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Showing posts with label DONTNOD Entertainment. Show all posts
Showing posts with label DONTNOD Entertainment. Show all posts

Jaggy's Corner - February 21st, 2020

Hello everyone and welcome back to another Jaggy's Corner where I write about various video gaming topics. This week, I want to cover a game title that is releasing by DONTNOD Entertainment later this year called, "Tell Me Why."

Before continuing, please keep in mind that this is not an in-depth article. I'm just going to give people some of my surface level thoughts on this release.

Anyways, for those of you that aren't familiar with this title, I will tell you what I know about the game and why I'm excited about its release. (Those of you that are wondering why I didn't talk about this game before, it's because the trailer released right around my birthday and when a lot of real-life issues needed focus. I somehow missed the announcement entirely, and I'm sad about that.)

Tell Me Why is a narrative-based game that focuses on two twins who are untangling the memories of their troubled childhood. The two characters were separated for years, only to find each other later in life. After reconnecting, Alyson (the female protagonist) discovers that her twin is a transgendered male. Players will be able to play either character on their journey of discovery, which offers two different sides of their story based on the player's decisions. While not much else is know (yet), I'm already excited about its release for a few reasons.

https://www.youtube.com/watch?v=9g4_hHqo8ak

For one thing, the studio has worked closely with GLAAD (Gay & Lesbian Alliance Against Defamation) to ensure that the character Tyler is realistic and multi-dimensional. By enlisting the help of GLADD, the developer is ensuring that they handle the character with care, while not doing a disservice to the transgendered community - which is fricken amazing in my mind. You see, DONTNOD isn't afraid of pushing boundaries by forcing people to analyze/challenge perspectives and choices, even if those perspectives or choices are difficult. This video game excites me because I am of the belief that our medium can be (and is) impactful to people no matter what walk of life they grew up in. By creating this type of narrative, and knowing that the studio's attention to detail will be inherently part of the development process. Titles like Life is Strange (LiS) and Vampyr have brought several characters to life. And, players that chose not to drain the blood from all the characters in Vampyr would know that all of the characters come from different backgrounds. There is at least one gay couple in the game - in case that fact was missed. And let's not forget the option to romance Chloe as Max in the first LiS. In the case of Tell Me Why, the studio is taking a risk by rustling some feathers - feathers that need rustling, in my opinion. (Because, as we know, there are too many people that see through rose-colored glasses.) DONTNOD is not walking into this project blindly, nor have they ever when it comes to the creation of compelling, multi-dimensional characters.

Secondly, I'm generally excited at the fact that DONTNOD is publishing another story based title. With the exception of LiS 2 (only because I don't have all the episodes for it), I've played most of their titles and loved them (although, while I was excited for Remember Me, it is the one game that left a bit of a black mark on their record. The studio has since made it back into my good graces.) And I say this even though there were moments playing the first Life is Strange that I had to get up from my computer to walk away for a half-hour because the game forced a decision on me that I didn't want to make.

Thirdly, any of the games published by DONTNOD has contained music that spoke to me on many levels. In fact, in LiS, I spent a fair amount of time listening to the music loops that played in the scene where Max wakes up in LiS or when Chloe and Rachel are sitting quietly on the train in Life is Strange: Before the Storm. I felt that the music was poignant enough that I wrote an article published in Onder Magazine (part of The Ed Greenwood Group) about iconic video game music. That article includes one of my top songs composed for LiS which is Mt. Washington. And to this day, I can't listen to that song without feeling specific kinds of emotions that were evoked during my playthrough. Those of you that have played the game will understand how much that song alludes to the story in the game without players realizing its importance the first time around. Honestly, the music is beautiful, tragic, and at times leaves a subtle positive feeling even after some of the most soul-crushing moments. Mt Washington in particular still haunts me in a strange way and it will always be attributed to the story of LiS for me... Anyways, the music is brilliant. That's the take away here.

Those of you that know me will say that great storytelling is designed to cause a reaction - if it's done well. In fact, a couple of years back I had written a piece about the difference in my reaction to the trailers of Detroit Become Human and The Last of Us II. While that piece cannot be found anymore, what I said was that The Last of Us II's trailer was meant for fans of the first game, where Detroit was a whole new IP that would challenge a persons' perspective (because of which character you play). So, to keep in line with this thinking, I maintain an open mind about Tell Me Why. Though, I expect that the gaming community will be divided on their views of the game. I mean, we can all see it now... The keyboard warriors will come out to say, "stop bringing politics into our games" and other similar BS. (I hate to break it to some of you, but that's not called politics. That's called life.) The other half of the community will likely applaud DONTNOD for their risk-taking and efforts in creating an excellent story with characters that are realistic and multi-faceted, regardless of if the game is successful.

