• Gobliiins Collection - Switch Review

    In the early 90s, Coktel Vision (which later became Sierra On-Line) released a quirky point and click adventure game titled Gobliiins which had players bouncing between three different Goblins to find a cure for good King Angoulafre.

  • The Core - PC Preview

    Sometimes when you are browsing the internet for information on how to do something, you stumble upon ideas or projects or even games that people might be working on...

  • Cat Mail Co. - PC Review

    What a meow-gnificent evening it is to send your paw-rcels out to those family and friends! Are mew looking to pick up an item or send something out? Well at Cat Mail Co. we can send and receive all your deliveries!

  • Volontes - Nintendo Switch Review

    Have you ever grown up feeling like you don't belong? For our Heroine, that's the feeling she lives with everyday in her small farming village. But it's not her only secret...

  • STARSEEKER: Astroneer Expeditions - PC Preview

    STARSEEKER: Astroneer Expeditions is just that! Massively co-operative and not an MMO! When you first run the game you are instantly into the tutorial...

  • Dread Delusion - Xbox Series X|S Review

    Today we’re looking at what has rapidly become an absolute favorite in the open-world RPG genre for me. An interesting story, memorable NPCs, stunning visuals, and a setting absolutely dripping with flavor, Dread Delusion sets its tone immediately and sticks with it.

  • House Flipper Remastered Collection - PC Review

    I enjoy simulation-type games, and I enjoyed the original release of House Flipper, but I never got around to getting the DLC. When the remastered version of the game was released, I figured it would be the best way to experience the DLC while checking out how the base game was upgraded.

  • GranBlue Fantasy: ReLink Endless Ragnarok - PS5 Review

    GranBlue Fantasy: ReLink released in 2024 bringing the GranBlue universe to an action adventure JRPG format. With a party of up to four members, this band of skyfarers set out for new skies, adventures, and dangers. Two years later, Endless Ragnarok...

  • 70s-Style Robot Anime Geppy-X - PS5 Review

    70s-Style Robot Anime Geppy-X is a mouthful of a title, but you know what? It’s quite the challenging game to describe as well. At its core, 70s-Style Robot Anime Geppy-X is a shooter...

Showing posts with label Soulsborne. Show all posts
Showing posts with label Soulsborne. Show all posts

Lost Epic - PC Preview


Lost Epic by developer and publisher One or Eight INC.PC preview written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 6 minutes 


Starting off in Early Access, One or Eight Inc.'s 2D side scrolling Metroidvania and Soulsborne Lost Epic is off to a good start. With the previous Elder God gone and the New Gods who have taken their place, those with no power are left without protection and are being hunted down for sport. Until now that is. Taking up a sword in a realm of possibilities, you are a knight and your goal? Your job? Your obligation? Is to take those New Gods and their Holy Ones down.

Up until now, I've generally had a line of what I would consider a Soulsborne and what I would consider a Metroidvania. Metroidvanias have always been the combination of exploration with soft limits to eventually be overcome once you've found the items to do so. Soulsbornes? Same concept but usually in a more 3D situation all the while imposing penalties for falling in combat. Almost channeling it's inner Demon's Souls and finding itself more to the Soulsborne side of the equation like Salt and Sanctuary, Lost Epic is a challenge for more than one reason.

Part of that reason is that like any good Metroidvania or Soulsborne, there are going to be challenges that need to be overcome whether they be intellectual or combative in nature. A bit more on the combat side, for now anyways, Lost Epic doesn't hold its punches once it's taught you how to survive within its ring. Enemies small and large, on the ground or taking flight (very early and I hate those birds…) you're going to have to be careful as on this trip? There are no replenishing healing items like Estus Flasks or Dragon Hearts. Healing items? Those need to be crafted.

So it's with just that small tweak in the approach that can either leave you high and dry or damned near grinding enemies for currency and scouring the landscape for materials in order to craft new healing items. It wouldn’t have been so bad if this was just done with either items or with the currency known as Anima, but unfortunately, it requires both and if you’ve died? You’ll only have access to the physical items that have been picked up.

At this point in time, like a good Soulsborne, once you’ve died you’ll have the chance to go back to your point of death in order to grab what you had on hand which in this case is your Anima that is used to both level up yourself as well as craft new items and upgrade your gear. With a form of storage container for your items in which some are not required for anything but crafting, I am happy that the only thing that you lost is Anima as otherwise the adventure may have been a tad too brutal in the opening acts.

Now, something was bothering me until about last weekend when I finally saw the banner for One or Eight’s “Earth Wars” in which I realized, I’ve played, I’ve reviewed, and I enjoyed. Known a few years ago through another publisher as Earth’s Dawn, that really helped settle that nagging feeling that something felt familiar while also explaining why in Early Access the combat was already as solid as it is. The reason? They already knew what they were doing from past experience!

So with this settled and being able to enjoy and simply immerse myself into the world, there’s a lot to go over. Starting off with character customization as to really just settle what your anime-like character will look and sound like, the rest will be in your hands for how much or how little you want to do. I know this sounds a bit weird in the context of a Metroidvania and a Soulslike, but there are some elements that are required, fighting, leveling up and beating up bosses, but then there are other elements that are purely cosmetic and who doesn’t want to rock that classic “mustache” look?

To get to any of these points though, there’s a bit of mastery of the combat that’s going to need to be addressed first. Seemingly relatively simple in the beginning with regular and heavy strikes, jumping and dodging, you’ll soon find that your stamina is generally not enough to take on all of the enemies on screen without moving back for a few seconds in order to recover a little bit. In some cases this is just not possible as there’s just no space with everything going on which is why there’s also a counter system in place allowing you to strike at larger enemies with a skill at just the right time in order to not only give you an opening, but two seconds to breath. Unless you’re surrounded of course in which you’ll want to try to take THAT moment to recover if you can.

This is really where I had some issues with Lost Epic. There are some moments in time that are just so combat heavy in small and limited spaces that Gitting Gud will only bring you so far as larger enemies keep launching unblockable attacks one after another leaving you no chance to recover your already exhausted stamina bar. This wouldn't be so bad if you didn't take damage when having next to no stamina but unfortunately if your bar is empty and you try to dodge? Say goodbye to a chunk of hit points.

