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Showing posts with label THQ. Show all posts
Showing posts with label THQ. Show all posts

Retro Reflections - Warhammer 40,000: Space Marine

Warhammer 40,000: Space Marine by developer Relic Entertainment and publisher THQ—PC retro reflection written by Hamza. Game release year 2011.

Estimated reading time: 9 minutes



Armed with a Combat Knife and Bolt Pistol, and adorned to the neck in sexy blue Power Armour, our hero of the day is Captain Titus, alongside his brave squad of one pessimist and one gung-ho. This motley trio must brave peril—which happens to be an Ork invasion—and save the world (or the universe, even) from unspeakable destruction and possible extinction. This plot and its variants have been done to death in all their glory and stagnation in a dime-a-dozen games, so much so that the mere whisper of "invasion" or "tough heroes" is enough to elicit a series of frustrated moans from gamers and critics alike. Though many have taken different approaches to this gaming trope—ranging from subtle to not-so-subtle—few have actually succeeded in making their creations unique or different.

For example, a developer might introduce an unprecedented game mechanic, or perhaps downsize or blow up an already existing feature, culminating in an experience worthy of going through at least once. Relic Entertainment did exactly that; they blew up the one quality of hack 'n' slash games that matters most—a copious amount of gore and creative death executions—amped it up to 11, and presented a devastatingly entertaining, masochistic, and challenging game. While it bears a strong resemblance to other shooters in terms of story, it is strictly Warhammer 40,000: Space Marine in terms of intense violence, bad-assery, and robust controls. Simply put: Space Marine is the God of War experience I've always wanted on the PC!

Space Marine starts off in a very typical manner: you are responding to a threat because, apparently, the last line of defense and everyone's hope is you. With your armory and squad's status in check, you bravely plunge into the eye of the storm, putting your foot so far up your enemies' asses that they not only become numb, but cease to be asses. While you start armed with relatively weak weapons and the initial enemies are easy one-shot kills, jaded players know that in games like this, everything gets progressively buffed up. What they aren't able to predict, however, is how fast or slow it takes for that to happen. Needless to say, in Space Marine, the transition happens rather quickly, and you go from a general waste-layer to a crater-maker in a matter of minutes.

As soon as you get off the spaceship and reunite with your squad members, a weapon portal (a recurring object in the game) grants you a chainsword. This melee weapon is exactly what the name implies and is easily one of the coolest, bloodiest weapons you get in the game due to its carnage effectiveness and combos. Just as the game hands you a shiny new toy to lay waste with, it conjures a Slugga Nob into the tiny battlefield, perfectly balancing out the two ends of the spectrum. A Slugga Nob is a huge barbarian akin to the greenskin seen on the cover of Cyanide's 2009 fantasy football game, Blood Bowl (which just happens to be a Warhammer spin-off). If you are a newbie, your first few rounds with this new bad boy won't be easy, but after a few tries, you will get the hang of it.

If this generic approach to battling larger specimens is starting to turn you off, do yourself a favor and don't let it. The enemy A.I. is surprisingly smart; they will evade your attacks and take cover if things get too hot. Granted, the smaller greenskins brainlessly sprint in your general direction like pigs excited to get slaughtered, but the bigger ones act almost as a mirror to you and your squad—so taking them out, for the most part, won't be a cinch. I found this welcoming as it gave me a reason to frequently change my weapon to better suit the mannerisms of the enemy. The game also features a loosely executed interactive environment, in the sense that you can shoot flammable canisters (red barrels, basically) and pipe systems to trigger explosions. I hesitate to use the term "destructible environment" because you don't get the option to turn the battlefield layout to your favor, which, in a game like this, could have been an awesome mechanic.

The battles themselves, although starting off nicely and with hints of something new, more or less transition into generic, everyday fights. The purpose of the battles varies slightly, as does the buildup of the momentum, but the premise thoroughly remains the same: a handful of guys against a massive army of greenskins. Sometimes you're left to venture alone for a while while your squad members escort a side character, leaving you more vulnerable and sensitive to greenskin attacks. It is in these "el solo lobo" moments that I found the perfect opportunity to test out my latest acquired purity seal or melee weapon.

Speaking of purity seals and weapons, they aren't exactly original or unlike anything you've ever seen before. But they are, however, executed much better than most. Take the main weapons for example—after a few missions into the game, you get to carry four weapons in your inventory. The first one will be a relatively weak and small weapon with minimal damage power, but it has the advantage of infinite ammo. The second weapon from the primary group was perhaps the most ridiculously overpowered gun of the bunch, and it often emerged as the best choice throughout the campaign mode. At least for me it did. The third and fourth secondary weapons will mostly consist of one-shot-kill weapons that are heavy on damage but low on reload speed and ammo capacity.

In fact, the Meltagun (arguably one of the most devastating guns acquired in the game) may have the awesome power to stun a Slugga Nob in just one hit and obliterate it in three, but it has severely limited ammo and a lengthy recharge time. This makes it ineffective amid a greenskin horde or when many Shoota Nobz or Rokkit Boyz are around. In the melee weapons department, you get your standard hack 'n' slash paraphernalia specifically designed for head-chopping and gut-slicing. Though they get replaced rather infrequently, your lengthy outings with each of them means you will eventually get to know them, caress them, and love them equally. Parting with one will make you feel as if you're waving goodbye to a loyal subject. It's emotional stuff, and there's nothing we can do about it.