But more to the point, I believe that DONTNOD will be able to pull off creating a true to life story that revolves around twins where one twin felt uncomfortable in their own skin to make a drastic change. While this is not a topic I'm all that familiar with, I do understand that it takes a lot of physical and mental energy to undergo the huge changes it takes to physically change genders. And in my mind, if DONTNOD can pull this project off, then they would be ahead of the game. I believe that the studio is more than capable of representing different groups of people properly and sensitively because they have consulted representatives from GLADD and they even went as far as hiring a transgendered actor to be the voice of Tyler.

To put it bluntly, bringing such a prevalent topic to the video gaming sphere is sorely needed because, unfortunately, there is still a lack of representation. Frankly, it's appalling that in 2020, people are not treated equally because of their background, race, or orientation. People are still people and they deserve to be treated well. As it stands, I would agree that there isn't enough diversity in video gaming. (Here's to looking at you Escape from Tarkov.) However, with DONTNOD stepping up to the plate, I can only hope that the story is as compelling, if not more than the previous titles published.

Anyways, I am looking forward to playing Tell Me Why when it comes out in the summer. (Also, it'll be the first episodic game where all the installments will release at the same time!) So far, I've really connected with DONTNOD published games, so I'm most likely to enjoy this one as well. But, we'll only know that when the game releases.

Until next time peeps.

https://www.youtube.com/watch?v=tS_03_JO260



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Third Episode of Life Is Strange 2 Wasteland Available May 9th


Screenshot from Episode 2

Thursday, March 21, 2019 — LONDON – SQUARE ENIX® is excited to announce the release date for the third episode of the all-new five-episode season from Square Enix External Studios and Michel Koch and Raoul Barbet’s Life is Strange team at DONTNOD Entertainment.

Life is Strange™ 2 Episode 3: ‘Wastelands’, will release on May 9, 2019, on XBOX ONE®, the all-in-one games and entertainment system from Microsoft, PlayStation®4 computer entertainment system and Windows PC.

The Life is Strange teams at Square Enix External Studios and DONTNOD Entertainment would like to share the plans for upcoming Life is Strange 2 content in 2019 with players.

Episode 3, ‘Wastelands’, continues Sean and Daniel Diaz’s journey to Mexico, as they reach the towering redwood forests of California. Falling in with a community of drifters on the fringes of society, the brothers are exposed to new experiences, encounter new friends and new challenges, and must confront much about themselves in the process. New relationships cause friction between the brothers and raise doubts about their unity. Can they stay together, or will their journey together end here?

Tune in here to find the latest updates from the Life is Strange 2 developer blog.

Visit the LIFE IS STRANGE official website: https://lifeisstrange.square-enix-games.com

Find LIFE IS STRANGE official Facebook page here and find it on Twitter.

Second screenshot from Episode 2

About DONTNOD Entertainment


Founded in 2008, DONTNOD is an independent studio that develops video games in popular genres, such as adventure (Life is Strange), action (Remember Me) and RPG (Vampyr). Every new game is an original, multi-platform creation with a unique narrative experience and gameplay and is aimed at a wide audience, whether released in episodes, or in “one-shot” format. The studio has built an international reputation amongst working with worldwide leading publishers such as Square Enix, Bandai Namco Entertainment, Focus Home Interactive and Capcom. www.dont-nod.com

DONTNOD (ISIN code: FR0013331212 - ALDNE) is listed on Euronext Growth Paris

About Square Enix External Studios


Square Enix External Studios is a London based development and publishing group that works with top development studios across the world, establishing new intellectual properties and developing new franchises within the umbrella of Square Enix Holdings. Square Enix External Studios have been responsible for multiple games including the Just Cause® and Life is Strange® series, as well as titles such as Batman: Arkham Asylum® and Sleeping Dogs®.

About Square Enix Ltd.


