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Showing posts with label Prideful Sloth. Show all posts
Showing posts with label Prideful Sloth. Show all posts

Grow: Song of the Evertree - Switch Review


Grow: Song of the Evertree
by developer Prideful Sloth and publisher 505 GamesNintendo Switch review written by Lauren with a copy provided by the publisher.


I’ll start off by saying how excited I was to hear that Prideful Sloth was coming out with a new game. I played through their first game, Yonder: The Cloud Catcher Chronicles, on multiple platforms and so I went into this review with pretty high hopes for a glow-up. While I can’t say that all my expectations were met (and more on that below), this game certainly surpasses its predecessor with the variety of gameplay elements and new features. It might look and sound like Yonder on the surface, but I quickly realized it brings in flavors of other games like Animal Crossing, Stardew Valley, My Time at Portia and The Last Campfire. There’s a lot to cover here, so I’ll jump right in.

Plot

The game throws a lot of backstory at you right from the start. Like Yonder, the lore is really the driving force behind everything you do. It is explained that the Song of Myora (henceforth known in my brain as “tree force”) exists in all living things, even if we can’t hear it. Explorers originally followed this Song, and it led them to the Evertree. They built their city, and learned to shape Myora with alchemy. Eventually, I assume due to mismanagement of resources, darkness coiled around the heart of the Evertree and shattered the Song. This event was called The Withering, and it’s existence caused the humanoid inhabitants of the Evertree to leave - all of them, except you.

Your character is the only remaining Everheart alchemist, and you are the Evertree’s only hope of the Song being restored. Thankfully, after many years, you have managed to do what all other alchemists deemed impossible - you have created a World Seed. 

You aren’t truly alone though. The two main narrators/verbal companions are aptly named Book and Copperpot; quite literally a sentient book and an alembic (which I Googled to find out was the proper term for an alchemical distilling apparatus). Although you never hear them speak - as there is no voice acting beyond basic mood sounds - I always imagined them to be a little bit like Mrs. Hughes and Mr. Carson from Downton Abbey. They provide the majority of the exposition throughout the game, and set you up for your daily activities.

If you want to get the most out of this game, I highly recommend asking questions whenever you can to learn as much of the history as possible. Although I haven’t finished everything the game has to offer yet, I imagine there are bits of information I am still missing, and I am looking forward to continuing to explore the rest of the story, despite some of my frustrations.

Gameplay      

Before getting into actual gameplay, I think it’s worthwhile to take a moment and recognize the developer’s attention to inclusiveness in character creation. You can choose your preferred pronouns, and none of the customization choices are limited by traditional gender expectations. I’m sure this isn’t the first game to do this, but it makes me happy and grateful to see it becoming more common.

From the first day, you are set up with all the tools you will ever need to survive and flourish. In my review for Yonder, I had mentioned how great it would be to be able to reorder the tools, and in Grow you can! These tools also never break down or need to be replaced. As someone who loathes having to replace a net or a fishing rod in Animal Crossing, this was a huge relief, especially considering how much of this game revolves around gardening and harvesting resources. Harvested resources can be traded or distilled to obtain various essences, which in turn allow you to build more world seeds (and other items). You can definitely make some unique and interesting ecosystems by mixing some of the weirder essences together.

The first few days might seem tedious and a bit repetitive, but it doesn’t take long for new features to open up, and gameplay to change. You might start as a glorified gardener, but you quickly become a town designer, a diplomat, an explorer, a puzzle solver, and a personal assistant to every new resident in town who wants a new pair of pants or a very specific type of pet rock. As soon as you do all the work to regrow that first World Seed, people start coming back to the Evertree and want to take advantage of all your hard work while contributing little to the enrichment of the world (so far).

The rewards you receive from performing tasks are generally underwhelming and inferior to the amount of work required to achieve them. While in-game currency and tool boosters are at least useful, there are only so many times a person can remain sane after receiving another pair of hideous sunglasses (about 17 now, including duplicates). Yes, I understand I can distill them for one meager essence, but would it be so hard to get a shirt once in a while? 