Purity seals are a bit curious, and interesting to boot. Curious in the sense of how eerily identical they operate to the power-ups you get in the God of War games. I guess there should be no surprises there, as some of the crew behind this game had also worked on God of War and apparently Gears of War as well. I just wish the logic and implementation of the purity seals had some originality or distinctive features to them; every time Captain Titus bellowed to the heavens while getting covered in a dark goldenrod aura, the image of Kratos preparing to cook up a violent storm always appeared in my head. Also disappointingly, they only last for a few seconds. Lastly, they are interesting in regard to how out of place they look. Fine, science fiction with a touch of fantasy (alien or not) is always appreciated, but fusing Harry Potter with The Terminator leaves one in confusion, with a "WTF" exclamation hovering above their head. Although it's a minor issue and one that quickly gets forgotten in a short passage of time, it remains a worrisome reminder of the faults of the game.

Which is what, you may ask? For starters, originality in this game is about as long as the word itself, and only goes so far. As mentioned before, several of the crew behind Space Marine were also behind the creation of other (more successful) hack 'n' slash and shooter games, but this shouldn't have been an excuse for getting lazy and stealing from their own previous works. When the legendary team behind the first-person Ultima games (which included Warren Spector and Doug Church) shifted to the making of the original System Shock and Thief, they indeed borrowed several elements from the Ultima games they had worked on, but they also radically changed everything from top to toe so that no two games were alike. And while even a toddler could easily distinguish between Space Marine and, say, God of War, the micro and subtle features mutual to both stick out like a sore thumb! Chief among the other faults are the at-times repetition and the seriously non-existent A.I. of your squad members. When you're up against a horde, try to count how many greenskins your buddies manage to kill. Rarely will it go beyond two, as they take the same amount of time to kill a simple greenskin as it would take you to kill a boss Nob!

The voice-overs are decent enough, with Mark Strong—who portrays Captain Titus—understandably emerging as the clear standout. Strong brings a good sense of a weathered warrior feel to the role, instead of opting to choose the readily available "rough hero" or "always complaining badass" cliché. Titus's loyalty to his code and mission, his seemingly incorruptible nature, and the fact that he doesn't bitch and moan about every negative activity that takes place all made for a character I found more accessible and likable than his snarling, realistic, gear-head counterpart, Marcus Fenix. The latter always whines about the minutiae of things and almost never steps down from being the guy who screams "I didn't sign up for this shit!" whenever faced with something 20 times bigger than him. However, Captain Titus is not a fully developed character and isn't given much of a personality to work with. The little that he is programmed with indeed makes him likable, but also monotonous and slightly one-sided. The rest of the cast, unfortunately, exists only to populate the in-game world with stereotypical characters.

Before gearing up for a relatively dangerous mission or meeting up with a person of interest, a cutscene occurs. While I was expecting them to be average at best, they actually surprised me with their weight and animations. In fact, the animation and facial movement of the character models reminded me of those in Half-Life 2—and I believe this is the best compliment I can give regarding the cutscenes. Where Gears of War emphasized cinematic explosions and slow motion, Space Marine uses its brief cinematic moments to further the story at a steady, brisk pace. While they may be brief and very few and far between, they are well done.

In conclusion, Warhammer 40k: Space Marine is one of the more impressive third-person shooters on the PC. A combination of gory gameplay and rewarding progression, Space Marine is a good example of how maxing out one element of a game can make for a great experience. While it may have its faults and may come off as repetitive for the most part, Space Marine is nevertheless a fun, energetic, on-your-toes hack 'n' slasher that you may perhaps want to revisit!

Note: Screenshots from all platforms that were available at the time can be found here at Moby Games.


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SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated - XB1 Review

SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated by developer Purple Lamp Studio and publisher THQMicrosoft Xbox One review written by Nick with a copy provided by the publisher.

Estimated reading time: 7 minutes


SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated captures the classic feeling of the television show’s madcap energy and makes for a remaster / remake I didn’t know I wanted initially, but was glad to have had an excuse to play again. That being said, there are still some rough edges here and there that I would have liked to have seen polished up in this release as well.

Back in the early 2000’s, I played the original version of this game on the Nintendo GameCube, and it was a hit with my older two kids, who were both big fans of the show. My oldest was about seven at the time, but it stuck with her well enough that last year when she decided to buy her own GameCube to put in her room and reliver her childhood favorites, this was one of the titles she reacquired.


The premise is the usual over-the-top shenanigans that the television show has always been known for. In this case, Plankton has created a rogue robot army that sees SpongeBob and his friends venturing around many of the show’s more notable locations in an effort to stop them. This is one of the areas where SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated excels. The visuals are spot-on, the environments often feel ripped straight from the show and the voice acting was fantastic then and sounds great still today. Granted, some more variety in the characters’ sayings would have been nice.

SpongeBob and company have a tendency to say the same catchphrases over and over again as they wander about. You have the ability to switch characters, which is essential for some of the puzzles, though admittedly there were times I swapped simply so I would hear them say something a bit different. It’s fantastic that so many of the show’s voice actors contributed to this game’s audio originally, but I found myself wishing that some new lines of dialogue had been recorded for this remake. Visually at least, the upgrade is pretty notable when compared to the original. Everything looks fantastic, from the character models to the subtle background animations.

Where I think SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated falls a bit short is in the actual gameplay. On the surface (or under the water as it were), everything seems fine. Movement is easy enough, and while jumping has a somewhat floaty quality to it at times, it gets the job done. Exploration starts entertaining enough, but it does not take long for the game to start to show its age a bit. The way zones are broken up makes exploring (there are plenty of collectibles to find) them somewhat tedious as you search through areas with a lack of direction. Movement lacks precision, which is okay when moving about randomly but this can rear its head in annoying fashion during some of the puzzle-like elements that require more exact movements. Lacking indicators, fast travel, the ability to switch characters on the fly – just little things that seem strange by today’s standards hold the actual gameplay back some. Game design has gotten a bit more forgiving and respectful of the player’s time over the last decade and a half, so it was slightly disappointing not to see these quality of life improvements make their way into the core game.