Square Enix Ltd. develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content in Europe and other PAL territories as part of the Square Enix group of companies. Square Enix Ltd. also has a global network of leading development studios such as Crystal Dynamics® and Eidos Montréal®. The Square Enix group of companies boasts a valuable portfolio of intellectual property including: FINAL FANTASY®, which has sold over 144 million units worldwide; DRAGON QUEST®, which has sold over 78 million units worldwide; TOMB RAIDER®, which has sold over 74 million units worldwide; and the legendary SPACE INVADERS®. Square Enix Ltd. is a London-based, wholly owned subsidiary of Square Enix Holdings Co., Ltd.

More information on Square Enix Ltd. can be found at https://square-enix-games.com

Life Is Strange 2 © 2018 Square Enix Ltd.  All rights reserved.

Developed by DONTNOD Entertainment SARL.

LIFE IS STRANGE, SQUARE ENIX and the SQUARE ENIX logo are registered trademarks or trademarks of the Square Enix group of companies. DONTNOD is a trademark of DONTNOD Entertainment SARL. All other trademarks are the property of their respective owners.

Article by Susan N.
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The Awesome Adventures of Captain Spirit - PC Review



Anything in the Life is Strange franchise has me hooked immediately. And the moment The Awesome Adventures of Captain Spirit launched, I began my journey. Right off the bat, I had a pretty good idea where this story would go...

Chris, or Captain Spirit, is a young boy who lives with his father – a man who drinks a lot. If that doesn't impress an image of where this story could lead, then I don't know what to say.

Story

The story is short. I finished it in a couple of hours.

Players are in the shoes of ten year old Chris, who dresses up as Captain Spirit to take out his mortal enemies.

This preview reminded me of the days when I was young. I would be daydreaming about awesome adventures similar to Chris, and I think that is how everyone must have felt. Anyways, it brought back fond memories of defeating bad guys at “Black Lotus command” and chasing after bad guys in hot wheel cars. When I looked at all the paraphernalia, it reminded me of childhood innocence. Chris reminded me of when life was simpler.


We learn that Charles, Chris' father, is an alcoholic. He shows signs of bullying and an almost abusive nature – clearly because of issues he's never dealt with. For example, there is evidence of being fired from his job, little food in the house, and the place felt hollow.

As the preview progresses, Charles becomes aggressive but quickly apologizes to his son for his outburst. He is highly irritable, as evidenced by the doorbell and the phone ringing. He doesn't want people nosing around the family's business. The father and son don't spend time together in any real way. It tells the dark tale of someone who struggles with depression and perhaps regret, and it's all viewed through a ten year old boys' eyes.

If that didn't set players on an interesting course, I was terrified of a brochure. It has a familiar name on the front. And it was at that moment that I was upset with the games' tie into its predecessor. (You may know what I'm talking about)

Anyways, the story relies on Chris completing his different missions which include: defeating the water beast, battling snowmancer, and obtaining a high score on the hawtdog man game. (A lovely tip of the hat to the other games.) In order to finish the episode, a player doesn't have to complete these awesome things, they just have to wake Charles up. That is where the story essentially ends, albeit with an unexpected twist.

Graphics and Visuals

In the Life is Strange franchise, Captain Spirit has the same graphics style and visuals as the rest. While this story is an introduction to Life is Strange 2, the overall look reminds players of the uniquely realistic animated style. Everything in the game helps to shape the overall story and creates enough appeal to buy the full episode in September.

Dontnod's artistic team took care to include character development and game themes through the use of objects found around the house.

What I mean is, players know that Charles is an avid sports fan. He does what he can to keep the family together, as indicated by various documents found in his room. We also know how much he is struggling and as a result, he lacks an emotional bond with Chris. Players also understand why Charles has become the person he is – regardless of the moral question it presents. However, much of the character and story indications come from common objects, not from the dialogue.


In terms of presenting game themes, Chris finds alcohol cans, letters addressed to the police, and a pink slip. We begin to understand why Charles has become this way when we find his wife's things. Yet Chris reflects innocently on the past, and about what his mother was like, with each object he finds. Clearly, Chris has adjusted differently to his new life and blissfully carries the naivete that children often do.

Graphically, there is one other thing that Captain Spirit introduces and that is Chris' 'superhero abilities'. What I mean is, in the base game, Max possessed the rewind time mechanic. In Before the Storm, Chloe had the 'talk back' power. In Captain Spirit, Chris uses imaginary superpowers.

