Thursday, August 31, 2017

ARK: Survival Evolved (FINAL REVIEW)

From a Beta to the final product Wild Card Studios', "ARK: Survival Evolved" has evolved into quite the polished product. While I did notice some lingering issues in the form of a half-done "Survival Guide" tutorial section without control explanations included, and a couple of bugs the game impressed me enough to get a recommendation in my Youtube video review. I think the developer's dedication to the project through the Beta phase, and future content scheduled for release beyond the final version is enough to make me believe that the game will continue getting the love and attention it needs to make server play last. Server play, as you might have guessed is a key selling point for ARK. It allows for online coop, and competitive clan/tribe play on hosted, or non-hosted servers. For those of you worried about a more singular experience there is a singleplayer option within the base survival mode. If you prefer server play though you can find those lobbies ready for your enjoyment. The catch is you'll get the base game at the base price, and the DLC add-ons at a more premium price. The DLC in question adds in extra server options based on new unique in-game areas.

Tuesday, August 29, 2017

Paragon ~ Drongo

Today Epic Games released their new Paragon character, "Drongo". Drongo is being hailed as a scavenger, and looks like someone from a post-apocalyptic wasteland. His name sounds sort of Australian, and the inclusion of an ability damage boomerang pretty much confirms this origin. His skills are very military in nature outside of the inclusion of the boomerang. He has an AOE gas grenade that's good for clearing out minions, and banking gold. He also has a radioactive bullet buff that goes along with his primary weapon which is a revolver that does not require reload. His ultimate is a cluster rocket that when launched causes Drongo to back flip out of the way. A sort of scatter blast without the blast. In the way of stats he is heavy on the basic damage, but low on durability, and the other stats. Though his mobility is fairly good as well.

Saturday, August 26, 2017

Darkest Dungeon: Crimson Edition (PS4)

Darkest Dungeon is a brilliantly orchestrated video game love letter to all things Lovecraft. Taking into account H.P. Lovecraft's intertwining worlds of psychological horror, and that staple style of storytelling the developer known as Red Hook applies every possible detail in accordance to said source material to make the game's journey into delirium all the more genuine. Every choice you make in relation to your outgoing party's descent into the abysmal estate grounds that they find themselves treading underfoot is so crucial that the experience at hand becomes quite the task from the get go. From the intense battles to the trek through the growing darkness you will witness your hired characters losing their sanity as they fall victim to every physical, and metaphysical threat imaginable. Their only comfort coming from rest, and restoration at a nearby hamlet. A place where the sins of the flesh, and a visit to the sanitarium can cure all of their ills. Of course this all comes with a price, and it is through your increasingly difficult adventures that you will not only stave off the unwelcome denizens of the damned to relieve your family's curse, but also loot the residence for what it's worth. With an eerie atmosphere amplified by blood red visuals, and a dark theme filled with voice-over talent befitting of a 'Triple A' game release this challenging ordeal that awaits you will no doubt intrigue even the most wary of gamers despite any issues they might have with hardcore gaming experiences. That I believe.

Thursday, August 24, 2017

Darkest Dungeon: Crimson Edition ~ Preview Review

I have begun my playthrough of the Darkest Dungeon. I am currently a few hours into my playthrough as of this evening. I think I'm up to week 3 of the weekly system that governs the game's passing of time in relation to character events. So far I'm falling in love with this game. It takes to heart every aspect of H.P. Lovecraft's literary works. The whole driven to insanity at the threat of inhuman horrors ploy is very much intact within this game. All packaged with robust mechanics and features meant to keep you invested despite the extreme difficulty the game presents from the start. The battle, and dungeon exploration system involved along with perma-death vulnerable characters makes every thing you do all the more important, and the consequences thereafter more impacting. For example, rushing blindly into battle ill-equipped, and ill-prepared can lead to negative quirk afflictions which will hinder party progress due to the characters' inability to rationalize the dire situation they find themselves in or deal with the trauma inflicted by the Lovecraftian horrors they encounter as they delve deeper into the estate's cavernous underbelly. The game's mechanics, and features, in particular play heavily on each party member's psychological well being, and their tolerance of physical afflictions. Making each character seemingly more human in the process, and more relative as a result.

Friday, August 18, 2017

Bleed (PS4)

This Nephilim Studios created, and Digerati Distribution published indie is one of those inspired gaming experiences that tries to change the retro formula ever so slightly. Taking inspiration mostly from the Contra series, 'Bleed' puts you in the boots of a pink haired female anti-heroine who is on a mission. Armed with dual weapons, the ability to slow down time, and the ability move acrobatically through the the air she aims to clear off her death list which happens to contain the names, and biographies of the six greatest heroes of all time. Her goal is to become the ultimate successor by ending their reign through death, and taking their place. The year, as with most indie platformers of similar design, is 20XX. Going at it alone, or with a second player you, as the pink haired anti-heroine, and your local co-p partner as one of three other unlockable characters will bleed into existence a new era of heroes through a trial and error playthrough where lives don't matter, and the troubling tasks before you are exactly that.