By and large, this is more of a remaster than a remake, as the game has not changed all that dramatically. You will generally play through the game now pretty much the same way you did nearly two decades ago. However, speaking of age, SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated is a reflection of that time in other ways as well. Many of the jokes are just as funny now as they were then – but the game reflects a very specific period of time in a series that ran a good length of time after this release. If feels like something of a missed opportunity to inject at least some of the more modernized content into the game. That being said, what was there was pretty funny and it still holds up well today.

It will be interesting to see if this title is well enough received, maybe we will get ourselves a sequel with more modern polished gameplay and newer sources of content.

There is one additional mode added to SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated, but it might as well not be there. It is not that it makes the game in any way worse, I just wonder if the dev time couldn’t have been better used on other aspects like the aforementioned modernization of quality of life. There is sort of a horde / wave battle mode that you can play in multiplayer, but it is so shallow (pun intended) with no real interesting progression items, that I played it a couple of times and kind of felt like I had already seen and done everything it had to offer.

Summary

Spongebob Squarepants: Battle for Bikini Bottom – Rehydrated is one of those titles I never would have considered for a remake, despite having some pretty decent nostalgia for the game's initial release. By and large it does a good job of polishing up a decent game, even if it does not really reinvent the wheel.

Score: 7 / 10



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The Punisher - Retro Reflection


Story

After witnessing the brutal murder of his family during a mob hit, ex Vietnam war veteran Frank Castle launches a never ending war against crime, taking no prisoners and showing no mercy. This is not justice or revenge, it is punishment! In the “Punisher” game, you face three major criminal organizations, the Italian Gnucci (my favorite), the Russian mercenaries and the Japanese Yakuza. The mastermind behind them is revealed towards the end.

The story is simplistic and the only plot twist is evident from the start but Frank’s character is portrayed well. Criminals say things such as “It’s the Punisher, he’s gonna kill us all!” and there were two Yakuza members talking, one of them mentioned that Daredevil confronted a hundred thugs and they all ended up in jail or the hospital, the other responded “Yes but we are facing the Punisher, not Daredevil.” and the first one replied “Yes, we will end up dead”. These details depict how notorious and fearful Frank is in the underworld.

Other moments capture interesting subtleties of his character, for example the fact he never hurts civilians or how he still remembers the death of his family -“you don’t know what funerals feel like to me”, he retorts to a police officer-. And there are some hilarious moments too, for example when a thug exclaims desperately “oh no, you’re going to punish me, aren’t you?” or the Punisher, after destroying the villain Bushwacker, thinks “I don’t smile a lot. I don’t smile at all. But if I did, now would be a moment”. Marvel heroes, such as Fury or Black Widow, make short appearances, with little impact though.

Gameplay

This is a third person shooter, like Rogue Trooper, so you move and look around/aim with the analogue sticks and shoot with R1. However, there is an original addition which makes the action different and very enjoyable, the “instant kill/shield/interrogation” mechanism. Let me explain: when you are close to an enemy you can kill him instantly by pressing “□” or grab him by pressing “x”. Instant kills eliminate even the toughest foes, which normally can only be killed if you shoot them in the head, and give you “blue energy”, required to enter “slaughter mode”. During this, the Punisher is strong as a beast and replenishes lost health. Grabbed enemies can be interrogated or used as shields.

A successful interrogation (keep the enemy’ tension high for three seconds) gives you points, spent to buy upgrades at the end of each stage, such as increased armor. It also gives you information, for example the location of hidden stashes of guns. A shield protects the Punisher from enemy fire (unless he is attacked from the back or the side) as he carries the criminal around with an iron grip and fires with his free right arm. He can even reload a shotgun while doing this, Terminator style! Crooks show no sympathy for their captured friend so they fire at you until the shield’s health is depleted. It is funny to hear them say things such as “”sorry Mike, better you than me!”.

Nevertheless, when you lose a shield you may simply grab a new one! You can always interrogate someone after using him as a shield and vice versa, or instantly kill him, so the aforementioned mechanism is both effective and flexible.

Brutality

You can never have too much violence in a game, right? I am joking, however, Frank Castle is not: besides instant kills or failed interrogations, which end up in breaking someone’s neck or shooting him at point blank, each stage has spots for “special interrogations”, for example you can threaten to throw a thug in a piranha pool, burn him in an incinerator or crash him in a giant press! If the interrogation fails the criminal has a most painful and bloody end. There are spots for special kills too, e.g., in the jungle the Punisher tossed a mercenary to a giant snake for a quick snack! And let’s not forget slaughter mode, during which you slash, stab and smash your enemies like an unstoppable death machine. Sweet!

Graphics/sound

The game’s scenery is often detailed and interesting, such as the luxurious, stylish mansion of Ma Gnucci, Tony Stark’s tower, loaded with high technology devices, or the Yakuza base, which features a traditional restaurant, smooth, wooden floors and ancient suits of armor. Even the zoo is nice, with a variety of locations for keeping animals and alternate routes. Other places, like the docks or a meat factory, are not exciting, nonetheless, they are well designed.

The sound includes excellent voice acting for Castle, as the actor playing him captured the character’s mood and personality. The music is fantastic and you should definitely listen to the game’s soundtrack on youtube. I also liked the sound effects for the various weapons.

Flaws

Not much to point out here. There were a couple of boss fights that could have been better, for example the fight in the attic, which took me a long time to complete (that Gnucci mobster really run like a rat in a maze!), and I think Frank should be able to carry more guns, as you can only hold one “one handed” and one “two handed” weapon at a time (for example, two pistols and a shotgun but not a shotgun and an assault rifle). Also, a more developed story would help, since the designers took for granted the player already knew characters such as Kingpin or Bullseye.