I think this is where the game started to lose me, or at least, where I may have missed the point of the game. My goal is to restore the Evertree, but to do that, I need to split my attention between planting and harvesting, as well as collecting the right kind of essence to build and customize the establishments most desired by my town residents, and keep them happy by having mundane (and sometimes even rude) conversations or fetching whatever random item they want. Normally, this wouldn’t be an issue, but unlike Yonder, this game works on a very short day/night cycle that forces you to sleep at night. It actually teleports you back to your house if it gets too dark, even if you are in the middle of something. If I could just play through the night, I might be able to accomplish everything… oh wait. I see what they did there.

Grow wants you to play at your own pace, and forces you to maintain a healthy work-life balance. I don’t have to plant everything that day - nothing will wither if I don’t. I don’t have to find that super rare fish for Lino today - they are happy to wait. There is no time limit, no deadlines, no real life daily login requirements. Sure, there are events or items that refresh at the start of a new day in-game that are worth checking out, but there is no penalty for taking your time. Once I realized that, I started to enjoy the game a lot more. I think that says more about me (and my overachieving tendencies) than it does about the game, considering the supportive messages and reminders to do things your own way that I blatantly ignored at first. This game is truly the definition of wholesome; you could spend the whole day petting random animals, and that’s ok. In fact, petting the animals is highly encouraged!

Despite this, my major sources of lasting frustration come from the stability of the game, and the lack of a map. Yonder did not originally release on Switch, and I wonder now if waiting to port might have been a better idea. The game feels like it is still in Early Access, most notably due to the stuttering visuals, crashing while sleeping, chests floating in midair, and the unjustifiable load time I experienced. The existence of the issues at all is the main reason why I haven’t been as motivated to put as many hours into the game as I would have liked for the purpose of this review. I will acknowledge that other platforms may not have these same issues, and they have since released at least one full patch for PC and consoles at the time of this article being published, so there’s still hope for improvement.

Although I was reminded recently (by PY) that not all games come with a map (Dark Souls, Bloodborne, Demon’s Souls, etc), I can’t imagine another open world game that didn’t provide you with some form of navigation - either with a map or a compass or an annoying faerie (Editor's note (PY): I was reminded of one this past weekend, Outward, that while it has a "map" you have to figure out where you actually are at all times with barebone references to this scribbled piece of paper in your hands.) I frequently get lost trying to find my way back to the valley where my house is, or the starting point of one of my created ecosystems. With all the secrets and chests around the world, it would be great to be able to mark waypoints on a map. When I said that the map could do with some changes in Yonder, I didn’t mean get rid of it altogether! 

Summary

If you enjoyed Yonder: The Cloudcatcher Chronicles, but wanted a little more to do and a less linear progression, then Grow: The Song of the Evertree is probably for you. It’s not quite as elaborate or sophisticated as other games in this genre, but I don’t know if it’s trying to be. It more than makes up for it’s simplicity with a gorgeous aesthetic, witty humor, and a truly calming experience, if you let it. Hopefully, if they can work out some of their stability issues, this game could gain some serious attention and popularity.

The call for more wholesome games is increasing in recent years, and Prideful Sloth has proven again they can meet that demand - as long as we get a proper map next time!!

Score: 7.5 / 10


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Yonder - Switch Review


It's hard to have first impressions when you already "platinum-ed" the game on PS4, but I can tell you that the first view we get when emerging from the cave feels like coming home. This game is really suited for the Switch - it's a nice, relaxing game that is equally fun to play on handheld mode as it is to play on the big screen. The colors and design are an absolute delight without being overwhelming. I find myself regularly stopping to admire the scenery, no matter what season or time of day. If you crossed Stardew Valley with a non-combat "lite" version of Breath of the Wild, you might get something like Yonder.

