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
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.
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.
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.
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 clickhere.
Final Score: 3 out of 10
About the Writer:
Chris 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?
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
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.
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.
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 asAdvanced Warfare, DOOM, 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 Warfare, Titanfall 2 appeals to fans by offering an emotional depth, player control, and a very-real struggle of survival.
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 Planet, while 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.
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.
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.
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.
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 Duty, Titanfall 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 clickhere.
Final Score: 9 out of 10
About the Writer:
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 Twitter, Google+, and or you
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.
Much like any Battlefield, Battlefield 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 Honor, Shellshock: Vietnam, and Rising Storm 2: Vietnamhad 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
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
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.
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
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 clickhere.
Final Score: 9 out of 10
About the Writer:
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 Twitter, Google+, and or you can find him on PSN with RaivynLyken.
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.
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 review. Ashes 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.
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.
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 clickhere.
Final Score: 8 out of 10
About the Writer:
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 Twitter, Google+, and or you can find him on PSN with RaivynLyken.
Updates are always something we look forward to when it comes to our games. The Elder Scrolls Online has received the one update we’ve been waiting about since QuakeCon 2016. This update drastically changes the game and allows players to once more experience the world of Tamriel in a new way as the free update is now available for all players.
The new update changes the game title to One Tamriel, which allows players to have an unforeseen freedom in this title. With the game having a rather large world to explore, fans can now find themselves once more playing together, and conversing in this new large scale world that level-scales to the player. This means that players can now go anywhere, with anyone, at any time from the moment they leave the games tutorial no matter what Alliance players serve under.
However, in retrospect, this does change when it comes to PvP, which will put players in a restricted sense once more. However, doing quests, dungeons, trials, and more does not restrict players based on faction.
Check out some of the patch notes for more information:
Dueling: Players can now battle each other anywhere outside Cyrodiil to test their skills and builds and claim bragging rights as the toughest adventurer
Zone Overhaul: All zones have been redesigned for a mix of solo and group play with improved bosses and standardized difficulty
Dungeons: All dungeons can be played in normal and veteran mode, where story is separated from difficulty and players are battle-leveled to allow players of different levels to play together, and receive level-appropriate loot
Craglorn: The massive Craglorn zone has been redesigned to make it solo-friendly but still the go-to location for group content
Loot: Loot in zones has now been standardized like dungeon loot, making it possible to acquire specific sets in specific zones at whatever level you are when completing quests
New players can get the recently released The Elder Scrolls Online: Gold Edition, which includes the main game as well as all four major DLC Game Packs — Imperial City, Orsinium, Thieves Guild, and Dark Brotherhood – for only $59.99 by visitinghttp://www.elderscrollsonline.com/en-us/joinus.
ONE TAMRIEL | TRIP OF A LIFETIME GIVEAWAY
Just a reminder, the Trip of a Lifetime giveaway is currently running, celebrating the freedom of exploration in One Tamriel by awarding five once-in-a-lifetime grand prize trips to exotic locations across the world inspired by iconic in-game locations. And since One Tamriel is also all about playing together, each prize package is a trip for two, including meals, accommodations, and incredible excursions led by local guides and experts.
Grand Prize Destinations – Winners Choose One of the Five:
Elsweyr Package | Kenya & Tanzania: Seek out real-life Khajiit on an African safari as you visit national parks, game reserves, and conservation areas in Kenya and Tanzania.
Skyrim Package | Switzerland: Hunt for dragons amid the snowcapped peaks of the Swiss Alps, exploring the lands of the famed Eiger and Matterhorn.
Black Marsh Package | Peru: Prepare for an Argonian adventure as you explore the natural beauty of the Amazon and ancient ruins of Peru, including the former Inca capital of Cusco and an unforgettable visit to Machu Picchu.
Hammerfell Package | Morocco: Get lost in the deserts of Hammerfell as you discover the mysteries of Morocco, its stunning architecture and ancient mountain villages.
