Archive for the ‘Reviews’ Category
The Council Episode 3: Ripples Review
If you have not read our review containing the previous episodes, it’s highly recommended as it’s not only referenced, but we may not discuss many of the mechanics present in previous episodes. This was to prevent redundant comments and move directly into the changes in the current episode. Eventually the link above will serve as the location for all episode reviews. This review contains no spoilers.
In many ways I consider the third episode of a five episode series to be the moment of truth. It seems episodic titles are doomed to have weaker second episodes because of the natural arc of plot and character development, but typically you get a twist and/or climax in the third episode that redeems everything. While The Council definitely follows this formula, it was disappointing to see that while the story takes some drastic new turns, what you actually play is the same old song and dance. I don’t know what I was expecting, but it surely wasn’t yet another trip through the mansion followed by a huge dump of exposition and concluding in a long obtuse puzzle…again. Regardless of those expectations, that’s exactly what I received, which has me weary of future episodes and frankly a bored in the current one. I didn’t even play this episode a second time, there seemed to be no need. If you’re not fully invested in the overall season before going into this episode, it’s probably best you stay away for now.
Unravel Two Review
At E3 2015 a shy developer named Martin Sahlin walked onto the Electronic Arts (EA) stage and announced his passion project Unravel, developed by Coldwood Interactive. This would be the first game to be part of the “EA Originals” program, where EA helps fund small independent game projects and allows the developer to keep all the profits (after repaying the funding and also publishing/marketing budgets). Despite how you personally feel about EA as a company this is proof that sometimes there is heart even in a big corporation like EA. While the internet would take note of the developers nerves and fragile presentation for the time it felt real and it was clear Unravel meant a lot to Sahlin. In all honesty I would struggle to talk in front of a large audience even if it was about something you loved.
Unravel was a cute, puzzle-based platformer where you play a character made out of wire and yarn. The game had beautiful music that moved me in ways that I rarely experience in games. I guess it was made even more unique and special to me because the reception for Unravel wasn’t favourable across the board. My partner loved watching me play Unravel too. I loved Unravel so much that in preparation for my wedding in 2017, I decided to make 112 Yarny dolls myself in accordance with the number of guests attending (another game inspired decorations but that’s a tale for another day). We knew a sequel was on the way, EA had reported it had been successful, and the developers were already at work on it. My partner and I would theorize what the sequel would be like, with the biggest wish on the list being the inclusion of local co-op; this seemed to be the best evolution of the series. E3 2018 rolls around, Unravel Two gets announced, and both my wife and I leaped for joy. Then we leaped a second time because it was revealed the game was available on the day of announcement and includes co-op. I was so eager to purchase the game I refreshed the Xbox One store page six times as well as switching the console on and off again twice just so I could purchase and download it. I rarely get this excited for a game on launch.
Its taken me a while to get to the actual review of Unravel Two, but I felt the above paragraph was important as it discloses how much the original game meant to me and additionally how difficult it was to write the following review.
Vampyr Review
Being a vampire isn’t at all what I imagined. After falling victim to the embrace I awoke with all knowledge of who I had been in my past life. In my previous life I was Dr. Jonathan Reid and my area of medical study was both in hematology (the study of blood) and trauma surgery. I was a risk taker and had achieved renown and contempt for my tactics in transfusion. This all assisted me in getting a job at the Pembroke Hospital, a London-based institution that has a reputation similar to my own, and attempt to help the people there. That’s right, I’m helping humans get medical attention and curing what ails them. It is the year 1918 and the city is plagued by the aftermath of the Great War, which still wages on, and the Spanish Flu is taking more lives every day with increased effectiveness. On top of all of this monsters roam about the streets at night, and not just vampires either. In these times the relationships you establish are key, the politics of both the human and vampire world are always a consideration, and it’s fair to say something apocalyptic may be afoot. This is Vampyr.
The newest game from studio Dontnod, known previously for Remember Me and Life is Strange, is going all in on the skills it has developed for in the past and combining them into an open world action RPG that leverages story to propel things forward. Whereas quest givers and NPCs can be seen as somewhat throwaway or in the least dismissed after their vignettes, no one in Vampyr is forgotten after you meet them unless you will it so. The beginning of the game will introduce you to nearly a dozen characters, each with their own story, background, thoughts, opinions, and connections to other characters. Getting to know everyone is an arduous task that will surely make up the first two to three hours of your game, but fortunately all of the pertinent details you receive are kept organized and available to you in your notebook. Unlike other vampire tales, every person you meet is key to the continuation of your story and will assist you at getting to your next goals, just not necessarily the way you might expect. Along the way you will open up more districts to the point that your cast is roughly 40 characters that you should consistently manage the health, relationships, and well being should you need them in the future. And trust me, you may need them in the future.