Plot

You play as a young guy or girl that you can customize with various clothing and accessories throughout the game though you initially only get basic customizations like hair and body type. You are traveling to an un-mapped island (though no one explains truly why you you wanted to go there in the first place) but you get caught in a storm which shipwrecks you conveniently on the island that you were traveling to anyway - the island of Gemea.

As you awaken, you can tell something bad has happened here - but it's not clear what. A giant fairy-thing explains to you that your job is to clear the murk that has infested Gemea and return the kingdom to its former glory. She presents you with a celestial compass and a sprite to guide you. You unlock more sprites by exploring the world and assisting villages with their dilemmas and tasks.

As you explore the island and its history, you can build farms, collect resources, tame animals, join guilds to acquire the necessary skills to rebuild the Cloud Catcher and rid Gemea of all the murk for good!

Gameplay

There is no combat in this game. No real danger. Even when you drown, you are just revived at the nearest shore (you can't swim). When you jump from high places like mountain tops (and I encourage you to try this), you will automatically deploy your rainbow parasol and glide lazily to the ground.

There are no concerns with controls, though I wish there was an option to key map certain tools that you use most often, instead of scrolling through the list. Or at least, let you reposition them in the order you want. I appreciate that none of my tools need to be purchased (they can all be granted through quests) nor do they need to be replaced or repaired. Additionally, I should probably clarify that this game doesn't truly let you purchase anything - every merchant works on a barter system. You trade resources or crafted items of the same value for the goods that you want.

Resources are practically infinite - if you can't find it on the ground, you can likely build, harvest or adopt an animal to produce it for you. Once you build a shelter for the animal on a nearby farm, you can lure an animal to you with an offering of its favorite food. Talking to a girl with pink hair (who travels faster than the speed of light) named Kari can sometimes give you hints on what each animal likes. I will give you a hint: not all animals want to eat grass; some have a more refined "Canadian" palate.

The game relies heavily on seasonal and time-specific actions. For example, certain quest items, animals and special events are only available at certain times of the year or day. A recent update to the game added trick or treating in the Fall at a certain small town. It was worth playing through 3 other seasons just to experience it and trade in my candy for limited edition accessories.

The Switch edition of the game released, thankfully, with all the updates and patches included. When the game was initially released for PS4, there was no fast travel option and you had to unlock all the sage stones to get anywhere quickly. That being said, the map isn't exactly large (remember, BOTW "lite") but unless you like getting distracted by side quests (I actually do) don't expect to get from one side of the map to the other in one full day cycle without the sage stones or special weather-specific secret passages.

On that note, while you are wandering around, there isn't a lot of variety to the music so it can get obviously quite repetitive and annoying for some people. I didn't mind it… I found myself humming along with it.

Overall

If I was to make one real complaint about this game, it would be related to the map. There isn't a proper indication of elevation on the map, which makes navigating terrain a little more difficult. The game isn't complicated by any stretch of the imagination, but I have heard this from a few people who have played it, so I thought it was important to point out.

Otherwise, this is a beautiful game that keeps me entertained for hours at a time. It doesn't matter how much I play, I will always have a reason to go back. If you are looking for an uncomplicated, sweet, relaxing and colorful adventure, then this is the title for you!

They also take criticism very seriously - just check out the troll island. :)

Now, if someone could please tell me what this giant blue jellyfish is all about, that would be great!

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Prideful Sloth
Publisher(s):
Prideful Sloth
Genre(s):
Adventure
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4
PC

Source:
Provided by Publisher




Article by Lauren
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Yonder: The Cloud Catcher Chronicles has come to the Switch, and it's now out! - News


Both Lauren and I are fans of Yonder. While I reviewed this extremely relaxing experience, she's gone ahead and platinumed it. For good reason too! Well in good news, this enjoyable, and adorable experience is now available on the Nintendo Switch in order to take it and your Groffles with you!

