There are so many Final Fantasy titles with their own followings that it is impossible to say which ones are the best and the worst, but Final Fantasy XII: The Zodiac Age allows us to revisit one of the more popular titles in the series that has aged pretty well since its initial PlayStation 2 release.
Final Fantasy XII: The Zodiac Age - PS4 Review
July 25, 2017CGRreview, console, Final Fantasy XII: The Zodiac Age, playstation, PlayStation 4, PS4, review, sony, square enix
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There are so many Final Fantasy titles with their own followings that it is impossible to say which ones are the best and the worst, but Final Fantasy XII: The Zodiac Age allows us to revisit one of the more popular titles in the series that has aged pretty well since its initial PlayStation 2 release.
Yonder: The Cloud Catcher Chronicles - PS4 Review
July 24, 2017Adventure, CGRreview, console, playstation, PlayStation 4, Prideful Sloth, PS4, review, sony, Yonder: The Cloud Catcher Chronicles
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The definition of the word Yonder does the chosen title justice. Free to explore as you see fit, take control of your avatar and explore the far reaches of this forgotten kingdom as you search out exactly what really is “over there”.
Yonder is an important title because it proves that you don't need conflict, violence or combat in order to bring about a good adventuring experience. Everything that your avatar will see or do brings about a peaceful experience as you think things through and get creative in order to move forward. Need to make a bridge? Mine some stone or cut a tree (that is perhaps the most violent thing you'll do) to make the required bridge. Don't know how? Take the long way around and look for someone to teach you!
I honestly could not tell you the last time that I played something so utterly relaxing. Playing for hours on end isn’t unusual but never did I get into that “in the zone pose”. Exploring the far reaches of this island was simply an enjoyable time. Vast landscapes, various people to talk to and accept quests from, you simply explore the island while working on your true goal to disperse the “murk” that appeared some years prior. Even this is a peaceful resolution as it’s simply walking up to an instance of it and making sure that you have enough sprites to dispel it. No boss fights required.
While being open-world Yonder isn’t sandboxed. A bit like Horizon and Breath of the Wild materials can be found out and about but everything cannot be mined like you could in Portal Knights or Minecraft. Making due with what is available is big part of the experience and sometimes it really isn’t easy especially if you haven’t found someone to teach you how to craft what you need.
Could Yonder have benefited from combat? I don’t think so. Sure it could be added but then it would not have been the same experience and from that point it would have been just another one in the hat. Foregoing the combat entirely has created a relaxing experience that proves that combat isn’t always needed in order to make something great.
The only issue that Yonder really has is that it’s come out after Breath of the Wild. I say this because there are some parts of the exploration system that could have benefited from the openness approach that was taken. For example, sometimes getting around the island is an absolutely pain because a rock is just slightly higher than you can actually jump. Trying to jump up will actually send you backwards as your avatar will kick off the object that you are trying to jump on top of. They can’t simply climb it. Your avatar also cannot swim and if you walk too far into the water you’ll simply re-spawn. Sure there’s no game over but at the same time I’m sure this person knows how to swim or at least doggy paddle for two feet.
Shortcuts in order to get around the island are also sometimes more of “long-cuts” as it can take as much time to make it around the obstacles to the available shortcut than to run to where you’re going. The positioning of these “devices”, which are giant heads that you walk through their mouths, are great as long as you’re coming from the right direction. Otherwise they really don’t work and aren’t worth the effort to get to them when you could simply save yourself the time and just go the “long way”.
Short of the mechanical issues for exploration, Yonder is a beautiful and relaxing experience that I hope to see more of in the future. Who would have thought that an adventure title wouldn’t need combat to be just as compelling as one with? If anything it in some ways made it better because you weren't always having to dispatch enemies in the way of you obtaining your crafting materials.
Game Information
Platform:Sony PlayStation 4
Developer(s):
Prideful Sloth
Publisher(s):
Prideful Sloth
Genre(s):Adventure
Mode(s):
Single Player
Other Platform(s):
PC
Source:
Provided by Publisher
Article by Pierre-Yves
Week in Review - July 17th to the 21st
July 22, 2017Aksys Games, Asmodee Digital, July 2017, Kadokawa Games, Nihon Falcom, NISA, Obsidian Entertainment, Week in Review
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Welcome back to our Week in Review!