When Captain Spirit takes on the bad guys, the players see objects the way he does. When the conflicts are over, the players see the real world again. In my opinion, one of the most creative uses of this was when I defeated the water monster. At first, I had no idea what happened, but when the imaginary beast faded, I found that the conflict was just a defective water heater. This is how most of Captain Spirit moves the narrative forward, by doing it with visual representations.

Overall, the graphics really tell the story. Players piece together the overarching issues without the need to have an info dump session. And as such, players get a glimpse into the new world of Life is Strange 2.

Final Thoughts

Because we are looking through the mind of a child, not only am I intrigued about where this story will take us, but I am equally fearful. I can only hope that Life is Strange 2 will deal with the issues presented in a mature fashion. Alcoholism and abuse are themes that many people don't take lightly. Not only do we not want these issues widely accepted, we don't want people to look like complete monsters either. If these themes are not dealt with appropriately, then fans will be upset.


By the time I saw the ending cliffhanger of this preview, I wanted more. I wanted to explore options and I hoped that Charles would recover from his alcoholic tendencies. I legitimately felt bad that Chris was so oblivious to his dad. Not only did that give me hope for September, it also solidified how disappointed I was.

Captain Spirit's main focus was on a naive childhood viewpoint, not on a mature child. This game showcased how little resources Chris has at his disposal. It bothers me because children today see countless advertisements for help groups. Chris obviously knows something is wrong but decides not to do anything. And other than talking to the neighbor, there aren't any options to call for help that I expected. Maybe that's just the adult in me talking or maybe it's because there are two phones and a laptop available...

Anyways, the few dialogue options given will carry over into Life is Strange 2, but it's hard to say how they will affect the story. Despite the fact that Dontnod is walking a fine line, I'm very interested to see where the narrative team takes Chris' adventures – for better or worse.

I give The Awesome Adventures of Captain Spirit a seven out of ten. For a preview of what's to come, this is not a bad start – relatively speaking. I am sure that Life is Strange 2 will be as memorable as the others in this franchise, and I look forward to episode 1's launch on September 27th. It, like the first game, will have five episodes as revealed in this short trailer,




What do you think? Did Captain Spirit live up to your expectations? Let us know in the comments below!

Until next time.

Game Information

Platform:
PC
Developer(s):
DONTNOD Entertainment
Publisher(s):
Square Enix
Genre(s):
Adventure
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Free on Steam




Article by Susan N.
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Vampyr - PC Review


Dontnod announced a new title sometime last year that became a highly anticipated game. Vampyr has now been out for a couple weeks and in that time we were given the opportunity to slice it open to reveal its dirty secrets. So let's sink our teeth into it, shall we?

General Impressions

Right off the bat, I was sucked into this game (and that was a lovely double pun for you readers). As expected, the game has a dark palette befitting of what we have come to expect out of this genre. It is gritty, dark, disturbing, humanizing and beautiful all in one fell swoop. The music sets the overall tone, the introduction creates a compelling atmosphere, and this game successfully hooks the player.

Vampyr begins with a cut scene of protagonist Dr. Jonathan Reid with his sister, Mary. Dr. Reid, as he bites and kills her unfortunately unaware that he is the killer. I love it!

Putting you in control, we get to begin the game on the run from the locals who don't like vampires – despite the fact that people are dying of the Spanish flu. You would think vampirism would be a merciful death but more on that later!


Story

The game play portion begins with Dr. Reid on the run. He quickly acquires a weapon and gets to kill a few people right away though it's not long before players are forced to make a decision. Do you spare a man's life or do you kill him?

There are many aspects of this game that I absolutely love. Obviously, the subject matter has always fascinated me personally, but the overall story progression is gripping. This game is not simply meant as a slaughterhouse, although you do have that option. Vampyr has a couple of different layers to cater to all types of gamers. Because I'm an investigative type of player, having the option to do side quests appeals to me. A player can do these side quests if they want, and should they do that, they are then given hints about the citizens leading to more quests. These give experience which allows players to level up, as does killing Skal – the lesser undead creatures in the area. It's up to the player to determine what path they wish to follow.

Some important things to know about Vampyr: Functionally, the night is endless. A player isn't forced into a time limit (IE: the sun rising), which I love. A player is able to explore the map, talk to all the citizens, and craft potions. It also lets a player move freely between areas. There is no teleport to location mechanic, meaning that a player must travel on foot. If there was a daylight mechanic to this game, it'd make Vampyr more challenging. Instead, players can prepare themselves for quests by leveling their abilities when they want (as in, when they go to 'sleep'). Having this sort of game design allows players the ability to familiarize themselves with their abilities and options.