Conclusion

In conclusion, the “Punisher” is a must have game for fans of the comic or shooters. It has colorful graphics that keep changing, great sound, perfect controls, exciting gunfights and mega violence! I even loved the newspaper clips, which show how the media can distort events to create a fictional “truth”. Do not miss.

Game Information

Platform:
Sony PlayStation 2
Developer(s):
Volition
Publisher(s):
THQ
Genre(s):
Third Person Shooter
Mode(s):
Single Player
Other Platform(s):
Microsoft Xbox
PC

Source:
Purchased


Article by Dimitris
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Darksiders 3 - PS4 Review


Darksiders 3 is a title that I never thought that I would have the chance to sit down to. After THQ closed it doors years ago, this was the series that I was most disappointed that I would never get to know the end of. With Nordic however having picked up THQ's IPs and then slowly re-releasing them before re-branding themselves as THQ Nordic and picking up where the other company left off, Darksiders 3 was put into the hands of Gunfire Games and the result? The result was a good one!

Starting back on the PS3, Darksiders: Wrath of War kicked off what could only have really been described as an "adult" version of the Legend of Zelda. Wronged and blamed for the Apocalypse, one of the four Horsemen of the Apocalypse, War, is put on trial until after one-hundred years he is let free to find out what really happened and clear his name. Darksiders 2, which was more in line with the more open world Prince of Persia, saw the Horsemen Death on his journey to clear his brother's name. Finally moving into the third of the four chapters, Fury gives about zero of any measurement of what could happen to her brothers and will blast anyone out of her way. Acting a bit like a loose cannon, and in this case of gameplay a glass cannon, Fury is hella powerful but if she gets hit that's pretty much it. Welcome to Bloodborne people!

Darksiders 3 picks up time wise after the imprisonment of War near the beginning of the Apocalypse. Not giving a crap about her brother or how he claims that he was wrongly imprisoned, *spoiler if you haven't played the previous ones* he was *end spoiler*, Fury is tasked by the Charred Council to re-defeat and re-capture the seven sins that have escaped their custody and are now lose in the human world. Setting off with a purpose as it sounds so much better than sitting around bored with her horse even if it is a suicide mission as it once took all four to pull it off, it doesn't take long for things to go sideways.


One of the first aspects that comes out to play as you head out on your journey with Fury is that the experience is, to a fair degree, a rather linear one. Puzzles are not the most in depth or complicated. Compared to the first two, the environments have a little bit of a metroidvania feel but just barely. Where Darksiders 3 really shines is that it is very combat heavy and the level of detail into that point shows. Equipped with her Whip as a default weapon, it isn't long before Fury is granted different elemental forms that grant her new melee weapons as well as elemental attacks. Fire grants her knives, Wind grants her a spear, Force grants her a hammer (they skip Earth and the purple glow is worth it), and Ice grants her an awesome sword.

Each element over the course of the journey will have its role to play. Certain monsters will be weaker to one over another and certain players will be more proficient with one set of weapons over another. Personally by the end I was hopping between the dual knives for a flurry of attacks and the sword for a slower, but much more satisfying crunch that was faster than a hammer. Regardless of your weapon choices however, you'll want to be fast on your feet as Fury because often enough fights are many against one and if you're not dodging around or trying to parry, hard enough to dodge much less parry at times, you'll wind up dying. Again. So you'll need a bit of help.

Coming across one of the makers who re-makes his appearance from the original Darksiders, Ulthane challenges Fury to find those left out in the now wasteland. Promising to reward her for doing so, he also offers to upgrade her equipment if she brings him the materials that he requires in order to do so. Upgrading equipment is easy. You find the materials, Ulthane will make the upgrades at no other cost. Finding those left out in the wastelands however is a whole other story. Humanity isn't completely lost, not yet, not like when both War and Death roam the lands. Fury has the chance to save some that survived but it won't be easy as they are seriously not easy to find which makes sense as to how they have survived so long. Find enough of them though and the rewards are honestly quite worth it making it seriously worth your time.


Still speaking of those that offer their services to Fury, the demon merchant Vulgrim is also back for his obnoxious, yet hilarious, commentary on just about whatever he wants to say. Trading in Human souls, Fury can through Vulgrim buy items that can be used for upgrades, items that can be used for healing in combat and finally, Fury can sacrifice souls in order to level herself up to greater strengths! Basically, this, with a couple other features are why I said welcome to Bloodborne, but Darksiders style.

One of the other reasons that I had mentioned Bloodborne was because when you die, you don't "lose" the souls that you collected. Instead, you are given a chance in order to get them back by going back to the location that you died and eliminating the floating spirit that now holds them. What was really cool about this spirit is that you could use it to your advantage especially if a lurking foe was a tough one as while the spirit is floating around, it will be the one collecting souls and not Fury. So the more it collects as you rinse and repeat, the less you have to worry because all of that currency is going into one spot.

Now to the good stuff. The Seven Sins. Darksiders 3 is all about hunting these badasses down. War was out to clear his name. Death was out in order to help clear his brother's name. Fury? Well she's out to hurt someone and it just so happens that she was given seven priority targets and anyone else standing in her way. Now while the adventure is a combat heavy one and that the puzzles are not the most in depth, the story behind it all isn't a bad one. It won't win awards for screenwriting, but seeing how Fury herself goes from the hottest loose cannon to a reasonably, and I may use the word a little loosely, level headed being while hunting down her targets is kind of neat. It's a slow change but the small prods to her character showed that the writers didn't sit idly by and let this newest adventure.


