Friday, December 20, 2019

SoulCalibur VI Review

A tale of souls and swords eternally retold...that line still gives me chills. I realize I am a bit late to the SoulCalibur 6 review party, but I really wanted to take as much time as I could before giving my final thoughts. So, let's begin!





Welcome back to the Stage of History


Project Soul announced the game at The Game Awards 2017, and development on the game began three years prior. Motohiro Okubo (praise be), producer of the game, said that SoulCalibur 6 was created in celebration of the franchise's 20th anniversary was well as it being what the fans yearned for. Get ready to unsheathe your swords and ride into battle!




The Wait is Over! Let's Begin!

When it comes to the single-player experience, SoulCalibur 6 delivers above and beyond to provide a compelling story with characters that seem like they could've existed during the time period. There are two story modes: Libra of Soul (a mode where you can create a character and journey a world map taking on side missions and collecting weapons), and Soul Chronicle (a more traditional story mode).

Speaking of creating a character: the beloved, fan-favorite feature of the franchise, Create-A-Soul, returns and you can make your fabled hero or heroine that you'll challenge your friends online with. There are a good many armor pieces, clothing, weapons, accessories, and items to choose from to make your character with. It might not be as robust as SoulCalibur 4 or 5 but I've seen a lot of creativity and variety (so it's pretty awesome).

All-in-all, if the competitive aspect or learning the game isn't quite your cup of tea, then absolutely yes you will enjoy the game's singe-player content.


Single-Player Content Rating: 9/10







A Return to Form (for the most part)

SoulCalibur 4 and 5 introduced meter to the series as well as other mechanics. Now historically, SoulCalibur has never had meter in it, and I really want to touch on the competitive/technical aspect of things here. SoulCalibur, especially 2, what with the implementation of the 8-way running system, set the standard for 3D fighting games not just for the series, but for all 3D games, really. Well, that and Tekken, seeing as the two development teams worked together on it. That being said, in Soul Calibur 2 and 3, the game was very free-form. What I mean by this is: you could play the game how you wanted; you could leave your own personal flair into it. This being evident in the way that movement was faster, easier, and far less restricting. Combos were extremely easy and very short. There were advanced things you could do and some character-specific combos that were huge, but for the most part: combos were just launcher and another hit. Combos were rarely anything of 4+ hits. The advanced aspects of the game came in movement, learning your characters moves, guarding, step-guarding, guard impacts (the parry system of the game), Ring-Outs, and Soul Charge usage.

When it came to SoulCalibur, and this is especially true in 2, the game was just so balanced and heavily focused on chess-like play with movement, parrying, and ring-outs. You didn't have to learn crazy, elaborate combos that took hundreds of hours of training just to memorize to then worry about trying to land it on a human or someone online. You could pick up a character, learn their moves, pull off combos that were both basic and advanced and deal heavy damage. It wasn't about the combo execution; it was about your movement, your knowledge of the character, how you worked to ring them out, the spacing and pokes and simple mix-ups. It was about the mind-games; it was about how you played the game.

Now, with all of that being said: is any of that essence still alive in SoulCalibur 6? In my opinion, yes it is (but not fully). The movement speed of 6 is much like 2 and the free-form nature is there. In many ways you can still play the game how you want. It's just that the inclusion of meter and making Soul Charge and Critical Edges (super art moves) meter-based is not a core identity of traditional Calibur. Soul Charge was a mechanic that never needed meter. Super moves were never in the game before SoulCalibur 5. Combos in the game are a lot longer than they used to be. There's crazier set-ups and combos you can do. In a lot of ways the game added instead of simplifying. But with all of the in-depth systems and intricacies, it feels like SoulCalibur. You can still have your own playstyle and signature flair. Competitively, it's just not as great as SoulCalibur 2 (it might never be), but it's still extremely deep and fun to play and watch. New mechanics such as Critical Edges (was in SoulCalibur 5) and Reversal Edge (rock-paper-scissor type system) aren't great but hey I suppose if the game is to continue to thrive, it has to have some extra spice to it, even though, in all honesty, it really isn't doing the game too much good.

Core Essence and Gameplay Rating: 7/10  






Positives:

  • Gorgeous 3D models
  • Beautiful stages (many are nostalgic)
  • Epic OST (huge plus)
  • Varied characters/playstyles (no characters play alike, really)
  • Geralt of Rivia (great guest character from The Witcher Series)
  • Great roster of characters (almost all fan-favorites returned)
  • Combos are easy to learn, even the advanced combos (though some can be challenging) 
  • Helpful in-game notes on how to play characters
  • Sample combos are included in movelists for characters
  • Create-A-Soul is fantastic (many great options, and customizing)
  • Critical Edges are super sick and stellar
  • Runs at 60 FPS (console included)
  • Huge singleplayer modes; 2 story modes
  • DLCs are fantastic (they come with more characters and creation parts)
  • 2B as a guest character is amazing   



