Sunday, December 23, 2018

Nippon Ichi Software | My Gaming Studio Pick For 2018

Nippon Ichi software, or NISA, as we know it here in America is a niche studio that continues to stick to their paved niche route despite every other big studio chasing the trend dragon. Throughout 2018 they continued to release interesting value heavy titles as everyone else rehashed this or that in a pieced apart, exploitative, and unfinished fashion. Some games that were of NISA's own signature brand, and others that strayed from their usual series releases. Something that I'm truly appreciative of.

As a gaming journalist who has made a lasting connection with the NISA staff over the years they constantly kept me up to date with their plan for 2018, and for the coming year. Every time I opened one of their email updates I was excited to see what they had to say, and what they had to share. I was never disappointed. In fact I found myself excited for each future release even though I didn't cover everything. I'm seriously looking forward, as a fan and reviewer, to what NISA has to bring to gaming in 2019. I think it's going to be a big year for them, especially with them being onboard with the Nintendo Switch now. I hope that in 2019 NISA gets the gamer respect, and support that they so rightfully deserve. Not too many studios stick to a formula in the face of looming industry disaster, but NISA most certainly has. It goes to show that, unlike most Triple A studios, NISA appreciates their core fans and will stick by them to the end. That's why I love Nippon Ichi Software.

Thursday, December 20, 2018

Battle Princess Madelyn (PS4)

From Kickstarter to Kickstarted "Battle Princess Madelyn" by CBit Games was promptly delivered as promised, and on multiple gaming platforms. The story driven, and oldschool gameplay inspired platformer which took ideas of Chris Obritsch's daughter's vision for a Ghouls 'N Ghosts themed adventure was given life in such a beautifully rendered, and audibly enjoyable way with a handful of options made readily available to tweak the experience to your liking. Along with a couple visual/audio style options it offers two different ways to play the game including a traditional story free Arcade Mode with 10 stages, and several branching paths within each along with epic boss fights as well as a protagonist modeled after Madelyn, the daughter of Chris. In addition to the arcade mode comes a Story Mode with comic panel style animations telling a tale of a sickly Madelyn being read a fairy tale story by her grandfather. A story about a princess knight who takes up arms to save her kingdom, and avenge the death of her loyal canine companion, Fritzy. A dog who comes back to life in ghost form to assist her on her journey to topple the ultimate evil. It is a story that is mirrored, if every so slightly, in both modes of platforming play.

Tuesday, December 18, 2018

Scintillatron 4096 (PS4)

Scintillate. To throw off sparks or flash. That is the dictionary meaning of the aforementioned word. Looking back at my playthrough of kFunction Limited's debut shoot'em up it's quite the fitting title piece if I do say so myself. When I first began playing "Scintillatron 4096" I could see with little effort what the title and game were inspired by. The neon particle effects, and neon colored details of the tunnel-like environment in which the waves you shoot through are displayed really pushed that point home. It was something akin to the futuristic neon lit Noir setting of Bladerunner, While I understood the theme, and liked the visual presentation along with the pulse pounding electronic soundtrack I was admittedly a little confused at first with the gameplay before me though, but that confusion came from me being a dufus, and not paying full attention to the clear directions I was given from the initial onscreen tutorial. It turns out this retro-future inspired take on the shmup genre has it's own unique combo and power-up mechanics. Nothing revolutionary, mind you, but definitely something different.

Unlike most combo based twin stick shooters "Scintillatron 4096" has you achieving combos by shooting a sequence of two different colored particles in the most efficient way possible. I did say "particles", btw. The underlying theme is that of an atomic or sub-atomic one, and has you banking the big point values by shooting, in order, all the yellow or pink glowing atomic particles. All while dodging various spark sapping sub-atomic hazards, and the constantly pursuing particles themselves. Wave after wave you will basically move your tiny aiming target in front of, beside or behind the main particles, and enemy targets for targeting advantage while they follow your lead as you shoot them into pixel dust with various power-up oriented shot types. As you do so additional power-ups will appear randomly on the given board that will either complicate or aid in your high scoring goal to some degree.

Wednesday, December 12, 2018

The VideoKid (PS4)

If 80's were a video game I think "The VideoKid" would be that game. Not only does it take the Paperboy formula and pepper it with iconic 80's characters, and film moments, but it also captures the everything that the 8o's was about.

Imagine taking on the role of a skateboarding teenage movie bootlegger with a route of customers whom you deliver VHS copies to for pay. Then imagine that route having every character from animated 80's cartoons to 80's movies, and even TV series making their way through your route as both targets for mischief, and obstacles to avoid. This is "The VideoKid' in a nutshell. Different from the escapades of the Paperboy though you'll have various scoring opportunities in form of different kinds of themed targets to hit, and skateboard grinding to take advantage of. You'll start off as Marty McFly, or the likeness thereof taking part in his signature shenanigans as you deliver unto your customers their bootleg VHS tapes en route to your date, Jessica. A girl who waits anxiously at the end of your route for your arrival.

Tuesday, December 4, 2018

Red Dead Redemption 2 Online Beta | Thoughts & Opinions

Though I've only gotten past the tutorial, and initial story elements of RDR2's online beta I'm finding myself enjoying it. The world within it is beautiful, and the character customization impressive. I was, for the first time ever, able to create a character that was so close to my likeness it was uncanny. I was ecstatic about it. It brought a smile to my face, and laughter to my heart. Seeing the virtual me ride around on a horse named Bork in the wild wild west while shooting bad guys was happiness personified for me. To that extent I am pleased, and while I don't know exactly how the economy works just yet I'd still be alright with it as I'm not one for the glitz & glamour of paid for marketplace offerings. On a side note though I do understand that longevity, and the mechanics of it all rely heavily on being able to afford upkeep. That in, and of itself could prove problematic, but hopefully it's remedied in such a fashion as to be more gamer friendly. Hopefully Rockstar fixes things in such a way that the grind isn't too much, and that the basics of upkeep aren't too reliant on gold bars (if at all). If they somehow manage to please the community I could see this game experience being on the top gaming charts for years to come. I could see myself investing a lot of time into it.

Friday, November 30, 2018

The Current State of Monster Hunter World

Monster Hunter World has been out for several months now. Closing in on a year's time to be more precise. Since that time we've only seen a few new monsters, with upgraded variations. Those things along with special, and seasonal events that allowed gamers to catch up on what they missed while they enjoyed the grinding opportunities of new events. In all honesty it seems like a far cry from what was promised. It seems like the events are nothing more than placeholders for what should have been. Hunters have grown increasingly tired of grinding the same monsters, and their tempered variants (outside of the Kulve Taroth hunt). I myself find that I only return when there is a new event active. It's bad for a game that has features from other games in the series that could be implemented such as the new monsters, and areas we all get excited for. Monsters like Behemoth aside ... that monster can burn in hell for all I care.

