• GranBlue Fantasy: ReLink Endless Ragnarok - PS5 Review

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

  • The Core - PC Preview

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

  • Cat Mail Co. - PC Review

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

  • Volontes - Nintendo Switch Review

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

  • Astro Colony - PC Review

    Astro Colony is a space base building game with three modes: survival, construction, and sandbox. From the intro cinematic right into...

  • Dread Delusion - Xbox Series X|S Review

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

  • House Flipper Remastered Collection - PC Review

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

  • Moonlight Peaks - PC (Steam) Review

    After getting in a fight with your dad and storming out of his castle, you take the train and head to Moonlight Peaks. Settling into this nocturnal town where your mother used to live, it won't take long to interact with other Vampires...

  • EA Sports College Football 27 - PS5 Review

    Entering the third year for this resurrected franchise, I was very curious to see where EA Sports College Football 27 would go. I was worried that the franchise might take a major step back now that it had a couple of years under its belt...

  • Net.Attack() - PC Review

    Net.Attack() is dangerously fun. From thinking that I could dip my toe into the tutorial during a lunch break to having put more hours into the game on my first day with it than I did my full-time job, Net.Attack() smoothly pulled me into a ‘just one more level’ mindset.

Dungeon Chess - PC / VR Review


Dungeon Chess brings together a couple of my favorite things - Dungeons & Dragons and chess. So right there out of the gates, Experiment 7 had my attention. Still, a good premise does not always equate to good execution. Thankfully Dungeon Chess manages to deliver a simple yet very solid experience on the Oculus.

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Pathfinder Roleplaying Game: Adventurer's Guide Review - Tabletop and Board Game Review


Pathfinder has been getting a lot of well-deserved buzz lately; with the release of a card game adaptation on PC, not to mention the recently released Bestiary, Paizo is really on a roll here. Today's review brings you the Pathfinder Roleplaying Game Adventurer's Guide, which is chalk-full of rich factions in incredible detail so Game Masters can bring the most exciting content to bear in their games. The Adventurer's Guide is less about factions and more about characters in the fact that all factions, with their own unique functions, are treated like fully developed characters complete with detailed back story and their own special beliefs. With its incredible attention to detail, the Adventurer's Guide is a must-have for any Pathfinder Roleplaying Game GM.

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Masquerada: Songs and Shadows - PS4 Review


Masquerada: Songs and Shadows in an interesting game. On one hand, we have a title that could have made a beautiful point-and-click or even a visual novel. On the other, we have the amazing adventure RPG that sees an unlikely group follow through an investigation that leads ever further down the rabbit hole.

I know what you’re probably thinking by this point. Unlikely group? Again? While the answer is “yes” it takes a different spin compared to the normal grouping of a ragtag bunch. Firstly, they are not ragtag. Your main character and protagonist Cicero is an exile called back in order to search for missing members of the society that he was cast out from.

Tagging along and using one another are characters such as Kalden who’s looking for his brother that happens to be at the center of Cicero’s investigation and Tiziana who’s openly spying on Cicero for her master and prepared to do what is needed to further their ambitions. They are all playing politics and keeping their cards close to the chest while still trying to figure out how to work together to find out what is really going on.


With the stage set and gameplay in hand, Masquerada uses a few elements that it probably could have done without. For the most part, Cicero will get to walk through shallow environments that have little or nothing to do other than move over to the spot that will take him and the party to the next location. Sometimes lore can be found lying about and if it’s in a crowded city then the conversations are worth listening to but otherwise it’s on a rail and you simply follow the points onto the next dialog and story segment.

It’s not a bad approach by any means as a lot of titles follow suit, but sometimes I felt like it could have been done without especially with no combat present in order to get your fingers moving. With the amount of dialog that is present the characters could have walked and talked instead of standing still which could have still have showcased the beautiful environments and their soft colors without making you needless have to move through corridors or streets with nothing in them.

When there are enemies and the swords are unsheathed from their scabbards however these environments are worth knowing. Masquerada uses a real-time system that has characters able to either auto-attack or have their skills set up to use in specific instances not unlike FFXII’s Gambit System. If that isn’t enough, direct control of a character can be taken can moving them behind that wall in order to evade an attack is sometimes much better than getting the hits in.