Negatives:


  • Reversal Edge could be removed and I wouldn't care too much (I don't hate it but I don't think it's all that good)
  • Fundamentally sound and great just not on the level of traditional SoulCalibur (talking about SoulCalibur 1 and 2)
  • Some combos could use toning down
  • Some of the frame-data should've been handled like it was with SoulCalibur 2






***
(Geralt of Rivia, from the Witcher series; Guest Character)


 (New Character in SoulCalibur 6: Groh)


(New Character in SoulCalibur 6: Azwel)




Final Verdict:

The SoulCalibur series is one of my favorites of all-time. I love this game so much; I play it almost everyday. It's not without its flaws, but the proof is in the soul-pudding; the game is so much fun and is beautifully crafted. The support of the community and the developers is astounding, and it's no wonder why the game received a world tour slated for 2020. I hope the series continues to grow and remain what everyone's souls burned for. It's without a doubt the premier 3D, weapon-focused fighting game.


Overall Game Rating: 8.7/10  

***
Notes: 

Season Pass 1 includes: Tira, 2B (from Nier: Automata), Amy, Cassandra, customization parts, and BGMs.

Season Pass 2 includes: Hilde, customization parts, BGMS, a new guest character from Samurai Shodown: Haohmaru (to be announced), and two other characters to be announced.








Saturday, February 9, 2019

Dragon Ball FighterZ Review



DBFZ (Dragon Ball Fighterz), is a game that I always wished for, and thank Shenron that that wish actually came true. Today, we shall hurricane kick our way straight into the action and unleash our inner Saiyans--cuz I gotta say, this game is one of my all-time favorites.









A RECIPE FOR GREATNESS



Personally, the 3D Dragon Ball games were never my favorite. Yeah, the Budokai series was awesome but to me I just wanted a good ole 2D Dragon Ball fighter. Burst Limit was cool but it failed to captivate me. Then, Arc System Works came along. Teaming up with Bandai, Arc Sys were hired to develop the next big Dragon Ball fighting game.

Now, when I had initially heard this, I already knew it was gonna be awesome. I mean--it's Arc System for crying out loud. They're a company that pours their hearts and souls into their fighting games. But you see, there was one detail that was pretty interesting to me and that was the fact that the game would a versus game; a 3v3 fighting game (much like the Marvel Vs. Capcom series). I loved MvC but I didn't play it much nor did I really like the whole 3v3. I just liked watching it. For some reason I absolutely love it in DBFZ.

With veteran fighting-game developers Arc System Works, and publisher Bandai Namco, the highly popular and explosively awesome series of Dragon Ball Z would finally receive a game worthy of its legendary legacy.








ENTER THE ARC SYSTEM STYLE!

DBFZ is a 2.5D fighting game. Much like the Guilty Gear Xrd series, the character models are done in 3D yet the plane of playing the game is in 2D. But you see, here's the real kicker: the game looks nothing like Guilty Gear or really any other game. It looks exactly how it should: like good ole Dragon Ball. Arc System have really paid much attention to the style and character of Dragon Ball, and the fact that they were able to translate it over so beautifully with their 2.5D style is truly amazing. I mean, the game is just so beautiful to look at.

You can feel the punches being thrown forward. You can almost feel the amount of destruction and chaos that happens on-screen. There's so much detail woven into the game, and it all comes together wonderfully. Not to mention, the fact that certain character-specific cutscenes and special event scenes are hidden in the game and are waiting to be unraveled is beyond awesome. It really recreates those iconic and nostalgic moments that many of us witnessed as we watched Dragon Ball growing up. Kinda brings tears to my eyes.

The stages are vibrant, the colors pop and are full of life. Not only are the characters expressive and ooze with cool but so do the environments. You've got lush green islands with waving palm-trees, and epic, chaotic fiery volcano pits, to even being able to battle on an asteroid in the damn galaxy. Of course you also have the easily recognizable stages: West City, the World Tournament, and the Cell Games Arena. Seriously, it's all there.


The combos are flashy, the specials explosive, the supers insane. This game has combat that is fast, brutal, and everything a Super Saiyan could hope for.

Style and Design Rating: 9.5/10















THE STORY BEHIND THE BRUTALITY:

Now, Dragon Ball FighterZ has an original story mode made that does not follow the manga nor the anime of the source material. Basically, clones have begun appearing and you have to unravel the mystery behind it all by pounding their faces with your red-hot super punches. You devise a team, move across a plane point-by-point, and pick up other fan-favorite characters along the way. There are three separate story modes to play. Now, the story itself isn't particularly great in any way but at least they don't retell the whole sagas of DBZ that most games do. The best part about the story modes are the interactions with the characters that are all made especially for the game. The animations are great and Arc System delivers us a fun "what-if-this-happened" sort of experience.