Richard started the week off with his thoughts on the latest Xanadu game Tokyo Xanadu. While those with a PS4 may want to wait until the revamp's release later this year, hardcore fans not wanting to wait or willing to do it again should really pick it up!
"While Tokyo Xanadu may not appeal to everyone, with it's lack of English voice-overs and at times clunky mechanics, but is certain to at least provide some good entertainment while waiting for your next anticipated title."
- Richard
Next up we had Nick's take on the latest RPG Maker FES that was surprisingly for the 3DS. With multiple members of the team being fans of the software it'll be interesting to see how well it takes off with the handheld.
"Like any 'Maker' game, you get out of the software what you put into it. RPG Maker Fes will provide owners with hours of game creation, assuming you can see past the non-existent early guidance and a couple of annoying aspects of an otherwise splendid UI."
- Nick
The middle of the week saw an interesting entry through a PC version of Pathfinder titled Pathfinder Adventures. Robert loved it and while I myself have mostly moved on to 5th Edition, there's no real substitute for a good Pathfinder one-shot.
"Pathfinder Adventures PC game is a wonderful port from the traditional living card game model that many are familiar with. With the excellent combat mechanics and gorgeous art, Pathfinder Adventures is a game for any fan of the franchise, and even moreso for fans of card games in general."
- Robert
Almost finishing the week on a high note Robert takes a look at Elite Dangerous' PS4 port.
"Though Elite: Dangerous on the PlayStation 4 is a straight port, it is an incredibly excellent release."
- Robert
Finishing the week on a not so high note is my review of After the End: The Harvest. Not bad by any means, this indie RPG needs polishing in order to run smoother.
"If you can get past the issues and get past the lag there's definitely a gem underneath and the developer is still working on it and providing updates."
- Pierre-Yves
Article by Pierre-Yves
After the End: The Harvest - PC Review
July 21, 2017After the End: The Harvest, Black Shell Media, CGRreview, Elushis, pc, review
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After the End: The Harvest travels into a territory that isn’t explored as much as it should be. Like Thorne, which we took a look at last year, AtE takes the RPG Maker for a spin on the more real-time adventuring side. Wielding swords and pistols to keep you alive, you will explore different planets while laying waste to the creatures that would deplete your health bar.
There’s a lot of work that goes into just a standard RPG before even adding all the bells and whistles. It’s probably because of this factor that we don’t see more adventure styled RPGs rolling out of the maker because of the pile of extra work on top of all the extra setup time. I’m saying this because with everything that it sets out to do, it does, but it does so with plenty of bugs and lag to keep you company. With two modes to chose from, I had to restart the “Campaign” Mode twice because I couldn’t get out of the tutorial because of glitches. Once I did? Things started to look up.
There are a lot of details that went into AtE and I think that’s a bit of where the lag can come from. On a snowy planet in the middle of the night without proper winter gear your health is going to drop, you aren’t going to see much in the dark and you aren’t going to see much else because of the snow blowing by. The filters for the animation can be a bit hard on the eyes at times since it feels like the image is blurry and it would have been nice for them to not be ever present.
A prime example of this is when you walk into a building and it’s still “dark” requiring you to have your flashlight on even with the interior lighting. It’s great in concept but some aspects were taken a bit too far and in the end affect the performance because the engine is trying to do too much. A dark cave makes sense but you should never need a flashlight on for light in a futuristic hotel when the lights on the walls are on!
The other aspect that could use a bit of work is the dialog. It’s not the writing that’s the issue as much as how it’s presented. Clicking “next” doesn’t always speed it along and more often than not it requires hitting “next” two or three times in order to move on to the next. Having had to do the tutorial more than once is where I originally noticed it but it kept occurring even further along within the storyline which is where one of the bugs can come into play. If your character levels it’s possible that the level up window will interfere with the dialog making you have to restart from your previous save because either your character disappeared or the event in question is no longer able to trigger.