With the passing of each night, the citizens will become sick. If you've treated a citizen, they will recover over the course of the day. As such, the overall health of the district changes, which causes players options in terms of their decisions. If the district falls in the serious or lower status levels, hostiles will appear in the area. The important thing to remember is that the player is a doctor. Reid's primary station in life is to heal, so becoming a vampire is a cruel fate that he must struggle through. These are nice added elements that fit the motif of Vampyr.

To further that point, I love the themes that Vampyr represents. On one hand, a player can drink the blood of all the citizens, sparing them of ailments like the Spanish flu. Yet, to take mercy on the citizens would mean that Dr. Reid would have to kill innocent people – a both illegal and morally wrong concept. By doing so, the game forces players to think about who might be deserving of a quick death and who should be spared. Morally, killing is wrong and as a doctor, Reid has a duty to save his patients. As a vampire, he needs to kill in order to survive. The choice is up to the player.

Sound and Music

Next, let's look at the amazing sound effects and music used in this game. To begin your journey, the atmosphere is set by a eerie violin tune, which is apropo in my mind. The violin is an instrument that can sing, cry, and instill fear in mere mortals. As a string instrument, it has a lot of ability to cut a person to their core with its sharp sounds. It is an instrument that can also be smooth and dramatic, making it a perfect choice to introduce players to the game. While I played Clarinet for many years, I've always appreciated violins for their diverse sounds.

When entering areas where there are Skal – lesser forms of vampires – the music changes accordingly. A player always knows when they've stumbled into an area that has creatures to defeat.

On top of that, the overall sound design in this game is absolutely wonderful. When using the tracking ability near humans, a heartbeat can be heard. If a player is close to Skal, then the sounds ressemble something like alien screaming. One particular boss mimics the sound of baby cries to lure its victims. Even when levelling up, the game uses a strong heartbeat sound when committing experience points.

Let's talk about the voice acting shall we?

I loved the attention to detail that Dontnod has provided players. The characters who are from different countries are actually voiced correctly. The idea of wandering accents is not an issue in Vampyr like is often the case in many movie productions. Characters portrayed by actors are well done and thought out properly. Even the writing of the different characters is done brilliantly.

First, Jonathan Reid is voice acted by a man named Anthony Howell, a British actor who has done roles in other games such as Star Wars: Battlefront II, Warhammer 40,000: Dawn of War III, Mass Effect: Andromeda, and Horizon Zero Dawn. And he's no stranger to vampires either, because he play Lord Laurent in the 2013 TV series Dracula. (I'm actually still salty they cancelled the show after only one season. I NEED TO KNOW WHAT HAPPENS).

Jamie Zubairi plays the voice of Rakesh, and he was born in the UK although he grew up in Kuala Lumpur, Malaysia. While his acting credits is shorter than some of the other voice actors in the game, Mr. Zubairi was hired for games like James Bond 007: Bloodstone and Just Cause 2.

While there is a decent cast for the various characters in Vampyr, many of the actors are from England – a detail that goes a long way in creating an immersive video game experience. Though, birth in a particular country does not mean that other actors could not have taken on roles. All I'm saying is the use of primarily British actors delivers a captivating and realistic story.

Each character is tailored perfectly to portray different types of people from their sexual orientation right down to their social standing and temperament. These characters are voice acted in a manner that fits the story and the time period well enough that it's quite noticeable to keen observers.

I absolutely love every bit of the sound and music used in Vampyr. I especially love the casting choices for the characters in the game.

Graphics and Style

In Vampyr, the graphics style is exactly what I expect for this sort of gritty game. The color palette has a lot of greys, blacks, strong reds, and browns. The lightest color is the orange glow that emanates from the street lights or candles. Even the shillings or crates that can be opened have muted colors. Something noticeable to my sensitives eyes is that even the whites are dulled.

Everything in this game is dark, with the exception of blood when viewed through the tracking ability. The red in this is so vibrant that it reminded me of the movie Sin City. In fact, watch that movie and take notice of the color transition from black and white to when the red dressed woman finally appears. Remember how it suddenly felt weird that the red was the only actual color in the beginning of the movie? Vampyr is very much the same. Turning on the tracking ability will cause that trippy feeling to occur in the player. The black and white palette seems unreal at first because the player is adjusting to it. And when color is finally presented, it's temporarily jarring. In my opinion, this adds to the games atmosphere.