The parts that suck about the story modes are how grindy and long-winded it takes to complete them when the aspect of moving across a board from point A to point B becomes a mindless slug-fest of fights, just to beat down some lackeys to then reach the boss and rinse and repeat. The cutscenes and animations are great but the execution of the gameplay could've been done better--at least in a way that would spice up the repetitiveness.

Overall, I actually enjoyed playing through the story modes but they definitely left much to be desired.



Story Modes Rating: 6.5/10 









AN ONLINE ARENA OF CHAOS:

   
Okay, I know the title of this section might sound a tad misleading, but bear with me, please. The online part of Dragon Ball FighterZ acts as the games central hub/main menu. Yes, you can press a button and it will bring up an actual menu to game's systems and modes, so don't worry. I find it awesome how you can spend your hard-earned zeni on many avatars and stickers and roam around spouting stamps as a mini, chibi Goku or Vegeta...or even Cell. Imagine that! The online is fantastic in that regard, but when it comes to the netcode and lobby connectivity and such--yikes, it can be a mess (hence the title of this category). I mean, one moment you're beating down your opponent or even a friend and the next--boom--suddenly, a network error throws you out. Sometimes, I'll join a lobby and within seconds I receive a network error message and have to choose a lobby again. It actually happens way too frequently and Bandai or Arc Sys or whoever need to fix this entirely.

Other than the occasional network error or 7-10 frame delay, the online aspect of DBFZ is actually extremely fun; especially when played with friends.


Online Experience Rating: 7.5/10 













THE POSITIVES:



  • Amazing Graphics
  • Stellar 2/3D models and environments
  • Runs at 60 Fps (even on consoles)
  • Feels like you're playing the anime
  • Explosive and destructible stages
  • Beautifully chaotic special moves and supers
  • Dramatic Intro and Scenes 
  • Fun arcade modes
  • Extremely faithful to the source material, even to the point of all characters moves being taken straight from the manga/anime
  • Masterful attention to detail
  • Rockin', electrifying soundtrack that feels like it belongs in the world of Dragon Ball
  • Great cast of characters (most fan-favorites are here)
  • Beginner-friendly and great for people who don't care to master the game competitively
  • 3v3 team battles, ring matches, party battles, party matches, 2v2, 1v1, online lobby characters, stamps, titles
  • Online match replay functionality: you can view and save your own matches as well as watching high-level/popular matches




THE NEGATIVES:


  • Online netcode needs to be fixed as well as the frequent network errors
  • Story modes are a bit lacking
  • Lack of some extra game-modes; Arc System should add an offline tournament mode where you can level up your fighter, collect gear, and fight strong opponents or something of the like (kinda like M.O.M. mode in Guilty Gear)




If you love Dragon Ball Z and you love fighting games--then hooboy, are you in for such a great time. Arc System Works manages to deliver a DBZ fighting game that pays justice to the source and unites not only hardcore players and casuals alike, but also many fighting game players from games you'd never expect to cross fate in a showdown of the strongest Super Saiyans. Thank you, Arc System Works and Bandai Namco.



Game Rating: 9/10














































Sunday, October 15, 2017

The Evil Within 2 Review (Spoiler-free)



Sebastian Castellanos is back, and the only way out is diving right back in. March 2015, game developer Tango Gameworks began crafting the sequel to The Evil Within. Shinji Mikami, the father of survival horror, stepped down as the director which he had done in the first game, and served as an executive producer instead. John Johanas claimed the director's seat this time, and boy does he take the game for a wild ride.

Before we plunge into this as Sebastian would plunge into STEM, I want you to know that I absolutely loved the first game. All right, here we go!






A Change of Evil

This game is far different from its predecessor, and I mean immensely, vastly, almost DNA-bendingly different. The game is semi-open world with set-pieces woven into it that serve as some linear levels. It's a mix of both. Now, the exploring can be great; there's loads to look at, and garages to scavenge, and creepy houses to explore. But it feels a bit shallow. There isn't much depth to it. Like I'd said, it's semi-open world. But it works for this game. The controls are tighter and less clunky. If you loathed the first game's linearity, then you'll already be loving this game. Personally, I think it's good, but not great.


The survival horror aspects are still here: low ammo, scavenging for items and supplies, crafting ammo when low, and finding goodies and weapons to survive the nightmare. It's great but it isn't that difficult. At least not like the first game. Unless you play on Nightmare mode, I suppose. But Evil Within 1 on Survival was way harder than this game's Survival mode. Just saying.

The enemies are great in this game. Great and also stupid. What I mean is, every encounter in this game is frightening and menacingly intense. The zombies will roar and scream horrifically if they spot you and attract others. They'll charge at you as if you're wielding naught but a damned toy hammer. It's exhilarating and nerve-wracking. Oh but if it gets too scary just run around them and they'll act as if you suddenly turned invisible. Seriously, the AI has been dumbed down considerably.