Combat is fun and it doesn’t feel out of place especially since you already know that getting your hands dirty is going to happen because some people don’t want you finding out what you need to. As mentioned above each character has access to standard attacking or skills that can be used on cooldowns. The cooldowns themselves aren’t ridiculous but neither are the power of these skills making them useful to use but not the be all end alls. From that perspective there’s a good balance to the system and as time goes on it requires more hands on and less letting the characters do what they want if you want to survive.

After each combat each party members receives points that can be used to either unlock new skills or upgrade existing ones. There’s no progression per say as you’re free to choose which skills you want and if you like them enough you can level them further. It was nice not to be locked in and forced to waste points on ones that you didn’t want. It adds a bit of flavour and a more personal touch to how you wish to fight your enemies.

If the stylistic approach of Masquerada wasn’t enough, the voice acting is top notch with VAs such as Matt Mercer, Jennifer Hale, Robbie Daymond and a personal favorite Yuri Lowenthal (Full List). With the amount of dialog that is to be had, this cast brings about an experience that could not have been done otherwise having simply gone with text or a half voiced approach. I personally have a bad habit of simply reading ahead and skipping most of the time but these combinations had me taking the slow way and enjoying every moment of it.


It is with these elements that everything comes together and the “empty” corridors can be forgotten because everything else is made more full through the unfolding experience. Also helping to alleviate this is the sheer amount of lore that is unlocked through characters speaking or through the odd node that can be found while exploring an area. Each entry is lengthy enough and helps develop both this world and Cicero’s past for a better understanding of what someone could have meant with the tone in their voice.

Finally adding to it all is an optional tutorial that can be accessed from the main menu. Optional. Words I really like to see as often tutorials could be covered with no more than a few sentences. In Masquerada’s case however this tutorial should be done as it acts as a prelude to the main event and is often enough referenced. You don’t have to but it helps to have seen it alongside the journal entries to give a more complete experience.

Masquerada: Songs and Shadows comes together to offer a wonderfully artistic experience. The visual art as well as the well crafted character dialog and their voice overs combine to create an experience that would have been less without the efforts put into each.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Witching Hour Studios
Publisher(s):
Ysbryd Games
Genre(s):
Action
RPG
Mode(s):
Single Player
Other Platform(s):
Microsoft Xbox One
PC

Source:
Provided by Publisher



Article by Pierre-Yves
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Wilson's Heart - PC / VR Review


I have often said that the primary advantage to virtual reality is immersion - and as a result of this, horror games are probably the most natural fit with the hardware. Wilson's Heart is a really well made game that reminds me of those classic, campy horror movies while making fantastic use of the Oculus Touch controls and keeping me on edge throughout.

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Week in Review - July 24th to August 11th



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

Week of July 24th to the 28th

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

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

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

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

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

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

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

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

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

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

Week of July 31st to August 4th

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

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

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

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

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

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


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

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


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

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

Article by Pierre-Yves
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Witchblood - PC / VR Review


While a 2D (or 2.5D if you prefer the term) does not seem like a prime candidate for virtual reality - to which I feel compelled to ask: why not? If VR is only for first person games, as I've seen far too many people say of late, then I feel they are missing the point. VR is about immersion, and there are plenty of games out there that can immerse you regardless of visual perspective or genre. Witchblood is an action platforming game that feels right at home on the Oculus.

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Accel World VS Sword Art Online: Millennium Twilight - Vita Review


Accel World vs Sword Art Online: Millennium Twilight is the latest in the SAO series’ original entries. Merging both SAO and Accel World, it is up to both sets of characters to save Kirito and Asuna’s beloved Yui and both groups’ respective Online Worlds.

What I love about the SAO series, at least in regards to the gaming entries, is their willingness to explore brand new ideas instead of sticking too close to the anime seasons or the manga. Because of this the stories can be developed as the developers see fit while still using the characters and ideas that make the series was it is. Millennium Twilight is no exception - especially since they explore the idea of one digital VR MMO world invading another. After seeing the original SAO location of Aincard from the first season appear at the end of it inside of Alfheim Online the idea isn’t out of the question so to add some depth and craziness to the mix, enter time travel as the invading MMO world is from the future.