Wednesday, November 21, 2018

SMITE | A God Among Free-To-Play

Smite, for me has been an interesting off and on journey. From the beta on the PS4 to today on the same console I've dipped in, and out of the experience. Sometimes actually playing, and other times just logging in daily (in proper OCD fashion) to reap the daily login rewards. To date I have accrued over 40 gods and goddess as well as over 110 god/goddess skins. None of which I paid real money for. I even cashed in some gems at one point to participate in a season, and capitalize on the exclusive skin that was to be had there. The game is very generous to freeloaders like myself, and for that fact alone I find it highly attractive. Despite being one of the more lucrative free-to-play experiences though the game does have it's fair share of downsides as well. In fact the one key reason I kept turning from gameplay was, because of the cheaters and hackers playing it. That, and the times Hi-Rez both offered player reporting options, and took them away before reissuing said feature at a later date. The cheating, and hacks in the PS4 port of Smite are, and have been fairly serious. I'm not talking about DDOS'ing, or lagswitching, but actual hacks. The kind you'd see from PC gamers. Not a day ago I actually encountered one such hacker who changed the game's features and functions in such a way as to wholly change the game's updated format. Not only that, but they gifted the entire team within the lobby free skins. It was major.

Thursday, November 15, 2018

Whispers of Angels & The ASMR of Demons | A Twitter Passage by OtakuDante

Below, in it's entirety, you will find a short burst of guided wisdom. Inspired by something unseen, and unheard. A knowing without knowing from a man (myself) who, for some reason, is allowed to see behind the veiled curtain of life. I share with you this passage regarding our role in life, as a fellow living human being. I hope, if anything, it opens your eyes a little wider to the bigger picture. That it let's you understand things a little more clearly, and above all else that it eases your worries about life, in general. For nothing in life is by chance. It is by design, and in knowing the fact that you cannot change life's direction at all it will lift the burden of thinking that you have to, or that you can. It will help you better understand that what you do with your life matters, but that it is in no way important to a point that you'd bare all the consequences or rewards due to your actions or lack thereof. You are doing as you are inspired to do. As you are led to do. We all have a part to play in the grand scheme of things, good and bad. Some more pivotal than others, but none less than significant than the other. Live, my friends. Live knowing that you lived the best life you could with whatever hand you were dealt. Be at peace.

Thursday, November 8, 2018

Call of Duty | The Love & Hate Relationship

What the hell is wrong with me!? Why can't I stop playing Black Ops 4 despite knowing it's a broken mess plagued by the usual problems? This is no doubt the question on some of your minds. For me my "obsession" with the game stems from a must win OCD focus. The more I'm cheated out of wins due to game issues or players cheating the more I want to get back in, and find a way to win. This is the driving force behind my personal "Love/Hate" relationship with the Call of Duty franchise, in general. I know the series has a reputation of the same faults never being fixed, and that it's gonna be the SSDD (same sh*t different day) every year. Still I find myself drawn to it like a fly to a fly zapper. While I tell you the game needs work, and that it's broken my continued playing of it might send a hypocritical impression that I don't intend on sending. Make no mistake though. I still believe Call of Duty, and Black Ops 4 is a lost cause, and a waste of money.

Tuesday, November 6, 2018

Omen of Sorrow (PS4)

Ambitious, and passionate is what I'd call this indie fighter. From what I've experienced during my time spent with "Omen of Sorrow" I can see the huge amount of effort put forth in every feature included, though somewhat lazily thrown together in some instances. Sometimes ambition, and passion isn't enough to suffice regardless of effort though, and unfortunately this game does have it's fair share of shortcomings due to an overall lack of polish.

At it's beating heart, or core, lies a four section story of sorts that reminds me a great deal of the Hugh Jackman inclusive film take on "Van Helsing". As with that film we find a chosen one named Gabriel who just so happens to be a nephilim. A half angel, and half human man. Like the previously mentioned film Gabriel encounters a whole host of monsters including a werewolf, a flying succubus, Dracula by a different name, Frankenstein's monster, Quasimodo, Dr.Hyde, a mummy pharaoh, and what seems to be Babylon herself. An ultimate evil in the guise of a woman who utilizes a several headed shadow beast as her means of hero disposal. Incoherently the story mode in which the player discovers the underlying tale, and it's cast of creatures/characters is a mixed up mess of forcefully spoken voice acting from a single voice actress, textual dialogue that only serves to confuse the player more, and decently animated cutscenes that blend Biblical scripture with the fantastical prophecy being spun. All you really need to understand is that Gabriel is the chosen one, that there's a mystical book being sought after, and that through interactions with other key characters, or monsters, he eventually comes to terms with his dark and light side in time to vanquish evil. More or less ...

Thursday, October 25, 2018

Gaming | What It Was & What It's Become

Some gamers like gaming as a hobby. Some like it as a form of entertainment, and some (like me) like it because it offers a much needed escape from reality. Growing up wasn't easy for me. From living in poverty in trailers with rats the size of cats to getting in a tug-of-war struggle for attention between my mother, and her sister for years I couldn't seem to catch a break. I was a troubled child for it with pent up anger, and built up depression. I was mostly withdrawn, and kept to myself with all my worries and concerns until I had to let it out. Which never went well. Somewhere in the madness, and the sadness I found something that changed my life for the better though. That thing was video games. Initially, in my early school years, my cousin let us borrow his NES for a full year, and not intending on getting hooked on it, I ended up doing exactly that. Nintendo's 'Super Mario Bros.' broke the crippling spell of despair I was under, and captured my attention in such a way as to captivate and motivate me. I was so drawn into the simple yet fantastic worlds of that flagship NES title that I could not get away from it for long without anticipating my next time spent with it. I wondered what wonders awaited me in the following stages I'd yet to see, and so my passion for gaming bloomed ...

Thursday, October 18, 2018

The MISSING: J.J. Macfield And The Island of Memories (PS4)

Hidetaka Suehiro, or Swery65 (as you may know him) is a master storyteller. Mostly noted for his work with Deadly Premonition. He is no stranger to the darker themes in gaming, and is not afraid of tugging at the players' range of emotions. In "The MISSING" Swery65 takes on a topic less tackled this time around. Something he brings into light in such a way as to be heartbreaking, and true to life. His characters, fictional or not, embody his idea that people should not feel ashamed of who they are. Along with this heavy hitting precursor that comes in the form of a similar noted quote the developer also discloses his intentions on touching base on topics such as sexuality, and suicide. Two additional themes that coincide with the main character's plight.