The enemies' peripheral and line of sight have been narrowed and it's a shame that they opted to streamline the game. In fact, most of this game has been watered down from the true survival horror DNA that the first one had. Take that as you may.





DIFFICULTY 

If you're playing it on Survival, it won't be that hard. Sure the beginning can be--seeing as you have to build up Sebastian and acquire all your firepower to manage the terrors within. But once you do, literally, if anything gets too tough, pull out that shotty. Don't get me wrong, there are times in the game that felt brutal but not nearly to the degree of Evil Within 1. Especially boss fights. I really enjoyed the bosses and loved them but they're not that difficult. It usually took me 1-2 tries for all of them. Whereas in the first game, some bosses took me like 10 tries or more.

Difficulty Rating: 6/10





STORY

After the events of Beacon Mental Hospital, Sebastian is now drowning himself at the bottom of a bottle. And that bottle's name is Jack. When given the opportunity to save his once-thought dead daughter, Seb straps himself up and plugs back into STEM, into the quiet, ominous town of Union. The story is mainstream. It's something that you could find if you walked into a big-budgeted blockbuster smash. You know, the Hollywood, big-explosions-and-all type. To be honest, I liked the story and it kept me engaged and wanting to know what would come next. But frankly, it lost its creative and true psychological edge that the first one had. It's still a good story, in my opinion. Just not as unique as the first. Also, the villains are hard to relate to. They're cool but you can't really sympathize with them as you could Ruvik.

Story Rating: 7.5/10




ATMOSPHERE

Despite its short-comings and flaws, this game's atmosphere is pretty great. Almost to the level of Evil Within 1 but not quite there. Aside from a few set-pieced stages that were oozing with atmosphere, other parts fell kinda flat. There are giant pendulums swinging from hallways, curtains that slither and reel themselves in, macabre and ominous museums. There's a sense of dread and ghastly horror imbued into the game's scenery and it makes the hairs on your neck stand up at times. Presentable and haunting ambiance but not quite as powerful or effective as its predecessor.

Atmosphere Rating: 8/10





GAMEPLAY

Stealth is actually a great tool in this game. It works well especially when paired with the new ability tree they've given us, where your character now has unique traits and skills to purchase. It's very RPG-like and that's a plus. The game is smooth, the controls are tight and feel good. Shooting an enemy once again feels satisfying and extra crunchy when you nail that head-shot. Crafting is great (you have a whole variety of items to craft certain ammo and supplies now). Combat is brutal and somewhat challenging (especially with the pistol). And the weapons you acquire are fantastic and surely give you an edge against the terrifying hordes of gut-munchers. What I love about the gameplay is how smooth and refined it is. Also, the game runs extremely well, even on console with very minimal frame drops. Honestly, it's beautifully crafted.

Gameplay Rating: 8.5/10




The Pros:

  • Engaging yet sometimes cheesy story
  • Thrilling gameplay
  • Haunting atmosphere
  • A whole slew of weapons
  • Terrifying enemies
  • Smooth performance
  • Good enemy desgins
  • Awesome sound design and soundtrack (seriously, it's amazing! Big points)
  • Very fun to play with a good level-up system, crafting, and stealth
  • Side missions can be rewarding as well refreshing to explore

The Cons:

  • Watered down enemy AI
  • Slightly lowered difficulty overall
  • Psychological aspect of the game isn't as great as the first
  • Boss fights can be a tad too easy
  • Some bosses later on appear as regular enemies which dampens their presence and uniqueness 
  • Some side characters are bland and goofy
  • This game seems to crash at least once per playthrough. This happened to me the first time playing and on my NG+ file it did it again as well. I've also seen this happen to streamers using high-end PCs. Tango Gameworks need to patch this!




FURTHER ANALYSIS

It seems fans of the old Evil Within might not like this game as much, and people who didn't enjoy the first game will end up really liking this one. Then of course there's everything in between. It's somewhat conflicting but as a huge fan of the first game, I do love this game. 





Overall, I enjoyed the game and had fun playing through it. My 15-hour adventure in The Evil Within 2 was exciting, quite terrifying, and absolutely exhilarating despite some of its flaws. It's not better than the first game as a true, bite down and grit your teeth survival horror, but it's still a good survival horror game. Not to mention, there's no deluxe edition or stupid micro-transaction in the game. No dlc has been announced either nor a season pass. You get what you pay for; the full game. I won't lie it is a bit disappointing how the game couldn't capture and expand upon the greatness and essence of the first game.

