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Showing posts with label Passtech Games. Show all posts
Showing posts with label Passtech Games. Show all posts

Curse of the Dead Gods - PS4 Review

Curse of the Dead Gods by developer Passtech Games and publisher Focus Home InteractiveSony PlayStation 4 review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 7 minutes


Having really hit a boom in the last few years, both the roguelike and roguelite styles have almost become so popular that most titles nowadays try to include some element of the genre in their productions. Actual roguelikes however are still few and far between so coming across Curse of the Dead Gods was definitely a treat. Cursed temple, unlocking upgrades, actually having to worry about fighting in the light versus the dark. It was a challenge worth challenging. 


Starting off with perhaps the biggest point, Curse of the Dead Gods runs a risk of quickly overstaying its welcome. Fans of roguelikes are obviously already thinking to themselves, it's a roguelike. It's supposed to be repetitive. Do it over and over until you get it right. That's the point and they would be right. Where things run a risk of repetitiveness though is in the presentation as win or lose, you'll wind back up at the same spot. The only difference is with how much?


Designed in a manner similar to Mega Crit Games’ Slay the Spire, you'll be going through a randomized path of random rooms before facing off against a boss. Each one of these rooms contains a possibility of death and that includes the rooms designed to heal you as for every door you step through, you'll add a bit more to the curse that plagues you. Max out the curse meter, and that's just as much game over as losing all of your hit points which adds a layer of complexity to an already harsh path.
 


Before that though, you'll be starting off in a central room that acts as our protagonist's hub. Pretty bare in the beginning, this hub will give you access to the various trees containing unlockable skills and items to help you out on your subsequent runs. Like any good Roguelike though, there are perks that sound amazing in the beginning but don't really stack up as time goes on and then there are perks that are actually just useless to a player depending on their playstyle. Perks' usefulness is subjective, but that's part of the fun. Figuring out what works for you and there are plenty of choices which I really appreciated. 


Once you’re ready to head out, it’s as simple as heading through the giant door and choosing the first of your paths forward. What I enjoyed about this is that Curse of the Old Gods isn’t all about making your way through boss after boss after boss after boss in order to make it through. Instead, you have three base paths to brutally teach you the ropes before really throwing you into the meat grinder which blends these paths together one after another instead of just one path, boss, and heading back to the hub.
Not immediately noticeable at first is that you’ll actually have just about everything that you’ll ever need from the very beginning. Torches to light up the dark, default weapons for attacking enemies, secondary weapons for a bit more of an oomph and a bit more range followed by two handers for maximum devastation. Each of these attacks is fairly easy to chain combos but you’ll also want to “git gud” when it comes to both dodging and parrying an enemy’s blows especially when it comes to how much light is in the room.
 


Here is where the first of the two major features of Curse of the Dead Gods shines. Light and dark while normally added for ambiance is actually quite crucial to survival as you’ll take substantially less damage while in the light which is where your torch comes in. The flipside of this though is that while your torch is out you won’t have your melee weapons so if you want to attack you’ll have to delve into the dark where you’ll take more damage which is where the “gitting gud” comes into play. Some environments are a bit helpful allowing you to light up the dark by swinging your torch at braziers however these can also be destroyed plunging you right back into the dark just as fast as you’ve lit it up.


The combination of the light and dark with the combat meshes really well to add in a stress to an already stressful endeavor as death is always around every corner when diving through a roguelike where the other “other” stress comes into play. The titular curse of these dead gods. For every door that you go through, the curse by default will increase by twenty of a container’s max of one-hundred. Don’t worry though as you have a few containers to fill up but don’t get complacent as they fill up fast. Go through five doors and the curse will add a layer of difficulty such as no longer being able to heal by normal methods, losing gold per hit, but also some neat ones like enemies will now explode on death. Scary when in melee, but get their friends in the mix and your work is done.

 
Going through doors is not the only way to increase your curse. Getting hit will increase it just as easily as drinking from a healing fountain. Yup, even healing up has a cost associated with it. Nothing is free, and that includes most of your upgrades. Between the various rooms are options for upgrades through the form of better weapons, upgrading your weapons, passive abilities, and they can all be yours for the low price of… heh, there’s no low price. Getting these upgrades are either paid in cold hard cash or in adding to your already and ever increasing curse meter.
 