Wednesday, October 17, 2018

Home Sweet Home (PS4)

Going into this review I was a little on edge, and reluctant to start. Though I'm a horror movie fan from way back, and have seen some of the most horrific movies known to man I always felt like games of this genre were a bit more frightening. They seem to be more immersive, and actually feel like they place you in the shoes of the protagonist who is trying desperately to escape whatever nightmare they might be a part of. I've seen countless live streams of horror games make even the most bold of gamers jump, and scream out loud. I've also noticed developers' ability to make the games more atmospheric, and more seemingly real than ever before. Thus is why I was hesitant.

I know a lot of questions are likely going through your mind reading this review. You are likely wondering how scary is "Home Sweet Home". Does it live up to it's horror theme? Does it do anything different? What you need to know in regards to this is that it is indeed scary. I'm not talking just about jump scares. There are mounting moments of tension, and a haunting atmosphere that only heightens the fear. The fear factor itself is more akin to the Asian horror genre as it deals with pursuing gory apparitions, and other Thai horror myth monstrosities. The added realism of the environments, and the accompanying noises such as heartbeats, and eerie chattering make your stealth trek back home all the more frightening. As far as doing something new the game doesn't really innovate outside of offering gameplay compatibility for the PSVR. It's mostly akin to games like 'Outlast', or 'The Evil Within' where you'll be using stealth elements to hide from the various haunts, and move about as you collect items, and solve puzzles related to said items.

Tuesday, October 16, 2018

Fast Striker (PS4)

Eastasiasoft's, and NGDevTeam's 'Fast Striker' was a surprise to me. Even though I've seen about every type of shmup (shoot'em up) available this particular one did something I can't say I've seen before. It was marketed by the PR as a 2D shooter with multiple scoring options, and multiple modes/stages. A statement which I personally didn't think was entirely accurate. Visually the game is more 3D than it is 2D despite it's pixel build. I know it's semantics arguing that point but 2D is what we normally call side-scrollers. This is more of 3D top-down shoot'em up. Along with that surprising revelation I found the game to be more like the oldschool arcade shmups. Not too old, but definitely oldschool. It was certainly better than the indie I thought it was going to be (having looked at the cover art). If you've ever seen one of the Japanese shmups you'll have an idea of what I'm babbling on about when it comes to the actual gameplay, and art style. In the end, after some internet browsing, I did find out I wasn't far off the mark. Fast Striker was originally released on the Neo Geo, and SEGA Dreamcast consoles by NGDevTeam.

Sunday, October 14, 2018

Call of Duty: Black Ops 4 (PS4)

The hype. The theatrics. Does Black Ops 4 live up to it all? That's likely the question going through the minds of those who are on the fence about buying into the new experience. With a team based multiplayer returning with 8 game types centered around a new specialist team based combat system, a Battle Royale mode that was meant to be a contender to Fortnite, and a Zombies mode that looked to be more serious than ever one would think there was proper effort put into the construction, and creation of these online only experiences. Unfortunately corners were cut, and that which seemed promising ended up feeling more like a gimmick than a properly fleshed out Call of Duty experience. A mixed bag of tricks that were thrown at the gamer with the obvious intention of having at least one of the three modes be enjoyable to them. While I found the main multiplayer alright, Blackout less than so, and Zombies good I can't help, but wonder what Treyarch was thinking.

Thursday, October 11, 2018

The Assassin's Creed Odyssey Dilemma

Where do we draw the line? The line between influence, greed, and escapism? Do we allow gaming studios such as Ubisoft to continue nickeling and diming us over prestigious in-game tools/content? Do we allow their cultural, and political agendas to slip by in the guise of a "good game"? I ask all this as it should be asked. For if things like this go unchecked, and unchallenged who's to say someone, one day, will not choose to use this entertainment medium as pure propaganda to push undeniably harmful ideas, or at the very least ideas that are not widely accepted.

In the case of Ubisoft's latest entry in the Assassin's Creed growing lineage, or series (if you will) the developer does not shy away from stating that they are a culturally and sexually diverse development studio. They do not shy away from boldly displaying paid for store options at the main menu either. The boldness of these prideful agenda, and business based consumer directed broadcasts only serves as a red flag to what would otherwise be a decent action/stealth adventure. Why developers choose to step in the horse sh*t that is political correctness is beyond me. It is blatant audience targeting for agenda sake, and nothing less. A recently exposed Ubioft employee leak regarding diversity training in their ranks further points to this as being truth.

Sunday, September 30, 2018

Fighting Ex Layer - A Retrospective Review

Arika's return to the forefront of fighting games was perhaps one of the most hyped moments in the FGC in recent history. Possibly over hyped. Their game, "Fighting Ex Layer", brought back fan favorite characters from a once dead 3D fighting game series, and attempted to do something new within a 2.5D fighting game frame. The mechanics, which were mostly unique to the new experience, did not hold the gamers' attention for long though, or at least not seemingly so. The online as of late is pretty much dead in the water. At the heart of the game, and perhaps what turned people away, was a deck based system known as GOUGI in which players could earn buffs, and abilities that would add an advantage if requirements were met during battle. The timed, and limited perks weren't game breaking per say, but they did play into that initial April Fools Day announcement that sparked the game actually being released in full. By that I mean it incorporated a sort of absurdity that normally would not be a part of a tournament friendly fighter as it threw the rules right out the window with what equates to cheats.

Monday, September 17, 2018

The Meaning of Life, A Gift From Me & My Grandmother To You

In my mourning, in the passing of my beloved Grandmother life finally made sense. It took the hardest low hitting moment of my entire existence for me to finally realize what's truly important. We, as humans, complicate things unnecessarily. We truly do. We hang onto that which only serves to enslave us. The hate, the anger, the sadness, the worry, and the fear. We let it become our focus, and in doing so lose our freedom. True freedom. We don't realize that this world and life, in it's entirety, is what keeps us wanting, and longing for something better or something else. All the while if we only let it go, all that binds us to those Earthly desires, we could be free. We could be happy. As long as what we seek is of this world though it will only serve to enslave us to this plane of being. Let it go. Let the cards fall where they may, and realize that in passing life itself is not what's really going to matter in the end. What will matter is the peace that follows the realization that life is simply a conditioning of the soul. That every emotion we feel along the way, every idea that passes through our mind, and everything we do in response can either loosen our restraints, or keep us bound to the things that will not last. The things that are not important.