Otherwise what's currently present is a rather solid experience with plenty to already tackle and explore. While there are no character classes to select, you can customize your stats and adapt your playstyle to the weapons that you find allowing you for some versatility on how to approach different situations.

Summary

With a bit of a lull in the Soulsborne category, as we await several of the bigger releases coming such as Elden Ring, Lies of P, the latest expansion of Blue Sun to Hellpoint and more, Lost Epic which is currently in Early Access can easily scratch that itch as it moves through its own development process.

Score: N/A




Share:

Stranger of Paradise: Final Fantasy Origin - PS5 Preview


Stranger of Paradise: Final Fantasy Origin by developer Team Ninja and publisher Square Enix—Sony PlayStation 5 preview written by Pierre-Yves with a demo on the PSN.

Estimated reading time: 7 minutes


Following the same path that they took to both showcase and receive feedback for both editions of Nioh, Team Ninja in a team up with Square Enix have brought the Souls-esque level of “prepare to cry” into the origins of the Final Fantasy universe. While we still don't know all that much about Stranger of Paradise: Final Fantasy Origins, we do know that it's related to the original Final Fantasy for the Famicom / Nintendo Entertainment System. Shrine of Chaos? Check. Garland? Check. Heroes of light... Maybe? Clearly not from around here or being welcomed to Corneria, Jack, Ash and Jed set off into the shrine to apparently do what they do best. Fight like there's no tomorrow.

If you've played Demon's Souls (PS3 or PS5), Dark Souls, Nioh, Nioh 2, The Surge, The Surge 2, Code Vein, Bloodborne, Hellpoint and I'm sure I'm forgetting a few others, you should find yourself on familiar footing or right at home for the challenge ahead. Unlike the fast paced nature of Final Fantasy XV, things have been slowed down and the difficulty has been ramped up as this world only has one goal. To kill you. Repeatedly.

So a bit like Nioh and Nioh 2, this early look doesn’t have a whole lot to say about the story. We know that the world is that of the original Final Fantasy, or a parallel version of it anyways, but other than that, and knowing that Chaos is being shown up front this time around instead of hiding in the background until much later, that’s about it. We have our Protagonist Jack and his two companions Ash and Jed, but other than a bit of banter, not much is known about these three.

If I take a moment however on this point, I do want to say that I’m a little disappointed in a way at the setup of the protagonist and his companions. The reason for this is that, again, we have a “boys” trip. While I enjoyed the hell out of Final Fantasy XV both on the PS4 and actually though Google’s Stadia, what was missing was that it was only ever a group of guys. Now I know that the premise of FF XV set up for this, but after the mixing and matching of the parties in most Final Fantasy entries and then both Lightning and her sister Sarah at the helms of Final Fantasy XIII, going with yet another full group of male like characters (as we don’t know their backgrounds yet) feels both off and a missed opportunity for equal representation.

Without much of the story to comment on though, what I can very much comment on is in the visual and the aesthetics departments. While a bit visually on the darker side out of the box for my tastes and I hope we can brighten that up a bit down the line, there's no denying that this is a pretty world to look at even if there’s corruption and such to be found within it. The other thing is, while the environments are fantasy-esque, the enemy types so far are very much Final Fantasy making this very easy to see why this would fit in with the rest of the series.

Starting off in a tutorial against Goblins, you’ll soon find yourself up against Bombs growing to blow up in your face all the while spewing fire all over the place. Now could the same be said to call it very Final Fantasy if we removed such things as Goblins, Bombs, and then the skeletons that show up? Of that I'm not sure but being able to cast Fire, Ice, Water and Lightning (Fira, Firaga, etc, etc) on potentially unsuspecting foes does help carry that feeling over as its magic we are all familiar with from the various entries over the course of the past few decades. I still think Fire 1, Fire 2, Fire 3 and Fire 4 were easy to remember to be honest!

That said, I'm glad for these aesthetic elements because once you move away from the visuals of your enemy types or magics, the rest feels like a more fantasy based Soulslike affair. Light attacks, strong attacks, blocking, parrying, and dodging are all available, or seem for now all available, to the three classes set before you. Fighter, Mage, and Lancer make up the first of your available classes in order to fight against the forces of chaos.

Each has a perk to it such as Mages can cast magic while Lancers can poke at people with a slightly better attack range or simply throw their spears from afar. Like it's turned-based counterparts of Final Fantasy 3, Final Fantasy 5 as well as one of my personal favorites Final Fantasy Tactics, there's going to be a class for everyone to feel comfortable with and then there are going to be classes that you simply don't like and shelf off to the side.

In order to get better acquainted with these classes, thankfully more than one can be equipped at a time and changing between them is most often a breeze but sometimes you wonder if your controller is simply ignoring you or playing hard to get. Obviously and it goes without saying, within a boss battle. As you use these classes though you'll be able to learn new abilities for these classes to use as well as some passive unlocks such as more attack power or health that will carry across from one class to the next as they apply to Jack more than the class they were unlocked on.

So with all of this, Stranger of Paradise: Final Fantasy Origin will not be for everyone. It’s difficulty from the beginning felt a bit higher as while the controls were similar enough, there’s enough being changed that will need to be learnt on the fly such as being able to absorb attacks in order to use them against your enemies. Mana for special attacks and magic is another big one as the mana bar will get smaller and smaller every time that you die and you’ll have to rebuild it by fighting against enemies and performing parries that will let you increase the size of the gauge.

Finally, making this VERY Soulslike, I got my ass handed to me repeatedly over the course of three hours to “Chaos?”, aka, Garland. It was a brutal boss fight and in part because I just couldn’t get comfortable with the Fighter class like I could with the Lancer class. Add in that you need the Mage class to level the playing field or git gud really fast, and while the challenge was there, the developers were also not afraid to switch things up mid fight making him stronger, harder and faster to take on. And yes, I hope you all have Daft Punk stuck in your heads right now.

It’s a learning curve. It’s a big learning curve but I enjoyed every minute of it and it wasn’t until I realized how much time had been recorded that I realized how many times I had died to Garland. So with that, I did what one should do, I took a break, I restarted the stage, I leveled the Lancer class, and I wiped the floor (not really wiped…) with the boss completing the demo making me want more.

