Wednesday, June 29, 2016

Full Mojo Rampage (PS4)

Though this game is published by Nicalis, and developed by 'Over The Top Games' it bares a distinct resemblance to the previous "The Binding of Isaac" games, if slightly so. It's as if they took the base formula of said mini-series, improved upon it, and made it into a new experience with a new theme. That theme being one of voodoo, magic, and the Loa death gods that surround said mythology. As the protagonist you take on the role of a willing voodoo apprentice sent out to do the bidding of your Loa master in quest driven fashion. You will face objectives that are made difficult by the spirits of the undead, and other voodoo related creations as well as the larger than life rival bosses that send out said minions. You'll even encounter side quests with things such as retro inspired goals, and rewarding multiple choice riddles. As usual the gameplay is done up in a semi-top down dungeon exploring way that is very much akin to the earlier 'The Legend of Zelda" adventures on the Nintendo DS. You'll find in place oddly reminiscent fixtures such as rooms that harbor vendors as well as rooms that contain helpful Loa spirits which will also aid you on your level by level objectives. As far as the art style goes the game has a sort of Tim Burton meets Jim Henson vibe about it. Everything from the character design to the level layouts are vividly portrayed in such a style, and are otherworldly in a way that you'd expect to see from something like Tim Burton's "The Corpse Bride".

Monday, June 20, 2016

Grand Kingdom (PS4)

Prior to getting my hands on the full version of NISA's "Grand Kingdom" I was on the fence about it. I really was. At first I saw little promise due to the game's overall indie appearance, and deviation from the NISA norm, but going back into it during it's BETA phase I saw some potential. A glimmer of hope, if you will. I think it was the combat system that intrigued me the most of all during that time. The fact that it was a tactical RPG built around multiple forms of lane offense/defense, and strategy really made it stand out from other games in the genre. While the combat was simple in a lot of ways it harbored a much deeper functionality, and role in the provided gameplay than I imagined it would. Not only do you have objective war oriented quests to play through, but as the title suggests everything about "Grand Kingdom" is grand in scale within the finalized product. I liken it to a complex, and decisive chess game in which there are four warring nations moving their pawns about on a continent sized chess board in order to achieve ultimate victory, and/or global domination. In fact the game itself is heavily war focused with lengthy skirmishes/wars playing out at your direct command or through AI driven troops sent out in your stead. You have plenty of tasks to take on in the form of detailed troop management, campaign initiatives at the capital of your chosen nation, and even field operations with battles that will sway your influence over the shattered continent on which you, and your guild take on mercenary tasks.

Wednesday, June 15, 2016

Fairy Fencer F: Advent Dark Force (PS4)

Before you read the following review regarding this PS4 re-release of "Fairy Fencer F: Advent Dark Force" be sure to read my thorough review of the original PS3 version of the game via the following clickable link ... Fairy Fencer F (PS3)

Idea Factory International is a JRPG studio which has often times focused on the more "Moe" appeal of anime fantasies, and anime characters. While some of their older games such as the earlier "Hyperdimension Neptunia" releases stuck to a routine formula involving cute girls doing cute things they have innovated along the way, and have created many other noteworthy experiences that weren't solely based on said formula. "Fairy Fencer F" itself is nothing really new in comparison to the more recent IFI (Idea Factory Intl.) releases though it still remains one of the studio's more unique, and noteworthy adventures when it comes to plot, and character development. For one thing, "Fang", who is the game's slightly unwilling protagonist is a male character placed in a fantasy world where the joint efforts of both male and female characters are the norm. IFI actually strayed quite heavily from the all female, and all "Moe" casting of their previous Neptunia series within "Fairy Fencer F", and in doing so made the main role players more diverse in various ways.

Story-wise, "Fairy Fencer F" is also a game where there is a full fledged adventure without too many heavily comedic side skits. There are definitely some serious moments, and there is definitely a reason for gamers to advance the plot in order to see the three paths that are made available through ending choices come to fruition. As far as plot advancement goes you will be basically following Fang the Fencer, and his Fairy sidekick Eryn as they go about collecting Furies (swords containing fairy servants) in order to awaken a slumbering Goddess, or the Vile God who rest in an eternal stasis not far from each other. Choosing to revive either deity will have it's pros and cons as will going neutral at the end of it all.

