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Black the Fall - PC Review


Black the Fall by Sand Sailor Studios is one of the better platformers that I've played in a while. With both Nick and myself having previewed it at various stages of development I'm both confident and happy to say that the final product has been worth the seemingly long development time.

The only possible “downside” to the experience, to get it out of the way first, is that it's short. That's it. Clocking in at about two to four hours depending, the time that is taken in order to tell the tale is very much worth it. Now while I clocked in at two hours for the final I had also played a good portion for the preview and other than some new and sometimes neat additions, I speed right through the rest until things became new as I knew exactly what to do and that it has only become smoother in order to do so.

Everything about Black the Fall is dark and somber as you guide a machinist on his escape from the factory that he found himself wasting his life away in for the past few decades. The created atmosphere matches the tone set out by the context of the Totalitarian state that he finds himself within. From start to finish as the idea of “hope” is hard to come by when everything is dark, worn out or broken. This can be easily seen as he makes his way from the factory, to the amusement park, finally to the downtown core and suburbs before bring thrown back into the mix that he escaped from in the first place.


This journey is not one made entirely alone but nor is it made with an actual partner. In this regard, the machinist made me think a lot of Roland of Gilead as the gunslinger chased after his Man in Black and then his Dark Tower. He had a goal and it doesn't matter how he reached it or who he used to do it. Unlike Roland’s adventure however the Machinist doesn’t have enough time to learn to love those he uses and some may be left in a worse state than they were found. Such is the reality of the world being portrayed.

From a platforming perspective Black the Fall is solid and doesn't over complicate things by continually adding in more and more elements to keep track of. Instead, the core controls are kept simple with walking, running, crouching and grabbing into ledges in order to pull himself up. Where things ramp up is when our Machinist gets hold of a control module that used to look like a laser pointer but is now a beam of white light that allows him to override the set controls of those running on autopilot for the unseen dictators.

At first this module can only really be used on the other humans slaving away in the factory, but once he escapes he comes across a robot that looks like a big metal dog. Once activated however this dog is much more of a puppy and will do anything that you will it to such as stopping a compactor in order to save your life, throwing itself into gears to allow you to make it across without once again being crushed or simply acting as a stepping ladder. It’s heart wrenching to see because each time you walk away from this poor metal beast only to realize that you need it to progress further and go back to save it. Do you save it out of love for the fact that it’s an unconditional loving companion? Or do you save it because you need it. That’s a choice you have to make.


Black the Fall is a must play. This is for both lovers of platformers as well as those that enjoy artful presentations of an idea. 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.

Game Information

Platform:
PC
Developer(s):
Sand Sailor Studio
Publisher(s):
Square Enix
Genre(s):
Platformer
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4
Microsoft Xbox One

Source:
Provided by Publisher



Article by Pierre-Yves
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Week in Review - July 3rd to the 7th



Welcome back to the weekend! It was a short week with both celebrations for the 1st and the 4th of July. Holidays being over for both Canadians and Americans we started the week up on


The week started off on Wednesday with Nick's review of the PS4 version of Y's Origin. Raiting it just below Richard it looks like this only non Adol version is worth tackling on both of Sony's consoles!

" Perhaps the single most impressive thing about Ys Origin is not its characters, its combat or even the impressive world-building that is structured as a backdrop to the story, but how well the game has aged in the years since its original release."
- Nick


Taking a trip backwards Dimitris shares his time with Devil May Cry 2 for the PS2. Pretty much coming to the same conclusion as everyone else, I'm hopeful that he loves the third!

"However, the production values, originality and inspiration of DMC 2 are considerably lower than those of its predecessor, so I could not recommend it to anyone. At least it did not ruin the franchise."
- Dimitris


The week ended off on a low note with my review of Dragon Quest VII. Try as I might, I just didn't like it. The design and the pacing all felt off and in the end? I'm grateful for the final localization but I'm off and finally playing DQ8.

"Finally having happened and released late last year, we've got a review. After all this time was it worth the wait and the ride to get to it? I'm still not sure."
- Pierre-Yves

Article by Pierre-Yves
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Dragon Quest VII: Fragments of the Forgotten Past - 3DS Review


Dragon Quest VII: Fragments of the Forgotten Past is the hail mary that we never thought that Square Enix would localize. Originally having released for the PS1 it was re-designed, re-written and re-worked in Japan for the 3DS and for the longest time there wasn’t even the slightest mention of the possibility of a localization. Finally having happened and released late last year, we’ve got a review. After all this time was it worth the wait and the ride to get to it? I’m still not sure.