Summerset Isles Package | New Zealand: Prepare for the multisport fun in the adventure capital of the world, paddling a sea kayak on the stunning north coast and hike from glacier to rain forest or raft on a subterranean river.
In addition, 1,000 lucky Runners-Up will receive 1,000 Crowns each for use in the in-game Crown Store.
Entering is easy – simply jump online and play The Elder Scrolls Online any time between Oct 5 and Dec 16, 2016 and then head online to register to win at www.elderscrollsonline.com/tripofalifetime. Entering is available without purchase by visiting the web site and mailing in a postcard as directed.
Are you ready to explore the world of Tamriel and possibly have a chance to go across iconic locales that inspired the games?
About the Writer:
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 Twitter, Google+, and or you can find him on PSN with RaivynLyken.
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
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
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.
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
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.
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
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 Extremescould 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 clickhere.
Final Score: 6 out of 10
About the Writer:
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 Twitter, Google+, and or you can find him on PSN with RaivynLyken.
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
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
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
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
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
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
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 clickhere.
Final Score: 8 out of 10
About the Writer:
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 Twitter, Google+, and or you can find him on PSN with RaivynLyken.
Adventurer’s are you ready to once more take to Tamriel? If so Bethesda Softworks has released a game just for you! To those who have not had a chance to adventure into The Elder Scrolls: Gold Edition for Xbox One, PlayStation 4, and PC. This newest iteration of this game comes with a reason to pick it up for fans of the series. For adventurers are ready to take off across the frozen lands of Skyrim, to the deserts of Daggerfall, only to ake to the Gold Coast to see the oceanic waters.
For players that haven’t downloaded the DLC, this version comes with all content up to date as well as the Guilds and Glory content, but also finds itself available for 59.99 USD starting now. This includes the hundreds of hours of content, the new quests, abilities, and even the new regions including Orsinium and the Imperial City. The DLC includes the Imperial City, Dark Brotherhood, Thieves Guild, Orsinium, and many more for you to enjoy. For players looking to upgrade? You can grab this content now through the in-game store.
About the Writer:
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 Twitter, Google+, and or you can find him on PSN with RaivynLyken.
Many of you are preparing yourself for your new adventures through Rapture once more. For many of you this includes the idea of revisiting it in the about-to-be released title of BioShock: The Collection, which will feature upgraded graphics, upgraded performance capabilities, and all content previously released. Luckily for you PC owners that already have the game? That’s going to be fully possible with a few small steps. So how do you do it? Lets get you going.
I Have the Games on Steam. What do I do Now?
If you bought these games on Steam, you’re actually in luck. 2K has announced that they will automatically be placing these versions in your Steam Library so that all you’ll need to do is download them when they are put there on September 15th, 2016 (Thursday). If you don’t receive them? Drop them a support ticket with your Steam purchase history to show you have the games, DLC, and that you are interested in your free copy of the games.
So you’ll want to drop over there to 2K Suppor and let them know what’s going on.
My BioShock: The Collection Ticket is Submitted – PC Specs Required?
Luckily for the large majority of you, the hardware process isn’t going to be a jump in hardware for you to meet. Even medium-to-high-end PCs will enjoy what they can in this newly re-processed version of Rapture. So lets take a look at what you’ll need to get going!
Minimum Recommended System Specs:
Operating System: Windows 7 Service Pack 1 64-bit. Platform Update for Windows 7 SP1 and Windows Server 2008 R2 SP1 or Later
Processor: Intel E6750 Core 2 Duo 2.66 GHz / AMD Athlon X2 2.7 GHZ
Memory: 4 GB of Ram
Hard Drive: BioShock 25GB; BioShock 2 25GB; BioShock Infinite 20GB; Total for all three games 70GB
Video Card: DirectX11 Compatible, AMD Radeon HD 7770 / NVIDIA GeForce GTX 560
Sound Card: DirectX Compatible Sound Device
Other Requirements: Software installations required including DirectX and Microsoft Visual C++ 2010 & 2012 Redistributable Package.