The Council Episode 2: Hide and Seek Review
If you have not read our review of Episode 1, it’s highly recommended as it’s not only referenced, but we do not discuss many of the mechanics present in both episodes. This was to prevent redundant comments and move directly into the changes in Episode 2. This review contains no spoilers from either episode.
It has been nearly two months since the premiere of The Council, which has now returned in its second episode Hide and Seek. In my previous review I said that I was optimistic about the future of this new interactive fiction, but sadly I have to report that this sophomoric effort has me wavering. The initial episode bombarded you with plot, characters, and mechanics that both fascinated and daunted. This is to be expected, it’s an introduction, but sadly this episode doesn’t even make good on some of the concepts introduced in the first. That’s not to say the core design is absent, just that it feels like a padded experience relying far too much on the ebb and flow of your build and points than with an intriguing plot or well thought out puzzles. I also didn’t like that this chapter leans heavily on classic adventure game mechanics, a genre I personally despise due to your need to basically read the developers mind, and was mostly absent from The Mad Ones (episode 1). Probably my biggest concern coming into Hide and Seek is that almost none of my decisions from The Mad Ones seemed to have much of an effect.
Video: Let’s Compare Star Wars Knights of the Old Republic
Thanks to the backward compatibility program on Xbox One, you can now play Knights of the Old Republic (KOTOR) in 1080p on the Xbox One and 4K on the Xbox One X. In this video we compare the resolution and performance of the original Xbox version, the Xbox 360 emulated version, both Xbox One versions, and finally the PC (with an without mods). This video is mastered in 4K at 60 fps, so if you have a screen that supports it we highly recommend viewing on that.
Extinction Review
Right now video games are in an interesting shift. Multiplayer titles are coming under more scrutiny, so simply throwing a bunch of people into an online situation without a solid gameplay foundation will likely fail. Single player experiences have an even larger problem in that the high price point of a game requires these titles to be a difficult balance of length, story depth, and mechanics. Then along comes a game like Extinction, a mechanics-heavy single player action game that mainly focuses on taking down massive ogres called Ravenii that are trying to destroy your kingdom. Gameplay is king and the goal is to get you so enthralled in mastering the task at hand that you are compelled to return on a regular basis. If this is starting to sound similar to various mobile titles that have hooked us all over the years, it’s because the same concept is employed here. Whether or not that’s substantial enough to justify a full priced game is definitely going to be in the eyes of the beholder.
Comparisons will surely be made between Extinction and Attack on Titan, especially considering the way you take down massive enemies is essentially the same. You will target various limbs, removing any armor present first, and eventually fill up a gauge that allows you to decapitate a Ravenii. Beyond that the comparison doesn’t really hold up because Attack on Titan was all about a catapult mechanic that was the central focus in movement as well as attacking the large titans. In Extinction you are given more of a puzzle that requires you to juggle outside factors during your battle. There are minor enemies on the ground that can be dispatched, citizens that can be saved, and a town that you must try to keep intact all while keeping the one, or multiple, Ravenii at bay. This is in addition to the different ways in which to combat the armor they wear, some of which is very straightforward to destroy and others that I have yet to figure out. Armor is one of my larger gripes about this game because it does such a great job at introducing you to many of the different types and then just throws the most difficult your way without so much as a hint of what to do. The game is also kind enough to tell me what I’m doing wrong, but I can’t for the life of me figure out what I’m supposed to do right. This isn’t a deal breaker – although I will concede I’m two missions away from completing the 50 mission campaign – but I really hate when a game gates your progress for arbitrary reasons. Beyond that developer Iron Galaxy definitely employs the “keep it simple, stupid” mentality of streamlining both controls and the skill tree. This was a welcome change of pace when compared to the over-complicated mechanics I experience in many games of late, especially the larger scale indie titles. There’s not much more to the game beyond that, it’s an endless series of skirmishes between a talented warrior and a bunch of big ogres, but man is the combat so enjoyable that I keep coming back.
The Council Review
Note: This review covers each individual episode as it releases. Currently Episodes 1-4 are represented here. All reviews are spoiler free across the board, no new episode spoils previous ones.