Summary

From the hour-ish demo that Square Enix dropped just a few weeks back, there’s plenty to look forward to already for Stranger of Paradise: Final Fantasy Origin. Like Team Ninja’s Nioh and Nioh 2’s alphas, betas, and last chances though, I know that the difficulty may not be full represented as the stages being offered as a challenge were out of order and you may not have had what was needed in order to make it a bit easier starting off. This said, with plenty left unknown, there should be plenty to look forward to as the combat was very much on par with the rest of its Soulslike brethren once you get settled into the mechanics.

Score: N/A








Share:

Returnal - PS5 Review


Returnal
by developer Housemarque OY and publisher Sony Interactive EntertainmentSony PlayStation 5 review written by Jim with a purchased copy.

Estimated reading time: 6 minutes


The tagline for the 2014 Tom Cruise movie Edge of Tomorrow was Live Die Repeat. You could use the same lines to describe Returnal, first-party Sony exclusive developed by Housemarque who are known for their smaller indie games like Resogun and Nex Machina, which is a game where you will live, die, and repeat. With Returnal being their first big-budget game but does it stand up to Sony's other big titles?

Returnal tells the story of Selene who crash lands on an alien planet while following a white shadow signal. Selene sets out from her busted ship to find this signal but along the way, you will die and then you learn that the planet changes and you have to start over from your ship. You also learn that there used to be sentient life forms that inhabit this planet. You will see statues and bodies of these "xenotypes" and now Selene not only is trying to make her way to the signal she now tries to figure out what happened to these aliens and why when you die you start over and the world changes. This makes the story a science fiction thriller with a tiny bit of horror mixed in mostly in the atmosphere the game gives but I would be lying if I said I didn't jump at least once.

Returnal's gameplay is a mix of third-person shooter, roguelike, and bullet hell. The shooting feels good and even pressing the L2 trigger halfway to aim feels right thanks to the adaptive triggers. Pressing the L2 button all the way ready the alt-fire. All the guns you find will have an alt-fire and each time you find a gun even if it is the same you are already carrying could have a different alt-fire. While talking about the Dual Sense control the Haptic feedback in this game is amazing I could feel pretty much everything Selene does from running to getting hit. Now the roguelike comes in from the world-changing every time you die. You will always start in the same place but the layout will be different every time. You also lose everything you have collected in your last run only starting with your handgun.

Guns do not have to be reloaded but they can overheat after firing so many shots without a rest. Each gun has varying numbers of shots. When you overheat a gun you can press the trigger at the right time to overload the gun and you can use it faster. It's much like when you reload a gun in Gears of War with pressing at the right time for a quicker reload. As you use your gun you will gain proficiency making any new gun you find have better stats. And finally, we have bullet hell for a third-person shooter there can be a ton of enemy fire coming at you at one time making combat hectic and fun.

The boss fights are hard and will have you running from a ton of colorful shots coming at you. Even with having to start over so many times I never got tired of playing Returnal on each run you never know what you may find in the way of upgrades, items, and parasites. Parasites are well parasites you can attach to yourself for one buff and one debuff you can only have five at one time before it will randomly detach one of them for a new one. You can get rid of them only with a certain item or a machine that I rarely see. You can find items from chests and defeated enemies you can also find fabricators that use Obolites that you collect from enemies and find around the environment to buy items and or upgrades.

The other type of currency in the game is Ether, Ether is a permanent currency that you keep even after dying. You can use these at Reconstructors that let you respawn once without starting over and at a Cthonos that shows up near the crash site shortly in the game the Cthonos makes a random item that you have yet to discover. Ether also can be used to cleanse malignant items and chests. Malignant items and chests can be picked up without being cleansed but will cause a suit malfunction. Suit malfunction will add a random debuff and a condition to get rid of the malfunction like opening so many chests or doing so many Melee kills. getting three malfunctions will cause a critical malfunction where you will not trigger another ill effect but will destroy a random item you have.

As you explore the planet you will find other dead Selene's and you will find a voice recording slowly telling the story of what is going on on this strange planet. You will also find Selene's house that you can enter once in a while and tells more backstory on Selene. These segments are short but are played in first-person giving you an emersion that seems right at home in a horror game. The game was is also best played with headphones on. I have a 3D audio set that sounds amazing. The rain hitting Selene's helmet, the enemies, sounds in the environment are all so well done.

The game being a PS5 game is beautiful there can be so much going on at one time on the screen with no slow down or lag. The enemy designs are cool to look and the xeno lifeforms that lived there before have a unique design. I liked finding the Xenoglyph Ciphers that let you translate Xenoglyphs. Xenoglyphs are writings the Xeno's left long ago that tells what happened to them.

There is real satisfaction when you can finally beat a boss and advance. It's like a souls game but with lots of shooting and running. There is some mild platforming but nothing too hard you will find a much harder time in the enemies than anything.

Summary

Overall Returnal is another amazing first-party Sony title that hits all the right notes. Although the game crashed on me once and that makes you start from the crash site again I did enjoy my time. Just make sure you have a few hours to play if you don't use the PS5's rest feature you will have to start a new cycle when reloading the game. It may be early still but Returnal is definitely on my game of the year list as of this writing.

Score: 9.5 / 10


 




Share:

Mortal Shell: Enhanced Edition - PS5 Review

Mortal Shell: Enhanced Edition by developer Cold Symmetry and publisher PlaystackSony PlayStation 5 review written by Nick with a copy provided by the publisher.

Estimated reading time: 8 minutes


Mortal Shell: Enhanced Edition is an updated version of the popular Souls-like game that came out last year. While those who already played the game are not getting any new content, the PS5 iteration paints a darkly beautiful picture with 4k resolution and 60 frames-per-second gameplay. If you missed out on this title the first time around and are a fan of challenging action-RPGs, Mortal Shell: Enhanced Edition is absolutely worth a look.

