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Showing posts with label platforming. Show all posts
Showing posts with label platforming. Show all posts

Lost Words: Beyond the Page - XB1 Review


Lost Words: Beyond the Page
by developer Sketchbook Games and publisher Modus GamesMicrosoft Xbox One review written by Nick with a copy provided by the publisher.

Estimated reading time: 5 minutes


Lost Words: Beyond the Page is a rather straightforward platformer that elevates its overall offering with a combination of charming visuals and a surprisingly touching narrative.

As a game, Lost Words: Beyond the Page is a combination of platformer and puzzle game that is more accessible than many titles in the genre. The gameplay is less about pixel perfect precision platforming (say that ten times fast) and more focused on exploring and adding to the world around our protagonist, Izzy. Izzy makes for an intriguing protagonist, as the game’s writer does a wonderful job of narrating the world from this young girl’s perspective.

The writing is downright charming, with Lost Words: Beyond the Page touching on some very real, poignant emotions related to grief and coping. These real-world events are processed by Izzy and the gamer is given choices that have a very real impact on the fantasy world Izzy is creating. She is a child writing a story, and this story impacts the actual game world that her own created character Robyn inhabits. The structure sort of reminded me of a childhood favorite movie of mine, The NeverEnding Story. Sometimes these choices are simply small and cosmetic, but there are other times they carry more significant weight and in the end I found almost all of them to be fascinating flashpoints for me, the actual gamer.

This narrative and the choice structure is one half of the game, and sets the stage for the actual puzzle / platforming gameplay. The mechanics are pretty basic here, with nothing particularly new or even all that challenging. It was enjoyable progressing through the stages themselves, revealing the world Izzy was creating – but the magic / puzzle solving seldom provided any particularly rewarding sense of completion as they were all fairly simple. The magic mostly boils down to interacting with certain objects and manipulating them to complete the puzzle and continuing onward. They work well within the stages and feel organic to the story Izzy is crafting for us – they just don’t provide much satisfaction upon completion.

This is not a long game – clocking in around four and a half hours to complete, but the marriage of gameplay and narrative is where the meat of my enjoyment came into play. Those looking for a real challenge will likely not come away satisfied with the gameplay, but those who are here for the well-written story will likely enjoy the time spent here a great deal more. The writing is fantastic and there were moments where my heartstrings were getting tugged by Izzy’s emotions sometimes literally spilling out onto the pages of her story.

There is an undeniable charm to the music, sound effects and visuals in Lost Words: Beyond the Page. The graphics are not particularly detailed, the landscapes often a bit open and barren at times; but the use of color and 2.5D is still effective in giving life to Izzy’s story. These stages reflect the tone of the story and I found myself looking forward to the next journal / narrative segment just to see how it would play out in the level. My fascination had less to do with navigating the levels themselves but seeing how these disparate halves of the game tied together.

One of the title's best tricks though, despite the somewhat simple-looking environments is how they stages tie into Izzy's writing sessions. As someone who has spent most of his life writing things that have occupied my imagination, the primary hook for me is how neatly this is all tied together. I have made a couple of references to how great the overall writing is, but it really is the lifeblood of this game.

As an entire package, Lost Words: Beyond the Page struggles a bit to find its identity. The colorful visuals and relatively basic, accessible gameplay makes this title feel as though it is targeted to a younger audience. That being said, the narrative notes, despite being told through the eyes of a child, actually have some mature themes that resonated to me as an adult. That leaves Lost Words: Beyond the Page in sort of a weird space. I enjoyed the experience, but it does come across a bit unevenly at times.

Summary

While it is a short game, Lost Words: Beyond the Page deserves a lot of credit for making the most of narrative during that relatively brief runtime. So many games are forgotten almost as soon as I put down the controller – but that is not going to be the case here. While the platforming / puzzling gameplay itself is fairly shallow, the rest of the package is undeniably charming and an experience I enjoyed far more often than not.

Score: 8 / 10


 



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30XX - PC Preview

30XX by developer and publisher Batterystaple GamesPC Review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 4 minutes


Set a thousand years down the line from 20XX, 30XX sees the return of Nina and Ace for all of your fast paced, single player or coop, roguelike challenged platforming needs! Having just released in Early Access, there's already a fair bit to challenge yourself on through two separate modes.

The first of these modes is the Standard Mode which has a more “classic” feel to it in which you either do or die through a series of random AND randomly generated stages. The second mode, Mega Mode, is a bit more forgiving as you not only get to pick which stage you want to try to tackle, but you also get to keep making yourself tougher each time without the risk of losing it all and starting back from zero every time.