As for the Seven Sins, the developers get all of the praise. Wow. I'll be honest that stepping into this latest entry I thought that I knew what to expect and for a few, like Greed, Envy, and Wrath I knew what was coming but for Pride, Lust and to a degree Gluttony and Sloth? Damn. What impressed me the most, and maybe this is a bit of a spoiler, but Pride, who you come across early enough, basically laughs in Fury's face as she is nowhere near being close to being able to take her on in a fight. This obviously pisses Fury off but Pride shrugs it off and walks through a portal to her own domain basically telling Fury to come get her if she will, but that she'd better be ready. I honestly wish I had run through the portal to see how I would fair but I basically left her for last.

What impressed me the most was Lust. I know what you're probably thinking. Hell it's probably what I had been thinking. A den of sex and anything sex related. If that's the case then you would be as wrong as I was. And I was happily wrong. Lust isn't about sex, it's about everything. Lust for power. Lust for Wealth. Lust for whatever you want most. Her speech was one of the best and I'll be damned if it wasn't one of the best boss fights in the whole game. Her character was amazing, her dialog was amazing, her boss fight was amazing. All in all she above all else surpassed any expectations that I had had.


The journey isn't all about just the seven sins though. There are also a few others along the way and here's where it gets interesting. There are a few other characters than the makers that Fury can meet with and though while one is mandatory and the means in which Fury will gain her elemental powers, the final encounter and the choice made therein isn't. There is also a Demon which sits on a throne building a tower or a castle that War will visit in a hundred year's time. You can fight him, or you can let him be. The choice is yours just as it is with the previous one. Mechanically they are both possible optional bosses. Story wise? Story wise fighting either is a choice to be made and it defines exactly who "your" Fury is.

Darksiders 3 was worth waiting for. Is it as good as the first? No, but neither was the second but it was also worth playing through. Clocking in more or less around the twenty hour mark, and that's with most of the trophies, which honestly just happened, it may take about thirty hours for two playthroughs if you want to platinum it unless you start on the harder difficulty. Having having seen three of the four Horsemen of the Apocalypse, Strife is the last one remaining and we've already seen his gunslinger design.

The only remaining question is, will we see more of Darksiders 3? Or is the post credit ending a lead in to the fourth? Guess we'll just have to find out!


Game Information

Platform:
Sony PlayStation 4
Developer(s):
Gunfire Games
Publisher(s):
THQ Nordic
Genre(s):
Action
Adventure
Mode(s):
Single Player
Other Platform(s):
Microsoft Xbox One
PC

Source:
Purchased 




Article by Pierre-Yves
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Titan's Quest - XB1 Review


Titan Quest drops you into the role of a warrior working through Ancient Greece, Egypt, and Asia for you to slaughter hundreds, if not thousands of beasts, men, and monsters alike in your quest to defeat the reawakened Titans. Playing off of the traditional tropes of "good versus evil," Titan Quest will pit you against familiar foes like the Gorgon sisters, Medusa, Euryale and Sstheno while sending you to exotic locations such as Olympus and the City of Rhodes. Though the likes of Diablo III proved that hack-and-slash/action RPG titles can, with care, have a home on consoles, Titan Quest though an excellent game in its own right does not quite meet the formula for overwhelming success. That is not to say it is a poor game, but rather that the port is far from stellar. Graphical anomalies and an absolutely horrendous control scheme plague what could be an excellent console hack-and-slash title.

For all of my love of the Diablo franchise (specifically Diablo 2) and its style of hack-and-slash/action-RPG, I never actually played Titan Quest when it initially released back in June of 2006. Fast forward 12 years and THQ Nordic has brought Titan Quest and its expansion, Immortal Throne, to consoles and I had the chance to sit down and give the game a spin. Honestly I was pretty excited since Titan Quest has been sitting in my Steam library for about a thousand years and I have, on numerous occasions, thought to myself "Man, I really need to sit down and play that …" I'm fairly certain that we have all done that a time or two in the past. That said, the 10.6GB install happened pretty quick and I was able to hop right in and (hopefully) get to smashing hydras and Medusa and all that jazz.

Loading in was actually quite quick, though a part of that may be my own perception because I have been playing quite a bit of Kingdom Come: Deliverance on Xbox One lately and its loading screens are so long and so plentiful that I grow a 5 o'clock shadow between playable sections. Anyhow, character creation is pretty simple; choose whether you are male or female, a name, and a tunic color then you are off! I naturally created a female avatar named Miriam because why not? I like the idea of a woman in Ancient Greece coming to save the world. That and I would rather stare at a female character model for 30+ hours than a male character model. It is just who I am. Back on track … So I load into a stunning, if a bit heavy on the tans / sand colors, little hamlet that is being attacked by crazy pigs and satyrs and I get all excited. "Here I go, off to save the village and slay the beasts!"

Or so I thought.


So I go running up to kill this ravenous boar, right? I am ready to really lay down the stabby-stabby with my starting butter knife when I move the left stick and go running up to the boar (that, once I got close enough, was highlighted blue) slamming on the X button to get my stabby on. Imagine my shock when I go rocketing past said boar, that was goring a terrified horse mind you and then my target auto-switched to some carrion bird that was on the other side of a low fence. I was bewildered! So I am slamming on all sorts of buttons, hoping to deselect this bird that is on the other side of a fence that my 2 year old niece could vault over with no issues (yet I could not take a dainty step over it) and get to pokey-pokey'ing the boar that, by this time, should have mauled that poor, poor horse by now.

Since there is no deselect option I tried turning around but rather than standing in place and turning like you do in literally every other video game on the planet (minus the NES game Hydlide), instead when tapping one of the cardinal directions on the left analog stick, rather than turning … you take 3-4 steps in that direction. This means a lot, and I mean a LOT, of running in circles hoping the stupid autotargeting mode somehow locks onto whatever you are hoping to attack. That poor horse stood getting gored by that ****ing pig for a solid 6-7 minutes while I tried to figure out the controls. "New game, new controls, I'll get used to it" I told myself.