I touched on the updated visuals, but the outstanding PS5 controller gets put to good use here as well. The feedback through the triggers and feel of the controller’s subtle shakes and hums add a sort of physical tension to the experience, similar to how Dark Souls put the controller to such good use in its release as well. And let me tell you - Mortal Shell: Enhanced Edition is a very attractive title. Granted, the aesthetic is a personal favorite of mine. Any time you can mix a little horror with dark fantasy, you have my attention (this is likely why Ravenloft was always my favorite Dungeons & Dragons setting). Granted, this is still a smaller studio game and it’s not quite as polished and pretty as the Souls series, but overall – I enjoyed the presentation.
 


Now, I hate to feel like an entire review relies on a comparison, so I will try to get most of those familiar items out of the way right off of the bat here. Combat is handled in third-person, behind your character. You dodge out of the way, you rely heavily on learning enemy patterns and try to counter in attacks when there is a window. Damage accrues fast and you will die a lot, with a lightweight roguelike element to get back to where you died in order to pick up your currency / experience that you had not yet had the opportunity to spend.

If all of this sounds really familiar to you, that’s because Moral Shell’s inspirations are generally obvious to fans of the genre. That being said, Mortal Shell: Enhanced Edition does a better job than most in balancing its gameplay elements while still sprinkling in a few new ideas. There are two notable gameplay hooks here that differentiate this title from its peers. The first is the hardening mechanic, which serves as your ‘block’ here. Instead of raising a shield up in front of yourself, your body essentially turns stone-like for a short moment. However, there is a cooldown until you can do it again and it does not last indefinitely, so you can’t just turtle up and hope to outlast your opponent.
 


What makes the hardening mechanic so interest is how you can not only just use it to deflect an attack, but you slowly solidify over a split-second. That means if you are in the middle of an attack, the attack gains some addition “Umph!” that can deal more damage / stagger your opponent, while effectively making you unable to be countered against during your own window of opportunity. So, that is why it gets a cooldown – it’s potentially quite powerful (though it takes a bit of time to master as it is not quite as intuitive as a straight blocking mechanic), so it needs to be somewhat restricted.

The other big gameplay addition is the title’s namesake – your shells. Your character is this strangely vague, empty / hollowed ‘thing’ that can occupy any one of four different slain bodies or ‘shells’. Sure, you have to find them first, but the game’s primary shells and weapons are all in relatively close proximity to where you start. That really lends an interesting urgency towards early exploration in this title, as the four different shells serve as the game’s four base classes. There is upgrading to them you can do, unlocking new skills and perks, but they build off of that particular shell’s foundation. This combined with the different weapons give you the chance to tailor your character to your preferred style of play.
 


That being said, I missed the granular control of all the little stats found in similar games. I suppose there is give and take here, since in a Souls game you commit your experience to stats that you can’t roll back either, and your equipment becomes the only thing you can adjust if you decide a particular build is not suited to a specific zone or boss. I guess this makes Mortal Shell simultaneously less and more flexible in that sense.

There are a few other interesting touches here that give Mortal Shell: Enhanced Edition a distinct feeling. When you die the first time, you are thrown out of your shell and it auto-hardens, freezing the nearby opponents. This gives you a moment to either try and fight with your weaker, true form (think one hit and dead) or to jump back into your shell with a renewed life bar. However, the next time you die in that shell, you are done for. Items are handled a bit differently, with healing being less useful (like the mushrooms which restore life over time like a reverse DOT, instead of giving you a large chunk back at once), and how many of the items you can find in nature (like the aforementioned mushrooms) respawn over time (letting you farm them).
 


There is also an interesting system baked into items where you learn more about, or even slightly change how you use an item (there is little to no information about a new item, so you need to learn more about it so you understand what it’s for), the more often you use it. I found myself eating things or using items just to level of my lore about them, versus hording them for a rainy day, for better and for worse.

Level design is a bit hit or miss for me, without some of the more clever short-cutting I have grown used to from the genre, and I felt as though the introductory stage was a bit wide-open and very vague. In general stages, while creepy and interesting to look at, did not always feel particularly alive either. I can be a bit directionally challenged at times, and I was dying quite a bit early on as I just tried to figure out where I was going and had been previously. This made early progress feel negligible. However, once you find the game’s hub, so to speak, I felt a bit more confident about venturing out. The first boss was quite simple really, while later ones got more interesting and involved. This is not a long game by any means – probably about half to a third of the content of a typical Souls game.
 


That being said, Mortal Shell: Enhanced Edition is every bit as hard – maybe harder in some ways. Some of the cheesier ranged tactics (I’m looking at you arcane magic) from this genre are lacking, with a higher emphasis on life / stamina / melee weapon. Also, the aforementioned nature of healing items make it very hard to recover from a badly timed mistake. I also found parrying more difficult here than in some of the Souls games, where I have been quite good at it. Lastly, some of the skills you just sort of expect – such as parrying or kicking an enemy – have to be purchased later. You don’t quite have the full tool kit at your disposal right off of the bat. Obviously difficulty is somewhat subjective, but for me Mortal Shell: Enhanced Edition was a bit more challenging than the Souls games.

Mortal Shell: Enhanced Edition was put together by a relatively small studio, and that makes what they were able to do here even more impressive. It sprinkles in enough unique mechanics to make it more than a simple Souls clone, but should still scratch that itch for fans of the genre. There are some rough edges here and there, with a few design choices that I was not in love with, but the overall presentation and gameplay are satisfyingly well done.


Score: 7.75 / 10


Share:

Morbid: The Seven Acolytes - XB1 Review

Morbid: The Seven Acolytes by developer Still Running and publisher Merge GamesMicrosoft Xbox One review written by David with a copy provided by the publisher.

Estimated reading time: 6 minutes


This is definitely the review I’ve written this year with the fewest expectations. In that, I mean that I knew nothing about this project going into it, which was a major change of pace from my reviews so far here. I was offered the article, clicked the trailer and the tag “Souls-Like Horrorpunk Adventure RPG” and pixel-art style got my curiosity. Diving in and dying like the scrub that I am during the first zone however, is what really got my attention. Bonus points, the ambient rainstorm in the loading screen is fantastic background noise to write to, for those like me with an insatiable need to multitask, even to your own detriment. Besides, dying from a couple too many bad parries calls for a breather when you’re as bad as I am.

I saw this screen way more than I would like to admit.

