of its own dynamic view. It’s a game that doesn’t just offer immersion, Titanfall 2 is a game that wants players to exchange fire from Titan to Titan, and even encourages them to enjoy its chaotic ways while they play. Even with its shortcomings, Titanfall 2 is quite easily one of this games most enjoyable games, which allows it to almost encompass other titles within the genre, and allows its core design to flow fluidly between single player and multiplayer, without ever losing its identity in the mix.

 Titanfall 2 could easily find its own creativity weaving through future title releases due to its uniqueness and its dynamic story that allows players to immerse themselves as the pilot. If that’s not enough, then the multiplayer alone will draw players in, it will let the ever-growing unique community tools draw them in for hundreds of hours more than they may already be prepared for.

Our review is based upon a retail version of the game we paid for ourselves. For our review, we also used a PlayStation 4 Pro with a 7200RPM HDD and a standard Xbox One for our review.  For information about our ethics policy please click here.


 Final Score: 9 out of 10


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you

Review: Battlefield 1 – Stepping Back to Times Where Battlefields Truly Existed


Pros:
+Extremely well balanced classes, weapons, and vehicle systems
+Unlock progress smoothly transitions to an era set before previous games
+Vehicles are unique and authentic to their time
+Multiplayer deepens the games story through operations
+Gorgeous graphics and soundscapes (music, ambiance, etc)

Cons:
Sound performance problems seem to pop up during extremely chaotic moments.


 

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Much like any BattlefieldBattlefield 1 is not a far cry from what makes the series unique among all the competitors out there. For the first time since Battlefield Bad Company, the series finally displays what it is to make a campaign a piece of importance to the overall title. While the series adapted to destructible environments, which is still present this day, the game also followed suit with titles such as Activision’s Call of Duty in the element of including unlockable items.

Since the release of Battlefield 3 the series has been trumped by an rather distinct since of identity conflict due to the direction the series began to take. With the launch of the PlayStation 4 and Xbox One, players whom purchased Battlefield 4 on the next gen consoles (at the time) were plagued with numerous problems. Each of these problems weren’t elusive to just some players, but they plagued all. With game crashes, texture issues, and insane load times, Battlefield 4 put a black mark across the franchises name for many.

For many it would seem as if the franchise was losing its focus, that it was falling apart, and luckily that has changed as they took a bit more time with Battlefield 1. Long had been the days since I thought World War 1 or any other war would have been a viable idea. Games such as Medal of HonorShellshock: Vietnam, and Rising Storm 2: Vietnam had proven that wars previous to Desert Storm, Desert Shield, and even Iraq. Setting foot into even older wars, however, had seemed to set things a bit more taboo in modern years. What happened though to DICE? Were they working on anything outside of Star Wars: Battlefront? That was a question much of the gaming community had asked. No, they weren’t, they were focusing on Battlefield 1.

Battlefield 1 Feels More Like a Movie than a Game

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To succeed as a new portion of the series, Battlefield 1 had first wave farewell to the modern day military aesthetic the series has seen for almost a decade. Doing so has allowed the developers to prepare the franchise for something new, something unique, and ultimately something that would help re-define the series as we know it now. The game so precisely and carefully weaved itself into a brilliantly crafted masterpiece, one that has been so carefully crafted that even the developers shared this intensity within the game itself.

Unlike previous shooters, Battlefield 1 brilliantly bids farewell to the one-man-long campaign, and instead, it brings forth multiple stories that across multiple theaters of war with many different tones in narration. Instead of continuing on with the one-man-hero story that Call of Duty has done across multiple installments, DICE approached the game differently by creating a finely tuned anthology, each one telling three completely separate stories across the events of World War I. The game telling the stories of multiple men and women within the theaters of war that take place across Europe.

While many would question how the game offers up a movie-like experiences, it’s quite easy to discuss when it comes to how well the narrative spans across multiple sequences even outside of the campaign. DICE does this quite well by bringing in a new mode named “Operations”. The Operations mode is what one would expect. It’s multiple battles that take place across several scenarios within a single area within a single battle. Each of these ones are told through the eyes of troops or leaders that players encounter within these missions. To fill in the need for cinematics, the game offers this up across multiple occasions to carry on the movie-like experience that takes place across the game.

