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Showing posts with label Metroidvania-ish. Show all posts
Showing posts with label Metroidvania-ish. Show all posts

Touhou Luna Nights - PS4 Review

Touhou Luna Nights by developer Team Ladybug, WSS playground and publisher WSS Playground, PLAYISMPS4 review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 6.5 minutes
Those of you who have been around here may know that I'm a fan of Touhou, both the official games and the fan games. Today I get to tell you about Touhou Luna Nights, a title that released on PC back in 2019, and now has a console port! A wonderful metroidvania with Touhou themes and gameplay elements! Without further ado, let's get started!
 
Now, those of you who have no knowledge of Touhou may not really get everything reference and plot-wise, but no worries if you aren't familiar, as most everything is self contained, to a certain degree. Everything else you need to know can generally be inferred as well. For those with no knowledge, I'll provide a bit more. Touhou Luna Nights starts out with Sakuya, a maid working for Remilia, the vampire owning the Scarlet Devil mansion, finding herself in a somewhat unfamiliar area. Turns out that Remilia is testing a new playground out, and has created a sort of game where Sakuya must fight her way through the fake world she is in to make it to the top of the mansion.


Unfortunately for Sakuya, her ability to fly and stop time is greatly restricted. Yes, those are things she can normally do, but where would the fun be if you could do that right from the get-go? So Sakuya must use what Remilia has provided within her game world as she does some metroidvania style exploration and combat.

Luna Nights at it's core is a metroidvania title, where the focus is exploring rooms, discovering abilities and enhancements, fighting bosses to proceed, and backtracking to acquire items you've missed, as well as any hidden rooms on the map you can find. While the basis is pretty typical of metroidvania titles, a 2D action platformer style where you have a primary attack, a secondary skill, and various movement/exploration based abilities to acquire, Luna Nights also implements some functions very typical of the Touhou genre.


Let's go over some of the gameplay basics. Right off the bat you'll notice you have both a health gauge and an MP gauge. Almost every attack, both basic and skill, will consume MP which slowly fills back up.  Yup, even basic attacks are "limited". Using your basic attack to throw a set of knives does consume MP, although not that much. Cool fact, picking knives back up restores some MP. If you hold down the basic attack button you can build a move that slows down time around you, but not for you. This is really useful for getting lots of grazes, avoiding attacks, and environmental obstacles that are moving too fast.

Now, grazing is something that Touhou is really big on. The original Touhou games are bullet hell games, and grazing is just barely dodging an attack. While this was originally just for score, in Luna Nights grazing can be used to restore MP, health and time gauge. Since all basic attacks and skills take chunks out of your MP gauge, this is the best way of keeping both your attacks and health going strong. So what about that time gauge? Well, Sakuya has the ability to stop time. Here though, that ability has been largely diminished.


Shortly after starting the game, you'll find a friendly NPC to give you a pocket watch, which can be used to release the restriction on your time stopping ability, although not fully. This NPC also happens to run the item shop. You have a limited amount of time to use time stop for, and every action you take will reduce that time, whether it's moving, attacking, or using skills, your time gauge will deplete accordingly. This is kind of handy when you're out of MP, as you can substitute time for MP while time is stopped. If you end time stop or run out of time gauge, time resumes, all the knives or skills you've activated start moving again, and so can the enemies. Fair warning, if you run into attacks during stopped time you still take damage.

Luna Nights is an interesting game from a gameplay perspective because of a weird relationship between basic skill line and skill cap. See, as you kill enemies you get exp and can level up, increasing defense and attack damage, so you can theoretically outlevel bosses or use items bought in the store to push through when the game gets difficult. Or you could dodge enemy attacks by a few pixels, get really good at it, and be virtually unstoppable because you regenerate too much MP and health to die. It's certainly completable without being too good at the game, although it'll be a bit rough, but is incredibly rewarding to be able to demolish bosses by dodging attacks by paper thin margins and punishing them for it.


Add to this that the different skills you can get are pretty fun and interesting, as well as well-handled exploration and hidden power-up items, Luna Nights is a really fun title. Seriously, when I got the "chainsaw" skill I was like "...sorry, what?" but then I started hucking chainsaws at people and was like "ohhhh, I like this". There are other skills to collect, some more basic like homing knives or a paralyzing shot, and some like a blade that constantly homes in and attacks anything that can be damaged on-screen or a knife barrier.