Episode 1: The Mad Ones
If I may be so bold, narrative fiction games have all lacked pretty heavily in the goals they are trying to achieve. By narrative fiction I mean the pantheon of TellTale Titles (Walking Dead, Batman, etc.), Life is Strange, and even games that weave it into larger experiences such as Mass Effect. These games all claim to remember your choices, note them, and use these items to essentially alter the story of the game as you play. It is in this regard where I feel they all fail. The path never changes, the outcome is always the same, and for the most part the only thing that shifts are the characters involved, which are often just proxies for the ones intended in the cannon. The only game that shook this was the now cult title Alpha Protocol, which was notorious for several delays, a system behind the scenes that was far too complicated, and a lukewarm reception from audiences and critics alike. The Council, a new episodic title from freshman developer Big Bad Wolf hopes to buck that trend with a game that focuses heavily on investigation, personality, and decision-focused storylines. If this first episode is an indication of the overall experience, the next evolution of narrative fiction may very well be upon us.
The story is also compelling for those, like me, who are also history buffs. It takes place in 1793 and you play a Frenchman named Louis de Richet who is part of a secret society, the leader in France being his very own mother. When she goes missing at a private island off the coast of England owned by the mysterious Lord Mortimer, Louis is called to come to the exclusive landmass. When I say “exclusive” I do mean that in every way. You can only go there if invited and to call it posh is to devalue the extravagance of everything you see around you; it seems Lord Mortimer is wealthy beyond standards of any one country. Whenever you deal with a person of such wealth, it stands to reason that notable individuals will also be drawn to them as well, which then leads to the number of true historical characters in The Council. So far I’ve met George Washington and Napoleon Bonaparte but there were hints at quite a few others, not to mention people you could include in spoilers. The Council makes no qualms about the fact that all of the plots involving historical characters are fictional, but also throw out that the storylines are based on actual facts. Others are also woven into the plot that I’m pretty sure are not actual figures of history such as Cardinal Giuseppe Piaggi, who works closely with the pope, and an English Duchess who has grown favor with the Crown. It makes for a great cast of characters and dialogue connecting real history with fictional, making everything that much easier to believe.
At its core the game plays much like a hybrid role-playing game (the traditional definition) and an adventure title. You’ll partake in several different activities such as investigation, interacting with just about everything to take in the sites and scenery, and of course conversations. The art design definitely made the vast estate of Lord Mortimer into a spectacle to match his wealth, so I had no problems indulging in just about every bit of lore I could find. You’ll frequently be forced into scripted events that are primarily dialogue. The episode is broken into multiple chapters, each allowing you to put points into various skills that primarily assist with this dialogue, but also have uses in your exploration. Since the character tree is designed to last you, presumably the entire 5 episode excursion, you are very limited in the amount of points you get. This makes the decisions in what to level far more critical in these opening moments as you will frequently see opportunities pass you by unless you spec for them. There’s no catch-all spec, so don’t go trying to min-max because it’s simply impossible. That very much seems by design, which I find refreshing. To assist you in making some of the skills cheaper you get to pick from one of three main personality types. Each personality type has five of the overall skills and the points required to level those are significantly reduced, but that doesn’t prevent you from being able to focus on a non-personality skill if you’re willing to use a larger number of your scant points for it. This will either be daunting or enticing to certain players, but I was pleased with such freedom and spec options. You will also gain some points organically based on your decisions, but I never counted on them in either of my playthroughs of the first episode. There are also big decisions to be made when deciding where to go or what to do next, which will eliminate the opportunity to see/experience the other. Think of these decisions as the one’s in The Witcher, neither is necessarily good or bad, but you have to make a choice. It all comes together when you start applying these concepts to your dialogue, which is a significant part of the overall gameplay.
When dialogue happens, it’s either in a peaceful setting where you listen to conversations and attempt to make the most of the situation or confrontations. If you’ve ever played a BioWare or Bethesda RPG, you’ll be familiar with the concept of the peaceful conversations. As with those games, depending on the build you have for your character, you may be given prompts to intercede with additional information or additional response options. The game also lets you know when you’ve missed a chance at engaging in a side conversation or extra response so that you can note to build those skills in another play, should you wish to see where it goes. There are also a few wrenches in any situation: each person you speak with has weaknesses and immunities while Louis has a limited number of points to flaunt his abilities. Those weaknesses and immunities are not known at the onset, so you have to discover them as you go and in many cases that will be when you choose a dialogue option. Each person may have multiple immunities and/or weaknesses, but I’m fairly certain they all have at least one of each. I don’t want to reveal any actual answers, but a good example would be to imagine that the philosopher Plato was one of the guests. He would probably be immune to Philosophy and thus any of your misdirection involving philosophy would be countered and identified, but perhaps if there was a sympathy skill he would have a weakness to it that you could exploit that instead. At the same time you’ll also need to spend points to perform certain targeted actions, which will vary depending on how much you’ve leveled up that skill. As a result, you may not have enough points to misdirect them in conversation and you’ll be forced into canned choices. It’s pretty straightforward in the game, but I can understand if it feels a bit convoluted here. Then there are the moments of direct confrontations, each with consequences, and those require you to either pass or fail a heated interaction. To fail is to potentially close a door and to succeed has the potential to create allies or even see new sequences or areas. I found all of the dialogue sequences to be rather enjoyable as they are a gamified battle of wits.