It's strange that after years of playing video games, I felt more present in Vampyr. When talking to characters in the game, the camera would zoom in on the two of you. Now, in most games, that wouldn't be noticeable because of the active living world in the background. Vampyr feels more real because it caused me to tunnel vision. What I mean is, graphically the muted colors allowed the foreground to be the primary focus and unlike other games, was not forced.

If I had any sort of complaint about Vampyr, it would be that I wish my graphics card wasn't terrible. There were several moments where the camera panning wasn't as pristine as I would have liked. When I spoke to various members of the city, and therefore zoomed in on both characters, Jonathan's beard looked stringy. However, when I watched other Twitch streamers play, like Bogotter and Dexbonus, their graphics were amazing. Obviously, my issue with Vampyr has nothing to do with the game, it has to do with my computer. (I'll rectify that at some point in the future)

The Leveling System

The leveling in Vampyr happens each night when Dr. Reid goes to sleep. A screen pops up with a skill tree that players use. Performing different tasks will award experience, which is used to upgrade or purchase abilities. The tree has everything from autophage – a heal - to increasing stamina or health. A couple of the abilities seem endless. Health is one of those abilities where a player can add 5% each time experience is spent. At first health and stamina cost 300 experience each and after a couple levels the cost increases to 600.

Weapons can be upgraded, but they don't require the player to sleep. Instead, to upgrade weapons, a player needs various materials in their inventory before using the workbench. Players can upgrade their weapons in the hospital or in any hideout. This is also the same concept for creating serums to heal the wounded humans. Each potion requires different combined chemicals and they are made at a separate desk.

Players can acquire these materials by finding them in the area or by purchasing them from merchants with shillings. Since this game allows players to kill everyone, if they want to upgrade weapons, keeping a merchant around could be useful. Should they kill the merchants, then upgrades are still possible, but players will need to rely on RNG or salvaging junk to get the parts. If players decide not to upgrade weapons, they can still become powerful through the skill tree. As in, it's up to the player to strategize on their own combat style.

Vampire Abilities

At any time, Dr. Reid can use mesmerize to coerce a human to follow him into an alley. This is how the player can kill the city folk without being noticed by others. It is one of the ways that a player can gain experience points faster to take on the powerful bosses in the game. As discussed in the leveling section of the game, there are abilities that can be purchased using experience points. The ultimate abilities that unlock at level 10 cost a fair amount. So, by doing side quests or killing Skal, a player can obtain experience points to boost their abilities.

The game supports all forms of players like those that enjoy getting up close and dirty for melee combat. A player could opt for a ranged build by using the stun ability, using the bloodspear, or players could simply shoot the Skal with a gun. Finally, there are AOE abilities for those that like to kill multiple Skal in one go.

Dr. Reid's dodge ability is a puff of smoke, which I adore. It's a pseudo teleportation ability that feels vampiric. Not only can players use this ability to dodge big attacks, but it's also the same look when teleporting across the water. But be warned, I was level 9 and teleported to the other side where there was a level 18 Skal closeby. I opted to GTFO before I died horribly. A thing to note, Skal don't automatically aggro since they only notice the player from within a certain distance. The player will know when something is near because of the music change and by using the tracking ability.

For me, one of the most useful skills in the game is that tracking ability. As I said, if creatures automatically aggroed based on level discrepancy, I'd have been a pasted vampire. Remember that level 18 I was talking about? I only knew he was there because of the music change and the tracking ability. Besides, I like to play a bit more stealthy when it comes to games like this. Thankfully, players learn about this tracking ability early on in the game.

Combat

For the most part, I've done a little bit of melee and ranged combat styles. I'll first stun the Skal using the 'coagulation' ability, then I get in melee range and attack. I tend to dodge when my stamina is getting low or when there is a big attack coming. While I'm predominately a keyboard and mouse player, I decided to play Vampyr with my Xbox controller. (There are only a handful of games that I use a controller for. This is one of them.)

Combat is rather smooth in execution and in its 'feel'. What I mean is that combat is not clunky. Despite certain abilities having cool downs before execution, Vampyr has nailed the system. I, as a keyboard player, had no issues figuring out the buttons for various attacks and abilities. This is important because in other games where I use a controller, I often change the key binds. The fact that I have not done so in Vampyr is very telling in its design.