Starting with DQ8 on the PS2 and then experiencing DQ9 on the DS, I’m still going through my journey of the series. Having started at the beginning and reviewing the the ports of DQ1, DQ2 and DQ3 on the Android, DQ4 (written), DQ5 (where I currently am) and DQ6 are works in progress as the reviews will release back to back. At the time I was still going through the fourth though after all the time and the energy fans of the series went through I had both eagerly ordered and then opened the package of DQ7 for the 3DS the night it made it to my mailbox.

Figuring it would be an excellent entry into the series I dove right in and instantly I hit a wall. Where’s the action? Don’t tell me these goofballs and that bitch are the main characters. Yes. Bitch. I can’t remember the last time I despised a main character that much but Mirabelle takes the cake. After only the first few hours, in which almost two have nothing but story building and no combat. I had put it away for weeks before getting back to it. Maybe I was too excited? Continuing on since then? I found that I’ve got a severe love hate relationship with this one.


A big part of the issues that I have are with the cast. I found it so hard to even like them much less love them. Not only is your main character a silent protagonist, he’s SILENT. He does nothing. At all. He’s just there to lead the others around mechanically. Where the Love started was HOURS in when you finally get a fourth party member just to lose another one because he finally became someone that I could almost like and then he was gone. Alright… fine. Back to three for a long while with the occasional NPC drop in. By this point however the main flow of DQ7 was in motion and it felt less like a cohesive experience and more like a weekly adventure that you would log / sit down to the TV in order to see what your band of adventures would encounter next while also feeling like something was lacking.

DQ7 is very episodic. The idea behind everything is brilliant and even very well executed from a lore standpoint but it’s how the characters go about things that feel disjointed. The world was split up in the past and where our adventures start, everyone believes that they are alone in the world, and they are. They are the only island in the world’s ocean until the day that the fishermen brought back a piece of a stone tablet. With our main character the Hero and his friend the goofball Prince Keifer just couldn’t leave well enough alone and poked and prodded every square inch of the island until they found the Shrine of Mysteries. Speaking with its keeper and placing the stone fragments into their pedestal their lives, and the lives of everyone in the world, was forever changed.

By combining the stone fragments into their pedestals portals are opened to the past in which the adventurers have the ability to change the course of history. By defeating the evil forces that lie in these previous eras of time the future is changed and the islands to continents slowly come back to the modern era in which other than that original island, no one knows any differently. This was cool and it was well done as just because something was saved in the past doesn’t always mean that it exists in the future. Some towns sprouted up while others withered to dust. It makes sense as nothing lasts forever. It’s just everything else that goes with it that brings it down.


The events leading to all of this are ill paced however. Some are really long and drawn out while others are just there. No real context other than “Slay Evil Thing in that Poisonous Cave Over There.” So you do it, grab the fragment, head back to the “future” or your modern day, slap it into its pedestal and then go explore the area now present to find another fragment as you’ll most likely need it. You can talk to people and explore but generally there’s nothing to do other than grabbing the fragments and hauling ass back to the past to kick the crap out of some other form of evil.

Rinse. Repeat.

Some of these chapters are fun however but on an overall they don’t fit together and there’s no real emotions from the characters other than Mirabelle being less and less of a bitch as the characters say less and less as the story moves on. And it’s not just her. A lot of people in this world are assholes. I’m using these words specifically as that’s what they come across as. I don’t like swearing in my reviewing and I’ll generally try to find something fluffy but in this case? There’s no fluff.

A lot of the NPCs involved with the story are mean in the worst kinds of way and often misogynistic. This really took me aback as I’ve now played 1- 2- 3- 4- 5- 7- 8- 9- Heroes- HeroesII (In progress for review)- and Builders (by far my favorite followed by 8/9). This is the only one where all of this is an issue. What the hell happened when DQ7 was being done? One or two people maybe in a specific situation but with the actual number being much higher? Wow. It didn’t add anything and if anything made me want to just put it away in favor of getting back full time to DQ5 or loading up my shiny new copy of DQ8 on the 3DS.


This just added to the lack of proper pacing. I mean what kind of RPG introduces a class system that allows for a variety of abilities to be learnt and cross used between classes fifteen or sixteen hours into the game!? Coming to Alltrades Abby I figured that it would have been a tribute to the well known class switching institution. Not only is it one of the worst arcs. Not only do they strip you of everything skill based making Mirabelle useless as she’s a magic user that can’t take a hit. They give you access to a class system afterwards. Don’t you think it was a bit late for this? Do you know how much grinding that I’ve already done just to beat certain bosses because they were unnecessarily hard because of certain abilities? Ugh...