Dying is frustrating but it's not too bad, it just kicks you back to where you last meditated, the altars conveniently-but-not-too-much-so placed as you progress. These altars also serve as a fast travel point between areas as well as where all the Lorebooks, monsters, weapons, and tutorials will pop up as you find them in your trek across the first few zones.

There's a fairly wide variety, and different approaches with each, causing it to be a good idea to have at least one gear-switch as you progress. Luckily, you're provided with two slots right off the bat that you can switch between while in the Inventory. While not as quick as a single dedicated button or wheel-slot, it amounts to two button presses and you can get pretty quick with a little practice, or desperation. Swords, axes, spears, a human leg, you'll find your preference quickly enough.

Thalas shares a bit of exposition, and sets the stage for how helpful your friends will be.

In Morbid, you are the last of a line of heroes-to-be, having trained your whole life to kill the Seven Acolytes, the mortals whose minds are possessed by a group of eldritch horrors that grip the world. Granted the Sword of Dibrom, a symbol of your order, you are doomed to fight against untold hordes of morbid monstrosities in your quest, and it is messy. The constant flood of death, gore, and the horror of fighting things beyond mortal ken drags at your sanity. Each encounter eats away until your vision and hearing are affected. It's said Strivers die from the madness if not by one of the beasts ravaging the countryside. The truth you'll find once you lose the plot entirely, is that even the shadows are hostile. Things you kill keep coming back and there's seemingly no end.

Along with the fun bits mentioned, Sanity also affects your damage dealt, damage gained, and even your experience rate. Unless my brain has bamboozled me, they all go up. It’s by no mean easier when your sanity is gone, things you could sneak past normally seem to be attracted straight to you like they already knew you were coming along with the rapidly growing spectre problem as you drop to zero, but at least you can smash face for a bit before you fall. I seem to consistently find Calming Capsules as a drop soon after I’ve hit zero sanity and survived long enough to kill a few things though, so it seems the game isn’t totally hopeless once you get there if you’ve run out. Totally worth it when one of the Acolytes is acting up. I had to fight mini-boss Boatswain Borga twice because of it though, fair warning.

Sanity isn't in high supply in Mornia

The leveling system is perk based, coming in the form of “Blessings” you can level up using skill points. Luckily, your deaths save your skills, if not the XP to the next point, so by the time I unlocked these, after you kill the first Acolyte, I had twelve skill points ready to go and entered the next area with a health and stamina bar I feel like I shouldn’t have yet. Your weapons come with a variety of stats too, and you can upgrade those permanently with Runes you find, usually as mob drops, or temporarily with Mushrooms. Combine them for extra oomf when needed and you’ll power strike-roll-stab-stab your way through even the most obnoxious Corpse Kings, just watch out for that AoE.

The quests you follow tell you more of what happened to the world you fight for. From a widow hopeful her husband was on a voyage when the Flesh Plant Plague hit Mornia, to the stories of the Acolytes. Lorn the Blind, Lord of Loneliness, is the first acolyte you fight, not a simple task if you're not ready for it, or just bad like I am. You find references to him in descriptions in the area though. Lorn the Beloved was well deserving of that epithet, and as the plague spread and he was corrupted by the Gahar, they took his eyes, throwing him into the pit known as the Cave of Solitude, his mind twisting that former love he'd lost to rage, vowing to take the eyes of any he came across in his prison.

Lorn the Beloved, twisted into a blind monstrosity, guards the way into Mornia through the Cave of Solitude

As fun as the gameplay is, as much as I love the Lovecraftian horror setting, as much as I genuinely enjoy the art style, the real stand-out part of this game to me was the scoring. From the introduction to the final fight, the mood is set beautifully by the soundtrack that backs everything. If I'm completely honest, I haven't felt a soundtrack in an isometric action RPG like I did this one since Diablo. While Diablo's score was largely ambient, Morbid's reminds you that you're here and you will die here. I found myself drawn into the game more as I listened, leaving it up while at a brief point of respite at an altar to work on this article, ever present and reminding me of the madness to come.

Equal parts disgusting, horrifying, tragic, and downright beautiful, Morbid paints an unforgettable picture of Lovecraftian and Cronenbergian madness come to life.

Score: 9.5 / 10



Share:

Chronos: Before the Ashes - XB1 Review

Chronos: Before the Ashes by developer and publisher Gunfire Games and publisher THQ NordicMicrosoft Xbox One review written by Nick with a copy provided by the publisher.

Estimated reading time: 6 minutes


Chronos: Before the Ashes has a couple of cool ideas that are applied to the popular Soulsborne style of gameplay, but it lands in a weird middle ground that is not quite true to the Souls games, its VR originator Chronos nor Remnant: From the Ashes. The end result is a slightly above-average effort that doesn’t quite rise up to matching any of those titles, while still being a perfectly enjoyable title.

To start – a bit of background, as I mentioned three different sources of inspiration. First and foremost, this is a sort of rebuilding of the Chronos game that released on PC / VR a couple of years ago (I reviewed it here and scored it an 8 out of 10 – so I certainly enjoyed it). This isn’t the first time we’ve seen a solid VR game stripped down to something a bit more accessible, so it can be given to a wider audience. I will say that pulling the camera out of the fixed angles that made the VR so successful fundamentally changes how I approached Chronos: Before the Ashes. For one, control over the camera makes it a bit easier. I completely get the decision to roll out Chronos to a larger audience, especially given the success of Remnant: From the Ashes (which you can read Richard’s review of here).

So, to summarize: this is basically a remake of the game that came out before Remnant. As such, it’s stylistically similar, yet a bit more dated really at the same time.


At the heart of all of this is the sort of action/RPG/adventure games that the Souls titles have popularized. This automatically draws a crowd, but it also draws comparisons, and here is where Chronos doesn’t hold up quite a swell. It’s not that it any of this poorly, just not with the same kind of precision that the Souls games are built around. The combat in Chronos is not terribly deep, most of it coming from different types of weapons. Combat has a slightly slower, more methodical pacing that is seldom about taking on a large number of enemies at once, and instead trying to exploit the weaknesses of the enemy in front of you.