All of these factors have allowed to create an experience that is both new yet familiar as the world of Alfheim Online is still there but different. While familiar characters will be making their appearance both inside and out of the game through communication, the inside has gone through a bit of overhauling as the two worlds have started to merge. What does that mean for the players still left inside? Nobody wants to leave as this “new event” looks too cool to pass up. Unlike Aincard and those kept within once Kirito beat the game, players can log out but once they do they can’t log back in making this a quest that the main cast need to see through to the end regardless of what it does to their outside selves.


It’s a neat approach and it really comes together once you get fully hands on and get to start exploring the fields and the new city hub that is a result of the world mergers. The city offers up shops to buy new equipment and items as well as connect up online and play with other players. While there is an autosave, there’s also a location in order to manually save which lets you know for absolute certainty that your file and progress have been preserved. Finally there’s the most important factor that comes through the Quest Board that should be frequently visited between story sections in order to get the most out of it and obvious rewards for your efforts!

Now while this next statement is just a personal thing, I would love to play an original SAO title with a brand new self created character not unlike Dragon Ball Xenoverse. The reason for this is that once again with Kirito in hand you start off in the level one-hundreds. Not much is going to kill you and the beginning monsters and even boss fights are a bit of a joke because of how strong you are. That said the system in place while being in the level one-hundreds is fun.

Starting off with Kirito and Asuna it’s not long until you have Black Lotus from Accel World in your party and then other members start to trickle in from both sides. Only being able to take three members out at a time you’ll soon have enough choice for exactly how you wish to fight. Dual-wielding, larger two-handed swords, bows, quick rapiers so on and so forth are all at your disposal once they’ve joined your party. Switching between these characters is also fairly easy and once the meter is filled up joint attacks can be used for loads of damage.


There are some gameplay elements that while they work, you can tell that they were either designed for the PS4’s touchpad or were designed that way to supplement for the lacking L2/R2 buttons. While most of what you need will be found between the L or R shoulders and both sides of the controller, switching between characters and putting things in focus require tapping the screen. Now these work for the most part as long as you remember that you need to hit the screen in order to perform this actions.

Combat is smooth with a ton of skills that can be assigned to the above mentioned L and R shortcuts. Between these and your regular attacks your arsenal won't be lacking. As characters level up and use these skills they’ll obtain new ones and make the ones that they currently have more powerful. The only issue is that because of how high of a level your party is most of these mobs are basically just hanging about for you to create new skills or obtain materials as they really don’t pose a threat or a challenge and are really there for filler between main story events.

The one thing that I loved above all else are the flying mechanics. These can honestly be so hit and miss that it was awesome to be able to fly around either slowly or quickly and then just swap into battle mode without your toes ever hitting the ground if you didn’t want them to. Boss battles the same could be said with them flying around and you could attack from either above or below as you saw fit. It felt natural even inside of caves where you were limited to how high you could go since they don’t let you simply fly to the end instead of trudging over the pathways.


One major downside is that regardless of how hard they tried to make the Vita version work, the limitations of the system can be seen in the performance. Not currently having the PS4 version to compare it to, AW vs SAO can often be laggy once things come into focus or make their appearance on the maps. Monsters in the field is a common example as you are often out there and when flying around you can have multiple levels appear causing the system to slow down.

Even in town when walking into a building it can take time for some characters to finally load which wouldn’t really be such a bad thing if you didn’t need to talk to them in order to initiate a quest. While I appreciate the continuous love for the system, this is not the first time that the Vita version suffers because they tried to pack just as much in as they did on the much larger and more powerful home console.

Accel World vs Sword Art Online: Millennium Twilight is a great title though the smaller platform suffers from the lack of power that the larger one benefits from. Is it worth diving into? Definitely. If you don’t have a PS4 then I would recommend picking this one up on the Vita. If you do have a PS4 it’s probably a safer bet to take to the skies on the bigger platform unless you really enjoy the portability factor. One way or the other it should not be passed up on for fans of the series.