Battlefield 1 is as Authentic as Possible for War Games

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Much as one would expect, there’s always a question about where a game may go as it begins to unfold. Does it ignore the costs of war? Does it ignore that the terror’s that those in it will not have some mental anguish caused by it? Do they remain silent about what they go through in all tonal challenges made possible by the costs of war? No. In a unique way, Battlefield 1 provides the real-life costs of what such a war would be like.

This move sets Battlefield 1 apart from all the rest. This makes it one of the largest departures within the military genre. The first chapter of the game captures this perfectly as players take on the role of a tank driver in “Mud and Blood”. In this chapter players are forced to enjoy a rather unique trip through Europe in a tank named “Big Bess”. In this mission players are given the option to approach the enemies in two manners. One is stealth, eliminating them with brutal melee finishers, and using silenced weapons that can be found scattered across the battlefield.

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The landscape, as you can imagine, is unique as players will sneak across mortar-blasted lands covered in mud that are filled with German forces. In the second story, players will become adept in using the games flying mechanics. In the second story titled “No Man’s Land”, players fly their way throughout the battlefields of Europe before taking to the grounds where machine-guns have cut almost everything down to size, tanks that have been demolished are littered across the trenches, and even mortal created holes that decorate the ground.

Let alone does the authenticity of the stories help portray the realistic costs to each character in Battlefield 1, the weapons help this authenticity seem even more plausible due to how each weapon has been carefully crafted in order to give a realistic response to its uses. Let alone do the weapons look, sound, and “feel” real, they offer a depth of realism never seen before within their customizations. This goes for combat as well in both single-player and even multiplayer.

If Battlefield 1 Provides a Realistic Feel for the Game it’s Throughout the Entire Thing

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Unlike previous Battlefield titles, sneaking, maneuvering, and flanking didn’t feel as needed in order to progress through each multiplayer session as it does now. The newest portion of this mechanical design worked well in Battlefield Hardline where players would find themselves cautiously sneaking across each map. They also found themselves using every bit of their terrain to provide themselves a tactical advantage. Much like Hardline sneaking and careful maneuvers serve as an important role to the game. This further proves that the need to shoot at enemies sometimes isn’t quit the best idea.

Unlike previous titles, Battlefield 1 isn’t some dull experience that players will find boring as they find themselves storming across landscapes as a Bedouin horseback resistance fighter, an Italian shock trooper, an ace pilot, or even a tank pilot there wasn’t an inkling of boredom coming from me. While it does suffer from rather well known issues of any shooter franchise, y’know, idiot A.I., players crashing friendly planes into me, and the occasional tank driver who decides to drive us off a cliff. With those issues aside? The game has vastly approved upon many of the underlying issues from previous titles.

Closing Thoughts of a New Era of Shooters

Battlefield 1 – PC, PlayStation 4 (Reviewed), Xbox One
Developer: DICE
Publisher: Electronic Arts
Cost: $59.99
Release Date: Now Available

Battlefield 1 is a departure from what we knew the series as. It forgoes the idea of the long ran approach to single character designs. It breathes what the title is through and through. It benefits itself from embedding the games core elements throughout the title. Whether it’s players storming across each map in combat in Rush, Domination, Team Deathmatch or even players storming across each operation that takes place in each multiplayer session. Something I can contest to after the dozens of hours I’ve already put into the game.

The game goes back to the days of what makes Battlefield 1 a classic Battlefield title. While some would assert that the game is slower in many aspects, others would carry on to say that the game is much faster paced in many ways. It serves as a reminder that the franchise has moved to grow as semi-automatic and bolt-action firearms fit perfectly with the era they came from. While the shooter genre moves forth into the distances of humanities future, Battlefield 1 will always be behind them as it remains very alive in its very unique way by departing from the competitive edge in ways the previous titles ventured into.

For now, it’s safe to say that Battlefield 1 pushes the boundaries into emotional depth and grasp. It’s a game that will push the FPS genre in a direction that it needed to go without underplaying the importance of building the single player into all aspects of the game and allowing that narrative to drive the games overall design.


Our review is based upon the release version of the game we purchased for review.  For information about our ethics policy please click here.


 Final Score: 9 out of 10


 

About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.