It also feels good in the sense that each blow to a creature is satisfying. There are plenty of games that use the vibrate feature of a controller to emphasize a critical hit. Vampyr does have the option to use the function and even though it is natively active, I've never felt the need to disable it. Often, I find the vibration usage to be overdone in most games and yet, in Vampyr, it's never been a nuisance. Visually and audibly the game retains its message without overdoing a controller feature.

As with most games where there is a fair amount of fighting, there are combo abilities. Vampyr is no different in that sense. Pairing certain abilities with each other will cause extra damage to a Skal. In essence, Dontnod has successfully managed to include all forms of play styles, even if they aren't extensive. They have everything for stealthy, combative, or investigative players.

The Final Bite

To conclude this review, I am going to talk a little bit about the writing in this game. The primary writer, Stephane Beauverger, is also one of the writers for Life is Strange, Iron Storm, Remember Me, Tonic Trouble, and a short by the name of Antinome. There were several points in conversing with characters that I felt empathy, particularly for Oswald and his partner. Many of the characters had been in the military and with some of the brief stories mentioned, I truly felt like these characters were real. A lot of that has to do with the cleverly thought out background stories which Mr. Beauverger concocted. It also has to do with the fact that research was done on possible experiences of those who serve. The writer also did a brilliant job in portraying themes of isolation, PTSD, and depression. As such, there is nothing that I don't love about this game. Mr. Beauverger is brilliant and has so far impressed me with his work on Life is Strange and Vampyr.

When I first heard about this game, I was super excited because I wanted to know which vampire mythos the developers would base their game on. I view Vampyr to have been based in the World of Darkness universe or in Anne Rice's vampire world. (White Wolf created a Roleplaying system that includes Vampire: The Masquerade. Should readers wish to research why I think Dr. Reid fits in this rendition of vampires, check out their Wiki page) Given the time period of this game, Vampyr has done justice to the most well known lore.

One more thing that I appreciate is the level of realism when it comes to science. Dr. Reid has the opportunity to explains away an ailment in human terms. What I mean is: A patient at the Pembroke hospital believes she is a vampire. Dr. Reid offers up an explanation: "Have you heard of Cotard's syndrome?" Upon choosing this answer, the player learns that this mental illness was discovered in 1880 by a man named Jules Cotard. In short, it is the belief that a person is already dead. The reason I mention this is because the development team on Vampyr actually did research and included each element they could into this game.


Furthermore, these vampires do not turn into bats and cannot walk in daylight, but they can be harmed by a crosses power, fire, and silver. In the grand scheme of things, Dr. Reid represents the most accurate rendition of the creature's evolution at the time that the Spanish Flu plagued London. Not only do I appreciate the attention to detail, but I love that Dontnod brought the 'roots' of vampire mythos back to the forefront. (That said, I will add one little bit of clarification. I put 'roots' in quotations because vampire lore extends long before what modern man believes to be true. Vampires were known by a number of different names and were referenced in many cultures legends. In fact, the myth of vampires predates Christianity when the church acknowledged the existence of the devil spawn like vampires. As in, what most people believe to be 'legitimate' vampires, is likely wrong because the myth predates most people's understanding of it.)

Finally, Vampyr is a well thought out story with very real themes, allows play style options, and grips players effortlessly. I appreciate the amazing music, gritty atmosphere, and realism of the game given the time period.

Out of ten I'm going to give this game a full score because the lore was done correctly, research was done on legitimate human ailments, and the atmosphere is perfectly portrayed. I love the attention to detail with respect to the posters littered throughout the game. Vampyr's graphics are beautiful, the music and sound are done properly, the story enthralling, and I will be playing this game until its end.

Dontnod continues to impress me with their brilliant story based games. I can't express my appreciation enough. If they continue to produce games like Vampyr and Life is Strange, their titles will be at the top of my list to buy without question.

My black vampire heart is happy. You've done the genre justice.

As always, make sure to follow their social media pages and the website. Let us know what you think of the game! Have you played it? Is there something you would want added to the game?

Until next time.