It is my privilege and honor to pass unto you, my friends, the meaning of life. Do with it as you will. Your life is your journey, and only you can make the decision to let go of that which keeps you from what is truly important. Peace be with you always.

Labyrinth of Refrain: Coven of Dusk (PS4)

NIS has tried several different approaches to the oldschool maze exploration RPG formula. Most of them were just alright. They did something different, and new every time, but visually lacked that signature NIS appearance in a lot of cases. Using a familiar witch theme, a few features from "The Witch and the Hundred Knight", and other series though this game comes together in such a way as to be both visually inviting, and more fun than the usual labyrinthine affair. At the heart of the story you will follow along as Dusk Witch Dronya, and her loyal apprentice Luca put on one hell of a puppet show. Chasing after the secrets of the Labyrinth of Refrain, which resides in the town of Refrain somewhere in the mystical world of Tanis Dronya seeks to uncover via puppets what she herself cannot gather. Due to miasma blocking any human entrance Dronya uses a magical soul possessed book known as the Tactatum de Monstrum to lead a brigade of puppet led covens into the mysterious maze in order to find rare items, and ultimately the secret that lies at it's core. A secret that could spell doom for the world, or grant such wondrous things as immortality.

Sunday, September 16, 2018

Labyrinth of Refrain: Coven of Dusk ~ A Twitter Preview Review

One of many game related Twitter moments. This time it's related to my upcoming review of NISA's "Labyrinth of Refrain: Coven of Dusk" for the PS4. This is not the full review, but it will serve to give you some idea of what the game is about.

Monday, September 10, 2018

V-Rally 4 (PS4)

V-Rally 4. It's a sequel. That's a given. If you are like me though, are new to the series, and are thinking about trying it out you no doubt want to know how technical the game is. Being the off road vehicular racing game that it is 'V-Rally 4' definitely leans a lot towards the more technical side of things even though the controls are super simple. With said controls including a control scheme with two brakes, basic thumbstick steering controls, and camera angle changes you'll need to learn the track layouts as well as how to best drift along on a variety of different terrains. In being designed this way with the technicalities lying mostly with proper maneuvering/driving as a main focus, and the micro-management of career elements as close second side focal point it banks a lot of it's appeal on sports fans' interests, and gears the game towards rewarding that type of fan for their applied understanding. When it comes to the genre type this racing sequel is by no means an arcade style experience. It is most certainly not one that can be casually picked up and put down without losing the know how your next go around. You will need to commit time to learning/memorizing the tracks, micro-managing the career and sponsor contract elements as well as committing efforts to paying/recruiting the paid crew members to maximize prize potential.

Sunday, September 9, 2018

Shadows: Awakening (PS4)

Sometimes I find myself scouting the PSN Store before I ever hit the internet for potential review projects. In this instance that's exactly what I did. I had been eyeing "Shadows: Awakening" for a while, and it was on my list of potential RPG pick-ups. Seeing the user based 5 star rating peaked my interest further. The PSN Store critics are usually more fair and honest than reviewers in general, because they have paid for the game out of pocket, and are more than willing to let you know if it's good, bad or somewhere between. Seeing a perfect rating is definitely something you don't often see. Upon playing my copy of the game I was personally met with a quality presentation certainly befitting of the praise. From the constant well voiced narration and the vocal NPC banter to the visuals, and gameplay the game felt worthy of it's price. While some compare it to Diablo, or oldschool DnD RPGs though I have to be the odd one out, and say this is more of a unique adventure. One that is in a class of it's own.

Friday, September 7, 2018

SNK HEROINES ... A To The Point Review

SNK Heroines, in my opinion, is not bad because of it's fan service. It's not bad, because of the revealing female attire. It's bad because the tag mechanics aren't explained well in the tutorial. It's bad, because it sacrifices SNK's traditional core mechanics for something based around casual controls, and an unnecessarily added tech that is not mandatory for achieving the end goal. The customization is also bad in that it's not as rewarding or brag worthy due to it's easily earned nature. The game, overall, is a departure from what made SNK fighters great. That is why I don't like it.

Thursday, September 6, 2018

SNK HEROINES ~ Tag Team Frenzy (PS4)

Some things in life make you wonder WTF!? They literally make you wonder what in the hell someone was thinking when they did something? Such is the case with "SNK HEROINES". I was going into this playthrough, and review expecting a competent fully fledged fighter in the vein of older SNK fighters, but what I was met with felt more like a low budget novelty. It felt like it was one step above games like "Dive Kick". Moreover it felt like it was a game catering to female gamers while implying they aren't competent enough to play a proper fighting game. It was like a dollhouse dress-up fighter filled with SNK's version of Barbies made available for all those gals who like to play with said Barbies like boys do with their toys. The kind of childhood experience that leads to naked, and headless dolls. The story, which was itself lacking in seriousness, revolved around a perverted KOF character named Kukri and a pocket dimension he created just for the occasion. It felt so out of place and fantastical that the only thing that rivaled it's lackluster and ludicrous nature was the simple mechanics that anyone could pick up on and win with.

Wednesday, August 29, 2018

Blade Strangers (PS4)

I have decided to approach this review differently than past reviews. I'm gonna ditch the artistic word play, and get to the point section by section. Those sections will include a story, characters, mechanics, modes, and visual/audio breakdown. By doing this I hope it will make digesting the information easier, and help you to find what you want to know about the game easier. Without further adieu here is my review of "Blade Strangers" for the PlayStation 4 ...

Monday, August 27, 2018

Shikhondo: Soul Eater (PS4)

I am in love!!! ... maybe lust!!! There's finally a shmup with a mature Asian folklore theme that I can get behind!!! This shmup I speak of is none other than Deer Farm's original shoot'em up creation, "Shikhondo: Soul Eater". A shmup brought to us by Nephilim Game Studios via conversion, and published by Digerati Distribution. The game itself is a five stage fright fight featuring a female Grim Reaper protagonist, and some sword wielding girl with equally soul sapping powers. They face off alone or in co-op against some of ancient Asia's/Korea's most frightful haunts. Ultimately battling through bullet hell, and facing off against truly hellish forms of yokai bosses after having bested their slightly lesser than hellish forms. It's a shoot'em up with expertly choreographed bullet hell patterns fitting of the bosses, and 6 modes of play that cater to all the challenges, and desires a shmup enthusiast might like. The experience itself is complimented by an electronic soundtrack filled with haunting melodic tunes, laughter, screams, and heavy hitting synthesized sounds when the action is at it's most intense. Combined with the traditional, and layered style of Asian scroll-like artwork everything comes to life in a way befitting of the theme it encompasses.