Overall Game Rating...8.5/10 




Thursday, August 31, 2017

My Thoughts on The Evil Within 2 So Far

All right, so this is a huge miracle that I'm super grateful for. First of all, I absolutely loved the first game. It did piss me off as I wasn't good at it and I died a lot on my first play-through, but once I beat it, I fell in love with the game. I learned a lot of strategies and have beat it more than 15 times, I'm certain. So the fact that we're getting a sequel is amazing, and truly, a wish come-true.




During E3 of 2016, while watching Bethesda's press conference--I was beginning to think they wouldn't even show the game. Maybe it wasn't even in production or whatever. I was watching it with my friends and I was highly anticipating, above all else, a reveal trailer or announcement of some sort. And holy shit, near the end of the conference, the trailer dropped.

As soon as I saw a long dark corridor with a shadowy, sinister woman standing on one end, and a man slowly backing up in a haze of what seemed like mist, I had known. Holy fucking tits, it was real! It was a CG trailer and it was a work of stunning and eldritch art. I love the tone that they set and the imagery, as well as the psychedelic aspect of it. Their rendition of "Ordinary World" by Duran Duran was also pretty damn great. It was all fantastic and I was super-hyped. But let me tell you the greatest part of it all: they actually showed gameplay. This shouldn't come as a surprise though; the game has been in development since March of 2015.

Tense and nerve-wracking music began to play and there it was: the awesome gameplay at the end of the trailer, followed by a release date: October 13, 2017. It couldn't be any better.





From what I've seen according to Bethesda's recent trailers: the game looks polished, refined, and even better than the first. The controls don't seem clunky or tight, they seem a bit more fluid and smooth this time around. The graphics--good Lord--have been enhanced heavily and they appeared to have ditched the whole "grainy" effect the first game had. Also, the frame-rate was exceptionally improved, which was sort of problem the first one had.

Let me say, this is how you do a sequel. Undoubtedly and irrefutably, this is how you make a damn sequel. You take the aspects that made the first game great and you expand upon and flesh out the mechanics, gameplay, story, and art design. 

Judging by the game's monsters and enemies, it looks insanely good. The atmosphere is dreadful and grim. There's a supernatural tone of ominous insidiousness that is imbued into the game, that the first game did so well. The movements are better. The enemy designs are better, and the mechanics have been improved upon. An example would be: Sebastian now has a skill-tree type of upgrade system that has unique abilities with each skill. Another cool change is: the game seems to be a tad more open-world. Not to the sprawling degree of Skyrim, but enough for players to explore and deviate from the main path to add more diversity to the game. As long as it doesn't end up being too "open-ended" I'm totally fine with this. Along with that, we can now craft ammo for guns we want to use more than others, and we can make healing syringes from herbs (Insert Resident Evil references here). They basically took the trap part mechanic and fleshed it out. And I believe there are mini side-quests in the game as well.






The Evil Within 2's story is set back in the mind-bending world of Stem, but this time, Sebastian dives back into the horror to find and save his daughter, Lily. She is the core of the Stem system that Mobius has created, and the world they are in is called Union. The story is more personal this time around. It allows for better character development and it lets the player connect with Sebastian and relate to him. I like this change. And if done well, we might get awesome development for Sebastian, which would definitely round out his character. 

All in all, I absolutely love what I've seen. The game looks scary as hell, and fun to play. I hope they keep the balance between action and horror to retain that true survival horror aspect. Other than that, Tango Gameworks seems to be on the right tracks. By the way, this game is being directed by John Johanas (who directed the Kidman dlcs for the first game), and Shinji Mikami is the executive producer.

Can't wait for this to drop on Friday the 13th this year!


Sunday, February 5, 2017

Bloodborne Review (Including DLC) (Spoiler-free)

Ah, Bloodborne, From Software's most creative and hauntingly beautiful universe. In this review, we shall take a dive into the creepy, the unknown, and the eldritch that is Bloodborne.





INTRO:

Holy mother of God, I love this game! Bloodborne is like a nightmare that you wander into and never want to leave, as crazy as that sounds. From Software began development on Bloodborne back in 2012 under the name Project Beast. Hidetaka Miyazki, From Software President, wanted to create a new IP (intellectual property) instead of making another souls game at the time, and actually, PlayStation wanted an exclusive, new IP for the system and asked him to make one. With his inspiration stemming from H.P. Lovecraft and Dracula and even architectural designs of Romania and the Czech Republic: Bloodborne was...born. All right, enough jokes. Let's get into this.