Recommended System Specs:
Operating System: Windows 7 Service Pack 1 64-bit. Platform Update for Windows 7 SP1 and Windows Server 2008 R2 SP1or Late
Processor: 3GHz Quad-Core
Memory: 8 GB of RAM
Hard Drive: BioShock 25GB; BioShock 2 25GB; BioShock Infinite 30GB; Total for all three games 80GB
Video Card: 2GB ATI Radeon HD 7970, 2GB NVIDIA GeForce GTX 770 or better
Sound Card: DirectX Compatible Sound Device
The only issue here? Will be complete memory for those of you not playing on gigantic hard drives. Luckily, for many of you the hard drive space won’t be a major issue in the near future. So get over there, fill out that form, and prepare for an amazing adventure.
About the Writer:
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 Twitter, Google+, and or you can find him on PSN with RaivynLyken.
Pros: –Offers an authentically fun Attack on Titan experience –Fans of the anime will enjoy the anime art style and storytelling approach –Offers multiple characters to play, each with their own unique play style –Animations and soundtrack look as if they are taken directly from the anime –P.S., you get to play in Eran’s titan form. Need we say more?
Cons:
–Combat can get monotonous –Farming for minerals means killing titans, not just searching –Targeting limbs on titans can be rather annoying and problematic
Attack on Titan has been considered one of the most fan favored anime franchises in recent years. Following steps in many ways to AMC’s The Walking Dead, Attack on Titan follows suit with similar footsteps. Humanity is in shambles due to an enemy threat only known as “Titans”. These titans come in different shapes, different sizes, different abnormalities, and even different origins. What makes them bothersome isn’t the fact they are as lethal as ever, but also the fact their hunger for human limbs is almost insatiable.
Welcome to the world of Attack on Titan where the walls are falling and you are the last line of defense that humanity has. Taking the role of multiple characters in this lightning fast game is a spot you’ll discover yourself in most of the time. Fans of the series that have been following it since 2009 as a manga and others who have followed it since 2013 know what is coming. While this game could be compared to the 2013 disaster that landed on the Nintendo 3DS, this newest adaption has managed to redeem the franchise for the better as a game. This is a commonplace issue for licensed products of the genre. But the question remains – can it portray the anime and manga narratives without relying on a bit of knowledge from source materials? That’s where we’re about to find out.
From Manga,to Anime, to Game – It’s Attack on Titan
It’s hard to justify an Attack on Titan game for the most part. Why? What the anime and the manga both did was amazing. They brought a unique look at a dystopian future and made it even more frightening by making all hope become lost. With humanity in its state of peril, there seemed no hope, but even in the darkest moments, there is light. For gaming? This light just happened to be Omega Force giving Attack on Titan a chance, which the Nintendo 3DS title did rather hopelessly.
While fun, it was troubled in every aspect of the word. But how do you do a game based on a franchise that has already had almost all its pivotal plots revealed? How do you keep with making a legit franchise into a licensed product such as a PlayStation 4 game under the same title? This is where famed publisher and developer duo Omega Force as well as Koei Tecmo come together and breath light into a franchise that’s already begun to unravel into a bigger story. Thanks to the story in place from both Manga and the Anime, Attack on Titan for PlayStation 4 wields a powerful story that follows the adventures of Eren, Mikasa, Armin, and Levi. Each character wields their own unique set of skills that they will carry into battle.
From Eren being a power house that can easily dismantle titans to Armin who can tactically bring titans to their knees with the aid of a squad. Meanwhile Mikasa is an expert at tearing titan’s apart with multiple precise attacks when landing her combo only to be an offset to Levi’s powerful charged attacks that sends him spiraling towards titan’s in a blazing fury of blades. Luckily for many of us that have seen the anime or read the manga, this sticks true to how each character plays out, each carrying their own unique traits, and carrying them out throughout the anime. This sticks true even for players wishing to take on Eren’s titan form that just obliterates almost any enemy near by.