As excited as I was to play Dragon Quest VII: Fragments of the Forgotten Past I think I spent more time hating it than enjoying it. Everytime that I found something to enjoy with it, despite the terrible pacing, I swear it was taken away or marred because someone opened their mouth to say something unnecessarily mean that added no value to the experience. It sucks because I had looked forward to this especially with the hail mary to get it as it as the chances had been slim to none. While I can appreciate the gesture, and am thankful for it, I seriously doubt that I will ever pick this one back up unlike a lot of the others in the series.

Game Information

Platform:
Nintendo 3DS
Developer(s):
Square Enix
Publisher(s):
Square Enix
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation (Original Version)

Source:
Purchased




Article by Pierre-Yves
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Devil May Cry 2 - Retro Reflections


Devil May Cry was a masterpiece for PS2, combining fantastic graphics with cool action, a dark atmosphere and great sound. You would think that its sequel would be at least a good game, right? Sadly, things are different.

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Ys Origin - PS4 Review


Perhaps the single most impressive thing about Ys Origin is not its characters, its combat or even the impressive world-building that is structured as a backdrop to the story, but how well the game has aged in the years since its original release.

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Week in Review - June 23th to the 30th



We started off the week with Robert's first view of WARTILE. The quote says it all:

"While WARTILE is in Early Access it is still a robust introduction to what Playwood Project is bringing to PC gamers everywhere and that is a strategically rich board game experience with stunning visuals and engaging gameplay."
- Robert
Following that up the afternoon had Nick's full review on Marvel Heroes Omega


"Given that the only initial investment that needs to be made here is time, I can strongly recommend giving Marvel Heroes Omega a chance. The team has done an excellent job in producing a polished game that learns a lot of lessons from their time with the PC version of this game."
- Nick


Tuesday morning kicked off with Breanna's review of Farming Simulator 18. She put hours and hours into it and in the end? It scored rather quite high!

"It is disgusting how addictive this game is."
" All in all Farming Simulator 18 on the DS is exactly what you expect: a massive illogical timesink that will make you question your life goals. "

- Breanna

Following up in the afternoon was a different kind of field experience with Richard diving back into the world of Superdimension Neptune VS Sega Hard Girls. Ah I still remember the first time he dived into it. It was almost platinumed before release!

"As a port to PC, I have to say they did a really good job. The game actually felt crisper and more fluid, which is surprising considering my computer specs, and while I'm hard pressed to say if any of the issues I had with the Vita release were resolved, the fact that I didn't notice they were there may be a self-answering observation."
- Richard


The middle of the week started off with Nick jumping back onto the Horror Game Train, one that I generally refuse to touch, with Perception.

"The end result is a horror game that is has some flaws, but elevates itself from a very crowded field in its genre to something a little more unique, if not terribly memorable in the end."
- Nick

The afternoon took on a lighter tone with the end of the world as Nadia and her two companions, sorry three including the squirrel, go about trying to prevent it in Nadia Was Here.

"This really isn't your typical Retro inspired title. Joep Aben has managed to find the sweet spot between the both the 8 and 16-bit styled graphics to create a unique look that won't easily be mistaken for another. "
- Pierre-Yves


The week is almost over and Nick drops the headset back into place for the VR version of Dead Effect 2. That reminds me... my brother and I still need to take this for a spin to see how it compares to Killing Floor 2.

"Dead Effect 2 VR is a ridiculous, bombastic experience that probably would not be nearly as much fun on a standard monitor, but makes great use of the virtual reality technology."
- Nick

Not wanting to make the same joke two days in a row, ah hell with it, the afternoon took a lighter tone with life or death on a strange alien planet with Plant Nomads that is currently in Early Access.

"Planet Explorers works well and is fun to play but it still has some improvements to be done especially in the resource gathering department."
- Pierre-Yves

The week topped off with a double header from NISA! The first of the two is Spike Chunsoft's latest port to the PS4 for the Danganrompa Series with Another Episode: Ultra Dispar Girls with yours truly,

"Quote"
- Pierre-Yves
and the second is God Wars Future Past from Kadokawa Games covered by Nick.