Here's the Press Release and a photo of Lauren's plushy fabbit!



Yonder: The Cloud Catcher Chronicles Sows Seeds on Nintendo Switch™ Today


BRISBANE, QUEENSLAND – May 17, 2018 – Yonder: The Cloud Catcher Chronicles, the open-world adventure from the former Activision producer and Rocksteady veterans at Prideful Sloth in which players explore the vibrant but troubled island of Gemea, is available today on Nintendo Switch. A Switch-exclusive photo mode will help you capture precious moments and share them with your friends.

As a young, customizable heroine or hero destined for greatness, your journey begins humbly enough as you set sail on the open waters. One surprise storm and shipwreck later you find yourself on the gorgeous island known as Gemea. Yet not all is right here, as a shadowy substance known as Murk has spread throughout the land. Determined to help rid the island of Murk and earn your keep, you must farm, craft, cook, brew, fish, and explore.

The only way to truly dispel Murk is to discover magical sprites hidden throughout the land. Assisting the townsfolk by working the land and providing food for them unveils the sprites' locations. Once the Murk has been dispelled more of Gemea becomes accessible. Eight beautiful biomes from peaceful plains to frozen valleys with day, night, and weather cycles brim with secrets and even adorable animals to befriend.

Yonder's pleasant world makes for a perfect portable adventure. Relax at the end of the day in Gemea as you let the troubles fade from your mind. A fully-featured Switch-exclusive photo mode helps you share those tender moments with friends.

"Despite that pesky Murk, Gemea is a land of warmth and tranquility," said Cheryl Vance, co-founder and director at Prideful Sloth. "We want players to enjoy getting their hands dirty by living off the land from the comfort of their couch."

Yonder is available digitally for $29.99 USD on the Nintendo eShop, and will be available via physical retail for $39.99 on June 12 in the United States and June 15 in Europe and Australia.
Yonder: The Cloud Catcher Chronicles is playable in English, French, Italian, German, Spanish, Japanese, Russian, and Brazilian Portuguese.

To learn more, please visit the official site, or follow the game on Twitter and Facebook.

Article by Pierre-Yves
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Yonder: The Cloud Catcher Chronicles is going to the Nintendo Switch - News



I'll be quite honest that everyone should play Yonder:The Cloud Catcher Chronicles. It has to be one of the most relaxing experiences that I've ever had. With me having gone through it and Lauren having platinumed it, it's fair to say that this title means a lot to the team. So we are happy to announce that this blissfully relaxing title will be releasing for the Nintendo Switch on May 17!

Yonder: The Cloud Catcher Chronicles Comes to Nintendo Switch™ May 17

BRISBANE, QUEENSLAND – May 2, 2018 – Yonder: The Cloud Catcher Chronicles, the open-world adventure from the former Activision producer and Rocksteady veterans at Prideful Sloth where players explore the vibrant but troubled island of Gemea, will offer a relaxing experience on Nintendo Switch May 17. A Switch-exclusive photo mode will help you capture precious moments and share them with your friends.

Shipwrecked due to an unexpected storm, your young hero or heroine soon learns that they're on the gorgeous island of Gemea. While taking refuge in a cave, a magical sprite explains that the land's natural beauty is tainted by a strange, dark substance called Murk. With the sprite by your side, it's up to you to both cleanse the land and assist the townsfolk and gain their trust. Farm, craft, cook, brew, and fish to restore the land to its former glory!

Wander through grand forests, resplendent peaks, and breezy shores to befriend Gemea's lively villagers and adorable animals. Eight biomes with breathtaking day, night, and weather cycles abound with sprites that will help expel the murk, offer quests to help you earn your place on the island, and an abundance of other secrets to discover at your leisure.

The delightful wonders of Yonder are like a warm hug, and the Nintendo Switch system lets you take that hug wherever you want. Kick off those shoes at the end of a long day and relax while you continue your journey of self-discovery.