Saturday, August 25, 2018

Warhammer 40K: Inquisitor Martyr - Post Review Post

My initial impressions of NeoCore Game's new ARPG addition to the Warhammer 40K video game franchise may have been a bit misleading, or overly zealous. The more I've played the game, and the more it has opened up the more flaws and new features have come into light. One of my few complaints regarding the flaws lies with how complicated the control scheme is in comparison to the game's obvious Diablo inspiration. The way the developer has the evasive roll for the Assassins mapped everywhere but the tilting of the 'Right Thumbstick' only serves to complicate things. Additionally autoguns which feature auto-tracking/auto-aim will often times target distant enemies or objects instead of what is directly in front of you. From what I can tell the options menu gives you no option to turn off auto-aim. I think the developer needs to either ditch auto-aim altogether, or fix the auto-aim targeting, especially in regards to mob situations.

Wednesday, August 22, 2018

Warhammer 40K: Inquisitor Martyr (PS4)

Going into this review I had preconceptions, and expectations. Knowing of GamesWorkshop's Warhammer table-top RPGs, and the legacy thereof I had initial concerns as to how lore inclusive the game would be. I also assumed it would be an action-RPG akin to the Diablo series. Both guesses weren't too far off the mark when it came to the reality of what the game presented. In regards to the lore it felt, as I feared, like a game that would be more appreciated by diehard Warhammer fans in that the lore wasn't origin oriented so much, and at the same time like a game that Diablo fans could appreciate without prior knowledge of the expansive series/universe. I greatly enjoyed my time with the game despite being lost in some of the lore references at times. It is a beautifully rendered masterpiece filled with some of the most impressive cutscenes you'll ever see, and overall visual design elements that impress in their own right as well as a voice actor cast that truly compliments the characters that are being portrayed. The gameplay itself isn't hard to pick up on, and with the touchpad tutorials shown in the initial singleplayer playthrough players will grow easily accustom to mechanics that feature a unique cover system, weapon swapping, weapon based skills, and combat that is more fluid than you could imagine.

Monday, August 20, 2018

Fall of Light: Darkest Edition (PS4)

Before you read further into this review you need to understand I gave up on it at the very first level/stage, and for a valid reason. This game, which boasts about being like Dark Souls, is made artificially difficult through the control setup. The control arrangement, which cannot be remapped, is so awkward in design that it makes the fights and tasks at hand difficult where they would otherwise not be if the controls were mapped differently. I think the developer knew this, and that's why they chose to not allow the player to change the controls ...

Tuesday, August 7, 2018

Disgaea 5 Complete Edition PS4!!!

Probably one of the coolest JRPG surprises to hit the PS4 PSN store this year is "Disgaea 5 Complete Edition". This All-In-One bundle not only features the robust gaming experience that is "Disgaea 5", but it also comes complete with all of the story expansion DLC which features character tie-ins as well as special party member DLC that features minions and mainstay characters that hail from all of Disgaea. I reviewed "Disgaea 5" a while back on here when it first released, and I was personally so impressed that I actually put my own money down on some of the DLC. Disgaea, as a series, has always given gamers more bang for their buck. It has always featured an engaging, and somewhat comical story with a colorful cast of original characters. It has built upon as well as innovated the genre strategy offerings, and continues to offer over 100+ hours of playthrough and replay value that will more than likely satisfy any JRPG fan's SRPG itch.

Saturday, August 4, 2018

The Funko Fad ~ Is it Failing?

Everywhere you go shopping, from the local Walgreens to Walmart and even Gamestop you'll find Funko's POP! Vinyls stocked on store shelves. To some extent. You'll find store exclusives, limited editions, and even plastic casings for these budget priced collectibles. Oddly though that availability has somewhat slumped along the way for some reason or another. Lately in the midst of this craze that I call the "Funko Phenomenon" stores have begun to discount the toys, and even offer bundle prices in what seems like an attempt to get rid of stationary supplies. The kind of Pops that stay shelved for quite some time without much customer interest. It is slightly concerning seeing what could be possibly one of the last great toy innovations come to a crashing halt. There's no doubt in my mind that toys and collectibles are being lost among an audience who is more easily snared by the various entertainment offerings.

As a toy collector I've followed the Funko fad from it's start years ago to it's current day status. I've had the privilege to review some of the toys for Funko, and have even done some showcasing on my own dime, and my own time. What I've noticed is a continuous support of the brand by the company, and continued release of hyped "got to have" items that are definitely hard to get your hands on. The question that begs to be answered though is whether or not this hype is having any true influence on sales. Sure, the limited editions, exclusives, and giveaway editions have no doubt captured collectors' attention, and money, but with the sought after Pops being hard to find that leaves a less than desirable variety that no one really cares for or wants. The bulk of what it is Funko obviously hopes to sell.

Monday, July 23, 2018

Aces of the Luftwaffe - Squadron (PS4)

Every shmup has a gimmick. From the lesser involved mechanics of games like that of "Space Invaders" to deeply applied mechanics of games like Rising Star's "Akai Katana" you'll find each game within the genre contains either a unique spin on shoot'em ups or borrows mostly from others that they take inspiration from. In the case of Handy Games' "Aces of the Luftwaffe - Squadron" the developer does a bit of both. Through character radio interactions that build upon a story being told they create a World War II era shooter that goes well beyond the realm of the given theme, and the traditional shmup setup. As the last part of the title suggests you are a part of a squadron. A squadron consisting of four named pilots who each contribute to the fire fight at hand against a Nazi regime of sci-fi proportions. The fight has Mark, Melissa, John, and Steve all facing off against the enemy as they follow the fight to the US in an attempt to turn the tides of battle. Each pilot in the closely knit squadron comes complete with their own unique fears, ailments, and personality quirks that sometimes conflicts with the missions that are given. They either temporarily drop out of formation, become afflicted with negative status effects, attack other allied pilots or even fall asleep behind the cockpit. This gimmick adds a level of challenge to the already challenging fight. A fight which also carries with it side missions that will have you doing everything from escorting friendly aircraft to taking out specific targets, or even rescuing civilians among other things. Each chapter within the limited tale will have you taking on several missions in total as you upgrade your squadron's skill trees via gained skill coins ultimately affording you a more sustainable crew with added benefits to boot.