"...God Wars: Future Past manages to hit enough key notes to still make it an enjoyable game. It likely won't bring new fans to the strategy/RPG genre, but those who are familiar with and enjoy it should find plenty of things to enjoy here."
- Nick

Article by Pierre-Yves
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Happy upcoming 4th of July!


Hey all - just a quick note that we'll be article-free until July 5th next week. We're going to spend a couple of extra days eating food, drinking beers and of course, playing video games.

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God Wars: Future Past - PS4 Review


There have been a handful of excellent RPG/strategy games that have released so far in 2017, and God Wars: Future Past hangs in there with a nice mix of old school sensibilities with some modern touches that make it an enjoyable adventure until the end.

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Danganronpa Another Episode: Ultra Despair Girls - PS4 Review


There comes a point in one's life where they simply have to accept the facts. Danganronpa is a prime example of this as it continues to raise the bar on each subsequent entry. Thinking that the first title had set the bar for insanity, craziness and the darkness that mankind is capable of, it wasn't long before the second game released and passed it and Another Episode that dark trend. Having only recently played the first two entries through the PS4 release of Reload:1 and Reload:2, I wasn't sure how these tales could get any darker.

Needless to say that Spike Chunsoft found a way, and I never should have questioned it.

Ultra Despair Girls surprised me on many levels. Unlike its predecessors, it takes a different path in regards to gameplay. Gone are the trials, gone are the searches for evidence in locked off areas that can only be dreamed of looking outside of. Inside of these, players take control of the unlikely duo of:
  • Komaru Naegi, the sister of the first protagonist; and
  • Toko Fukawa, one of the survivors of the first and a dual personalities serial killer
in a Third Person Action Shooter. If this wasn't enough, they slapped in a few Horror elements here and there just to scare the crap out of you with nothing more than Monokuma's red eye running towards you in the darkness.

The core idea of gameplay is nothing new with the idea of a Third Person Shooter. It works and it works well before even adding the other ideas that come along for the ride. Komaru is given a hacking gun by one of the previous characters Byakuya as she's told to run and seek help from one of his agents. After she's captured she's told by one of the characters from the second entry that her hacking gun has been nerfed for game balancing purposes. There's a lot of fourth wall breaking and I wouldn't have it any other way.


Once Komaru's weapon is nerfed then begins learning how to use it from the ground up to see exactly what each type of "truth bullets" it can use as they become available. The idea of the bullets are back but this time they pack a punch in the literal sense from breaking to burning and paralyzing any Monokuma drone that comes your way. Various situations require different ammo and it was nice that instead of having to carry around a ton of different guns a la don't pay attention to how I can really carry around all this gear, they simply all load up into the same hardware.

Now just because this gun takes in all these different kinds of ammo doesn't mean that they are all unlimited. Short of Movement which is needed for puzzle solving and exploration, the rest are limited in that Horror styled in which you can pick it up but you can't buy it. This makes hoarding important because running out is bad as it can take quite some time in order to be able to reload either your favorite or your most useful. Break ammo which is your default is the worst to run out as it's effective in most cases and when you run out? Getting creative ensues.

There are some vendors around town that will take in the coins that you pick up for upgrades. These upgrades are modifiers to your Truth Bullets that either allows them to pack even more of a punch or to carry a higher amount. Mixing and matching can be done at any point once you buy them, so buying them when you can is highly recommended. Side to these though are upgrades for Komaru's partner Toko who we've known better as Genocide Jack which when used turned this Third Person Shooter into a Devil May Cry style.


Letting the serial killer out of the bag is fun in a gameplay sense but limited in that Toko can only be Genocide Jack for a limited time in the form of batteries. That's the only limitation as she's utterly invincible with no health bars and packs a punch as she runs and dashes around slicing up the Monokuma hordes with her scissors. Like Komaru's ammo, these batteries can only be found so waiting until the moment is right can sometimes be hard as you never know when you're going to need unlimited power.

While the gameplay is solid, Another Episodes doesn't throw away what makes Danganronpa tick. Themes of despair and hope are back and there's more than enough dialog like its predecessors to make it feel more like a Visual Novel with breaks to go out about and shoot some Monokumas and solve some puzzles instead of screaming objection a la Phoenix Wright.

Actually the dialog is so heavy at times that it's possible to forget that you do need to go out and about in order to explore and find what is needed while also defending yourself. Is it a proper balance? I would say no as often the action takes a backseat to the dialog but considering what series that this belongs to? It's really not an issue and the boss fights more than make up for the heavy dialog.


Like its predecessors, the dialog and the voice acting are spot on and great to listen to for hours on end. I can say this as of the sixteen hours that it took to make it to the credits, twelve may have been in one sitting.