There are a few options such as parrying and blocking, but here’s one of the areas where Chronos: Before the Ashes fails to reach the levels of the Souls games: you can mostly just spam away attacks. Now, that might be selling the combat a little short, but it’s not terribly far off either. Timing the attacks, knowing your range and space are all still important, and there is still a palpable tension to many fights because enemies can and will kill you very quickly if you get too sloppy. Healing is probably the biggest issue, because it is very limited here. That being said, because there’s no cost to your movements (lacking the stamina costs found in Souls games), it is easier to pin and spam enemies into submission.

However, there are some other cool ideas implemented here that are worth calling out. There’s some almost Darksiders / Zelda-like puzzle-solving elements baked in that help to change up the gameplay pacing a bit. It’s a nice bit of game design, even if my mileage varied on the different puzzles. Some were just more engaging to me than others (I felt like I was backtracking a lot, which begins to feel like padding after a while), but they are a welcome wrinkle. The world itself is also not as visually interesting as some of the more memorable locations found in similar games. Maybe it is because this is based on a game that’s a couple of years old. Maybe exploration doesn’t feel terribly rewarding because this title is based on a more visually linear VR game. I’m not entirely certain, but the world itself just did not grab me and hold on for some reason that I’m struggling to put my finger on.


That being said, one of the coolest concepts is the death system. Less punitive than the Souls games, instead this primary gameplay mechanic is just interesting. Your story takes place over the span of years… decades even. You start off as a young adult, bright-eyed and bushy-tailed eighteen years of age. And then when you die… you age. At first the impact is somewhat negligible, but as those death accumulate and you get older, your character’s core traits shift a bit. Instead of being strong and spry, traits that rely heavily on wisdom improve more easily.

Instead of the focus being on mashing your opponents to a pulp with weapons, magic becomes easier to learn and you’ll pick up useful new perks along the way as well. Die enough times, and your style of play may have to change to accommodate the way your character has developed over time. That being said, I never died enough to really push the theory of: if I die a zillion times, do I become an old man who can’t play anymore? I would assume so, but I’m not sure. As a result, this felt like a more melee-based game than Remnant was, for better and for worse.

Those who were fans of Remnant should be forewarned that this title does not play the same way. It’s based on an older game – and older VR game – and that age does show some. However, for fans of Remnan’s world building and lore, there’s some nice ties to Chronos: Before the Ashes that I appreciated, and you likely will as well.

Summary

Chronos: Before the Ashes will draw comparisons to the Souls series, but its unique aging concept Is one area where it stands out. Unfortunately there are other areas such as combat, where the comparison is less favorable. It doesn’t quite measure up to its successor, Remnant: Before the Ashes – but the connected plot points were certainly welcome.

Score: 6.75 / 10



Share:

Mortal Shell - PS4 Review

Mortal Shell by developer Cold Symmetry and publisher PlaystackSony PlayStation 4 review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 11 minutes

It’s rare that I find myself totally unprepared for what has been set out before me. Making me feel like I did back in 2010 when I first got my hands on Demon’s Souls, Mortal Shell has reminded me just how well I’ve had it between the likes of Sinner Sacrifice for Redemption, Dark Souls, Bloodborne, Sekiro and The Surge. Hard as hell and basically calibrated to kill you over and over again, while Mortal Shell has my number, I haven’t felt this blown away by a Soulsborne in a long while and the overall sense of achievement of pulling things off both makes you worry for what comes next and gleeful that you actually pulled it off.

Now I use the words “Soulsborne” but unlike the rest defined by this description, you won’t be levelling yourself up and putting in stat points in order to have a better chance at defeating what awaits you. Oh no. Instead, you’ll be able to unlock new skills in order to help yourself out. While some of these may increase your attack power, your health or allow a shell to sprint indefinitely, if you want to survive you’re going to have to figure everything out and fast. From how you move to how your enemies move, because there’s no real “blocking” and it’s all about timing and parrying, if you want to stay within your current Mortal Shell you’ll have to learn how to do things very fast.

Having missed out the opportunity to play the Open Beta not that long ago on the EPIC Store, I didn’t realize just how apt the title was to the experience. You, a being of humanoid shape and sineu that can harden itself for protection, will be taking over shells to further protect yourself as you explore this twisting and turning land with danger around every corner. Starting off as just yourself before finding your first shell, you’ll soon be within its protective layers that offer three benefits to you. Durability (Health), Stamina and Resolve which amounts to using fancy parry attacks or weapon skills. Acting a bit like “classes” not each of these will appeal to everyone and in my case I went with the Scholar who until finally laying my hands on the Venerable.

Staying “true” to the nature of a Soulsborne though, Mortal Shell aces it in several regards. The first, and perhaps the most important (other than outright finding ways to kill you over and over) is giving you next to no information. Why are you here? Who are these shells? At least in terms of the second of these questions you can slowly find out who they are by accumulating tar and speaking with an NPC known as Sester Genessa that facilitates the learning of skills and the remembering of a shell’s past. This too took both me and Sester Genessa by surprise once she was taken aback as she once knew one of the shells and they were much more than acquaintances. I found myself feeling sorry for her as you could feel the emotions behind her words, however, are not this person and like other NPCs and the shells that you can pick up and speak to them in, you are not who these people once were and this adventure is not defined by their pasts.

Each shell offers different combat approaches as your default one, Harris the Vassal, is well rounded, while the second that I found, Solomon the Scholar, was a bit tougher and specialized in parrying compared to the third, Tiel the Acolyte, who is much more agile. While Tiel's shell can’t take a hit compared to the other two, their stamina is off the charts. Finally, the fourth which took me much longer to find is Eredim the Venerable, and by much longer, I mean after the first major boss because I just couldn't find the location. Totalling four, each of these shells can be changed between in one of two ways. The first of these is to go back to the fortress that acts as your first hub and find the shell laying in its alcove and switching carefully. The second, and this one was a great addition, is by using one time items to switch your shells and the action is done on the spot though the hit to your health isn’t pretty so you’ll want to be prepared.

In regards to your shells, and you’ll want to switch between them in order to get to better know both them and what they can do, is that the tar and glimpses that they accumulate are not sharable. The only thing that will ever be shared is your inventory of items as they belong to you and your weapons. The shells themselves though have to re-accumulate the “experiences” themselves which brings me to perhaps the craziest of the adventure, your actual mentioned items.