Game Information

Platform:
Sony PlayStation Vita
Developer(s):
Studio ArtDink
Publisher(s):
Bandai Namco Games America Inc.
Genre(s):
Action
RPG
Mode(s):
Single Player
Multiplayer
Other Platform(s):
Sony PlayStation 4

Source:
Provided by Publisher



Article by Pierre-Yves
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Preta: Vendetta Rising - PC / VR Preview


Preta: Vendetta Rising is an ambitious and potentially fascinating title, recalling popular action RPGs such as Diablo, Dark Souls and Monster Hunter. However, this being an Early Access title, there is plenty of room to grow and create its own identity as well. Still, what is here is pretty promising so far.

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Gigantic - Xbox One Review


When a game tries to blend several different influences into its DNA, you run the risk of that game suffering from an identity crisis. To be honest, I thought that might be a concern for Gigantic, a new free-to-play multiplayer game on both PC and Xbox One. I am happy to say that while there are some issues, Gigantic actually does a really nice job of carving out its own niche in a genre that has been heavily diluted of late.

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Children of Zodiarcs - PS4 Review


Cardboard Utopia’s Children of Zodiarcs is the next “Final Fantasy Tactics” that you’ve been waiting for. While there may not be classes for your characters to switch between, dive into a world based on dice rolls and the luck of the draw as a group of children try to survive by stealing from the rich in order to buy enough food to survive.

It’s really hard to not make certain levels of comparison to what I consider one of Square’s greatest masterpieces. While the top down third person isometric view is nothing new, there’s an immense sense of nostalgia that comes from the artwork used to create the blocky planes that your characters will travel over. There are plenty of elements that Cardboard Utopia have created to make it their own, but when it comes down to it, they’ve given us what we could have only wished Square had and I’m not talking about Final Fantasy Tactics Advanced.

Children of Zodiarcs is brilliant. Instead of just making another SRPG they’ve gone and added in multiple different ideas that work very well together. One of the biggest changes is that instead of having hidden number crunching for damage values they’ve put in a dice rolling system that allows for you, the player, to either take them and roll them across the screen or select “auto-roll” to speed up battle a little bit.


While that alone is cool, they allow you to re-roll two dice that you may have not have enjoyed the results of. In auto-rolling this is done instantaneously but rolling the dice of your fate yourself? If you throw the dice hard enough they can bounce around and possibly if you’re lucky enough chance the value of another dice already on the “board”. Just make sure not to change one that you were happy with the result of!

The dice alone were a neat addition to the style in order to make your attacks but it’s what these dice go along with that really make this SRPG a game of chance. On top of having sets of dice you also have a deck of cards to pull abilities out of. No cards. No actions. In order to do anything a character on the field needs to have access to a card before being able to roll the dice. Thankfully every enemy is subject to these exact rules which makes cards with abilities to draw extra or make someone discard that much more potent especially when extra turns are involved.

As your characters level up they gain access to new cards and receive upgrades for older ones. This makes it that older starting cards don’t become useless and are always relevant making the assembly of your deck a good thing to keep your eye on. I really appreciated this because you can “stack the deck” in favour of how you deem the character fit to be used and not some predetermined value that the developers set. While I appreciate the effort that devs can put into these situations, sometimes having your own personal flavour is what you need.


What’s interesting about the deck building is the level of control that if given to you. Each card comes in a “set” and you can chose how many of that set you wish to throw into your deck. Want six of the six healing cards stacked in? Go for it. Want to reduce that amount because that character tends to be further back and instead make sure that you have more attack cards? Go nuts. Even support cards to add or remove other people’s cards can be treated the same way and there’ll be a lot of experimentation on this because what you may think works may over saturate your deck making it a lot harder to pull off the combinations that you were thinking about.