What? It was dark and stormy outside.

On the subject of dark and stormy however Another Episode I think is the darkest in the series yet. Instead of the trials of who killed who to be allowed to leave with a limited set of people trapped in one location, Komaru and Toko are trapped in a city where children are hunting down and slaughtering the adults with a Monokuma army. The ones leading these children? They are children that have been scarred so badly that there's no real coming back from it. If that doesn't raise the bar from the form of battle royal of the first I don't know what will, and Danganrompa 3 is right around the corner.

I thoroughly enjoyed Danganronpa Another Episode: Ultra Despair Girls. It was different than its predecessors but kept the same feel even if it went in another direction for its gameplay. It fits right in with everything that the series bases itself off of and it was a nice touch to make a few characters return for cameos or star roles. Now we wait for the next entry!

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Spike Chunsoft
Publisher(s):
NIS America
Genre(s):
Action
Visual Novel
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation Vita
PC

Source:
Provided by Publisher



Article by Pierre-Yves
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Planet Nomads - PC Preview



Note to self that if I ever, ever, get on a spaceship? I should stay away from the escape pods. Why? Because in this title I find myself  once again crash landing on a planet’s surface. Planet Nomads is exactly what I had expected out of Lacuna Passage, with a variety of indigenous beings and plenty of things to toy with as I attempt to survive.

Planet Nomads was a coin toss of who would be bringing this Early Accessed Sandbox experience to you. As Breanna was busy farming with the newest Farming Simulator, I jumped on the chance while she wasn’t looking. Would she have been a better choice? I would say most likely as she lives and breathes these styles of experiences. Having watched her play Ark for long hours at a time (past what I myself have done) I drew in some similarities between this sandboxed world and that one. The biggest difference would be that you won’t be taming Dinos around here yet the wildlife will kill you all the same if you’re not careful enough.

Planet Nomads is still very much in Early Access though the stability is more than enough to take it for a ride. Leaving your pod for the first time you are provided with food pills, clean water and medical supplies. These won't last long but they are a start and that is much better than nothing. As of yet oxygen is not a survival factor but it could come along if the developers wished it to. Does it need it? I would say no as you already have enough details to worry about. It could be a difficulty upgrade but the base experience doesn’t need it as a core factor.


Along with your supplies you are given a multi tool that will be the focus of your entire survival. Pickaxes, shovels and hatchets are all a thing of the past. Being energy based, your tool is both your resource collector as well as your weapon. Loaded up with ammo and you can hold down the left-mouse to collect resources or hold down the right-mouse destroy whatever is in your way until the count drops to zero. Without the ammo? It goes through its charge and you have to wait for it to build back up. One way or the other you are never out of options!

While the concept of mining out these materials in simple sometimes the execution isn’t quite there. Destroy an entire boulder set and you could be looking at nothing more than a few pieces of metal or silicon for your efforts. The same can be said for tackling trees for carbon. Sometimes the size is in no correlation to the amount of resources received but a quick look through the forums and it’s an issue being worked on. Some patches it works great while others it doesn’t. It seems that so far I’m in the doesn’t part of the wave.

Once you do get some materials collected it’s time to get crafting. Crafting isn’t simply loading up the interface and saying craft nor is it building a table and taking care of the commands that way. Starting off with having to build a replicator, it will be processing the pieces that you need in order to build up the object that you wish to have constructed. Frames, electrical components and sidings are among the basics and will be needed in large quantities in order to get your first base up and running.


Having a few replicators may not be a bad idea as once you select what you wish for your raw materials to be processed into the machine takes the materials from your inventory and processes until there’s nothing left to process. You don’t need to wait around either and can simply come back later in order to pick up what you ordered to be done. Queues can be set but all depending on the size of the operation and the time you wish to spend away more than one producer is a good idea.

Once you have these refined materials in your inventory it’s time to get building. Planet Nomads has two separate interfaces, one for exploration and the other one for building. Picking what you wish to build you find an appropriate spot to place it and then the framework is set up in that location. To finish the process you use your multi tool's energy to put it all together as long as the materials are in your inventory. Without it, you aren’t going to be going very far with your construction projects.

Building up your first little base should be one of your primary goals or finding a good cliff to carve a roof out of because even with an environmental suit things are going to get ugly. Once it starts to rain you won’t have much time in order to find a place to take shelter because if you take too long you’ll be poisoned and your health is obviously going to take a hit. On the subject of both your health and not being able to take a hit the wildlife is something to be avoided in larger groups as your multi-tool is more of a crafting device than a weapon. Does it work as a weapon? Yes. Should it be your primary weapon? Nope.