Touhou Luna Nights also has a really fitting art style for a metroidvania title, with well done sprites and interesting enemies that differ each area you proceed through. A more retro like pixel graphic style is used and it fits really well. Add in some nice remixed Touhou theme tracks and you've got a very aesthetically pleasing title. As a cool little aside, those familiar with the Touhou universe, or at least the characters in and around the Scarlet Devil Mansion can probably guess at the next boss for an area based on either the area theme song or little hints added into the environment, which is a really cool consideration.

As you're exploring the world of Luna Nights, you'll be collecting gems that you can exchange with the vendor for cash. Why aren't you directly given the cash instead? Well, it turns out that each gem type has some sort of passive effect just from carrying them. Although selling them in order to buy upgrades is almost assuredly the way you should probably go, it is a cool little mechanic that was included.


Honestly, I loved the entire time I spent with Luna Nights. Unfortunately, that time wasn't nearly long enough. I loved Luna Nights, and I just wanted more when I was done. Even after earning every achievement, I still felt like I wanted more of the experience, and it didn't really take me too long. I'm not sure if this is because I've gotten too used to/good at metroidvania's where I can now tell which areas are most likely to have hidden walls or not, but I would've loved to see the game at least twice as long, in all honesty. Well, at least it doesn't have the opposite problem, where it overstays it's welcome. Also, in all fairness, the game is pretty linear, and the "metroidvania" aspect is pretty subdued, with the focus being on combat more so than large map exploration, although [the metroidvania aspects are] still there.
 
Overall, I gotta say that Touhou Luna Nights was an absolutely wonderful experience and I thoroughly enjoyed every minute of it. It was fun, engaging, had it's own unique twist with the grazing/timestop mechanics, and wrapped it all together with really smooth gameplay and a good artistic and musical package.  While certainly rather short, and maybe a little more confusing for those unfamiliar with Touhou in general, I think Touhou Luna Nights is a really great game for someone looking for some metroidvania fun.


Score: 9.5 / 10


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Salt and Sacrifice Review


Salt and Sacrifice
by developer Ska Studios, Devoured Studios and publisher Ska Studios—Sony PlayStation 4 review written by Richard with a copy provided by the publisher.

Estimated reading time: 7 minutes 


Sequel to Ska Studios' Salt and Sanctuary, newly released we are taking a look at Salt and Sacrifice, a title that takes from its predecessor with changes to mix things up. Will it hold up against the Souls-like/metroidvania of Sanctuary? Or has it Sacrificed what made the original so good? Well, it's time to take a look to find out.

If you've played Salt and Sanctuary, you'll probably have at least a basic idea of what you're getting yourself into. If not, well, honestly there have been a lot of changes to the formula, so you're not put too far behind the curve. You play as a nameless sinner, one who has been sentenced by the kingdom to atone for your crimes by getting rid of the Mages plaguing the kingdom. On your way to the location where the mages congregate, your…animal? gets attacked. Chances are, you end up dead. But no worries! You've been marked by a special ritual, allowing you to come back from death as many times as needed! Provided you do not succumb to the "Haze".

Salt and Sacrifice, like its predecessor, is a 2D souls-like with metroidvania elements. What this means for Sacrifice specifically, is that you will roam around an area in a 2D fashion, beating up on enemies, and they will drop salt which you can use to level. Combat is done based on a stamina system, where attacks, blocks, and dodge rolls consume stamina, and you need to regenerate it periodically. You also have access to a stock of consumables you can replenish at checkpoints, and if you die, you drop all your salt and need to go pick it up again before dying, otherwise it's gone for good. And yes, there is an equip burden that affects movement and dodge roll.

As you progress through the game you will also acquire tools to help traverse areas, such as a sort of hookshot you can pick up in the first area. Yes, there are specific areas now, as well as a main hub location, where you can craft items and purchase stuff from a vendor, before leaving to go explore the different biomes containing the Mages. Each new area is locked behind certain area bosses and Named Mages, which you will need to defeat before you can progress. The Named Mages come in different forms, and you are required to defeat a certain number in order to gain access to sealed doors you will find while exploring.