GAMEPLAY:

Fast-paced, brutal, and ever-so aggressive: the combat system of Bloodborne is quick, sharp, and precise! Don't expect to be defensive or to turtle your way through tough enemies or unrelenting bosses. In this game, fast, fast, fast, is all that flies. There's a mechanic in the game where you can restore whatever portion of health was just lost so long as you attack an enemy with haste. This encourages lightning-speed combat. And if you're wondering about not taking damage--well--you simply have to dodge, or rather, skirt around your enemies. 
    If you lock on to an enemy, you dart around them, but when you're unlocked your character will roll. A lot of the mechanics in the game are akin to a Dark Souls game, but that doesn't mean the game feels familiar at all. To be quite frank, the game feels fast, responsive, and fresh. There are boss fights where you'll constantly be bolting around their attacks while dishing out your own. For a final touch on the awesome gameplay that Bloodborne sports, once you get into the fast-paced tempo, you'll never let the rhythm die down. Category Rating:  9/10



ENVIRONMENT: 

 Gothic, Victorian-style architecture. Castle-like structures, towers, and chapels. Haunting, bricked streets, trees with sinister limbs trying to reach out and grab you. Dark corridors and a beautifully haunting and foreboding atmosphere. Bloodborne's environments, setting, and atmosphere are where it shines the absolute most. The levels are interconnected much like the case was in Dark Souls I, and the level-design is memorable, creative, and masterful. 
   The game's stunning areas are so well-designed and aesthetically pleasing that they're seriously top-notch, and some of the best in video-games I've ever seen. Not to mention, the levels and amount of scenery are beyond detailed and consistent through and through. One might not like Bloodborne, but you have to admit: the game's world and levels are tough to beat.  Category Rating: You kidding? 10/10   



BOSSES:    

This game harbors many bosses. Some are great and then some, to be honest with you--and I'm looking at this objectively--are not so great. There are amazing, intense, heart-pounding boss fights with phenomenal, live-orchestrated-recorded music, and then some fights are just simply decent at best. Don't get me wrong, the bosses that are good are so good that it takes your mind off the less great ones. Overall, the boss fights are awesome and coupled with the epic music makes it even better.

 Category Rating: 8.75/10 



DIFFICULTY:

Some may find Bloodborne to be even harder than Dark Souls I. This can be true, it just depends on the person playing. Veterans, who are used to From Software's formula may find the game not as challenging, whereas new-comers to the game will surely be punished brutally. This game is not so forgiving. In Dark Souls, when you die by a boss or an enemy you lose your souls and have to retrieve them, and if you don't and you die again, your hard-earned "experience points" are lost forever. The same goes for Bloodborne, only the souls this time are called blood echoes.
   In Dark Souls you have a limited number of estus (healing juice) that will not deplete forever. You just have to backtrack to the starting bonfire to replenish them. In Bloodborne, your healing juices are called blood vials, and they are finite. Should you face a boss and die a numerous amount of times, then your blood vials will deplete. And if you waste them all, you'll have to go and farm for more. This encourages not only the development of "skill" but it also breeds a sense of punishment and frustration. 
   Bloodborne forces you to, as they say in the gaming realm, "git gud". You're not gonna breeze through this game solely on button-mashing nor luck. Come prepared, face the ritual of trial-and-error, and overcome your fears.    Category Rating: 8/10 






DLC:


The Old Hunters, the DLC for Bloodborne, is a two-in-one add-on to the main game. It features 5 bosses, 1 of which is optional, new locations, and tough challenges. Let me preface this by saying, the DLC is amazing! It fixes two issues with the game: length and the number of weapons. I don't want to spoil the DLC for you, but just know, it is extremely punishing and difficult. It's harder than anything found in the base game, and in fact, the leap of difficulty in the DLC from the base game is ridiculous. So come with a high-leveled character wielding a +10 weapon and expect phenomenal battles and  an unforgettable soundtrack. Also, just letting you know now, the Old Hunters houses probably the hardest boss I've ever faced in a video-game.  DLC Rating: 9/10 (A must buy)






THE NEGATIVES:

  • Lack of weapons or build variety despite it being an RPG (Though, that's not to say some of the weapons aren't downright wicked and awesome)
  • The game really doesn't feel like an RPG, more of a hack-and-slash with interesting play-styles
  • Length: without the DLC, the game feels considerably short. Seriously, the DLC is a must purchase
  • Some bad and rather disappointing bosses. Much more could've been done
  • Chalice dungeons require much material-farming and are a pain to complete (not actually because of difficulty, it's just such a long boring grind to complete everything). Sorry, I just do not like the chalice dungeons. I like to pretend they don't exist. Also, they're very repetitive 
  • Having to farm for blood vials
  • Minor frame-rate drops
  • Having to use the lamps to return to the central hub so then you can actually warp to another lamp rather than jumping from lamp-to-lamp freely. It's somewhat a waste of time



THE POSITIVES:



  • Phenomenal level designs; areas that loop back in on themselves.
  • Minimal use of lamp posts (save points or "bonfires"), which encourages exploration
  • An epic, unforgettable, atmospheric, and masterful soundtrack
  • Beautiful graphics and detail
  • Amazing atmosphere; really pulls you in
  • Unique and memorable story and lore
  • Interesting enemy designs
  • Fast-paced, fun and brutal combat
  • Great dodging system
  • Weapons in the game have a lot of character, making every single weapon unique and giving them all their own personality
  • Extremely challenging and satisfying to beat
  • Fun gameplay and has high replay value