Thursday, June 9, 2016

Anima: Gate of Memories (PS4)

The fantasy world of "Anima: Gate of Memories", much like our own real world has reached a point where the reigning superpower has faltered, and the seeking of global domination by others via war has brought all worldly existence to it's knees. In Anima (as I'm going to refer to it) the superpower which was the Empire of Abel has been destroyed by the darkness that aimed to consume it, and has left in it's wake an order called the "Order of Nathaniel" which stands as the sole savior of all creation. The story starts off abruptly in the midst of all this lore, and background information with a chase involving an enigmatic character named Lady Red who has stolen a prophetic book known as Babylos for unknown reasons. Her female pupil, who is known only as the "Bearer of Calamity" follows in pursuit with her demon companion "Ergo" at her side in order to get back said book. Upon facing the Lady Red in combat the bearer is warped to a sort of dream realm in which a convergence of entities are being gathered for the destruction of all existence. It is here where she must fight against all odds to ensure a future for humanity, and the order itself.

Tuesday, June 7, 2016

Let's Talk - "OverWatch & Franchise Killers"

Blizzard's "OverWatch" is one of those games that has potential ... the potential to fail. The game was hyped up by developers, journalists, and gamers alike. Despite the hype being very alive at the moment there are still so many issues plaguing the online only experience that it poses the very valid question, "How long will that hype train last?". During the Beta, on the PC platform, OverWatch suffered from two known cheats. Those cheats being "wall hacks", and "aimbot" assists. Both of which I firmly believe are still present in the game. Wall hacks, for those of you who are unaware lets players see enemies through the walls without the use of the in-game perks that do the same thing. As far as the aimbot assist goes even Blizzard knows what it's about as one of their character creations (Widowmaker) has a voice option joking about the existence of that very thing. Aimbots, as they were are a hack geared towards keeping your crosshairs focused on any incoming enemy. It allows you acquire the target more easily thus making getting the kills all the more easily done. One thing you need to understand about 'OverWatch' is that target acquisition is all over the place without the aimbots. You basically have to dumb down the look sensitivity on both ends at less than half strength just to be able to keep from aiming wildly. That's why aimbots are a huge problem in the game. They allow for perfect play without the earned effort.

Saturday, June 4, 2016

One Piece: Burning Blood (PS4)

Coming from the pages of Eiichiro Oda's serialized manga, "One Piece: Burning Blood" recounts in vivid detail the pivotal moments at the battle of Marineford island, and the triggering event that started the whole war. Nearly every One Piece character imaginable converges in a fight to the death in order to either execute the captured 'Portgas D. Ace', or rescue him from his would be execution. Joining Luffy, and the Straw Hat Pirates on Ace's behalf are Whitebeard, and his nefarious fleet as well as some former foes who have found themselves on the side of Luffy against the marines. On the opposite side of things Akainu, and his established Navy partners go all in to stop all pirates from advancing, and rescuing Ace from execution. The epic battle that ensues is all accounted for in a four part campaign called the "Paramount War" which depicts what transpired through the four main role players' points of view. You get to see the fight as Luffy saw it, as Whitebeard saw it, as the marine captain Akainu saw it, and even as Ace saw it from the trigger point forward. It's a heated battle filled with manga-like visuals fit for modern-era consoles. It's like seeing the manga itself come to life with original Japanese voice-overs, and being able to live out every moment of it in decisive hands-on encounters. Just as Luffy, and the Whitebeard crew fights an insurmountable war so shall you as you battle boss after boss in the midst of fighting game worthy arena combat.

Thursday, June 2, 2016

What the Inferno Offers You

I've often times reached out to PR, gaming studios, and publishers in hopes I could review their games. I've promised significant views of my reviews, thorough reviews, and critiques without a harsh delivery. I have always delivered on all three things. While the blog itself doesn't get as many views as my other review view sources the reviews are definitely getting noticed. How do I know this? Well, for one thing my Google+ page which houses my reviews gets around 2,000 views daily for each new review that is posted on that page. This actually lasts for a good while after the review is posted. Of course those review posts mirror what I post here on the blog, but are simplified in comparison. As far as the thorough nature of said reviews go I've never once left out any significant details. I've usually provided more in-depth reviews than what most sought after mainstream sites care to provide. These reviews I speak of have sometimes been over ten full length paragraphs. I've included detailed mechanics breakdowns, character descriptions, story descriptions, and even audio/graphics assessments among other things. I have dedicated many hours to each, and every review I've typed up. I have delivered on my promises. I've even gone out of my way to let developers know why their games have gained a less than favorable verdict, and what it is they could do to improve upon the game. To be told otherwise by certain PR that I've done several reviews for in the past is slap to the face.