Items in Mortal Shell are just as much as a mystery as everything else. What does it do? Honestly you’ll have no idea until you use it for the first time. So in order to properly know what you have on hand, you'll have to use it the amount of times that the item dictates being needed to be used before you properly understand it. Standard healing mushrooms will heal you for about 30 health over 30 seconds but if you become familiar with them, you can eat them faster as you know exactly what you’re going to be ingesting which brings me to the next element, healing.

There are no health flasks. There are no injectors. There are no auto restockable potions on hand. Instead, you’ll have to rely on what can be picked up within the environment which does thankfully respawn and you can see the cooldown timer as you run by. You can also buy items from a merchant with your accumulated tar, but really, you’ll have to get REALLY good at combat and parrying. Sort of like Bloodborne’s Visceral Attacks late game when you can add the ability to heal from them, in this adventure you’ll need to save up on your Resolve which is generally earned through combat to be able to both parry and leech health back. Timing is everything and while certain enemies have tells, others have fakes making you try to parry only to realize you fell for it and the attack connects with you but it doesn’t have to cost you any health. I’ll admit it, start to finish? I got maybe a few parries in. Super effective, but I personally just couldn’t get the timing right so I did what any souls player would do. I dodged.

Keeping in line with timing being everything though, you can harden yourself to avoid taking damage and in the case of lesser enemies, have their attacks bounce clean off allowing you to strike while they are off balance. More than this, and it isn’t a figure it out as much as the tutorial makes you learn it, you can start to swing, harden to avoid an oncoming attack, take the attack, and then un-harden to slash at your foes a few times. It’s fantastic, but it’s not a holy grail as there’s a cooldown to it and you can only harden for so often so you’ll need to parry or dodge in the meantime.

Most of the basics are all given to you through an early game tutorial but there’s a vast difference between being given the knowledge that you’ll need and knowing how to use it. Parrying can save your life but you actually have to parry otherwise you can find yourself once again at death’s door which like in Sekiro: Shadows Die Twice, so can you. Once your shell’s hitpoints land next to zero, you’ll be thrown out of your shell and everyone will be hardened for a few seconds allowing you the opportunity to evaluate your situation. Sometimes racing right back to your shell is a bad idea unless the timing has been increased as if someone was swinging and it hits you? You’re dead. Otherwise if you can manage to get back into your shell you’re given a second go at things though the next death will stick without certain items or abilities.

Dying, other than being embarrassing brings you back to the last “safe” place you visited. If you’ve met Sester Genessa, it’ll be by her. If you’ve changed locations, it’ll be that entryway. To re-change it, simply speak with Sester Genessa and you’ll be good to go. In terms of loss though, you’ll lose the tar that had been accumulated however you’ll keep any glimpse that you had on hand. Also on death, almost every enemy that you had defeated will be revived short of some of the more special ones or those that had boss like health bars.

It sounds rather mechanical, but it’s how all of these features come together in order to bring about something familiar enough but not familiar enough to prevent you from having the carpet pulled out from beneath your feet a few times. Exploration just doubles down on this. The environments are huge and it’s easy to get lost as everything looks the same. Shortcuts exist but in some cases they are a lot more subtle as they can simply be holes in a rock face that happened to be covered by dead branches that need to be broken out of the way. The tunnel that you can then crawl through can bypass loads of enemies and bring you closer to where you need to go, but, are you sure that you’ve missed nothing along the way?

Because I thought that I had it all under my belt and was ready to face the world while going up against the first boss, I was unprepared for what came next. Mortal Shell just keeps on giving and turning it up after everything that you do. After defeating the first boss and claiming the first of the Sacred Glands, the lights went out. Bathed in nothing more than a vivid red light, my trek back the way I came was even more perilous than the way there. Unlike every other Soulsborne, beating a boss makes things harder as the world itself doesn't like what you've done. More monsters. Tougher monsters. And when I finally made it out of where I had gone down into? I was greeted by a fog that seemed to warp where I had first been and the enemies within it were just ready to kill me from every angle. It was nuts.

Finally, this happens after every boss which leads me to something else that I noticed making Mortal Shell just that much better. Like the four shells and the four weapons that you can pick up from the environment, and you don’t have to, which is a crazy trophy to do it all with no shell, you can decide how you want to tackle getting the Sacred Glands. There’s no order as my one, two, three could have easily been someone else’s three, one, two. Clocking in at around a dozen hours or so depending on how much you explored and how much you picked up, this format works very well as each offers basically six different dungeons as the ways in and the ways out are fairly different experiences.

If there’s one thing that Mortal Shell could work on? It would be load times. Playing on a PS4 Pro I can only imagine what it would be like on a standard one. More so, and the loading screen tips or item descriptions, they only appear at the beginning or the end of the loading, not during which is just a black screen with Mortal Shell written in the bottom right. They are long, and by long, I mean Loadborne long if you played Bloodborne in the first days. Otherwise? While I found the text and the HUD to be on the small side, there are options for both so I increased the size of the text and of the HUD making it perfect for what I enjoyed.

Cold Symmetry have nailed it. Mortal Shell is an amazing, brutally hard, rewarding, frustrating, thrill ride that the genre has needed from development teams outside of From Software. With a genre that everyone has been gravitating to, it’s not an easy one to pull off especially on the first try and that’s what was done here. Out of the box and having made the style work in a different manner may just change the game moving forward while having also brought back the thrill of exploration and the fear of what’s behind the next corner.

Score: 8.75 / 10




Share:

Hellpoint - PC Review

Hellpoint by developer Cradle Games and publisher tinyBuildPC (Steam) review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 7 minutes

If there’s one thing that’s all the rage of late it’s the Soulsborne style. Coming to us from Quebec developper Cradle Games, which I’m always happy to see games come out of my home province, Hellpoint is a hard to pin down experience. On one hand you have this intricate space station that’s been corrupted by the forces of hell like in DOOM, while on the other hand, it’s too quiet and it often feels empty and lacking that unknown stress of what could be lying in wait behind a corner.