Nope.

They are just that bad. Try picking up one specific item out of a group while your inventory is near-full. Not going to happen. At all. You will have to run to a clear portion of the area, dump a bunch of things, run back to what you wanted to select, pick up all the items until you get what you want, then run off to another clear part of the map to empty out the junk, then finally run back and get your original inventory (assuming it's not been wiped due to weird-as-hell spawning / respawning methods) then you will need to truck it back to town since there are no Scrolls of Town Portal (an issue that has been beaten to death since the game came out in 2006). Whatever … the controls freaking suck and are almost bad enough to make you want to die a little inside.


But the game is, hypothetically, still good, though I gave up trying to use my skills a long, long time ago. The wheel selections do not make sense, nor do D-Pad selections, because the user interface for the consoles is so convoluted and poorly arranged that I placed some buff or another in my Y slot somehow and, after getting a half-dozen skills or so, have not bothered changing it because it is damned-near impossible to use skills in a quick and efficient manner while in the heat of combat. 15 hours in I was still using the basic first-level buff you get in the Hunting tree all because it is so damned difficult to get in and change things to how I want to use them.

Skill assignment and use should be quick, easy, and rewarding and this port of Titan Quest has none of those. I still have no clue what any of these skills even look like or what they do in a practical setting. I honestly recommend that whomever ran the port for the Xbox seriously reconsider their control scheme, and do so quickly. Personally? The controls would make more sense if they were laid out a bit like this:

Attack: Right Trigger
Primary Skill (Special Attack): Left Trigger
Skill Wheel: Left Bumper
Assigned Skills/Hotkeyed Items: Face Buttons
Assigned Skills/Hotkeyed Items: D-Pad

AND FOR THE LOVE OF GOD CHANGE HOW THE LEFT ANALOG STICK MOVES YOU. When I press Left, I expect to turn in that direction, not move in that direction.


Targeting is another issue as well; unlike other hack-and-slash/action RPGs, Titan Quest uses an automatic lock-on system that the player has no control over. When you move into range, the lock-on function will select one of any of the enemies that are directly in front of you. This can be especially troubling when you find a rare/elite creature surrounded by minions; it becomes a free-for-all of wild swinging on random enemies and instead of allowing you to go for the biggest threat, you might lock on to some random unit, even if they are not in the actual fight yet. This means you will likely run off to another mob which often results in death.

Other titles, like Diablo III or Dungeon Siege 3 allow you to swing at any time in any direction where in Titan Quest you cannot swing / attack without being locked on to an enemy. It is frustrating as all hell. More often than not I found myself simply using a bow while trying to slowly move into sight (which is extremely difficult given the craptastic controls) and then trying to pick things off from a distance. The AI is dumb enough that they just sort of stand there and no other mobs are pulled.

The lack of control is not limited to enemies though, as picking up loot is the most frustrating thing ever. While I am fine with the limited storage space and the lack of a town portal scroll, the fact that I cannot easily select a specific item in a pile of loot is maddening. In Titan Quest if you run through a dungeon you will fill up your inventory, which is fine, often dropping those of low worth to pick up higher-quality gear. The issue is that you will get to a treasure chest (which are liberally placed literally everywhere) or you will kill a boss and a massive pile of gear will fall and many of the items will likely be whites (common) with a few higher quality pieces strewn throughout. Having to pick up everything, space it out, drop it, then reorganize your inventory to fit the new gear is a stupid time waster. I hate it. THQ Nordic and the team behind the port really need to rework the selection mechanic in order to make the inventory management aspects bearable on the console.


Titan Quest is a gorgeous and potentially fantastic title but suffers from horrific controls and strange graphical issues. The shadows were blocky, doodads magically appear when in combat, and fire/status effects are presented as colored squares. I know on PC the game is lauded as a spectacular hack-and-slash/action RPG but the port is simply frustrating. I could run around in tall grass or farmlands for hours because of the spectacular environment, but the issues with the port are greater than the game itself. Titan Quest even covers a theme we do not often see but players will give up before it is made apparent. The reality is that because the port was failed by its development team to be an "almost great" title, I fear that unless they push updates to allow customizable controls or fix directional issues, Titan Quest will suffer from an unshakable and horrible stain.

Game Information

Platform:
Microsoft Xbox One
Developer(s):
Iron Lore Entertainment
Publisher(s):
THQ Nordic
Genre(s):
Hack & Slash
Mode(s):
Single Player
Multiplayer
Other Platform(s):
Sony PlayStation 4
Nintendo Switch
PC

Source:
Provided by Publisher




Article by Robert

*Note: Screenshots
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The Raven: Remastered - PC Review


King Arts Games and THQ Nordic (the company that owns The Adventure Company) released a new title called The Raven. It is a point and click mystery game that requires good old fashioned detective work. When I was younger, I played a ton of titles produced by The Adventure Company, like Riddle of the Sphinx, The Crystal Key, Still Life, and Safecracker. Because of this history, it made sense that I would ask to review The Raven.

Story/Gameplay

Immediately, I was hooked on the idea of solving the mystery of a stolen Egyptian artifact. "The Eye of the Sphinx" was stolen from a museum in Cairo. A single raven feather was left at the scene of the crime. Clearly, it's the calling card of the nefarious thief known as "The Raven" who supposedly caught by a detective Legrand four years prior.

You begin the game traveling on the Orient Express in order to transfer to Cairo to investigate but the original investigator on the case is also on the train. That investigator is not thrilled that a lower level investigator is interested in assisting him. You play Constable Anton Jakob Zellner, a Swiss policeman, who is all too kind for this sort of work. And the situation gets heated when the investigator and you discover that The Raven had planted a bomb on the train, putting everyone at risk of death.