Now just because you have a deck of however many cards doesn’t mean that you can have access to all of them on the field. A maximum of seven cards can be held at any time and anyone passing this limit will automatically discard the leftmost card(s) until there are only seven being held. Normally it’s not an issue but when it happens and you do go over by four cards due to a stellar combination of abilities and dice rolls, it sucks to see that many cards thrown out especially if you weren’t expecting it. It’s another thing to watch out for!

I was a bit worried at first as even on the normal difficulty Zodiarcs isn’t easy. Because of the luck based system in place some battles could be a bit harder than they needed to be but that’s because you really have to make due with what you have. The flipside of this is that the story is a bit on rails meaning that you simply move from one mission to the next. Getting new cards comes with leveling while getting new dice comes from winning battles. Modifying these new dice sets can be done but only if you have the materials in the form of other dice to pull it off. So where was almost the issue is that if your party’s levels are not high enough some battles are tough because as much as you need to rely on your dice rolls you also have to rely on your character attack and defense stats.


Thankfully several missions in this worry was alleviated through skirmishes that open up on previously conquered stages. This served two purposes. The first purpose was that it allowed you to level up your party, their stats and collect new dice. All of these help gear up for the later stages that really do not hold their punches. The second purpose is that it allows you to try out your new decks before moving forward to even harder situations. I wanted to say it allows you to try out new decks in situations that don’t matter but the fact of the matter is that if you don’t succeed in a skirmish, it’s game over. Elite skirmishes are also there which raise the bar and the rewards but the game over is even easier to get a hold of you and your party.

On the whole of the experience the only issue that I had was the speed of gameplay. It wasn’t as noticeable in the early stages but it does become apparent hours in when things really get “real”. Having the dice rolling automatic will save time but having to watch each and every enemy move across the map could be enough time at times to go do other things. In the later stages if I was facing six to ten enemies I would play my turn and head off to do chores or make supper. I kid you not, I had that much time. There’s no way to speed it up and it can take some serious time for EVERYONE to go through their actions. I hope that either a skip or speed up function can be added in the future.

Now while things can take some time I had a huge appreciation for the little details. Instead of simply poofing out of existence character models would either fall down where they were or fall off of what they were on. If an enemy for example was on a rooftop then they would fall off the side once they were taken out instead of just falling in place. Explosives would send a dispatched enemy flying in regards to where they were standing in relation to the blast. All of these elements were neat to see thought of instead of just models standing in place and then being gone once their hit points hit zero.


Children of Zodiarcs is a turned based strategy that I’ve been waiting for. While some elements will be familiar to fans of the style it was the elements that weren’t that made this experience a masterpiece. Rolling the dice and splitting the deck became more than simple battle mechanics but were instead much more as they alone were half the battle. Without good dice rolls or drawing of the cards an easy battle could very readily become an easy defeat.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Cardboard Utopia
Publisher(s):
Square Enix
Genre(s):
Strategy
RPG
Mode(s):
Single Player
Other Platform(s):
PC

Source:
Provided by Publisher



Article by Pierre-Yves
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Minecraft: Story Mode Season Two - Episode 1: Hero in Residence - Xbox One Review


While I have long been a fan of the Telltale video games, Minecraft: Story Mode was probably my least favorite of their full season offerings to date. It got off to a slow start with a property that seemed somewhat ill-fitting to a narrative-heavy game. However, to its credit, I thought Story Mode got stronger near the end, finding some solid footing during the final chapter. I was hoping that momentum would carry over to Season Two, but Minecraft: Story Mode Season Two - Episode 1: Hero in Residence reminds me a lot of the first episode in the initial season's installment.
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Fallen Legion: Sins of an Empire - PS4 Review


There are a lot of issues that people can be divided on: music, politics, flavors of jellybeans, and of course also ruling a country. Fallen Legion takes this principle a little further by dividing what could be considered a “split storyline” game between a Vita and PS4 version, each with a different main character and storyline, but identical play styles. While there are many things to be divided on, one thing is for certain: Fallen Legion brings a fresh yet nostalgic breath into the gaming scene.

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Antihero - PC Review


“If what is currently available is any indication of the final product, Antihero is going to be good.” I’m happy to say that this statement from my preview stands. Having just released, Antihero simultaneously places you in the role of being a Master Thief and the leader of a guild as they take to the streets in order to both make it theirs and remove any competition that dares to get in the way.