Planet Explorers works well and is fun to play but it still has some improvements to be done especially in the resource gathering department. Aside from that, it’s shaping up to be a great experience and all depending on controller support could make an easy leap over to the consoles.

Game Information

Platform:
PC
Developer(s):
Craneballs
Publisher(s):
Craneballs
Genre(s):
Simulation
Sandbox
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Provided by Publisher



Article by Pierre-Yves
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Dead Effect 2 VR - PC / VR Preview


Dead Effect 2 VR is a ridiculous, bombastic experience that probably would not be nearly as much fun on a standard monitor, but makes great use of the virtual reality technology. There are some rough edges, it's an Early Access title, but so far things are looking pretty good for this VR title.

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Nadia Was Here - PC Review


About this time last year I took a look at the Kickstarter Demo for Nadia Was Here, and upon booting it up again I felt just as at home with it now as I did then. Being able to go further than the first hour this time around, Nadia the Thief, Hogan the grouchy old Warrior and Tereshan the Wizard make up the classic RPG trinity as they head towards their not-quite-shared goal alongside one of my favorite squirrels.

Nadia Was Here is a retro inspired RPG with a twist as it takes several classic elements and adds in some new ones of its own. Starting off on the first morning of the Last Year of the world it doesn't take long for our three unlikely cohorts to come together as Hogan has his shield stolen and in the midst of chasing the thief runs into Nadia who's just made her own prison break. Escaping the prison together even after proving she's not the Thief he's looking for, the two encounter their Wizard in a pub who needs protecting on the road because he's not strong enough to make it to his destination on his own. With grumbling a plenty the three set out.

This really isn’t your typical Retro inspired title. Joep Aben has managed to find the sweet spot between the both the 8 and 16-bit styled graphics to create a unique look that won’t easily be mistaken for another. Designed with Gamer Maker it’s also easy to see where some of the different approaches come from compared to if an RPG Maker engine had been used.


Exploration of the world with Nadia and the party is both simple in basic designs and complex with some of the puzzle solving. Controls are quite literally WASD or the arrow keys with the space bar. The mouse could also be used but it’s not as comfortable. Having the controls configured in this sense allows for your brain to wrap its mind around some of what you’re going to have to do in order to move forward.

Puzzles until you “get them” can be a bit tricky to pull off. It’s not that they are super hard but they are designed at just the point that you have to wonder if you’re missing something in order to move on. In certain cases? Yes you will be because your party either has not picked something up or you haven’t been through the room from a certain direction. Pushing blocks into place, shoving stones to destroy other blocks, then moving pillars around the floor beneath in order to create walkways above. Sometimes it works while other times it works after you’ve been through a few more rooms because something isn’t quite right. Figuring that part of it added to the charm as it was never frustrating but simply “there’s more to it than this”.

Through these explorations the party will need to defend itself and combat is just as smooth as the demo and just as fun. Battle is “real-time” with an un-pausing ATB system in which everyone on the field fills up their meters in order to perform their abilities and attacks. Ready or not, once the meter is filled the slotted action is performed even if there’s no one in front of the character. Battle is VERY hands on and taking your attention away for even an instant is not recommended.


At a first glance it can seem like Nadia Was Here holds just another classic system with your party on the right and the enemies on the left. Then you notice that you can select your characters and move them between the rows. Because of the real time nature this allows for characters to be moved in one after another into place in order to slay a particular enemy faster than the others either because they happen to be a healer or because they keep poisoning your party.

As enemies are subject to the same rules they will attack whoever is in front of them and they don’t care who it is. This is why you can’t multitask the battle with making a latte for example because you need your attention focused on moving your party members where they will be hurt the least between attacking where they can hurt the most. It takes some getting used to between the various abilities of the characters and the defensive shields that Hogan picks up but it’s because you can’t just sit back that battling enemies is some of the most fun in an old schooled styled RPG that I’ve had in a long time.

Overall these elements come together​ for a well balanced adventure. Nadia Was Here is a refreshing retro styled adventure that shows that just because it’s “retro” doesn’t mean it has to hold onto a full set of old ideas.

Game Information

Platform:
PC
Developer(s):
Jajaben Games
Publisher(s):
Indietopia Games
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Provided by Publisher




Article by Pierre-Yves
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