Sit-Rep: Dark Souls III: Ashes of Ariandel – A Succulent Fruit Hidden in Ashes


Pros:
+Revisiting The Painted World of Ariamis with Ashes of Ariandel
+New boss fights and creatures provide a worthwhile challenge
+New PvP Arena is spectacular and fulfills a PvPers desires
+Very well paced for the small download size offering between 3-4 hours of gameplay

Cons:
-Difficulty at times can be  mind boggling occasions
-Exploring can be difficult for newcomers to the series that started with DSIII.


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Dark Souls 3 has been delivering an enjoyable experience for us since the day we snuffed out the flame of the Soul of Cinder boss for our reviewAshes of Ariandel delivers a very similar experience for fans to enjoy. With a new icy landscape to enjoy, new weapons, armor, and even spells, Ashes of Ariandel isn’t shy on delivering a satisfactory experience for everyone involved. However, the hunt for all of this? It will only last depending on the want players have to fight creatures to farm for their gear or even players just wanting to wipe out the bosses for the experience.

However, this expansion isn’t all-that-difference from the lands we once explored in Dark Souls named “The Painted World of Ariamis”. However, it’s not exactly the same due to where players get to visit. In this world, players will find enemies that are rather diverse, deadly, and will deal just as much damage like any-other-enemy. Players will once more find themselves becoming familiar with enemies such as “The Followers, the Millwood Knights, and even the vicious wolves that wander around. Unlike many of the enemies we’ve met before, they are vicious, they are brutal, and these Viking like enemies that like to blow things up with their weapons.

Unlike many of the places we’ve visited in the game, Ariandel itself is just as deadly as the enemies within it. With treacherous mountain cliffs, false snowbanks that randomly fall from beneath you, Ariandel will leave you in perilous situations as enemies will openly jump you without knowing. While snowy-covered lands may be a large part of the land you explore, players will also find themselves going through buildings within the land, but also they will find themselves exploring the rather deadly path of twisted roots in order to explore the lands below. The only thing that makes this experience saddening is Ariandel itself isn’t all that large as one would hope. Compared to any other zone within the game, Ariandel is almost just a blip on the radar with it only hosting two bosses, around a dozen items to be discovered.

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The one thing that does make this zone a bit troubled isn’t the mobs, how small it is, or how few bosses there are. It’s the fact this zone is packed full of bonfires that allow fans to move through the zone a heck-of-a-lot quicker than they’d like. Unlike Dark Souls world “The Painted World of Ariamis,”fans will find themselves not concerned with moving once more through the lands. Like much of the game compared to the previous entries, Ashes of Ariandel remains tame compared to the rest of the game, and even makes itself feel less challenging than ever before.

This approach, however, doesn’t take away from what the expansion is about. The bosses, the monsters, and even the treacherous terrains are formidable foes that will leave players reeling in pain. As mentioned before, Ashes of Ariandel remains a pivotal point in the direction the next DLC could go. Despite how easy the DLC felt at points, the expansion itself offered up plenty of challenges for me to experience. Whether it was the Millwood Knights or even the wolves hiding within the forest, Ashes of Ariandel’s three hours of play time offered plenty of challenges for me to go through, and became a rather quick awareness check for me to experience. PvP arenas remain locked until players defeat the optional boss that’s hidden within the lands.

While mortality within the game is quite easily tested by players exploring the lands, you can quite easily expect this to shine through in Ashes of Ariandel with the games new arena. For players looking to PvP, Ashes of Ariandel offers up a rather large amount of this to be had. Players can choose from 1v1, 2v2, 3v3 or even blood filled free-for-alls, and the ability to choose whether or not to heal within it. Seeking avenues within each map is quite pleasing as players will find multiple approaches to each encounter, which will allow players to blast back against their enemies or even wither them down to nothing. Worried about spawn camping? There’s none of that to be had here since the game manages to negate this issue with an anti-spawn camp mechanic. This will definitely encourage PvP later in for those that tire of the games campaign.

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Dark Souls III: Ashes of Ariandel – PC, PlayStation 4 (PlayStation 4), Xbox One
Developer: From Software
Publisher: Bandai Namco
Cost: $14.99
Release Date: Now Available

However, with all that said, Dark Souls III: Ashes of Ariandel is an enjoyabl experience that will keep fans busy for hours to come. Fr those looking to PvP, the DLC will keep fans busy for longer than expected as they find themselves exploring the frozen wastelands or even beating other players around until their ashes scatter within the winds.