"Yonder can be your home away from home on Nintendo Switch," said Cheryl Vance, co-founder and director at Prideful Sloth. "We hope to see players embrace the calming feel of the game, no matter where they are."

Yonder will be available digitally for $29.99 USD on the Nintendo eShop, and will be available via physical retail for $39.99 on June 12 in the United States and June 15 in Europe and Australia.
Yonder: The Cloud Catcher Chronicles will be playable in English, French, Italian, German, Spanish, Japanese, Russian, and Brazilian Portuguese.

To learn more, please visit the official site, or follow the game on Twitter and Facebook.

Article by Pierre-Yves
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Week in Review - July 24th to August 11th



Welcome back to our not quite Week in Review! Being out of town last weekend I figured I would just pack two weeks into one.

Week of July 24th to the 28th

Last week started off on a good note with Yonder: The Cloud Catcher Chronicles. I don't think that I've ever played an adventure title with no combat and it made for quite a refreshing experience.

"Yonder is an important title because it proves that you don't need conflict, violence or combat in order to bring about a good adventuring experience."
- Pierre-Yves

The week then continued onto an experience that a few of us had been waiting for. Read up on Nick's experiences diving back into the classic of Final Fantasy XII: The Zodiac Age.

"There are a ton of improvements to a really good game that helps to make this one of the better remakes I have had the pleasure of playing. If you missed Final Fantasy XII the first time around, it is at least worth taking a peek at since the quality of life improvements make it more accessible than it original was."
- Nick

Next up is one of my favorite tactical versus experiences in quite a while with Antihero.

"Antihero is great and well thought out. With multiple modes and a ton of replayability both online and off with a hotseat feature to try your mettle against a friend, there's no way that it'll be going quietly into the night any time soon."
- Pierre-Yves

Beating everyone on the team to the punch is Richard with the PS4 version of Fallen Legion: Sins of an Empire. His time with the Vita version is coming up!

"While Fallen Legion may not appeal to everyone, especially those who can't get timing down to save their lives (which it will in this game), there's a great nostalgia kick for older gamers, while introducing some novel systems, or at least novel takes on systems, that are sure to drawn in the younger crowd."
- Richard

Finishing off the week is Nick's time diving back into the Story Mode of Minecraft with Season 2.

"It is clear that Minecraft: Story Mode Season Two - Episode 1: Hero in Residence has potential, especially if you are a fan of the original season."
- Nick

Week of July 31st to August 4th

This week started off with something that I've personally been waiting a long time for and honestly? Children of Zodiarcs is the next Final Fantasy Tactics entry that I've been waiting for.

"Children of Zodiarcs is a turned based strategy that I've been waiting for. While some elements will be familiar to fans of the style it was the elements that weren't that made this experience a masterpiece. Rolling the dice and splitting the deck became more than simple battle mechanics but were instead much more as they alone were half the battle."
- Pierre-Yves

Tuesday Nick shared his time with Gigantic which is a free to play MOBA.

"Gigantic is a really slick overall combination of shooter and MOBA, and it is far easier to learn and get into than other similar titles."
- Nick

And the middle of the week once again showed me that I need a VR Headset in my life. Preta: Vendetta Rising looks quite interesting so far.

"With more content and more options and a little additional polish around the controls, Preta: Vendetta Rising could be one of the most compelling VR titles yet."
- Nick


Thursday we took a look at the latest gaming entry of SAO with Accel World vs Sword Art Online: Millennium Twilight. It's a good one, great story, great gameplay, but the Vita is starting to show its age when titles release simultaneously with the PS4.

"Accel World vs Sword Art Online: Millennium Twilight is a great title though the smaller platform suffers from the lack of power that the larger one benefits from. Is it worth diving into? Definitely."
- Pierre-Yves


Topping the week off are Nick's impressions of Witchblood for the PC through the use of VR. I'm personally glad to see that VR isn't all about first person but that other styles can be used and still create a sense of wonder.