When things work though, they work and I had a good time with the end of the galaxy. In some ways it made me think of Mass Effect when the Reapers came calling. There isn’t much hand holding and it’s pretty much figure things out for yourself such as if you choose to follow the campaign route you are given basic instructions but after a minor crash landing you’ve got to find your own way to keep protected from the cold. Leveling up sadly cannot save you as even if you do your health with not regenerate. You’ll need potions for that. Run out of those? You’ll die and it’s game over and back to the previous save. With no auto-saving you’ll want to choose carefully exactly how far that you are willing to push things.
Movement is handled with the arrow keys and they allow you to strafe with the shift making ranged combat a lot smoother than it would have been otherwise but it was good to have as it allowed for various options and play styles. Melee does exactly what you would expect but range combat offers up some variety as you can have unlimited ammo pistols but you could also have limited ammo weapons such as higher powered rifles or bows. Side to even those are the options for magic that will take away from your mana bar allowing you to cast fire at your enemies. The provided options were nice as they don’t set you into a class but allow you to play as you see fit.
Attacking enemies can be a bit of a hit and miss if they’ve already started to move from your “current line of sight” to the next one over. If you think on a number pad of 1-9, say you’re at 5, the enemy is at 8, if they’ve started to move to 7, you’ll miss. It takes some time to get used to it but the same works both ways and sometimes in your favor.
Finally there’s probably where I had the most amount of fun, playing Pokemon. Well “Pokemon”. At a certain point you get the ability to pick up a companion and not only are they great to carry around with you for support in battle, they can also old school RPG fight with abilities against other peoples companions for medals in order to compete in a galactic tournament once you collect enough medals. These companions gain experience and level up like you but they also evolve if you let them becoming more powerful, and in turn, more useful out on the field. Showing off against other being of the galaxy that your companion is more badass than theirs? That’s all bonus!
If you can get past the issues and get past the lag there’s definitely a gem underneath and the developer is still working on it and providing updates. After the End: The Harvest is an experience worth having but it may take a bit before it’s in a less buggy state in order to experience it the way that it was meant to be.
Game Information
Platform:PC
Developer(s):
Elushis
Publisher(s):
Black Shell Media
Genre(s):
Adventure
RPG
Mode(s):
Single Player
Other Platform(s):
N/A
Source:
Provided by Publisher
Article by Pierre-Yves
Elite Dangerous - PS4 Review
July 20, 2017CGRreview, console, Elite Dangerous, Frontier Developments, playstation, PlayStation 4, PS4, review, sony
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It is no secret that I love Elite: Dangerous; I have covered it quite extensively since we first got our hands on the preview in 2014 and ever since I have been utterly hooked. Now, after what seems to me is a lifetime of waiting (it wasn't), Elite: Dangerous is now available on the PlayStation 4 and it is every bit as glorious as the other platforms and in regard to the consoles, it is far, far superior than its Xbox counterpart. With HOTAS peripheral support on the PlayStation 4, Elite: Dangerous is absolutely the game to show that space sims not only work on console, but they excel there.
Pathfinder Adventures - PC Review
July 19, 2017Asmodee Digital, CGRreview, Obsidian Entertainment, Pathfinder Adventures, pc, review
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I have been on something of a Pathfinder kick these past few months, likely due to a desire for some good old fashioned Dungeons & Dragons-style tabletopping. On top of this itch, I managed to really get the dungeon master itch when reviewing May's Pathfinder Roleplaying Game: Bestiary 6 which had me spiraling into the Pathfinder universe. Coincidentally, shortly after Bestiary 6 released, Obsidian Entertainment, studio behind titles you might be familiar with like Star Wars: Knights of the Old Republic II, Tyranny, Fallout: New Vegas and Pillars of Eternity also released the Pathfinder Adventures PC game, which is what we are bringing you today, and boy is it great.
RPG Maker Fes - 3DS Review
July 18, 20173ds, CGRreview, console, Kadokawa Games, nintendo, nintendo 3ds, NIS America, review, RPG Maker Fes
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Game making software is already one of the toughest categories to try and review, and RPG Maker Fes might be one of the most difficult yet. Those who are familiar with the PC RPG Maker programs are bound to find this title somewhat limited in features, and those new to the genre may find the lack of guidance frustrating. Yet beneath those concerns and limitations is a surprisingly robust tool that can make perfectly fun games for your 3DS and those of others - which is actually pretty cool when you think about it.