Our review is based upon the release of the DLC via the games Season Pass.  For information about our ethics policy please click here.


 Final Score: 8 out of 10


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

This NIS America Sale is Outrageously Awesome

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Saving money is always a good thing. It doesn’t matter whether it’s about games, movies, books, music, or what have you. Today our pals at NIS America have announced that they are having a rather large sale that’s one that could quite likely have you setting your wallets on fire in order to obtain all the games they want. So lets take a look at a small sample of what there is to obtain.

Think that is all? They’re also doing a rather nice sale on the Phantom Brave title on PC right now for those of you wanting in on that.

What games will you be picking up from this gigantic sale?


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Sit-Rep: Sword Coast Legends – Do Swords Clash Well on Consoles?

Pros:
+Beautiful top down cRPG that follows a play style close to Baulders Gate
+Class system is very much along the lines of pen and paper DnD in real time
+Character creation is in-depth, intuitive and does require attention to stats

Cons:
Extremely Limited Dungeon Master Mode
Character classes at start are limited as are race selections
Horrific quest markers that seem out-of-place and rather misleading

 


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A lot has happened since Sword Coast Legends launched on PC earlier this year. Thanks to our friends at Digital Extremes I was able to get my hand on the original PC release. A lot has honestly changed since then thanks to the DLC content, but also some fine tuning that the game needed rather badly. In my previous review, I also stated I’ve experienced some in real life hysterical moments with my friends Matt and Ben when we sat at a table to play Dungeons & Dragons on weekends.

For this review, we’ll once more pretend I didn’t play with my friends, that I don’t know what D&D is, and I certainly don’t know the legendary Gary Gygax. In this review I’m also pushing to the side I have previous experience of the game and approaching it from a new view all together thanks to Digital Extremes and my friend as well as colleague Christopher Adee. So let us get this underway.

Sword Coast Legends Keeps the D&D Fans Know Alive

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When it comes to D&D we’ve all had that feeling that we’ve walked in circles many-a-times. We’ve seen games such as Baldurs Gate, Baldur’s Gate: Dark Alliance, Neverwinter Nights, and even an MMO-version of Neverwinter release across all platforms. Among these many titles we now have Sword Coast Legends, which is oddly familiar in many ways. Much like Neverwinter Nights, Sword Coast Legends fills a much needed gap when it comes to D&D Games, unlike the publishers game Warframe, it doesn’t sate a deeply hungering desire that players have.

As one would expect, Dungeon Master is something that’d be rather important within the game and honestly it is one that should have performed the best. Unfortunately, this isn’t where the game shines in all unfortunate circumstances. Much like any game, D&D titles survive based on story, which is where Sword Coast Legends shines the best out of it all. Much like any D&D title, players begin the game as a part of a mercenary band, a member of the Burning Dawn guild, and one that must guide their caravan to the pirate city of Luskan. Being attacked by a group of mercenaries being led by a Knight of Helm, players finds their guild is being condemned by him for possibly being composed of demon worshipers.

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By the end of this beginning sequence players find themselves investing the city of Luskan around the Sword Coast and looking for answers to what is happening to them. While the opening cut scene was one players will be rather familiar with, it’s an issue that this game comes across besides the fact it had a chance to be intriguing, albeit difficult at the same time. The game comes out with a default “defend the caravan” scenario where players will get acquainted with combat by fighting rats, goblins, and the infamous mercenaries we discussed.

While the game grabs our attention by killing off a caravan member early on, players could easily cringe if they’ve played Pillars of Eternity since both games begin almost on the same note. If you’re like myself, don’t equip all your party members with the best gear you find, there is a chance you will lose them and the gear itself won’t remain permanent. Once getting this out of the way, the game effectively joins the collective of games that Bioware has inspired after the release of their Knights of the Old Republic titles. Players will find themselves growing accustomed to wandering around multiple landscapes such as sewers, woodlands, abandoned castles, dungeons, caves, and the likes. Sadly, this is something that remains rather common within Sword Coast Legends.