"VR is about immersion, and there are plenty of games out there that can immerse you regardless of visual perspective or genre. Witchblood is an action platforming game that feels right at home on the Oculus."
- Nick

Article by Pierre-Yves
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Yonder: The Cloud Catcher Chronicles - PS4 Review


The definition of the word Yonder does the chosen title justice. Free to explore as you see fit, take control of your avatar and explore the far reaches of this forgotten kingdom as you search out exactly what really is “over there”.

Yonder is an important title because it proves that you don't need conflict, violence or combat in order to bring about a good adventuring experience. Everything that your avatar will see or do brings about a peaceful experience as you think things through and get creative in order to move forward. Need to make a bridge? Mine some stone or cut a tree (that is perhaps the most violent thing you'll do) to make the required bridge. Don't know how? Take the long way around and look for someone to teach you!

I honestly could not tell you the last time that I played something so utterly relaxing. Playing for hours on end isn’t unusual but never did I get into that “in the zone pose”. Exploring the far reaches of this island was simply an enjoyable time. Vast landscapes, various people to talk to and accept quests from, you simply explore the island while working on your true goal to disperse the “murk” that appeared some years prior. Even this is a peaceful resolution as it’s simply walking up to an instance of it and making sure that you have enough sprites to dispel it. No boss fights required.


While being open-world Yonder isn’t sandboxed. A bit like Horizon and Breath of the Wild materials can be found out and about but everything cannot be mined like you could in Portal Knights or Minecraft. Making due with what is available is big part of the experience and sometimes it really isn’t easy especially if you haven’t found someone to teach you how to craft what you need.

Could Yonder have benefited from combat? I don’t think so. Sure it could be added but then it would not have been the same experience and from that point it would have been just another one in the hat. Foregoing the combat entirely has created a relaxing experience that proves that combat isn’t always needed in order to make something great.

The only issue that Yonder really has is that it’s come out after Breath of the Wild. I say this because there are some parts of the exploration system that could have benefited from the openness approach that was taken. For example, sometimes getting around the island is an absolutely pain because a rock is just slightly higher than you can actually jump. Trying to jump up will actually send you backwards as your avatar will kick off the object that you are trying to jump on top of. They can’t simply climb it. Your avatar also cannot swim and if you walk too far into the water you’ll simply re-spawn. Sure there’s no game over but at the same time I’m sure this person knows how to swim or at least doggy paddle for two feet.


Shortcuts in order to get around the island are also sometimes more of “long-cuts” as it can take as much time to make it around the obstacles to the available shortcut than to run to where you’re going. The positioning of these “devices”, which are giant heads that you walk through their mouths, are great as long as you’re coming from the right direction. Otherwise they really don’t work and aren’t worth the effort to get to them when you could simply save yourself the time and just go the “long way”.

Short of the mechanical issues for exploration, Yonder is a beautiful and relaxing experience that I hope to see more of in the future. Who would have thought that an adventure title wouldn’t need combat to be just as compelling as one with? If anything it in some ways made it better because you weren't always having to dispatch enemies in the way of you obtaining your crafting materials.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Prideful Sloth
Publisher(s):
Prideful Sloth
Genre(s):
Adventure
Mode(s):
Single Player
Other Platform(s):
PC

Source:
Provided by Publisher


Article by Pierre-Yves
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Open World Adventure, Yonder, Coming to PC, PS4


Yonder: The Cloud Catcher Chronicles, an open-world adventure across a beautiful, vibrant island, launches on PlayStation 4 and PC in Q2 2017.

The development team, Prideful Sloth, are led by a trio who were formerly an Activision producer, a Rocksteady artist and a Rocksteady programmer.

Yonder shipwrecks players on the vast island of Gemea, a land enshrouded in an evil murk.  By exploring the land, joining forces with the locals and contributing to their community through optional talents like farming, crafting, cooking, fishing and brewing, adventurers can help the island flourish.

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