All through the game, players are given dialogue options in order to gather clues. Since this game is a remastered version, it is clear that dynamic dialogue options were not quite there. The Raven is a very linear story which detracts from some of the appeal. I imagine that its linear nature is restricted based on the games original release date. Games have come a long way even in the last couple of years. So while it would have been good to 'fail' at certain parts, it might not have been a possibility. And it does feel as though a player could not fail at the game.


Often there are places players cannot go even if you wanted to. At some point I attempted to enter the burning rail car but wasn't allowed to make it through the door. My character did burn his hand touching the door handle, but there were no markings to indicate such. There isn't even a health bar! That said, this style of game isn't designed to be wholly realistic in that way. We aren't talking about Tomb Raider... Anyways, because a player is limited in movement, it makes it virtually impossible to play the game and not solve the crime.

There are many things I appreciated about The Raven. There are some cute lines you make like, "Let's hope the violinist is as well tuned as his instrument." I even enjoyed the fact that the subtitles were transcribed correctly. I will never be able to correctly spell "auf wiedersehen" without the help of Google. The German people would be pleased. This is a key element to this game because you are playing a Swiss character which places you in Europe. It is a well known fact that Europeans are taught languages when they grow up. So while your character's may only use one main language, the official languages of the country are French, German, Italian, and Romansh. Adding this element of realism to a game is important in my eyes.

One of the other limitations of The Raven is that none of the puzzles or scenarios have a time limit. Again, while this isn't a problem with point and clicks, it isn't really realistic to have a mystery game without some kind of real tension.

UI

The Raven is a very easy to understand game when it comes to the UI. It's a point and click with a hidden inventory bar located at the bottom of the screen. Accessing it requires scrolling over the bottom of your screen. By designing the UI this way, the game has a very clean and uncluttered look. That said, because the screen doesn't move, it can be very easy to misclick on something. This is a general issue with point and click games as a whole.

Another good element with the UI is easy of combining objects. This becomes necessary to progress in the game. To do this, click on the inventory object and then click on the other item. This combines the two objects. If nothing happens, then the two objects cannot be combined.

Graphics

I enjoyed the art style in The Raven a great deal. It reminds me of a sophisticated version of claymation. It wasn't an art style that I'd classify as childlike, it was more like a sculptor worked their magic on the way to creating a brilliant piece. The clothing of the characters and attention to detail with respect to the environment fit the 1960s era.

In fact, I enjoyed that the developers used a number of cinematics to tell the story. Sure, it took away some of the appeal to the game by watching a tense situation pass without input from the player, but it was entertaining nonetheless. At points, it reminded me a little like Still Life in that it felt more like watching a detective film be unveiled.

Voice Acting

I appreciated the voice acting in this game. It added a better element of realism to the game itself. Given that The Raven is quite linear in nature, allowing players brilliant voice acting was a nice touch to the game. All of the characters fit their parts well.

For example, the novelist is an older lady who has made millions during the course of her career. I appreciated this character because she's quite observant, as many authors are, and was quite sweet. The famous detective Legrand who 'caught' the Raven, is apprehensive of Zellner, with good reason. The child on the train is a little dense but amusing. All of these traits are evident by their clothing and the voice acting.

I also appreciated that by using voice actors meant that players didn't have to read through giant blocks of text.

Music/Sound Effects

At the beginning of the game, players are met with some beautiful music befitting of a proper detective theme. First is the sound of a beautiful violin melody. I was immediately sucked in its music. There is a full orchestra which plays the music pieces in this game and it's wonderful.

The sound effects in this game are quite suitable. Nothing was out of the ordinary. For instance, when you are on the train, there is a radio you can turn on. It adds atmospheric music for that train car. I admit, I did listen to the tune for a while...

Overall Thoughts

I enjoyed playing this game. I'm not done the story but even with its linear nature, it's exactly what I expect from a point and click detective game. The graphics are solid, the UI is straight forward, the music fits the genre, and the voice acting is on point.

My rating for The Raven is a 7 out of 10. It would be great to click on something and not end up in another room because of their proximity. I also would like to have a little more options when it comes to a detective story. Give me a possibility of failure once in a while.

If this is your style of game, I recommend it because it is a light and enjoyable story.

Game Information

Platform:
PC
Developer(s):
King Art Games
Publisher(s):
THQ Nordic
Genre(s):
Mystery
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4
Microsoft Xbox One

Source:
Provided by Publisher


Article by Susan N.
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Elex - PS4 Review


Elex is a fascinating attempt to blend the likes of an open world RPG with the ideas that so brilliantly make the Soul’s series combat what it is. Shot down from the sky by one of his own, Jax sets out for revenge with nothing more than a bent pipe in the post meteor struck world of Magalan.

I’ll preface this with that I really wanted to enjoy Elex especially since I couldn’t wait to get my hands on it from the first time that I saw it. Finally getting my hands on it though I found myself more concerned with technical issues and balancing as the load times could make Bloodborne look quick and I think I saw them more than actual gameplay as everything is designed to one or two hit kill you even at the very beginning.

Elex is hard but not in a “you have to become better than the system” hard. It’s hard because just about everything is stronger than you and short of role playing your way into level ups, even gaining new abilities to hold onto new weapons is hard. I hate using the word but it’s simply not accessible.


Leveling up gives you access to ten points that can be added into the stat of your choice. Once past thirty however it takes more than a single point in order to add a stat. The issue with this is that some basic, and I really mean basic, weapons cost over thirty strength to wield. Add in constitution and dexterity as other requirements and it could take until you’re level seven in order to use something more than a crappy axe. What do you do in the meantime? Run away from just about everything between you and where you’re going.