It Gets a Bit Weirder for Sword Coast Legends

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While one would assume enjoying a game wouldn’t be a common occurrence, it’s something that does tend to happen quite often, which makes it odd to the games pacing. Players will find themselves doing it quite often to level up their party members, choosing items, placing points into spells, and even itemizing themselves properly so that they may become insanely overpowered. This all, of course, requires a bit of Dungeons and Dragons know-how players may be unfamiliar with at first. Trust me, it happened to me to, and I know D&D somewhat well as long as it sat within the 2.5 guidelines.

While the A.I. knew what it was doing, I did find myself swapping to my healer, more-so to ensure healing would be done properly, and would provide proper buffs needed to complete each battle. Trust me, it worked, and quite a bit. One thing that players will find problematic isn’t that the difficulty isn’t there, but it’s the fact it isn’t there when it should be and is there when it shouldn’t be. A few rats or a few goblins? No problem. Have your caster blind them, freeze them, and annihilate them with their most powerful AoE spell.

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While Chris and I did take time to notice the difficulty didn’t scale in our favor, we wiped a few times, picked up the pieces and tried once more. With the few kinks in our mistakes cleared out, we ran off, grabbed our objective, and were on our merry ways due to our excessive amounts of healing items and defensive potions. Not that this is problematic at all, but the reviving friendlies without a spell doesn’t help to alleviate this issue. The only time I found a real problem was when Chris took over the tank only to have our cleric waste a healing spell that wasn’t needing to be used a few times. The other issue? The AI loved to use our healing kits, potions, and resources without really needing them, which left us in fear of never having them when they are truly need in things such as a boss fight.

With that aside, the game is quite enjoyable thanks to the character classes that are in play, which puts each character uniquely crafted as you start recruiting your party. With the new leveling system, players will be able to build the characters they want through these rather in-depth skill trees. For those unfamiliar to D&D, these may be a bit dumbfounding at first, but once figured out, they’re quite fun. Want a battle caster? That’s fine, craft your caster to do so based on the large array of skill trees to do so. My fire mage? He quickly went battle mage, which isn’t uncommon in the game. I made him good for close range combat while wearing light armor. I’m sure Hommet was calling me dirty things in the background. It happens, but he’ll fight through the storm. Our rogue? I made her more useful at picking locks, revealing secrets, and dealing delicious amounts of damage without being spotted.

Our little elf friend cleric? She quickly became our dedicated healer. While many would frown upon my choices, it’s because this game easily made this capable of happening as characters level up, and offer players a chance to designate characters to how they want them. If you are out adventuring and have a class missing from your party that synergies with your build? You could find yourself troubled, but thanks to the class system that shouldn’t happen, and won’t if you prepare properly. The only thing dumbfounding is that characters can communicate from camp by the means of magic. Wait, dwarves can’t use magic can they?

Oh, Dungeon Master… You Need Some Upgrades

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While finding people to play with on Sword Coast Legends was enjoyable, I found myself cringing on several instances, but not because of the multiplayer. The game honestly has one of the most solid netcodes I’ve experienced to date, but the fact the game goes beyond the campaign and leaves players to an opportunity to play the Dungeon Master mode, which is troubled due to its rather lacking amount of content.

Just like in tabletop D&D, players are given a chance to allow players to build their own dungeons and play them shortly after. Sound familiar to anyone? We did this in Neverwinter Nights also. Players can select from traps, monsters, and loot tables for players to enjoy. While it could be heavily edited, it’d have been nice to see more complex codes so that players could add in interactive NPC’s, secret rooms, and even special loot sets for players to discover.

Sword Coast Legends – PC, PlayStation 4 (PlayStation 4), Xbox One
Developer: n-Space
Publisher: Digital Extremes
Cost: $19.99
Release Date: Now Available

 

Much as you’d expect, once your dungeon is build, you can take your friends or internet friends on an enjoyable spin through your carefully crafted world. Players can directly manage the party so as to make the progression of their friends even more challenging and unpredictable. Of course, this can be done without intentionally making them fail like I did a few times to show what DMs are capable of. The Dungeon Maser can openly place new traps, new missions, and spend resources (threat) to provide an elevated sense of difficulty to their dungeons.