Tokyo Xanadu - Vita Review
July 17, 2017Aksys Games, CGRreview, console, Nihon Falcom, playstation, PlayStation Vita, PSV, review, sony, Tokyo Xanadu, vita
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Released in Japan in 2015, now coming to North America is another installment in the Xanadu series, Tokyo Xanadu. Tokyo Xanadu follows the adventures of Kou Tokisaka, as he fights the supernatural labyrinths that are appearing in the city of Morimiya. With interesting characters, a good storyline, and a really solid soundtrack, there was a lot I liked about Tokyo Xanadu, despite some of its flaws.
Week in Review - July 10th to the 14th
July 15, 2017Brain in the Box, Cornfox & Bros., Indie Gala, July 2017, Maximum Games, microsoft, Sand Sailor Studio, SMG Studio, Square Enix Collective, Voodoo, Week in Review
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The week started off with our Review of Black the Fall from Sand Sailor Studios. It's worth every minute.
"Between the tones of the color palette and the visual presentations of a world that is all but broken, the journey of one man in order to escape it all is enough to make your heart ache."
- Pierre-Yves
Tuesday brought about an odd one. Open world sandboxes are nothing new but when you've gone and added giants inspired from Shadows of the Collosus? That's new! Our preview of Voodoo by Brain in the Box.
"So all in all Voodoo has some ways in order to go but if they fix the servers and the lag at the very least things will already be in much better shape."
- Pierre-Yves
The middle of the week saw Nick's review of Oceanhorn by Cornfox & Bros. that just released upon the Switch. It was definitely interesting for me to read as Breath of the Wild was not out when I sailed the seas making it a tribute to Zelda and not the idea of what Zelda used to be. Read it!
"It is almost impossible to play Oceanhorn: Monster of Uncharted Seas and not think back to older Zelda titles, and by and large this game hits most of the necessary notes along the way. "
- Nick
Every now and then an established idea mixes in a variety of new ideas and comes out with something brand new that can easily stand on its own. Death Squared by SMG Studio is one of these.
"Death Squared is one of those unique titles that is able to wear a few different hats, as it is a uniquely challenging single player experience that also works as a party game. Usually titles like this only excel at one and tend to be lacking in the other, so kudos to SMG Studio for striking a great balance between the two. "
- Nick
Finally the end of the week landed with Chris' review of The Golf Club 2 by Maximum Games. It's impressive how far sports titles can push the graphical boundries sometimes. This is definitely not Hot Shots!
"Golf enthusiasts should enjoy The Golf Club 2 quite a bit. The physics are realistic, the course variety is potentially limitless and it looks and sounds the part."
- Chris H.
Article by Pierre-Yves
The Golf Club 2 - Xbox One Review
July 14, 2017CGRreview, console, Maximum Games, microsoft, MS, review, The Golf Club 2, XB1, xbox, Xbox One
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While there are some technical hiccups that occur here, The Golf Club 2 still offers the best round of play available on any platform currently. If you can look past those concerns, fans of the sport should find a great deal to enjoy about this latest offering in the series.
Death Squared - Switch Review
July 13, 2017CGRreview, console, Death Squared, nintendo, Nintendo Switch, review, SMG Studio, Switch
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Death Squared tries to do a lot of different things, and for the most part it succeeds. It wants to be a single player game, but it wants to be a party game as well. Death Squared tries to be approachable to newcomers, but it wants to have puzzles that will bend even the most puzzle-solving mind. In trying to be all of these things, Death Squared does just enough to stand out from the puzzle crowd and merit notice, even if it is not the most original title.