Now, if you've played any Souls game, you may be wondering why I'm making this distinction between "area bosses" and "Mages", despite Mages being functionally bosses. Well, Ska Studios decided to do something a little different this time around, and has introduced some Monster Hunter style elements. Basically, after beating a Named Mage, they will then appear randomly in the stage, and you can beat them to hopefully get more of their specific material drops. These materials can then be used to craft equipment based on that Mage. There are also "Pyre" items that are used as upgrade materials. These can be acquired from the Mages, or chests and item bags throughout the areas.

I'd like to take this moment to comment on a few things. First of all, I was about to write a pretty scathing review before the last patch. Luckily it got released the day before I started writing this review. Thankfully the patch solved a lot of my issues, but the basic feeling remains the same: it doesn't feel like some of the bosses/Mages/enemy design/placement were really play tested properly, if at all. I'll say this now, but I have completed the game, defeated all the Mages, and gotten the Platinum trophy, so I have successfully completed everything up to the New Game Plus run, and I can honestly say that some of the bosses and enemy placements made me want to just huck my controller out the window.

You can get juggled, you can get flinch locked, and enemies can shore up on the edges of platform, preventing you from climbing up or landing on the platform or knocking you off the platform, where you'll then fall 400 feet to your death. Also, if you're chasing a random Mage, their boss area can be right in the middle of a bunch of enemies, sometimes tougher enemies. While they will fight each other, it can be really frustrating sometimes. Also, there are some hitboxes that just aren't really fair if you're in melee range. Another annoyance is that enemies will follow you all the way to the bathroom given the opportunity.

One really interesting, but also possibly frustrating, aspect revolves around your consumable items, such as healing potions and thrown weapons. You can also gain access to other thrown items, such as poison vials and molotovs. You can craft on the go, but you need the associated materials to craft. Yes, you can run out by the way, so if you have no materials left for healing potions, you have no healing left. Thankfully, the materials are quite abundant, and you can also collect some in the main hub area, or purchase a bunch from the merchant.

If you're used to Salt and Sanctuary, the graphics are the same as always. The 2D hand drawn style art, combined with atmospheric music, produces a decent ambiance. The developers also know what you're looking for in new game plus, as the quality of the upgrade materials gets increased to reflect the new challenge rating, which is really nice. There are a few issues here and there, such as trying to return from some of the hookshot points just not working well, or when you go to kill a Mage you have to hit the circle button while the Mage is downed, otherwise they get back up after a while. Unfortunately, if the Mage is overtop of a tool you can use, you may find yourself activating the tool, or picking up an item, instead of killing the Mage.

Summary

Overall I did have a lot of fun with Salt and Sacrifice, although there were a few moments where it got rather frustrating. With the new change up to how the game plays out, I expect a lot of people to be upset with the new direction. It's not a bad direction, just new. I really appreciate the devs branching out in a new direction, and hope they continue to do so from now on.

Score: 8 / 10





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Qubic Announces 2D Cyberpunk RPG 'Dex'

 

June 30, 2020 – Warsaw, Poland | Qubic Games has announced that Dex - originally developed by Dreadlocks Ltd - is coming to the Nintendo Switch on July 24, 2020.

Welcome to Dystopia

Dex is a cyberpunk infused, 2D side scrolling action-RPG with a metroidvania twist. Play as Dex, a mysterious blue-haired girl on a mission to take down the powerful and enigmatic organization that rules the city of Harbour Prime.

The game comes with fully voiced characters, branching storylines and quests, multiple endings and a wide spectrum of upgrades and skills to custom fit four distinct playstyles - silent assassin, gunfighter, diplomat or hacker. Blur the line between being human and "cyborg" by installing augmentations that grant you superhuman abilities and open up new paths in Harbour Prime like classic Metroidvania titles.

Game Features

  • Deep RPG mechanics mixed with side-scrolling 2D action

  • Non-linear gameplay set in a cyberpunk open-world

  • Intriguing and mature plot in a neo-noir atmosphere

  • Multiple dialogue choices with branching outcomes

  • Full English voice over

  • Multiple playstyles - stealth, open combat, diplomat, hacker or a mix of the above

  • Various customization options - choose your equipment, skills and even cybernetic implant skills to open up new paths in the city

  • Unique hacking mechanic that lets you dive into Cyberspace

Pre-orders with Discount for Qubic Fans

Dex will be available for 19.99 USD on launch. Pre-orders for the game are now available through the Nintendo eShop where all owners of any Qubic Games title will receive a 25% owners discount.