Unlike my chances at home, Sword Coast Legends’ difficulties have proven true as to what I had expected. While some could harp on the game for such a lacking feature, it’s one that the publisher Digital Extremes could have had developer n-Space improve upon post launch. The downside to this is even more painful – n-Space has closed, which means no new content will be headed this way. We can only hope that Sword Coast Legends gets improved upon by famed publisher Digital Extremes by providing some of the love they’ve shown to Warframe.


Our review is based upon the final version that the publisher provided us with.  For information about our ethics policy please click here.


 Final Score: 6 out of 10


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

 

Sit-Rep: PSYCHO-PASS: Mandatory Happiness – Smile for the Camera


Pros:
+Stories are short, deep, and incredibly well written
+Anime knowledge isn’t required, but is suggested
+Choices matter, big time, even the small ones
+Multiple endings that actually reflect your choices made

Cons:
-The graphic novel approach could deter some players
-Better choice options could be priceless if better ones were put in


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When looking at games, many of us are used to narrative driven shooters, action-adventure, and even RPG titles. Many of us are used to scaling across landscapes, through buildings, and focus on rather active games, but what if one of the best narrative titles didn’t have any of this? What if this game was presented as a children-esque picture book made for adults? That’s exactly how PSYCHO-PASS: Mandatory Happiness is approached.

While that seems like a negative to some, PSYCHO-PASS: Mandatory Happiness isn’t scared of bad endings, and it isn’t ashamed of them. This game is fatalist in every sense of the word. One wrong choice could result in a rather grotesque and brutal death of the main protagonist. Want to play the 20-to-30 hours I did and know that your character could very well die? That’s fine if you are up for it. This game isn’t scared to give you that formulaic approach. It’s built into this games nature.

If you play it like I did, you’ll also know you can complete this game in one swift and direct playthrough. With it lasting only roughly 3-4 hours per story (one of mine took a bit longer due to my PlayStation TV not loving this game as it should have, which was hardware based problems), I was able to see quite a few endings within 9 hours. Luckily, this game tempts you to actually play it once more, and if you think you want to ignore all the possible endings, I’d by you dinner if you didn’t have even the slightest want to obtain them all. Hell, I’m still playing due to this.

Psyco-Pass: Mandatory Happiness is Based on an Anime After All

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While it’d be hard to justify a game not based on an anime, PSYCHO-PASS: Mandatory Happiness follows suit in this world that’s already been created. Just as the anime is actually relevant to the game, Mandatory Happiness is more-so an offshoot of the already established franchise.

In Mandatory Happiness players take the role of one of two characters. Players can choose from either Nadeshiko Kugatachi or Takuma Tusurugi. Both of these characters are unique in the sense that both of them come from different backgrounds. Nadeshiko is an Inspector for the Public Safey Bureau. Takuma is an Enforcer. Both of these characters serve very different roles within the game, and each of them also give a new insight to their own underlying plots. Something that is quite important to the end of the game.

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For those unfamiliar with PSYCHO-PASS lets take a bit of a look into it before we begin. The series starts in a rather futuristic Japan where technology has reached all new heights when it comes to surveillance. This new technology has reached a point to where it can keep tabs on everyone and will predict their chance of committing a crime. If they get near it, the system will warn them and alert the authorities of such a risk. Let alone does it do this, the system also creates a profile about each of the citizens it watches over. With the Big Brother-esque Sibyl Systems in place, everyone is not free of being scanned. The system scans, as stated, both mental and emotional metrics in order to keep a check on everyone’s “Psycho-Pass”.

In this system, people are monitored based on a Hue. If a person’s stress level changes, their color will grow cloudy, and if it continues to stay cloudy too long, they are flagged as a risk for society. Society’s goal is to keep their Hue clear, which means they must control their anger or their sadness. On top of the Hue, Psycho-Pass also has a Crime Coefficient that works along side with it. This number, the Crime Coefficient that is, keeps a number on the citizens. If the number reaches a certain point, the Public Safety Bureau (PSB for short) will send a detective team of Inspectors and or Enforces to determine if a person needs to be enforced. If they do, they’re knocked unconscious with a weapon known as a Dominator. If people are knocked out, they are sent to a hospital to try and rehabilitate.