While the Soulsborne style barely needs an introduction anymore, the particulars of that style are always appreciated. Hellpoint takes a good deal of the core aspects from collecting (in this case) Axion in order to level up your stats and become more powerful. If you die, you leave behind your Axion in order to give you a chance to pick it up. It doesn’t decay like in The Surge, but what it does do is like in Hollow Knight where it can spawn a ghost that hunts you down until you take it out. That part was a little less fun especially when you keep dying to a boss as you try to figure out its movesets before finally claiming victory.

Now there’s a lot that Hellpoint does right. Giant interconnected labyrinths? Check. Interesting weapon styles to face off against those that stand before you? They make enough of a difference to your approach so ‘check’ (it’s hard to beat Bloodborne or The Surge on those). Easy enough to use controller style and menus systems? Hellpoint has those too and they are supported by the dark visual atmosphere that is presented. Possibly the BEST THING EVER in a 3D Soulsborne (as in the 2D’s like Hollow Knight jumping is a must) there’s a dedicated jumping mechanic and it’s integral to the exploration. You’ll NEED to jump up on top of boxes. You’ll need to jump across some passageways. Sekiro is all about the jumping but Hellpoint is more “traditional” in a sense and the addition of this mechanic really made a difference in the approach to exploration. So much more could be done and your thought processes, especially with the fact that I’m coming out of playing Demon's Souls and Dark Souls 3, had to be adjusted.

Where things didn’t really click for me is that I kept expecting a dark foreboding sense of doom as I explored the deeper reaches but it never came. It’s dark even with your assistant cube lighting the way but there’s no stress to the exploration. You see an enemy, you take it out, you collect Axion. There’s never this fear of mobs where even the basic ones will slay you instantly as they don’t do that much damage. Some enemies are ridiculously powerful sure, but, they aren’t scary and that unfortunately also transferred over to the bosses which I’ll get to later.

Adding to the above and what should have been terrifying is that “twice a cycle” the space station will click into an orbit that allows for hordes to come pouring through with tougher mobs mixed in. It should have had me running away screaming but in certain locations I just jumped on top of a few boxes and moved on by while in others the hordes just didn’t seem to appear. At first until seeing a tooltip on a loading screen I didn’t even know what was going on and then the orbit system in the top left finally made sense. These hordes, for the limited time that they appear, should have been hunting you down instead of just passively chilling in the area that they spawned in. Great for more Axion, not so great as a stressor which is really what a Soulsborne is based off of.

Speaking of which, every Soulsborne has its unique “je ne sais quoi” that makes it different from the others. Demon's Souls, Bloodborne, Dark Souls 1, 2, 3, The Surge, The Surge 2, Hollow Knight, and others including even Darksiders 3 with its more Soulsborne approach, they all have “something” that draws you in and almost makes you want to beg it for more in a sort of sadistic fashion and these tend to be anything but easy. But Hellpoint? I just moved from one spot to the other, beat the boss, moved to the next, tried to farm some Axion if only to upgrade my health a bit, and then move on. I honestly didn’t feel much in regards to anything while exploring until putting on my Bose Quiet Comfort 35s which let me hear ALLLLLL this ambient noise that was lost in lesser headphones or even without a fairly robust sound system. That added atmosphere, but even with it, the rest felt… bland.

Only adding to this are the mobs. You won’t start to even see much variety in the lesser mobs until after the second boss and even then, the variety isn’t that much as they aren’t that much scarier. Most have sword-like weapons, a form of ranged gun or their claws. Eventually some have knives and a fireball attack but if you hit first and your stamina doesn’t run out? You win. There’s no fear that comes from most of what you do. Hell, even if you run out and block, the rate of the attacks is never enough to get through you slowly inching back or doding out so even then, it’s just a matter of time until you win.

Otherwise, the only real issue that I had gameplay wise aside from the mobs all being rather bland is that there’s no impact. You can get hit by a boss and you’ll only really notice because your health dropped, not because you were knocked back. This one little feature means so much especially because you honestly don’t have the time to keep an eye on your health bar when you’re trying to dodge around. So if I didn’t feel a rumble at a hit or see myself knocked back, I’m assuming that I’m fine. Unfortunately this wasn’t the case and it cost me a fair amount of retries especially with the second boss where I really started to notice it going forwards.

Finally, and this is a miss in certain cases while it does raise the “difficulty” bar, but mobs don’t respawn once you get your safe space known as a rift to level up. Mobs will either respawn over time, respawn during the appearance of a horde, or whenever you die. So to level up? Often it was worth running through what you needed to and dying, rinse and repeat as it would go faster. Also in an odd turn, and in relation to the rifts and not refilling are you health injectors. They’ll be refilled once you die, but otherwise? They’ll only be replenished once you’ve successfully landed a ton of hits. Great for boss fights once you run out, but not so great when you’re a decent way into exploring and dropped from a bit too high once or five times.

Only adding to these issues, because I played this off of a PC and I’m unsure of how it would be on consoles, but unless you’ve got a high end rig Hellpoint isn’t going to look pretty. Even with a decent machine which I’m starting to look into replacing, a GTX 1060, 16GB of RAM and a 3.2GHz i7 wasn’t enough to get me past 1920x1080, low shadows and medium textures without it affecting gameplay. I mean I COULD play in full stats and on max resolution on my 55” 4K TV, but, if I did, the hitboxes were off and the reason I had trouble with the first boss? Was because the graphics couldn’t keep up. Even moving the textures to high would cause the occasional FPS lag which when needing to jump over small spaces and not die? Wasn’t worth the risk.

Summary

So overall, Hellpoint has some good ideas and it has a great framework in place. Unfortunately, even with the good ideas and the framework it feels a bit bland as even with the inclusion of being able to jump and it being part of the exploration, the areas held no mystery of threats of death by those that live within them like Bloodborne, Demons or Dark Souls or the The Surge. That said, the devs are still working on this and I’m hopeful that some of these issues get addressed and I would be glad to try it again down the line and also hope for a sequel or new project with the ideas that they’ve put in place here.

Score: 5.75 / 10




Share:

Random posts

Our Streamers

Susan "Jagtress" N.


S.M. Carrière

Aldren



Affiliates

JenEricDesigns – Coffee that ships to the US and Canada

JenEricDesigns – Coffee that ships to the US and Canada
Light, Medium and Dark Roast Coffee available.

Blog Archive

Labels