About QubicGames

QubicGames is an independent game publisher and developer based in Warsaw, Poland. The company was founded 15 years ago and has a track record of successful releases, especially for Sony and Nintendo platforms. Since 2017 QubicGames has been focusing on Nintendo Switch. Visit www.qubicgames.com/ to learn more.



Article by: Susan N.




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Remnant: From the Ashes - PS4 Review


Remnant: From the Ashes is the newest “Dark Souls” to grace your console of choice. A macabre adventure through hordes of the “Root”, a collection of plant-like creatures hell-bent on turning your world into their own personal paradise.

While I normally really hate to describe a game in relation to the “Souls” series, Remnant is pretty much the definition of a “souls-like” game. Is this a bad thing? If done well, definitely not, and Remnant does it pretty well. The best parallel to throw out would be to “Bloodborne”, as it has a similar theme going with the world and creatures in it. While Bloodborne had a focus on the melee combat with the guns being a supplemental tool, Remnant feels like the exact opposite, where the main focus is the gunplay and the melee weapons are the supplement.

When you head out of the main hub area where you can build and upgrade your weapons, you expose yourself to the danger that is the “Root”, and whatever indigenous violent creatures happen to be around. As you explore the dilapidated ruins of society, you will be killing the enemies in your path for money, ammo, and experience. Unlike the traditional “Souls” fare, you don’t have a running “upgrade pool” that gets dropped on death. In fact, there isn’t really much of a penalty for dying, other than having to wade through the mobs of enemies again. Instead you pick up “scrap” that is used as currency or upgrade materials, that you’ll probably be really hoping to find before they start dropping often enough for you.


One of my favorite parts of Remnant is the nature of how the game is generated. Yes, generated. Bosses are picked from a pool, and you might not necessarily get the same bosses when you play through a second time, or if you regenerate the world settings. Bosses have their own unique aspects and drops, which can be turned into either weapons to help you cleave through enemies, or can be converted into an effect that you can attach to your weapon. You have a light gun, a heavy gun, and a melee weapon that you bring with you, and choosing the right gun and attachment for a fight can really help get through some of the tougher boss fights.

As you explore and collect useful crafting materials and money, you may also come across a “Tome of Knowledge”. These grant you a trait point, which can be used to upgrade a trait. These traits are acquired either by progressing through the story, or by performing side quests or beating certain bosses. These traits will give passive bonuses, such as increased melee attack speed, or faster reload speed. These traits can be upgraded to 20, and good news for all you fellow completionists, trait points can be acquired until you max out all your traits, at least from what I’ve seen.

Unfortunately, there are some major issues of concern in Remnant. A lot of these P.Y. can probably attest to as well, as he probably saw many of these happen to me when we were playing together. While the option to hop over ledges is great for outrunning enemies and leaping down from higher floors of areas, make sure there isn’t a bush under you. No really, I jumped down a floor and got stuck in a shrub. Points in favor though, I was playing with P.Y. and he picked up the crafting materials, which are shared among any players in the session, and the matchmaking for co-op mode is really good.


Unfortunately the load times are ridiculously long, to the point that you can probably have something going on in the background during those load times. Be aware that the game also “instance locks” you, as in progression is limited to whoever “owns” the world you’re a part of. While you can still earn boss drops, crafting materials, and trait points and weapons/armor, items for sidequests and certain traits can only be obtained by the “owner” of the world you’re in.

While the “randomized” bosses and mini dungeons are really neat and the co-op mode is really easy to use, the long load times, occasionally swarming enemies and sometimes really aggravating boss fights can be a bit of a draw back. The graphics aren’t really anything to write home about, but aren’t bad either, although there were some issues with the textures not loading in for a while.

Remnant: From the Ashes is definitely a really fun game to play with a friend or two, as the player limit caps at three, but does start to feel like more of a survival gauntlet instead of an adventure after a while. If you’re looking for your next Souls style fix, Remnant will definitely scratch that itch. The randomized aspect is great for replay value, especially since there are multiple ways to kill some of the bosses, resulting in different item drops or traits. So make sure your weapons are loaded and your Eldritch resistance is ready, it’s time to fight some nightmares from another dimension to protect your own.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Gunfire Games
Publisher(s):
Perfect World Entertainment
Genre(s):
Action, Adventure, RPG, Metroidvania-Ish
Mode(s):
Single Player, Multiplayer Coop
Other Platform(s):
Microsoft Xbox One, PC

Source:
Purchased




Article by Richard
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Heroine Anthem Zero - PC Review


Heroine Anthem Zero is a new beginning to an older series that saw its last release back in 2003. Set in a Slavic fantasy world, Wanin and Mormolia start off on a new adventure after heading back to their village as part of those known as the Forest Keepers.