THE FINAL VERDICT:

Bloodborne is a fantastic and eerily wonderful experience with great lore and a memorable story. What I love about the story of the game is: it begins with traditional monster horror and transitions into something more cosmic and eldritch. The game is fun and satisfying, despite some of the bland and dull bosses, the short length, the lack of build and weapon variety, and the stupid chalice dungeons. The game is truly unique and stands high above many others for what it is and what it does. Surely, Bloodborne is one of my favorite games of all-time, and without the DLC I give it an 8/10. However, with the DLC, it's a 9.5/10. If you're deciding whether to buy it or not and you own a PS4, I'll tell you this: it's the best exclusive I've ever played. Thanks, From Software!



Wednesday, January 25, 2017

Dark Souls 3 Review (Spoiler Free)

The final, scorching installment in the Dark Souls series: Dark Souls III. It all ends...with the ashes. Hidetaka Miyazaki and developer company From Software are back once more to present the epic and closing iteration that we all have come to love since 2011.





GAMEPLAY:

Dark Souls III's game-play mechanics are the same as the first game and the second, it's just faster and a tad more fluid this time around. There are many weapons you can choose from that you might feel overwhelmed, but don't fret, you'll surely find a sword or battle-axe, or katana that will suit your soul-slaying needs. 
   The controls are the same as ever and playing the game feels fun and responsive. It helps that the game doesn't have many frame-rate issues as the case was with Dark Souls I on consoles. Early on in the game, you'll find that you have access to quite the number of armor sets (the starting Knight class armor set is actually well-worth keeping as it has great attributes and defenses). 
   Also, I can't mention the weapons without mentioning the weapon skills or weapon arts. Performing weapon skills costs FP (Focus Points) or Mana, and doing so will result in a sort of special or ultimate attack. This is an awesome addition to the gameplay and adds a nice flare to the combat system. Don't worry, there are also a ton of weapons that deal with magic or spellcaster builds. You can get pretty creative if you really want. But you know, the best part is: no matter what class you choose, it doesn't truly matter. 
   The class you select does not act as a tether that constrains you, you are free to do as you please. You can be a knight and cast spells. You can be a nimble thief and wield a gargantuan great sword. Category Rating: 9/10


LEVEL-DESIGN:

The level designs are great. You have interconnected level-design and most of the stages loop in on themselves. The game features many beautiful vistas and locations that are both wonderfully grim and eerily beautiful. What else would expect in the decaying world of Dark Souls? I feel that only a few levels could've had more done to them. Other than that, the levels are memorable and fun to play through. Category Rating: 8/10


DIFFICULTY: 

Out of all the Souls games, DSIII is pretty forgiving but that doesn't mean it's not challenging. Enemies hit hard, and most of them will carry out delayed attacks in an attempt to trick your senses of dodging. Dodging is useful, and so is using a shield. I like to utilize both play-styles, resulting in the perfect blend of agile quickness and strong defense. Bosses can be brutal, and that is particularly true about some of the optional and late-game bosses. Overall, the game is challenging, but what's more is: it is definitely surmountable. Plus, boss fights harbor amazing orchestral and operatic soundtracks and scores that are pretty damn cool. This game has some of the best boss fights in the series.
  Also, when you beat the game, you can choose to do a new game+ which bumps up the game's difficulty. It will continue to rise with each new game+ all the way up to new game+ 7. Category Rating: 7.5/10


STORY: 

You are the Unkindled Ash, seeking the Lords of Cinder in a quest to bring them back to the thrones they long left. The world is dying, fading like an ember, and it is up to you to decide the fate of the world. The game has a lot of references and certainly homages to the previous entries in the series. It has lore connections to the first game, so if you've played and beaten Dark Souls I you'll surely enjoy Dark Souls III much more. To fully understand the story of the game, you have to play the first. Which isn't the greatest when you consider there will be many new-comers to Dark Souls III.
    The multiplayer system revolves around invading other real players worlds and trying to kill them or PVP (player vs player). There is also co-op play if you so choose to play with a friend or even a group of friends.







THE NEGATIVES:

  • Some bland levels 
  • Way too many references to previous games to the point where the game feels like "fan-service" for the veteran players of the series
  • The game feels as though it doesn't truly have its own identity; it lacks a lot of original flair that--say--Bloodborne definitely has and Demon's Souls, too. That's not to say it doesn't have personality, because it certainly does. It's just not as strong as Bloodborne or Demon's Souls. 