One of the most notable changes from the Preview state is that the Tutorial has become the Campaign adding in some context instead of just teaching you how to play the game. Gone is the massive list of options (which at the time was only two of ten) and instead there’s a view of the city with a fog of war that covers the areas yet to be fought in. While teaching us how to use the systems is fun, and believe me needed, the story is a nice touch especially since the artstyle is so pretty to look at.

Upon final release Antihero has kept to the 1v1 aspect and I think upped the AI’s abilities. Even on a Normal difficulty I found myself getting wiped off the streets until I found myself a decent strategy to keep up with the enemy and then pass them. It’s brutal and holds nothing back. This really is one of those “easy to learn hard to master” and there’s no shame in trying things out on Easy before re-attempting normal much less multiplayer. Thankfully skirmishes exist in order to better practice your skills!


Antihero is a bit in a league of its own in the way that it plays out. It’s familiar in multiple ways if you’ve played strategy games but it stands out in its approach. Starting off you will have nothing more than your main guild and your Master Thief. From here you can start moving them around the map and uncovering the fog of war that covers it or burgle any of the establishments that are just waiting to be robbed once the fog has been lifted. Seriously they just left the door open what else were you supposed to do?

At the beginning your Master Thief only has two actions making it a hard choice as to whether you want to move twice to uncover fog / infiltrate locations or move and attack someone in your way. Even as more actions come into play attacking can still only be done once but by that point you’ll hopefully have at least one gang, upgrades can provide a second, to go around and do your dirty work for you.

In order to fund these gangs however you’re going to need money and the ability to hire them in the first place. The map that you’ll be exploring is full of locations that are simply awaiting your arrival such as houses and mansions can be looted twice with the second time yielding less money. Establishments by comparison will still be looted but once that’s done they can now be infiltrated by hired street urchins in order to continuously syphon funds every turn that they are there. Filling up a location with three urchins will boost revenue and while banks are more profitable, infiltrating churches will give you blackmail that acts as a required victory point to take the streets from your opponent for good.


Before even thinking about victory you’ve got to plan it out. You’ll need money to hire units and you’ll need lanterns in order to unlock those units for hiring. Both of these resources can be found on the field but if by the end of the turn you can’t really afford anything in the upgrade tree, such as you’re missing lanterns, you can take charity in the form of gold or lanterns to either hire a unit “now” or to make an upgrade on the next turn.

One thing that Antihero does very well is that it makes it hard to “spam”. Every time an upgrade is unlocked or a unit is hired the next one costs one more but only for that turn. Want to fully infiltrate a location and level it up that turn? First urchin you’ll need costs two gold, then three for the second and four for the third. Even with establishments that brings down the cost you need to decide if it’s worth spending the higher amounts of waiting for the next turn since you never know what you’re opponent has up their sleeve.

This is where things get dirty. Your Master Thief can move around and as the game moves on do more damage. You can hire both thugs as roadblocks to your opponent and hire gangs to go about clearing their own blockades as well as the neutral NPCs. As a gang takes out more units they can be upgraded to do more damage, make more money per kill or evict urchins from establishments. Need more muscle and thugs can be added to gangs for extra hit points but only to a certain point which is below the amount of damage that a very expensive Assassin can do which really hurts your own efforts to take the streets when it happens. From that point the only thing that matters is outwitting your opponent and hitting the map’s objectives before they do.


Antihero is great and well thought out. With multiple modes and a ton of replayability both online and off with a hotseat feature to try your mettle against a friend, there’s no way that it’ll be going quietly into the night any time soon. I just wouldn’t be surprised to see the 1v1 become a 1v2 or 1v3 later on which would truly make things both interesting and insane with that many people vying for power!

Game Information

Platform:
PC
Developer(s):
Tim Conkling
Publisher(s):
Versus Evil
Genre(s):
Strategy
Mode(s):
Single Player
Multiplayer
Other Platform(s):
N/A

Source:
Provided by Publisher

Article by Pierre-Yves
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