Oceanhorn: Monster of Uncharted Seas - Switch Review
July 12, 2017CGRreview, console, Cornfox & Bros., nintendo, Nintendo Switch, Oceanhorn: Monster of Uncharted Seas, review, Switch
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It is pretty easy to spot the inspirations behind the title Oceanhorn: Monster of Uncharted Seas. This is a game that has found its way onto just about every platform available now, and of all of them the Switch seems like a suitably comfortable home, lending itself nicely to the pick-up-and-play mentality that Nintendo has been pushing for its hybrid home and portable console. It is a fun game that kind of feels like a portable Zelda title, even though Oceanhorn would have benefited from taking a few more chances along the way to better establish its own identity.
Voodoo - PC Preview
July 11, 2017Adventure, Brain in the Box, CGRpreview, Indie Gala, Open World, pc, preview, Sandbox, Voodoo
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Voodoo by Brain in the Box is a great example of a title that could be something amazing in time. Currently in Early Access, this open world sandbox that takes inspiration from Shadows of the Colossus. That is a loft goal, and Voodoo still has a long way to go in order to reach those aspirations.
Each reviewer is different and we tend to score or view titles in different ways. I personally like to judge a title upon its own merits and how it works in regards to what it set out to do. Voodoo is one title that as much as I want to judge it on its personal merits I also have to judge it against another in the style. Being judged up against Ark: Survival Evolved as well as what it currently has in stock, there’s work to be done.
One of my first issues which is perhaps the largest is the servers. Currently there are a few available but there’s no option to simply create a “single player” server in order to get yourself established and work out exactly how to do things. Instead, unless you work through the many steps in order to be able to run your own private one, you’re stuck playing with others. This wouldn't be a bad thing but when Marc and I took it for a spin the first day we had so many issues when one person in particular would join the server and it would then promptly crash or lag us right out. It’s not even a case of being PKed or seeing the foul language being thrown around it’s simply not being able to really play because someone's bad connection lags the rest of us out. Yes we could have swapped servers but the pings were all too high that connecting to them was long enough on its own.
Gameplay itself is still a bit rough and because of the lack of private servers, having to go into one that have had people in them recently can be hard to start off in. It’s rough because in order to start off you have to pick up the materials off the ground in order to build your first tools. Nothing on the ground? Nothing can be crafted and you’re stuck wandering a beautiful but empty landscape as you look for enough in order to make a pickaxe and a hatchet to break apart boulders and trees. Once you have these then the rest will slowly come into play but before that it can be a long time in coming.
Building and setting up your first camp is fun and all but compared to others there’s not that much else to do. In hours I’ve seen maybe a few gazelle and a couple of this other beast that once it saw me, I was dead. With everything that I had on me because I didn’t have a chest to put things in yet. That’s fine, I’ll just make my way back to where I died… except when I did there was nothing there. I also happened to be alone in the server at the time so I know it wasn’t just someone else. Whelp back to the gathering materials up off the ground game in order to even just get my basic tools back. Also how do I know it was gone in a vast landscape with no minimap or compass? Because I had just gone toe to toe with the best part of what Voodoo offers. Giants.
These beings are freaking massive and basic weapons do absolutely nothing to it! I couldn’t even dent the thing and one almost good step on my head is the reason that the other beast managed to take me out so easily, I had no health left. These Giants are impressive though and can be seen over large distances. I had wondered the first time how big these would really be but damn. You can’t miss them and all while running up I could only think to myself that I was going to die. I did. Just not to it. It was all the reason to head back in order to start gathering over again in order to try it again but hopefully with others because it’s so damned big that by the time you’ve moved from one of its feet the other one is coming down on you.
So all in all Voodoo has some ways in order to go but if they fix the servers and the lag at the very least things will already be in much better shape. Perhaps even adding the ability to punch your first materials out at the cost of health would be worth it especially if there’s nothing on the ground to pick up. I guess we’ll wait and see how things shape up as Voodoo is currently only within a pre-alpha stage.
Game Information
Platform:PC
Developer(s):
Brain in the Box
Publisher(s):
Indie Gala
Genre(s):
Sandbox
Open World
Adventure
Mode(s):
Multiplayer
Other Platform(s):
N/A
Source:
Provided by Publisher
Article by Pierre-Yves
Opinion by Marc L.


















