From the store page on steam itself the developers state that "it may not be for the hardcore platform gamer". Having played platformers for the past twenty some odd years I can say that while they may be right, it feels a bit like a deprecated statement as Heroine Anthem Zero is still a great gaming experience in its own right even if it concentrates more heavily on its narrative elements for a good portion of the adventure.

Starting off with gameplay however, it is the weakest link. Taking control of Wanin, it can be a few hours before even getting access to anything new. Walking, running, jumping, wall jumping, wall sliding and flat out hitting things are all available from the very beginning. While these are available from the beginning however, out of the six hours that the adventure can take, you won't see any new weapons or armor for about three and a half to four hours. It isn't that big of an issue as most things short of poison and bosses won't kill you, but you'll want new weapons for the bosses as they are very Hit Point heavy.


Heroine Anthem Zero is titled as an adventure platformer but it does hold onto some Metroidvania aspects that I wished had been explored further. Most of these elements only come out to play hours later at about the same time as the new items. Once these elements do come into play however one can see how much effort was put into the design of the environments. Gameplay wise, as mentioned, is not hard but it is fun as it allows your fingers to stretch out as storytime is now over and it's time to let loose.

So if the gameplay only ramps up at the two-thirds mark of the adventure, what do you do in the meantime? Honestly, a lot of the beginning is simple gameplay and a lot of storytelling. The written dialog is translated and not natively English but it is only enhanced by either the Mandarin or Japanese Voice Overs for the multiple characters that Wanin and Mormolia encounter.

This storytelling is really what makes Heroine Anthem Zero. In a lot of cases it feels like a play along Visual Novel until things ramp up with two visual styles that move the events along. The first of these, in which you will spend most of your time seeing, is the "in-game" graphics that make up the gameplay and the bulk of the in-game cutscenes. When zoomed out this style is nice but it can get a bit pixelated once the camera pans up close.


The second of these styles that is used are gorgeous anime character portraits and full screen artworks that can sometimes scroll for better effect. All the main characters have their own portraits with several different expressions in order to properly support the context of the dialog. Mormolia for example is equipped with both annoyed and pissed off portraits for all the dumb things that Wanin can spew without thinking.

There are others with portraits around town but mostly you'll only see them from the main cast unless you move around and talk to the others that are going about their business. These two visual forms carry the narrative a long way. More often than not the two work together with the in-game sprites moving, shrugging, and using emoticons that match the portraits. Between this and the dialog it makes up for the lighter gameplay near the beginning.

The last piece to bring everything together is the stellar soundtrack that exists throughout the entire adventure. Not only does it sound great and work, but it also has a couple voiced tracks for specific scenes that are used to tell a story alongside the in-game graphics, the portraits, and the full screen artworks. This, if nothing else, eases the fact that it takes two-thirds of the adventure to really get the gameplay started as these bardic scenes had to be the best part of the adventure.


The only issue with the sound is not the sounds or the music themselves, but the audio levels during some of the automatic scenes where you didn't have to hit "A" (using an XB1 controller) to continue. For some reason the volume skyrockets, and if you are wearing headphones, it may hurt your eardrums a little bit as you reach for the volume adjustor.

Unfortunately the adventure is only five or six hours long, more or less depending on the state of "your" adventurous soul to look everywhere. The reason that this is unfortunate is that the "Zero" emphasises that this is an introduction and there is more to come both in terms of playable characters and episodes for the story. It really is over too fast and currently there is no information as to when the rest is to follow. In the meantime however they are working to fix any issues that are flagged which is always great to see from a developer.

Now while it can take a good deal of time in order to get started, Heroine Anthem Zero is a great experience. With an amazing soundtrack that supports a very well written, and translated, story, the marriage of the two create an experience that should not be passed up on because of it's "slow" start.

Game Information

Platform:
PC
Developer(s):
WindThunder Studio
Publisher(s):
Winking Entertainment
Genre(s):
Platforming Metroidvania-ish
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Provided by Publisher




Article by Pierre-Yves
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