So it’s with these aspects that you’ll really want to do a few of the base runs that only contain one boss to get a feel for things before going into the multi-boss pathways or even some of the special weekly dungeons that can appear. Curse of the Dead Gods in vintage black and white without a health bar was nuts. Less nuts than having to pull off a run in which you start with a I believe it was thirty or sixty second timer that would only increase as you defeated enemies. Easy at first, but a hell of a lot harder as the stages keep ramping up in difficulty. 


As an entire package, and I gushed as much to Nick on my first night with Curse of the Dead Gods, it’s fantastic. My only worry is that because of the room layouts, after a while you’ll have “done it all” short of the special weekly challenges that can only be done once a week, win or lose. The gameplay is solid, the ideas behind the gameplay are clever especially when mixing the light and dark elements alongside the curse that is not always the most negative of effects. Finally to top it all off, it ran beautifully off of the PS5 which is what I reviewed it on.


So overall, even if the roguelike or roguelite genres are normally not your cup of tea, if you’re up for a good challenge and love the action adventure styles of adventuring, I would wholeheartedly recommend Curse of the Dead Gods. Fans of roguelikes and roguelites? If you haven’t already, what are you waiting for!?


Score: 8 / 10



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Masters of Anima - PS4 Review


Masters of Anima is a combo RTS/RPG game in a third person isometric view available for consoles and PC. Since I am notoriously easily frustrated and significantly less experienced than my husband, I let him handle playing this title while I sat back, ate popcorn, and offered unsolicited advice from over his shoulder.

First impressions

The intro explains the history of the world - but honestly, there is so much exposition that I only remember pieces of it. From what I recall - there’s an angry volcano that is no longer impressed with its tributes and as a result has descended its wrath upon the world. According to Pierre-Yves, a lot of problems could have been solved if we had just bought it chocolate and flowers - and he is probably right (Editor's note: Of course I am!).

The voice acting will either impress you (as in the case of Pierre-Yves) or make you groan/sigh in exasperation (as in my case).

The cell-shaded graphics are really well designed and I really appreciate the attention-to-detail on the little imperfections. For example, every once in awhile when you are walking around with your minions (AKA Guardians, more on that later), one or two may lag behind or be slightly separate from the perfectly aligned pack - making them less of a hive-mind and more like a group of unique individuals. It’s cute.

Plot

You play as Otto, a slacker fiance to the leading expert in Anima summoning. I immediately pointed out that it would have been super interesting to offer a co-op playthrough with one person controlling Ana, but *spoiler alert*, that totally isn’t possible - more on that in a moment.

In order for Otto and Ana to get married, he has to pass his trial to become a Master of Anima. This first seems pointless considering his future-wife is already the most powerful summoner in the world, but despite this, I really enjoyed that they seamlessly integrated the tutorial into the story this way.

Before you even have time to appreciate your success, an evil Zahr attacks Ana and tears her soul into tiny pieces for you to go find. So along with the angry volcano, Zahr just made this conflict personal (and I have to give props to Otto for prioritizing his wife’s rescue over saving the world). On this adventure, you learn that you have some skills that have previously been unheard of for summoners - like re-awakening shrines to learn how to summon five different types of guardians with different abilities (melee, ranged, etc).  

Gameplay

Anima can be collected from various sources - on the ground, from flora destruction, rebuilding shines. It is essentially mana used to summon guardians and issue battle cries to power up your guardians. Although you regain some Anima when you recall your guardians, it is never 100% of what it costs to re-summon them, so it is important to strategize. (Editor's Note: Another factor to keep in mind is that if your Anima stores are full and you un-summon your minions, that Anima is lost)

The first level is straightforward and relatively simple. It gives you a chance to practice the basics of the gameplay. However the enemies beyond this level are significantly more challenging without any warning or time to progress. The learning curve is steep, and you definitely need to be prepared to die a few times while you learn to best way to get through each battle. I highly recommend mastering the battle cries, otherwise your guardians will be pummeled.