Attack on Titan’s Unique Combat System Carries Over Quite Well
As one would expect, the most important thing for Attack on Titan to have is the weapons and the 3D maneuverability system using the gear they do. Whether it’s the swords that break away and have their blades replaced mid combat or the pressurized gas canisters being replaced as their gas pressures lower. However, how well does zipping across the screen to replace crippling blows to titans carry over?
Omega Force pulls it off quite well for such a complex system that would be translated over into a game. Zipping across the screen manages to work quite well as players take on each titan by setting their target by R1. Doing the R1/RB press switches players instantly into a combat targeting system that allows them to choose which part of a titan they wish to dismember. Whether it’s arms, legs or simply going for the killing blow by cutting off a titans nape of their neck.
The way Omega Force has implemented this makes combat smooth, fluid, and intuitive. It shows just how much attention the team put into their developing the game in order to make it follow the show as close as possible. This even goes to say the maps feel just as good, even if players will revisit areas like the Trost District a few more times than they’d want. Luckily for those looking for detail, the cables used when moving across the cityscapes or from titan to titan feel genuinely crafted as they don’t randomly appear, but only attach to nearby buildings, trees or fixtures.
Attack on Titan’s Camera, Attack Angles, and Titan’s Can be a Pain
As one wold expect, not everything is going to be work in the players or the developers favor when it comes to the fast paced title, players will eventually find shortcomings to gripe about. Unfortunately for Attack on Titan these become apparent within minutes of playing. Some of the biggest and most troublesome underlying issues are the ones that stare you in the face while playing.
It isn’t uncommon for players to find the camera getting stuck as players drop from dead titans or buildings being obliterated by one only to find the camera stuck. This means players will often find the camera chugging along the best it can while players drop down onto the roads, between houses, or just in general becoming a problem when being surrounded by groups of titans. Luckily the game does its best to make this problem none-existent by forcing players to keep on the move using their gear. If players are good enough at it, they’ll find themselves quickly adjusting to the games odd camera situations that tend to pop up.
As time progressed in our playthrough, the problems seemed less frequent as we learned to keep moving from building to building, and combining our attacks on each titan just as quick as the one before. But another large issue is one that stares you point blank in the face while titans are laying around with their arms and legs cut off. Players will often find themselves being bounced off these monstrosities more-often-than-not due to their positioning being wrong or the titan rolling around. Sometimes it’s things just as simple as titans crumbling buildings underneath them and obscuring the players angle so that they have to maneuver to higher grounds in order to attack their target.
Attack on Titan – PlayStation 4 (Reviewed), Xbox One, and Windows PC. Developer: Omega Force Publisher: Koei Tecmo Price: $59.99 USD Released: Available Now
Closing Thoughts
Attack on Titan is a franchise that’s hard to make games and spin-offs for due to how carefully crafted the writers, artists, and directors are. Luckily, the game fills all the needed spots whether its the beautifully crafted anime-style engine that makes the game look like a high-end 3D anime or the soundtrack that’s been pulled directly from the anime. Attack on Titan succeeds in most areas where the previous Nintendo 3DS title failed.
All though much of the screen is cluttered by the HUD, mission status, equipment menu, health, map, allies, etc, Attack on Titan is a beautiful masterpiece that shows it belongs right where it’s at on PC, Xbox One, and PlayStation 4. Whether it’s players zipping across the map to the official soundtrack or watching the anime-like cutscenes that are dubbed over in the original Japanese voice-tracking, Attack on Titan is a game that won’t leave fans disappointed as they find themselves completing the main campaign.
While the game does have a multiplayer, it isn’t much different from the main game, which is nice when taking a break from the story and wanting to mow down titans with a pal or two. Overall, the game is just as one would expect and hope to see for a game under the Attack on Titan licensing allowing Omega Force to take a long awaited pat to the back as we wait to see more of the franchise come from their studio.
Our review is based upon a version provided to us by the games publisher. For information about our ethics policy please clickhere.
Final Score: 7 out of 10
About the Writer:
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 Twitter, Google+, and or you can find him on PSN with RaivynLyken.