Game Information

Platform:
PC
Developer(s):
DONTNOD Entertainment
Publisher(s):
Focus Home Interactive
Genre(s):
Action
RPG
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4
Microsoft Xbox One

Source:
Provided by Publisher



Article by Susan N.
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Vampyr - PS4 Review


Vampyr is one that we have had our eyes on for quite some time now; set in a grungy, wet, and broken London? Check. Vampires? Check. Action RPG? Check. Darkness and Intrigue? Check and Check. In fact, Vampyr checks a whole bunch of favored aspects in gaming here at Chalgyr's Game Room. Developed by Remember Me and Life is Strange studio Dontnod Entertainment and published by the good folks at Focus Home Entertainment, Vampyr is the best vampire-related release in decades and easily the best RPG-oriented title. While many may have been concerned with Dontnod being able to pull off an action RPG, Vampyr is clearly an excellent title that oozes character around every turn. Well done, Dontnod, well done indeed!

In an opening scene that is a bit gut-wrenching, Vampyr starts off with some gruesome scene-setting as you, Dr. Jonathan Reid, wake up in a pit of Spanish Flu-infested corpses as a newly-turned vampire. On a quest to figure out what is wrong and putting your profession as a hematologist to good use, you will travel throughout early 1900's London during the height of the Spanish Flu epidemic.

Rather than the atypical hack-and-slash adventure that most action-RPGs provide, Vampyr brilliantly blends the hack-and-slash action of a lightweight Soulsbourne-style game with the narrative excellence gamers have come to expect out of the studio that brought us Life is Strange. Adding further depth to Vampyr, players will need to manage the terror in various districts by warding off the creatures of the night and helping, or harming, the districts' inhabitants. The added level of complexity brings a new light to the forever dark London that Dr. Jonathan Reid inhabits.


Though combat is a little stiff at first, up until you start leveling up your vampire skills, by mid-game the tactical choices available to you are thicker than the blood Reid thrives on. Where melee combat feels a bit flat at times (even amateur), using your vampire skills is an absolute joy. I myself, once leveled enough, thoroughly loved using Shadow Veil + Shadow Mist. The combination of the Shadow Veil, which makes you effectively invisible (and drains stamina if you move), with Shadow Mist, which is something of a blood-based hand-grenade, is a joy to use.

While I do wish there was more variation in the skillset, those skills that are there are fun to use. If you are more of a brawler then investing in Blood Barrier, which is effectively a shield, is a must and if you invest heavily into your Hard Biting passive skill then you can easily tear through the masses with little real damage. In fact, using Spring, which rushes you forward in a neat shadow-like blink effect, in combination with Blood Barrier and a pile of points invested into the Bite evolution can make for an extremely potent melee warrior.

Vampyr is aesthetically, one of the darker titles I have played in a long time. Even amongst horror games where the environment is key to setting the mood, Vampyr easily outclasses them. I often felt Vampyr's London as something of a more detail-rich and "living" world and the closest thing I could relate it to is Bloodbourne's Central Yarnham. Though similar in feel, Vampyr's London feels more alive, if broken by the Spanish Flu. It is a truly wonderful setting and is everything one would expect out of a post-Jack the Ripper era London. Dark, dank, and full of not only misery, but also of Londonites trying to make the best of a bloody situation.


Humanity can be horrible at times, but there are little rays of light in even the darkest of nights, and there are a number of NPCs that shine just ever-so-brightly. On the other hand there are some real pieces of shit in London's underground. Screw that ambulance driver that happens to take a little on the side by giving priority to those that can pay. Seriously, eff that guy. The NPCs range from the downtrodden to ridiculously optimistic and everything in between and at times they are the real reason London, in one of its darkest time, is not overbearingly depressive. Kudos to Dontnod for continuing their world-building excellence.

Vampyr is to date, 2018's most interesting and ultimately satisfying release. Stunning world-building, detailed and interesting non-player characters, enjoyable RPG level-building mechanics, and an intriguing story mixed with the district management features have yielded an excellent action RPG title that is a bit deeper than your atypical affair. Moody and brilliant, Vampyr is a must-have for any fan of the non-sparkling vampire variety.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
DONTNOD Entertainment
Publisher(s):
Focus Home Interactive
Genre(s):
Action
RPG
Mode(s):
Single Player
Other Platform(s):
Microsoft Xbox One
PC

Source:
Provided by Publisher




Article by Robert
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Life is Strange - Mac Review


I am no stranger to episodic games that rely heavily on story and setting to pull a person in. Life is Strange has a lot of similarities to titles from Telltale Games or the King's Quest chapters, but it does enough interesting things of its own to stand out as a unique and generally enjoyable experience.

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