If that was too long, lets just understand that Minority Report is an excellent movie to use to describe this system and how crime is predicted, but with technology instead of psychics. Regardless of which character you play, you’ll learn that one of them has lost their memories, the system has decided that one of the characters needed to rehabilitate before going back into action. Unfortunately, this does set one of the characters apart from the other, which creates a void between what characters should expect in the long run. This aspect brings the anime to life within the game and makes it so players don’t exactly have to understand the anime in order to play.

There’s No Action Outside of the Graphic Novel Reading

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While many of you are quite possibly used to anime games such as Freedom Wars, Lost Dimension, and even Soul SacrificePsycho-Pass: Mandatory Happiness forgoes all of this for the graphic novel -like appeal. While Psycho-Pass: Mandatory Happiness would work quite well as an action game, the fact it comes off as a graphic novel works out quite well for fans. Even with all the reading, it’s a game that is rather addicting once players get started.

While I’d be lying if I said I wasn’t at least slightly discouraged by the graphic novel appeal, PSYCHO-PASS: Mandatory Happiness, is one of those that has been very well done to the point that players would find themselves drawn in more than once. Decisions, as you would expect, play a major role in this game, even the smallest ones. In PSYCHO-PASS: Mandatory Happiness players will find decisions to be something of importance in completing their play throughs one by one. However, how will your decisions be made? Will you infiltrate a location that serves as a home base to a possible suspect? If not, will you stay back and research your options? All of these will play a radical point in your overall story. Each of them will manipulate your possible endings.

PSYCHO-PASS: Mandatory Happiness – PS4, PS Vita, and PC
Developer: 5pb.
Publisher: NIS America
Price: $39.99
Released: Available Now

While these choices certainly don’t seem as exciting as they should, each one serves their purpose, and each of them remains important to the stories final outcome. If you were to look at the Steam achievement list or even the PlayStation Trophy list, the possibilities for your options are truly astonishing at what you could do. While I could argue that PSYCHO-PASS: Mandatory Happiness is an astonishingly well crafted game. For players that want a game with multiple outcomes, multiple choice paths to take, and multiple endings this is one for their shelves, this is a must have as fans of the anime will surely find this game a diamond in the rough.

To be honest? Because of this anime. I’ve found myself watching the anime in order to understand the game world a bit better.


Our review is based on a full release version that was provided to us by the games publisher.  For information about our ethics policy please click here.


 Final Score: 8 out of 10


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Mirage: Arcane Warfare Launches its Closed Alpha

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Alpha’s, we all love them, and they remain fun as ever since we get to see new games in their pre-release stage. This newest entry is Torn Banner Studios who has announced their new multiplayer combat action title, Mirage: Arcane Warfare, has entered its closed alpha stage for fans to try out.

With its release just edging around the corner in early 2017, fans will get to see the latest game by Chivalry: Medieval Warfare’s developer as they bring in a combination of brutal closed ranged combat with the cross over of exotic fantasy worlds where magic will be freed across the battlefield.

How do you get in? Well quite easily in all reality. Head on over to the games official website –  www.MirageArcaneWarfare.com – sign up, and await your chance to have your name drawn for the alpha! That’s it and that’s exactly where you can hope to be. If you want to know more, check out their latest blog post from the dev team. Head on over to their Facebook page, give it a like if you use FB or simply head on over to Twitter and follow @MirageGame for future news and updates.

Or y’know, you can just stay tuned to us here for more information.


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Sit-Rep: Warframe: Silver Grove – Where Faeries Exist

Pros:
+
An improved void system allowing for a much broader variety of Prime gear
+New Solar Map that’s a lot more in-depth
+Fusion system improvements that are more intuitive by design
+Titania’s codex quest explains more about Warframes

Cons:
Frame rate jumps still remain problematic
Kavat’s die extremely easy


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A lot has changed since the last time we did a review on Digital Extremes’ smash-hit free-to-play title Warframe. Last time we covered the updated titled Sands of Inaros, which continued the rather well done cinematic approach that has premiered on the game. The latest update The Silver Grove continues this trend quite well as it introduces us to another portion of the`story behind both Warframes and Tenno.

However, this latest one doesn’t just carry on with that tradition, it improves upon it even more than one would expect. While this is one of the minor changes made, the rest of the game has been majorly overhauled in some major ways between Specters of the Rail and the Silver Grove updates.