As much as there are plenty of positive attributes to The Council’s initial episode, there are some glaring faults that may be deal breakers. For starters the graphics, while impressive, lack in the animation department. Whether it’s the game engine or the animators themselves, things just don’t always move in a believable way and the voices don’t always sync up with the dialogue. I know that’s been a common problem in games this generation, but for one so focused on plot and dialogue it’s distracting here. There are also vast differences in quality with the voice acting of characters, most notably your protagonist Louis. While the cast overall does a decent job, and I was particularly fond of the Duchess and the Cardinal, Louis has probably the most inconsistent voice acting. He’s alright, but sometimes the performance is unconvincing, especially for someone of his role in life. I also don’t like the way he represents my dialogue choices at times, either. As already hinted earlier, the systems in this game are pretty complex and it’s quite daunting in the beginning to figure out exactly what you’re supposed to do and how to spec your character. There’s also the fact that points are over-used as a currency – you use them to build skills, use skills, and also quantify how well you did in the chapter but all from different pools so when the game simply uses the term “points” you may not know exactly what’s being referred to. Finally the UI leaves a bit to be desired as a necessary evil of trying to make the largest audience happy. Role playing fans will love the endless point sheets, notes in the journal, as well as the mystery of what the consequences of your choices will be without any real guidance. On the other hand, a traditional gamer will probably more appreciate the notes on when you don’t have an appropriate skill, the big green and red text to indicate a success or failure of a confrontation, and incessant battling of limited use items for challenges. As you may expect, both groups can be annoyed by the others’ selling points, so in the end no one is really happy. As someone who would like to think he’s in the middle, I found gripes with both features, but nothing was a deal breaker.
I enjoyed my time with The Council’s first episode, enough to play a second time and see how things changed. It’s impossible to tell if this title will be able to stick the landing, but I’m going into the next episode with a large degree of optimism. I like the unknown and the way this title makes you actually role play instead of try to game the system. It’s totally breakable I’m sure, and anyone with enough free time and a pad of paper will probably be able to point out the part where the seams are showing. That said, it was far more obvious in most other interactive fiction I’ve played in the past. There will be players that are annoyed by the fact that you have to make so many decisions with no idea what the consequences will be, especially because there’s really no way to course correct once the game is in motion. I would tell them to simply replay the chapter and hope for a different outcome, but the reality is that few gamers finish titles and even fewer replay them, so that’s unrealistic. To me, The Council offers a unique opportunity to play through an elaborate version of the dinner party murder mystery and captures the feel of true role playing better than its peers. I played the episode twice and had completely unique experiences by making different choices. If you want to become a different character and run through scenarios and experiences, it’s a worthwhile endeavor, flaws and all. If this is just another game in a growing backlog that you just want to fly through and move on from, you might be better suited to avoid this. The Council looks to be something special, but as with all titles in this genre, we’ll have to wait for the remaining episodes to confirm. I really wish this game had a demo, if only the first chapter or two in this episode, because asking people to buy the bundle only seems a bit of a stretch.
Final Score: 4 out of 5
Podcast: Jam’s Take on the Nintendo Switch
Jam steps up to give his take on the first anniversary of the Switch.
Podcast: Reflecting on the Switch’s First Year
Fred is joined by Learned From Gaming‘s Chase to discuss Nintendo’s Switch on its one year anniversary. For the second time in history, Nintendo managed to highly innovate and turn the company’s success around in a very small period of time. The two discuss announcement, release, success, library, and various other notable topics.
Retro Game Night (NES Favorites): California Raisins, Robocop, Parodius, Castlevania
This week Fred focuses on NES titles:
0:00 – 19:15: California Raisins (Unreleased)
19:16 – 42:20: Robocop
42:21 – 1:11:19: Parodius Da! From Myth to Laughter
1:11:20 – 03:01:44: Castlevania (FDS version) and two ROM hacks of Castlevania (Stairs of Doom and The Holy Relics)
The sound appears to lose sync by about half a second after starting Castlevania, but it’s not that noticeable. You’d think by now I’d learn to turn off the stream when switching games, which I will do moving forward.