I mean it is possible in order to very slowly chip away at an enemy’s health but with them being able to take you out in one hit, the lengthy loading times are not worth it. It becomes just slightly more manageable once you start getting companions to do your dirty work for you but once they fall to the ground you’re in just as much trouble so you’d have been been supporting them with a range weapon. Between ranged and melee however ranged combat is much easier to perform as you don’t need to worry about stamina but instead just how many arrows or bullets you can land into your enemy.

I appreciate what Elex tried to do with it’s stamina integration into the combat system but I feel like it takes it down several notches instead of raising it up. Running, swinging a weapon, blocking and dodging all take various amounts of stamina and once it’s empty or on low it takes a good while for it to regenerate. Enemies are in the same boat as you and you can see the amounts that they have and make use of attacking them when they are at their lowest since they won’t be able to block your attacks and take some damage.


The problem isn’t that there’s stamina involved but that the act of swinging your weapon feels slow and by the time you’ve finally moved into action, you’re dead. Again. It takes some time to get used to how certain enemies act such as “raptors” will pounce forward with swiping claws while other canine like creatures will charge headfirst. Knowing how to react to these creatures is great but if you’ve dodged sometimes even a second too early their re-adjustment of their trajectory will bring them straight to you most likely killing you all over again. If it was just having to deal with slow swing times that would be one thing, but having to deal with slow swing times AND having the stamina left to do it or to dodge, when you’re alone against multiple foes sometimes it’s better to run away and fight another day instead of seeing the lengthily load screen.

Outside of combat however there is plenty to enjoy with wide open and beautiful looking locations to explore and lore to find. Magalan is an interesting space as it showcases the differences of the factions and what they’ve done since the meteor crash quite well making each culture interesting to explore once you’ve managed to get there.

Littered across the world are teleporters that grant you access to quick travel points that can be accessed from the terminal that you can call up on your arm. Even this adds some depth to the world as if you access it in the realm of the Berserkers who will have nothing to do with technology and instead went about the path of magic, they’ll yell at you to put it away as it has no place in their realm. The same can be said about the jetpack that is strapped to your back making exploration quite the interesting experience as if you plan your path out right there’s nothing that can stop you. Well that’s short of being one shotted by something you didn’t even know was there.


If you can find someone who will actually talk to you on your travels, dialog can be fantastic. Banter back and forth between you, your companions and those that you are talking to are all well written and great to listen to as even the voice actors are right on key. The issue is that with all the people that you come across there are many that will walk right on by you giving you nothing more than a “I don’t have time” for you which is unfortunate because of how well crafted it all is.

Topping it all off, Elex is also not without its technical issues. The frame rate will often come crashing down when trying to access and move around your HUD’s map or simply freeze. Running around the world depending on what is lying about will also trigger these effects making you worry that something may be coming to end your life once again while you wait for the engine to catch up. Finally the auto-saving that is amazingly customizable for its time increments will also bring everything to a halt as it triggers making you wonder if the title will come through or if it’s another wonderful blue screen of death.

The basis for Elex is an amazing one but sadly the execution isn't there. Between the technical issues and the steep price of betterment for both self and equipment being so high, you'll be spending more time running away and reloading your previous save than actually enjoying what Magalan could offer Jax.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Piranha Bytes
Publisher(s):
THQ Nordic
Genre(s):
Action
Adventure
RPG
Mode(s):
Single Player
Other Platform(s):
Microsoft Xbox One
PC

Source:
Provided by Publisher



Article by Pierre-Yves
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The Humble THQ Bundle

I just noticed in my email a few minutes ago that the latest Humble Bundle breaks from the largely indie offerings they usually have.  THQ has had a tough couple of years, but has still also produced a handful of very good games.  Several of them can be found in this bundle.  I'll include the screneshot and text of my email.

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Smackdown vs Raw 2010 - PlayStation 3 Review

For a sports title this old, I figure there is little reason to go ahead and do a full on review of it.  Still, I picked it up basically for free awhile back and gave it a try.  I will come right out and say I am not the designated market for this game.  I haven't watched wrestling since I was a kid and Randy Macho Man Savage was a big deal.  I always was a sucker for the actual wrestling titles on older systems like the NES then - like Pro Wrestling or Tecmo Wrestling.  I also plunked a ton of quarters into an arcade cabinet and performed more than my share of DDT's with Jake the Snake.



Still, I believe my last wrestling game was probably 2005 or 2006 - so it had been awhile.  The graphics on here were decent.  Animations looked pretty well, and I was able to recognize quite a few of the wrestlers based on their appearances, so that was good.  I did notice a ton of clipping though, where movement around the edges of the ring or with other wrestlers where things just did not look right in the middle of the action.  Also the fans were pretty bland in the background.


There is a lot of voice work to be had here, though none of it struck me as particularly bad or good.  It lent context to the action for the most part, whether it was coming from an announcer or a wrestler, but it never struck me as particularly moving either.  It was interesting that I had not played a wrestling game in ages, but it took me a few minutes was all to familirize myself with the basics.  That said, there is definitely some nuance to be had here and I got considerably better as I figured out how to best manipulate the controls and situation.  That said?  My hands were pretty tired from button mashing at times, which has long been a staple of wrestling games to help determine if you are going to pull off your grapple instead of your opponent.  I usually won those moments, but I had some cramped hands at times too.


The best thing this game has going for it is a variety of modes.  I had fun creating characters, uploading content, customizing your appearance, creating stories and plenty more.  My favorite mode was probably taking my created character through the story mode, but i got frustrated with it as well.  There were sometimes criteria to be met before moving on that was just frustrating in its difficulty, and I finally quit because I reached a part where I needed to KO an opponent using my special move.  Problem is, I had a couple, and it had to be a particular special move, which would just never trigger.

All in all, the game can be had pretty cheaply now, and if you enjoy wrestling titles this one is pretty good, though it is a few years out and there are probably better, newer versions to try.
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