Society's Basement ~ A Podcast Micro-Review

On Twitter you can meet some of the most interesting people. Some of which are involved in a sort of business venture looking to make it big in a sea of limited opportunity. My friend @SocietyBasement is no exception to this. He is both interesting as an individual, and as creative as a businessman. I've known him for a while, and he has been super supportive of my own work here, but it wasn't until fairly recently that I paid the support forward and started visiting his indie music podcast. This continued podcast of which I speak is called "Society's Basement". It often times features a mixture of themed indie music of the newer sort as well as some more well known songs from the past. You'll find everything from folk music to rock, and even some of the harder hitting songs that hail from the heavy metal days of old. Along with the music @SocietyBasement also talks candidly with his audience, and interacts via the website's social platform. You can tell that he truly appreciates his listeners, and that he is wholly invested in what it is he does. I've had personal chats with him about music, and life in general. Always leaving the chat on a positive and uplifting note. He is a very down to earth guy, and is definitely in tune with what music is good. I've personally found some new favorite songs while tuning into the podcast. I remember the first time I heard Raspin Stuwart's (@raspinstuwart) "King of Fools". I had to look that up on Youtube to see if I could find anything else by the artist. I think I'm safe in saying you'll definitely find your own music gems if you join the podcasts as I have.

Tuesday, July 17, 2018

Grabbed by the EULA ~ The Coming EULA Apocalypse

Have you ever stopped to think about how many terms of service, and privacy policies you have agreed to on binding legal terms? From simply using a Windows computer to browsing the internet, and even doing blogging like I am now we have all signed our rights away to companies who could, if they deem it necessary, sue us in a court of law. Ultimately sending us off to prison, or fining us to the point of bankruptcy. Between the lines there are so many words, and loopholes that allow for even the smallest companies to secure their business, and even in some cases abuse their ability to conduct business with you. The usual line where it says the company reserves the right to change the agreement you agreed to at any point during your use of their service, or product leaves you open to all sorts of potential legal problems. Stuff, that once you sign on for, will cost you the right to contest said agreement, and anything that is legally binding within it, indefinitely.

Tuesday, July 10, 2018

Blacksea Odyssey (PS4)

Perma death, replay value, and indie charm. Sometimes features like these can go a long way in making a game great. In the case of Stage Clear Studios' "Blacksea Odyssey" though the gamble on such boasted features kind of falls short on greatness when that's the only thing it really has going for it. In "Blacksea Odyssey" the developer spins a brief tale about an intergalactic fishing tournament that happens ever so often. A competition among a select few space captains looking to make a name for themselves. Much like Captain Ahab from "Moby Dick" these space faring captains are after that big catch, or rather catches. The catch to catching these catches is that you have only two base tools to hook the various space beasts. This includes a spear, and a harpoon. That, and your spaceship from which said tools are ejected from. Relying on one chance to catch, or kill them all your captain of choice must not only hunt key targets and tear them apart via a harpoon for loot, but must also defend from attacking lesser creatures that are trying to stop you from catching that prize monster. As you hunt you'll gather dropped gold bits, special assist items, and new base weapons to aid you in your ongoing goal. It goes without saying that should you die in the maw of these Eldritch-esque horrors it's "Game Over!", and you'll have to start over in your attempt to become the number one space captain in the tournament.

Friday, June 22, 2018

My Thoughts On The New BBTAG Character DLC

Locked away from the core game at $4.99 a pop, character DLC packs #2 and #3 along with their equally inclusive three additional characters each definitely have an impact on the state of balance within the updated roster. Initially BBTAG was comprised of a base roster of what I like to call equally exploitable characters. By that I mean these are the types of characters everyone cheesed back in the early BlazBlue, UNIEL, and P4A/P4AU games. They are factually characters of certainty that guarantee victory in most cases. Back in the day, of course. While that was an early concern of mine I felt it was balanced in that all the characters were either able to get in easily, or were so zoning heavy that they could hold their own at a distance. Exploitable, but not so much in the traditional one-sided sense.

The Lost Child ~ Brief Synopsis Plus Video Review Link

From time to time NISA likes to publish new games that are outside of their flagship series. They sign on with well known Japanese gaming studios such as Kadokawa Games, and publish said titles. Their latest release that is "The Lost Child" follows this usual testing of the metaphorical waters. By that I simply mean they brave the market to see if their game choice pays off among loyal fans. When it comes to the game's presentation, and what it offers I believe "The Lost Child" does good for it's $40 budget price point. While it borrows some influence from other older JRPGs it still manages to do it's own thing at the same time. It harbors many different mixed and matched religious themes including various good deities and interesting evils. All alongside tweaked first person dungeon crawling combat of the turn based sort.

The developer manages to innovate quite decently on the gameplay portion of the story being told. It genuinely coincides with the game's storytelling focus in regards to the religious themes therein, but does so in such a way as to make the given plot the most intriguing point of all. It takes the old first-person dungeon crawling gameplay, and applies a "Shin Megami Tensei" inspired demon capture system in which the protagonist, and accompanying angel are able to team up with purified and strengthened demons (Astrals) in a fight against the hidden evils of the mortal world. The occult journalist Hayato (the protagonist) ultimately gets involved as God's chosen one unwillingly, and must use a demonic gun called the Gangour in tandem with a special tablet utilized by his guiding angel Lua to do God's bidding while simultaneously investigating paranormal goings on for Hayato's co-produced LOST publication. Hayato, through various worldly and otherworldly acquaintances, gets caught up in a tug-of-war for his allegiance. It is a tug-of-war that features some key characters whose motives aren't initially clear. Thus is the hook. The thing that keeps you playing through the sometimes repetitive, and tedious traversing of the demon labyrinths known as layers. Overall it's a good gaming experience for a good price, but is one that will cater more to oldschool JRPG fans than those looking for the more modern action oriented type of JRPG.

Wednesday, June 20, 2018

The Lost Child - Twitter Review Preview

Below you'll find the basic summary of what I've experienced so far with NISA's latest SRPG release of "The Lost Child". I touch base on almost all of the vital points regarding plot, and mechanics. Not all of them, mind you, but definitely the important aspects of the game. The game has already been released, and with me having gotten my review code later than usual you will have to wait for the full review after the launch. I do apologize for that, but hopefully this review preview will give you some insight on what you'd be paying for if you chose to buy into the game.