In either mode though, you’ll be able to acquire / purchase two types of upgrades. The first, augments, allow you to increase your base attack power, movement speed, maximum health (while in effect), jumping height, and so on. In a neat twist at times, some of these upgrades are double edge swords as while an augment can speed you up and make you lighter to move faster and jump further, it’ll decrease your attack. So a bit of balancing is required as what’s the point in moving around stupid fast if you can’t actually take out your enemies at the same time.


The other type of upgrades are more permanent “account” based ones that will translate between the two modes. While augments can be found in the classic, you lose them on death. In the more lenient mode, you can buy them for bolts, this world’s currency, and they’ll be in effect making you quite the force to be reckoned with. As for the more permanent upgrades however, these come at a much higher cost requiring you to beat stage bosses in order to obtain the materials required and they may not always drop the material that you are looking for. It’s a good thing that 30XX is all about the challenge and racing through to repeatedly tackle these bosses under different circumstances.

Gameplay overall is fairly solid bringing that faster paced Mega Man X style back again while we keep getting radio silence from Capcom. Either Nina or Ace (X or Zero really), can run, jump, dash, wall jump, slide down walls and get power ups from defeated bosses. Kicking things up notch are the above mentioned Augment and Upgrade Systems that can change your gameplay for the better or the worse depending on what these upgrades do such as reducing the distance of your shots for a closer more shotgun-like spread. If you don’t like that one though you can always turn it off which was great.

All of the above said though, if you don’t find the current level of challenges enough, if the random layouts of each stage is just not doing it for your level of challenge / you’re that hardcore type of person that REALLY wants to be challenged, there are options for that! Side to all of the upgrades, if there’s something that you want to spice up such as making levels longer, making the environment and enemies do more damage to you, making things more expensive or putting yourself on a timer that if it runs out you get poisoned until you die, then these are definitely items to experiment with.

Summary

Otherwise, there’s still plenty of content to come as several bosses and their stages are not yet in place. I’m looking forward to seeing what comes next as 30XX is shaping up to be as good as its predecessor 20XX in a void where we aren’t really getting any new Mega Man games especially within the X Series.

Score: N/A





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Bright Memory - XBSX Review

Bright Memory
by developer and publisher FYQD-Studio and publisher PlayismMicrosoft Xbox Series X review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 5 minutes



Having originally released on the PC in Early Access last year, Bright Memory by developer FYQD-Studio is not only one of the several launch titles for the Xbox Series X, but it's also our first Series X review! Set sometime into the future, you'll be hacking, slashing and shooting your way in a first person style as Sheila as she tries to stop an event from happening and instead finds herself on a weird floating island in the arctic.

Now this is a little hard one to review. On one hand, you have an amazing fast paced and easy to use gameplay and combat system. On the other hand, it's only half an hour long. Titled Episode 1, it's clear that there will be "more" at some point down the line especially since it leaves things off basically mid scene. Due to the length of it it though, Bright Memory felt more like a Prelude that certain developers have started to make in order to showcase what's to come while working on the final product. Bright Memory Infinite is slated for 2021 and its supposed to continue the story that is really only hinted at and I can only hope that it does indeed release next year.


The above said, wow. Not only is everything running very smoothly, but for a project that started as a one man development team, the hack & slash first person shooter elements are better than some AAA studios. As Sheila, you'll be playing in a first person mode with access to these weapons. A pistol, a submachine gun, and I think it was supposed to be a shotgun? Side to these three weapons you have abilities like launching an EMP, lightning blasts, blade barriers and your sword that can work in close to mid range combat. More than having each of these, they work so well together that you'll often not even notice your fingers gliding across your controller as you fight your way through normal enemies and the two major boss fights.

Other than a really neat nod to From Software's Dark Souls series which can be seen in the below two screenshots, the first boss fight let me know what a Dark Souls esque boss fight would be like if I had modern / futuristic weaponry. Split into phases, boss fights will test your skills with the system as you'll need to move fast, dodge left, right and back all while using your sword or your guns to slowly chip away at their health bars. It's intense. Even a few playthroughs down with newer abilities as you may get a bit complacent being tougher but find yourself dead because they still hit very hard. My only issue with the system is that you can’t dash forwards alongside the left, right, and backwards dodging.


From a presentation standpoint, Bright Memory looked and sounded amazing. Having my Series X hooked into my Samsung QLED finally truly let me know what I’ve been hoping to see. While a PS4 Pro can “play in 4k” most titles have not been designed for it and at the time of this writing, my PS5 is in the mail and slated to arrive tomorrow, which while reading this article, would be yesterday. Audibly, Bright Memory has a high impact soundtrack while fighting which helps keep you focused on the fast paced action and in the moment. Outside of combat, things smooth over letting you know that it’s ok to relax for a moment or two. The blending felt rather seamless which is what you want when you have this style of fast paced action.