Friday, August 11, 2017

Accel World vs Sword Art Online (PS4)

The title of this latest Bandai Namco dual console game, and it's accompanying cover art can be a bit misleading. It no doubt makes you think that there's some sort of epic crossover battle going on between the Accel World, and Sword Art Online personas. While there are moments of battle between the two worlds' warriors this is not entirely the case though.The focus instead is mainly upon Kirito's, Asuna's, and Yui's predicament. Particularly with Yui's imprisonment through an encounter with the Twilight Witch, or whom the game refers to as Persona Vabel. Vabel's introduction in the plot happens pretty much in the same way as the plight in previous SAO stories did. Kirito, and his digital family (Asuna & Yui) are lazing about in a new VRMMO world when something odd happens. They receive a warning to log out, but do not heed it, and thus find themselves in an increasingly confusing situation. As usual they team up with in-game friends, and in this case also with characters from Brain Burst, to fight the hidden force that is behind Yui's capture. The story that follows is a slow burn for the most part with interactive character sequences, brief gameplay focused outings in the form of lesser and greater enemy battles as well as optional side modes, and quests to delve into should you desire to do so. All for the sake of giving the gamer an intriguing spin-off story that is presented in such a way it could be considered a reflection of the VRMMO fantasy world which the characters within hail from.

Saturday, August 5, 2017

Orcs Must Die! Unchained & Marvel Heroes Omega

Since the launch of the PS4, and the introduction of free-to-play games on that console what has been offered has varied in quality. For the most part you'll find games that don't shy away from asking for money for in-game micro-transactions, and that at some point demand such a purchase for you to really be able to make the most of your experience with it. Games which are sometimes mere mobile games by nature, and other times games that harbor a richer and more elaborate presentation. I've found a few gems among the free-to-play games library, and some games not worth returning to. I think the greatest disappointment of all for me was finding at floor 23 of Grasshopper Manufacture's "Let it Die" that the boss residing there was such a deliberate overpowered sponge that you had to either pay up for extra tries/lives or not get much further. It was such a problem that I deleted the game from my console out of sheer frustration. I believe, as a gamer, that there needs to be a balance when it comes to a free-to-play games' gameplay. There needs to be a way to play through it without paying, and a good reason to pay the developer outside of the base game offerings. The latter need possibly being tied to DLC of the exclusive/cosmetic sort which does not produce a pay to win situation. There also needs to be a fairness in regards to the free progression. It can't be too tedious/grind heavy, or the developer risks losing a majority of it's player base. The player needs to feel that they are properly rewarded for their time invested regardless of whether or not they've paid for anything within the game.

Tuesday, August 1, 2017

Questionable Quickie ~ Why Injustice 2's AI Simulator is Not A Proper AI Simulator

I've tried since the launch of Injustice 2 to find the perfect AI simulator setup for my AI simulator team. Sometimes I've succeeded, and other times I've failed using the same three character team with the same static stats. What's odd is that like a match against a human player even once promising AI constructs in similar match-ups were beaten regardless of former victories under similar circumstances. Hear me out a moment. At one point (using the same setup) my lvl.20 Aquaman beat a lvl.20 Batman, but going against the same character with the same level, and moves later on my Aquaman ended up fighting differently, and lost as a result. Ultimately as a bi-product of becoming more negligent, and careless with the actions, and reactions he/it applied. The latter Batman also did as the former batman tended to do, only switching things up as to not mirror every other Batman, but more effectively so due to my Aquaman's missteps. All the while with my Aquaman harboring a similar brawler type setup as this Batman AI obviously had.

What you have to take in account is that players tweak 6 stats up to 30 points each, but limited to a total of 60 points altogether. Points which are strategically allotted to make the AI character behave in a certain/specific way in the unmanned matches. These are strategically assigned, and more often than not players will adjust the stats as appropriate for the type of character they are putting into a match. A couple of examples being that a zoning character will get a decent amount of their stat points allotted to zoning, and runaway while characters that are brawlers will get more stat points assigned to rushdown, combos, and counters. All because the characters are more efficient with certain play styles. Thus is the "programming" to act, and react in specific ways, but not in a truly adaptive AI mannerism.

Hobby Highlight Archives (July 2017)

Fighting Games

video game cases

Despite being called a salty noob by so many internet naysayers me, and fighting games have a long history. A very long history. A history spanning over thirty years. It was journey through time that included my early gamer days, and my latter gaming journalist days. Though my path has fairly much been set since then my origins leading up to today were more of a chance encounter. It wasn't until my 13th birthday that I really got into fighting games, and I really had to fight for that opportunity on a religious scale due to my parents' stance on violence. It was a late entry point no doubt, but an entry point at the perfect time. That time being at a point when the genre was really beginning to expand.