Thursday, June 14, 2018

Dead Ahead: Zombie Warfare - My Brief Thoughts And Opinions

Zombie indie games seem to be on the rise these days. Pun intended. Everywhere you look there seems to be a new zombie game of some sort popping up. I assume it's because of all the end time hysteria, and whatnot. Whatever the case may be "Dead Ahead: Zombie Warfare" attempts to capitalize on said trend like so many other games do. Does it succeed in being interesting, and different? I'd say for a zombie themed mobile style indie with RTS gameplay mechanics it does alright to that end. Like many mobile games of that kind though it's a quick to pick up, and easy to put down experience that definitely caters to the casual crowd. Not that that is a bad thing in this case. As far as the game goes it does have an objective, but not a really story. That objective, as simple as it may sound, is to get a bus load of people across areas that are both blockaded by debris, and guarded by waves of zombies. As the bus driver you pay for help with courage, and rage points that refill over time or can be refilled through single use items. Your help comes in the form of tools as well as weapon toting individuals that make their way from the bus to the guarded blockade to deal with the problem, and the threats at hand so that the bus can move on to the next area for supplies. Supplies in the game which are basically rewards are used to upgrade your ragtag RTS brigade, and make them more fit to handle the increasingly more difficult odds, and objectives. Supposing you use your resources, and manpower correctly you can earn up to a three star ranking per level, and loot the area as well. Of course that is the end goal. Completing each mission area with three stars, and on all difficulty settings.

Tuesday, June 12, 2018

WoblyWare's "Omega Strike" Does Decently What Retro Does Best

If you fancy indie games, particularly the sort that take inspiration from the retro gaming era, you might not be disappointed with "Omega Strike" for the PS4. It's a game that borrows a lot from such an age, but that does so in a way that is, at the very least, aesthetically pleasing and unique visually. It's a mixture of 'Mega Man', 'The Legend of Zelda II', and even 'Metal Slug'. If I dare say so myself. Along with these obvious nods it features blood and gore with a super soldier project gone wrong theme to boot. Of course you'll find that you have two different scientists behind it all. Both malevolent, and savior-like in the guise of a good professor, and a doctor gone mad. No doubt inspired by Mega Man's famous two doctors. The trick, or what makes this game different than others though is not so much the base gameplay, the doctors, or the given plot, but more so the main playable characters' functionality. As the player you at times control one of three different freedom fighters in a fight against Doctor Omega, and his mutant minions. The diabolical genius who concocted the super soldier serum, and in turn created his own army of super mutant soldiers. Each freedom fighter which can be swapped out on the go via the good Professor's teleporter device gives the players different weapon options, and special character functions that aid in getting further into the game as well as help to solve puzzles.

BlazBlue Cross Tag Battle - The Short And Sweet Of It Review

BlazBlue has evolved quite a bit over the years. There's no denying it. It started off as an anime fighter in the vein of the flagship fighting game series Guilty Gear. It was fast paced, and featured an entirely new roster of characters with an entirely new story. Regardless of the new offerings the early or initial games in the ongoing series that is BlazBlue were simpler in the sense that they weren't as mode inclusive, or as story heavy as series entries midways, and later on down the line. As the series continued to grow though the story expanded as did the lore, the roster of characters, and the modes of play. Even in the online portions of the games innovation showed, if slightly so. New ways to stand out as players were given, and things like nameplates, avatars, and titles made their way in. Fast forward to today's times, and BlazBlue has all but strayed from it's beaten path. In "BlazBlue Cross Tag Battle" it has ditched the tried, and true formula for a lesser spin-off that in most ways gives the paying players less. The roster, though inclusive of different characters, does not present the game in a light that truly builds upon, or even changes the core experience in such a way as to be awe inspiring. It borrows mechanics from tag team oriented games like MvC and Dragon Ball FighterZ, renames said mechanics to seem different, and in doing so only manages to rehash what's already been done. Perhaps to a slightly different degree.

Thursday, June 7, 2018

The Importance Of Being Thorough And My BlazBlue Video Review

By now you've no doubt read my "BlazBlue Cross Tag Battle" impressions article. In all honesty it didn't paint a very good picture of the new entry, and like the IGN review itself you were no doubt left with more questions than answers. Since that article posting I was given the opportunity by Aksys Games to play through, and review the game myself. To experience it for myself, and share with you what I experienced. In this instance I decided to do things differently though. I decided to do a raw hands-on review via Twitch to allow everyone to get my reactions as they happened in accordance to the features contained within the game in the most genuine fashion possible. That and to also disclose important need to know details in a manner that would be more beneficial to someone than having them to read through ten paragraphs of technical breakdowns regarding in-game features. I think I succeeded in doing so, but you will have to sit through nearly two hours of video, and commentary to get the most of it. Supposing you can you will get enough coverage of the game's inner workings to be able to decide for yourself if this is a worthy fighter to add to your collection. At least I think so.

Tuesday, June 5, 2018

BlazBlue Cross Tag Impressions Taken from Reviews And Gameplay Footage

So ... I spent part of the day watching gameplay, and reviews of the latest entry in the BlazBlue series. I saw IGN give it a beat around the bush passing review that pointed out both good, and bad things. The bad mostly attributed to a lackluster, and repetitive story mode element as well as some matchmaking quirks. Being the observant fighting game player that I am I paid attention to the roster. Those guys, and gals who transferred over from RWBY, BlazBlue, UNIEL, and Persona Arena Ultimax. What bothered me was the fact that the roster was made up mostly of the easy to use, and abuse characters. The projectile pests, and the ranged reachers. Even Iron Tager in all his abusive magnetic glory returned to my dismay. The only exceptions I noticed were Rachel Alucard who is a more technical BlazBlue character, and Chie from Persona Arena who is an up close melee martial artist. I had paid attention to the roster situation since the first announcement, and knew it was going to be the deciding factor as to whether or not I bought the game for myself, and as it turns out I did not end up buying the game for that very reason.

Monday, June 4, 2018

Gekido Kintaro's Revenge Proves Some Things Are Best Left Alone

I fondly recall, as an original Playstation gamer, my experience with "Gekido". It was a rocking 3D arcade style brawler that was unique for it's time. It dared to do something different. It had an amazing in-game soundtrack, a hidden song that could be played on a CD player, and gamplay that was overall fun. The art style was akin to something seen in comic books back when comic books were actually good. For whatever reason this tried and true formula was ditched for what best could be described as a blatant middle finger to fans of the first entry in the series. Gekido Kintaro's Revenge, in all of it's mediocre glory, puts players in control of two seemingly familiar characters (Tetsuo & Travis), and has them taking on the arduous task of finding out why the dead are rising in a nearby village. It feels, and plays out a lot like a plot inspired by the anime, "Ninja Scroll". While this could have been cool it falls short of being so through bad controls, poorly implemented combat, bad graphic design, and cheap sucker punches that happen way too often. It's almost as if the developer who made this game had a grudge against the gamers who bought what they were selling the first time around.