Otto’s melee attacks are pretty useless, so you will want to spend more time focusing on dodging attacks, replenishing your Anima and recalling your guardians out of harm’s way. My husband struggled to get past the first few over-powered enemies and almost quit out of frustration over this “unfair advantage”. I can’t really blame him - it would be nice to have some health regeneration over time in battle, especially since there is essentially a time limit on each enemy. If you don’t kill the enemy before the bar runs out, the enemy is granted super devastating attacks that become increasingly difficult to avoid. He regularly came very close to winning after a very long fight, only for the enemy to unleash a random super-charged attack rendering all his efforts worthless.

One of the major faults with playing on PS4 is that you can’t direct guardians to one area while simultaneously moving to another, more advantageous, spot in battle. This is likely possible on PC. In the game options, it is worth playing with the settings for Cursor Speed, Automatic Category Change, and Automatic Selection of All Guardians to see which combination of those works best for you.

Not only do you get to assign skill points to Otto when he levels up, you also get to add some really nice abilities to your guardians. Before you replay a level, you can also choose to respec at no cost - bonus!!

Enter the PY

So after some discussions about how hard Masters of Anima was presenting itself, Lauren and I made plans to sit down to it together with her husband to go over it. I really need to state that if it's a toss up between a controller or a mouse and keyboard? I'm that much better with a controller and that stands true even in a First Person Shooter. I can hold my own against those with a mouse and keyboard and even shocked some while I kept up or did better while playing Borderlands 2 back in the day.

To the situation at hand. Masters of Anima is brilliantly designed. You move Otto around and can pummel enemies like you would in an Action Adventure title all while performing resource management in order to summon minions to do the heavy lifting. It made me think a bit of Monstreal's Borealys Games' Mages of Mystralia with less personal magic in favor of summoning. This said, controlling Otto is easy. Controlling your minions? Not so much.

Controls for Masters of Anima are as good as they can be on a console but they really are designed for an RTS with a mouse and a keyboard. You can tell troops to move locations, you can split them up into smaller squads for pincer attacks and you can recall them all at the same time. The problem is that there are more options for controlling than buttons on a controller even if you start adding in elements like holding down R2 with another button or three. Lauren says I didn't break a sweat but internally? I was drenched trying to simply not die or at least keep a few archers to chip away at a crazy optional mid-boss while I dodged in and out smacking him with a marshmallow roasting stick. Not even a standard stick.

In my opinion, Masters of Anima is pretty to look at and to listen to as I do love the voice actors chosen and find that they hit the mark. That said, I can see where the steep learning curves come into play and the controls on a console probably steepen that curve even further do to the lack of functions that would be granted by a keyboard alone. It's fun but it won't be for everyone.

Overall

In hindsight, it might have been easier, or at least less frustrating, to play Masters of Anima on PC, given the accuracy benefits of a mouse and keyboard. If the learning curve hadn’t been so steep, I think we would have enjoyed the challenge that so many other titles lack. If nothing else, we definitely would have progressed further in the game. This is not necessarily a reflection of the quality of the game, but rather it could be related to our familiarity with a controller because Pierre-Yves barely broke a sweat when he played.

If you prefer to stand back and delegate various-powered minions to do your bidding, then this is definitely a title you want to check out!

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Passtech Games
Publisher(s):
Focus Home Interactive
Genre(s):
Action
Adventure
RPG
Strategy
Mode(s):
Single Player
Other Platform(s):
Microsoft Xbox One
Nintendo Switch
PC

Source:
Provided by Publisher




Article by Lauren, her other half Greg and Pierre-Yves
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Space Run - PC Review

Space Run completely surprised me. I was initially approached about reviewing Space Run and I was a bit skeptical about the game; while I love space games, I was unsure how this hybrid tower-defense / ship-building game would turn out. Even though it is being developed by a single-man development studio and early looks and generic summaries do not do this game justice. When I first booted up the game I was greeted with a comically gruff narrator by the name of Buck Mann who explains the world (well, universe) the game takes place in.


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