THE POSITIVES:



  • Awesome boss fights (some of the best in the series)
  • An epic soundtrack
  • Good frame-rate, not too many noticeable drops (even on consoles)
  • An abundance of items, weapons, and armor sets
  • Extremely fun gameplay (best positive trait about the game)
  • The levels were enjoyable and fun to play through
  • High replay value
  • Beautiful graphics  








THE FINAL VERDICT:

This is the final Dark Souls game and to be completely honest with you--despite some of its flaws--It feels right as the send-off for the series. Dark Souls III is well-worth its price and is a game with excellent combat and thoroughly fun boss fights. That's what makes DSIII great. It's simply a fun ride to enjoy. But seriously, all of the references and throw-backs somewhat hurt the game when it comes to originality. Other than that, despite absolutely loving Dark Souls I and Bloodborne, Dark Souls III is my favorite Souls game.

Final Game Rating: 9/10.

Many thanks to Hidetaka Miyazaki and the wonderful team at From Software. Much love.
   

Monday, November 28, 2016

Pokemon Moon Version Review (Spoiler Free)

Hey, guys, what's up? I've brought myself here today to review the new Pokemon games that have released earlier this month. I will be reviewing Pokemon Moon as that is the game I bought.


  



So, shall we begin? First, let's start with the formula of the game. Is it the same as the previous Pokemon games? Yes, to some extent. The distinctions are: new challenges, Pokemon, and features that are quite neat. You still get to choose your starters and battle your friend/rival at the beginning. The more things change, the more they stay the same. What you'll find in the 7th generation of Pokemon on the exciting region of Alola are not gyms scattered about awaiting your challenge; instead, you'll come across and venture into the midst of trial challenges. Trials challenges are somewhat like gyms, just with variations and conditions that must be met before you can progress to the final part.


 



Also, this game is a lot more cinematic and dialogue-heavy; which means more story and exposition. Even the beginning of the game felt like a movie sequence (which was pretty awesome). The four islands of Alola are quite lively and full of color and adventure. At first, I thought only four islands wouldn't qualify as enough content to explore for Pokemon fans, but surprisingly, the islands are bigger than they appear, and there are many nooks and crannies to explore; especially if you hope to find some nice items and TMs. Speaking of TMs, HMs (hidden machine moves) have been completely omitted from the game entirely. No more shall you have to subject one of your precious Pokemon to being a HM-slave (yes, I'm referring to my poor Bidoof from Diamond version). This is fantastic because you are able to focus on your team build and their move-sets, making the story of the game far more enjoyable. 




Now that I mention the story, I have to tell you that the game is nearly 30 hours long, depending on how much you decide to explore, of course. And I assure you there is much to explore in this brand-new Pokemon quest. They have brought a new feature that allows you to warp to a whole-new place where only WiFi gameplay exists. You know, like wondertrading, battling, global link and all that. Yes, those features are back, rest assured. The separation between online play and single player mode is great, in my opinion, and I say this because it means you simply won't get pestered by online players when you're cruising through the story mode and having fun with your Pokemon. Pokemon Refresh, which is like Pokemon Amie is back and it's much better, too. You can play with your Pokemon and feed them, and even heal them from status conditions when they're paralyzed or poisoned. The game will even prompt an option requesting to take you to Pokemon Refresh after a battle.





This goes without saying, but I should tell you anyway, there are many new Pokemon in Sun and Moon, as well as version exclusive Pokemon and Legendaries. There are many Legendaries in the game and it is up to you to seek them out and battle them. There are even new forms of old Pokemon from Generation 1 (Kanto), which are called Regional Variants. All in all, the game has an amazing sense of adventure and grandeur, as well as whimsicality and excitement. The in-game soundtrack is wonderful and even odd at times (in a good way, of course). The new Team of the games, Team Skull, are basically like Team Rocket 2.0 and they act like complete gangsters, and they are very awesome. Z-moves are enhanced and beefed-up versions of Pokemon's original moves that depend on typing and Z-crystals. You can even ride on Pokemon. Yes! You read that right! You can literally hop atop a Tauros or ride astride a Stoutland to traverse volcanoes and plains of lush green. Overall, the game has definitely lived up to the hype and is well worth the time and money. And if you're wondering whether or not there are any cons to the game, well, there are.
    Gamefreak didn't seem to optimize the game's engine as well as they could; this is particularly noticeable in double battles as you will experience frame drops. Also, I wished the game was a little more challenging; it's fairly easy--but I will say, it gets the difficulty better than that of X/Y and OR/AS. Some characters are memorable, some are easily forgettable. The removal of dex-naving is a shame; that was my favorite part about OR/AS. Though, the new Rotom-dex is pretty amazing, I have to say.

    

Wrapping this up, Pokemon Sun and Moon are definitely games worthy of standing aside their predecessors, and they are truly memorable and fun games. And as a last note, the two main Legendary Pokemon have really grown on me, becoming my two new favorites. I give Pokemon Moon a solid 9/10. Happy playing, trainers, and remember: you gotta catch 'em all!