Because of the length of Bright Memory, there’s no time even while playing through it three times for the achievements and gamerscore for it to overstay its welcome. I seriously wish that there was more and if there was one issue it would be that. It feels like a taste and once you really get into things, it ends. I had hoped that by going back through something new would unlock, but no. The one thing really going for it outside of its amazing combat and gameplay though is that even up here, in Canada, Bright Memory has a price tag of $10.29 which I think is an absolute steal as I would have easily paid $20 or more for what I got out of it.

Summary

So overall, for a launch title, Bright Memory even while super short and basically being a tech demo, for how pretty things can look and sound, is still an amazing fast paced experience. At twenty-five to thirty minutes per playthrough, and a total of three to get everything, I would say pick it up and enjoy it as it’s really hard to go wrong especially at its current price tag.

Score: 8 / 10





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Moss PSVR - News


Now while a portion of the team own a couple of Oculus Rift, none of us actually own a PSVR which is sad because this looks like a lot of fun. Why are we showing it off then? Hopes that it comes to the PC and because it looks pretty!

Here's the trailer to said pretty game!



Article by Pierre-Yves
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Touhou Double Focus - PS4 Review


Everyone has that one friend who regardless of what you tell them not to do, well they've already done it. This is exactly how Touhou Double Focus beings as Aya opens a book that probably would have been best served staying closed. Thus she succeeds in dragging a number of people into said book. Those now stuck in the book have a plan for getting out, but of course things are never quite that easy. As a result, they are tasked with finding what they need as they embark on crazy trip from medieval castles to smoldering deserts and fairy worlds.

Touhou Double Focus is a platformer in the Metroidvania vein. Attached at the metaphorical hip through their Hit Points, Aya and Momiji will have to scale both high and low through many dangerous environments to find what they need to get both themselves and everyone else out. Each of these environments have their own quirks to make them separate from one another and do very little to hold back their fangs. If you screw up you're basically dead and brought back to the last time that you saved. Learning this aspect earlier on will save some bouts of crying as nobody likes having to redo segments multiple times over because they didn't see a lion coming at them or was that Silent Hill's Pyramid Head in a wedding dress? Oh yeah.

Exploring each area will be done with both Aya and Momiji though only one will be visible with the other constantly ready to swap in at any time. Even with their "reduced abilities, exploration is a breeze with Aya being able dash around and float in the air with her wings as a Tengu while Momiji can run up walls as a Fox. Between the two, the basics for combat are also pretty much covered with Aya specializing in ranged combat while Momiji is specialized in close quarters with her giant sword.


Where things can get a bit "hairy" is while choosing to use the actual analog stick instead of the D-Pad. Double Focus is really best played with the D-Pad as the chances of accidentally doing other things becomes reduced to zero. The reason for this is that the analog stick is very sensitive and even the mildest twitch will transition from walking / running to trying to either fly or crouch if you were in control of Aya. Outside of that particular issue the mechanics are well constructed.

While combat isn't hard per say, it's both slow and hectic at the same time. There's no real running and dashing attacks but instead stopping and swinging. The same can't be said for some of the boss fights so learning exactly what Aya or Momiji can do early is a must. Switching between the two takes a second which will be something to master as Aya can dodge while Momiji can block a hit. All of these actions take away from each person's stamina bar though their health is shared - so if it goes out, that's it, game over.

The concept of the shared health is interesting in it's own right. Just because one character hits their "zero hit points" it does not mean that they are down and out. Instead they just go into their partner's portion. Obviously the more hit points currently on hand the better but sometimes healing items are a bit far and the main hub happens to be even further. With potential game overs around every corner, thankfully there are portals that instead of being at predetermined locations, are instead wherever you decide to put them.


This has to be the most brilliant and the most frustrating feature that could have ever been created and implemented. The absolute choice paralysis! I can put a permanent one time use portal wherever I want? But where is a good place… oh there could be but then it's a bit far to that other location I need to go to and… and… and… ugh. I'm serious as it took me just about game overing to finally place my first portal down in order to use it to get back to town in order to heal Aya and Momiji which is a bi-product of saving. Very useful two in one feature!

The environments themselves are fun to explore and pretty to look at. Just about all the character models are chibi making even the toughest of enemies cute even if they will kill you without hesitation. I'm looking at you in particular Wedding Dress Pyramid Head. The Metroidvania comes out to play with walls that need some extra force to open through "skills" that you may not have access to yet. Some of these skills can be equipped on either Aya or Momiji while others are character specific like breaking open cracked walls. This only Momiji can pull off and even at that? It's not really her, but her summoning someone else to break it and holy hell is she a scary boss fight.