The Changes to Void Missions and the new Rune Segment

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When it comes down to it, the void has been heavily changed, and for the better. Instead of having to worry about Void Keys pertaining to each mission type such as Tower I Defense, Tower III Survival, or even Tower IV Interception’s. While each of these missions till exist, Void Fissures have changed the game by allowing for Relic’s to activate during alert style fissures. How so, you might ask, and the answer is clear: the galactic map is now your playground.

When selecting these missions they may call upon relics, whether they are upgraded or not, and will determine the possible loot that can drop. While each of these relics will differentiate based upon what the fissures require. This also allows for players to choose the chance of what loot they want to attempt getting. Want a Galantine Prime? Load up a Neo V3 Relic in order to have a chance.

Want a better chance at getting that drop? That is possible thanks to the new Rune Segment allowing for players to use their void fissure samples in order to upgrade the relics. Doing so, as stated, upgrades your chances to obtain the prime parts wanted. This change is one that has been highly wanted by many players as it opens up the possibilities of us obtaining more prime parts without removing others.

The Fusion Upgrading Process Changes are Spectacular

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One of the biggest changes that comes to Warframe is one that’s been needed more than ever in recent days. Players have been waiting for this one to happen. Fusion cores have been completely removed from the game and replaced with a new essence called “Edo”. This new “essence” allows for players to do the same thing that Fusion Cores did, but with a bit more ease, but doesn’t change the overall cost.

Just like Fusion Cores, Edo can be picked upon the breaking of loot crates, opening of lockers, or even the elimination of enemies. However, the amount you get, seems to variate upon the difficulty of the missions. This allows for a much cleaner inventory and less need to navigate through Fusion Cores. Additionally, the addition of Edo, also makes it so that players could quite easily take their duplicates and break them down for Edo.

The Addition of the Galactic Map 3.0 Makes it Easier to Navigate

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Ontop of all these additions, Warframe has made another huge leap with its addition of the new Galactic Map, which mixes the best of Galactic Map 1.0 and 2.0 and making easier to navigate. Let alone does this offer players a new way to see the planets around them and the resources they gain. The new map also allows for players to zoom in on each planet and see if the there are alerts on each planet. It also will allow for players to see if missions take place on the planet or a ship.

All That Shines Isn’t Gold, However

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Warframe: The Silver Grlove – PlayStation 4 (Reviewed), Xbox One (Reviewed), and PC
Developer: Digital Extremes
Publisher: Digital Extremes
Price: Fee-to-Play
Released: Available Now

Even with many of Warframe’s changes, Digital Extremes has pushed to make the game the best experience ever, and in many ways, they started doing so quite well. However, there are a few things that could be improved upon even with these most recent changes. The problems don’t sit on Warframes surface, instead many of them sit in the underlying mechanics such as the Kavat.

Much like their Kubrow twins, Kavat is another companion that can be used. Instead of packing brute force like their Kubrow cousins, the Kavat is all about speed and their cunning. They can also buff the squads they are with, however, they are also easy to die over first. Unfortunately, this can be problematic for some in higher level missions where plenty of damage is being tossed about.

This is where the Kavat, unlock the Kubrow, tends to become a casualty and constantly doing so as enemies will tend to bring it down quickly.

Rest Assured Tenno It’s Still a Solid Experience

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Just as one would hope, the Warframe experience remains solid for players to enjoy. With the new update coming up titled The War Within there is plenty to come that can feature some changes, some re-balances, and even new mechanics. Warframe still remains as strong as expected and enjoyable as ever. All we can do now, is wait and see what is coming up, and tune in to the Warframe Primetime on YouTube and Twitch.


Our review is based on the full free-to-play version that can be downloaded on PC, PS4, and Xbox One.  For information about our ethics policy please click here.


 Final Score: 8 out of 10


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

New Blood Reveals a new Trailer for Dusk

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At QuakeCon 2016 I got to meet up with my pal Oshry and the team at New Blood once more to get my hands on the up and coming highly addictive titled Dusk. If you were at the event, you know exactly one I am talking about, and it’s one that left us all craving for more.

The title as stated in our previous article is one that offers a respectful nod tot he days of DOOM, Quake, Heretic, and even games such as Blood: A Whole Unit. If you haven’t already been checking it out? You definitely should have it on your radar in the upcoming days.


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.