Boss fights were fun and terrifying if you rushed it. With massive health bars, rushing in will just about get you killed throwing you all the way to the last time you saved. You know when it's boss time though so heading back to heal up and save or dropping a portal right outside the door is quite recommended. The bosses themselves once you know how to beat them aren't as terrifying as you may have once thought but getting cocky is quite likely to net you a quick death. They hit hard and they can hit fast. Dodging with Aya or blocking with Momiji is really the only way to stay alive while waiting for the perfect opportunity to strike.


Aqua Style's Touhou Double Focus doesn't do anything revolutionary in the style but it's fun to play and pretty to look at with the chosen color palettes and chibi character designs. Better yet it was great to have a Touhou entry release outside of Japan that was not a Bullet Hell or a Shoot 'Em Up! I'm looking forward to more and Touhou Genso Wanderer's review should be here soon!

Game Information

Platform:
Sony PlayStation 4
Developer(s):
AQUA STYLE
Publisher(s):
NIS America
Genre(s):
Platformer
Metroidvania
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation Vita

Source:
Provided by Publisher


Article by Pierre-Yves
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Heroine Anthem Zero - PC Review


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

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

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


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

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

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


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

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

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


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

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

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

Game Information

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

Source:
Provided by Publisher




Article by Pierre-Yves
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Shantae Half-Genie Hero - PS4 Review


Shantae Half-Genie Hero is the latest of the series seeing the return of everyone's, or at least my, favorite Half Genie. As nothing ever goes according to plan, here's another run of a day in the life as Shantae foils sinister plots all the while getting fired and replaced as the city's guardian while finding parts for her uncle to build a machine to make being a guardian a moot point in the first place!

Half-Genie Hero, at least in the beginning, feels like it moved away from that Metroidvania style for a more streamlined platforming experience. Stages have multiple sections that are run and platformed through before facing off against a boss and returning to the small town hub. This felt like a drastic change from the previous titles as even Pirate's Curse contains multi segmented metroidvania styled environments after selecting where to go from the main island. It felt odd but as much fun as it was? I could live with this change.


After running through the first two stages the way forward becomes blocked requiring Shantae to go back through these previous stages in order to find what is needed in order to move forward. But what could have been missed? There was only one way to go wasn't there? True to the series' roots, Shantae learns new dances that allow her to perform some rather cool feats. These dances can morph her into a monkey, an elephant, a mermaid, and more in order to help move forward into areas that couldn't be accessed previously. This could either have been because of the camera angles making it look like they weren't even there or they were just simply out of the reach of her human, sorry demi-human, legs.

So while not being able to simply run back to the location where you wanted to look can take some getting used to, Shantae's new moves makes getting back to some places easier and generally expands the adventure. A dance can be learned in order to warp through the various sections of a stage instead of having to traverse them repeatedly. Flying forms allow you to move higher while swimming forms allow you to move down lower.

Magic abilities can also be learnt and are always a welcome asset when taking out the enemies that lie between you and your goal. What if you've managed your goal and you're in the middle of a stage? Blow your whistle and your friend Sky will be right there with her now super large bird Wrench in order to give you a ride home. Moving into this direction still puts a heavy emphasis on platforming but doesn't completely remove the metroidvania keeping it somewhat alive on the adventure as there's often a reason to go back.


Half-Genie Hero plays host to six stages with the hub counting as only a seventh location that you won't really spend that much time in other than for dialog or buying things from the merchant. This honestly doesn't sound like much but once the metroidvania elements come into play it feels like an appropriate amount. The idea however of going back and forth between these levels can seem like it gets old fast but that's probably what I loved the most about Shantae's latest adventure.

Unlike a lot of other platformers, the first and the second/third/fourth time going through a stage are different. The original reason for going through a stage is no longer a factor and thus the environment changes things up a bit with different enemies as well as backdrop elements. This diminishes the "do I really have to factor" of going back through a stage either looking for an item to deliver or simply looking for powerups to one of Shantae's forms.

On a whole Shantae Half-Genie Hero clocked in around the five hour mark for the first playthrough with about seventy-five percent of the collectable items and the good ending. This leaves more time for completionists, speed running challenges, the new mode that opens up thereafter, and those wonderful platinum trophies that the more elite covet. With lovable and detestable characters alike making their return for the latest adventure there's no reason not to explore Sequin Land with our Half-Genie Hero Shantae.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
WayForward Technologies
Publisher(s):
WayForward Technologies
Marvelous USA (Physical Only)
Genre(s):
Platforming
"Metroidvania"
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation Vita Microsoft Xbox One Nintendo Wii U

Source:
Provided by Publisher




Article by Pierre-Yves
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Gaming Thoughts... 11/15/11 - Quick Poll

Not much to post here, just randomly adding a new poll - but what kind of game genre is your favorite:

- Action/platforming
- RPG
- Simulation
- Strategy
- Sports
- First-person shooter
- Puzzle
- Fighter
- Other (maybe list in the comments)
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