Friday, June 1, 2018

My Brief Impressions Of The "Street Fighter 30th Anniversary Collection"

For what it is offline Capcom's re-release of the various Street Fighter series entries is very much worth the asking price. If you value a proper offline experience over an online one. For $40 you get 12 full games that can all be enjoyed alone or in the company of local friends. Ports of games that can be tweaked to a decent widescreen HDTV presentation, and adjusted with different visual filters for added effect. The games from Street Fighter (original) to the Alphas, and on to the 3rd Strikes all play out as you'd expect them to. As you'd remember. Offline the games are a proper trip down memory lane with the addition of historical timeline info entries, newly introduced art galleries, and various other features that give you more for your money. Oddly enough though things aren't all perfect with this particular collection. While most of the problems are player induced in the online portion of the game the netcode Capcom chose to go with for their four online titles is truly a step down from their previous online releases of "Darkstalkers Resurrection", and "Street Fighter 3rd Strike" for the PS3. I'm fairly certain they did not pay for high end netcode this time around, and more than likely cut corners for cost efficiency. Not only is the netcode bad this time, but the matchmaking also suffers from a lack of much needed options like that of region selection, and ping/connection identifiers. This lack of needed features only serves to further hurt what could have been a good online competitive scene.

Tuesday, May 29, 2018

Street Fighter's Impact On My Interest In Fighting Games Plus USF4 Code Contest!!!

I've told this story a few times on this blog. A story about how I grew up in an extremely religious home with parents who frowned upon violent entertainment, and who strictly adhered to the various ratings systems implemented across the entirety of the entertainment industry. I mentioned that it wasn't until my 13th birthday (through some begging & desperate pleading) that I was able to convince my mother to buy me "Street Fighter II: Championship Edition" for the Sega Genesis as a birthday present. Of course after that big feat my world opened up in huge ways allowing me to enjoy various other fighting games, and violent video games while not being strictly monitored or chastised for doing so. Street Fighter, more or less, was my gateway into fighting games and so much more. Some things to my moral detriment ... certain adult things. That aside I have invested years of my life in playing, enjoying, and learning fighting games. None more so than Street Fighter though. It is for that very reason I decided to pre-order Capcom's "Street Fighter 30th Anniversary Collection". I wanted to relive the moments I experienced as I played through the various series entries in the Street Fighter game library, and after having picked up my copy today I aim to do just that. I don't expect the games to be as impressive as they were the first time around, but the trip down memory lane will be more than worth the $40 asking price. At least to me.

Friday, May 25, 2018

Riddled Corpses EX Mixes Old School Mob Brawlers With Shmup Mechanics

Complete with two co-op score based modes, and a cooperative story mode with five stages of progression CowCat Games, and Diabolical Minds challenges the gamer or gamers to take on one of the most grueling fights for apocalyptic survival ever! Whether you love the oldschool appeal of the side-scrolling wave filled brawlers, or the arcade shoot' em ups of old you will find tons of replay value in this story driven fight against the evil of all evils. A furious fight against an evil which has, and continues to resurrect the dead in order to destroy all of humanity. Through a character upgrade system that alters gun play Gradius-style, and unlockables in the form of other characters and weapons with their own unique combat offerings you will face wave after wave of the undead in an attempt to best the true prince of darkness. The ultimate end goal being a complete story playthrough, or an arcade mode playthrough. Each with a different way to experience the trek through madness. That and one of the most difficult static survival modes to ever grace the shmup genre!

Wednesday, May 23, 2018

Fighting The Fighting Game Con

I know I'll likely catch flak from the fighting game community, and be passed over for future fighting game reviews, but what I'm about to share with you comes from a deep love, and understanding of a genre that has the potential to be good. Potential that is yet to be realized, because of greed.

Modern fighting games, for all intents and purposes, are a cash grab. Plain, and simple. Though the eSports venues, and competitive scene goers/participants would try and have you believe otherwise there is a reason no one else outside of the perceived viewership window is truly "getting good", and why we don't see new professionals coming into the spotlight as often as one would expect given the hype surrounding competitive gaming. The fighting games of today are ultimately, and purposefully being pitched at the most lucrative gaming crowd ever to grace the gaming industry purely for money sake. That gaming crowd being the casuals. Casual gamers have shown time, and time again they'll blindly follow games and gaming trends if they can look cool to their friends and audience. The keyword being "look". Developers, and publishers aren't dumb, and they fully realize what attracts gamers to the casual scene. They know it's a mixture of faux competition, bragging rights, and plenty of flash added in for extra special effect. What this means to developers is that they can develop, and shovel out incomplete games that simply look, and feel the part year after year with little effort put into the game's competitive infrastructure. They know they have the casuals conditioned to accept this same meaningless routine experience regardless of the lack of competitive value provided. That experience being a year long shelf life of the vanilla version, and other slightly upgraded releases down the line with a few new bits and baubles introduced to keep things fresh enough for casual consumer appeal.

Monday, May 21, 2018

Through Action Packed Capitalism "Penny Punching Princess" Spins A Common Narrative

Socialism, and Capitalism ... it's a touchy topic of discussion for many, and like those many debating the very nature of the roles each side plays in society NISA has also jumped on the bandwagon through this very game. Albeit on more neutral and enlightening terms. Through a comical story with an obvious point to be made we find an heir to the throne of a tyrannical kingdom that was lost to the lure of capitalism. Money overpowered the powerful, as it were. At the heart of the tale being told is a penny punching plot of revenge where the princess and her Miya stag beetle companion Sebastian use the very capitalistic tools that destroyed their king, and kingdom to fight the powerful mob-like presence that is the Dragoloan Empire. With a powerful punch that produces coin, skills that kill, and a calculator that allows the bribing of monsters the Princess, and Sebastian set forth to rebuild castle Tyrannical's influence, and it's population by the very means it was taken down.

Wednesday, May 16, 2018

Digerati Distribution's Monster Slayers Proves Fun Is Better Than Facade

Some games look amazing, but play poorly. Other games look somewhat primitive, but are tons of fun. I think the latter category is where "Monster Slayers" falls. It's not particularly the best looking indie, but it's rogue-like elements, and strategy RPG mechanics come together in such a manner as to make each playthrough just as fun as the first. Saying "Monster Slayers" is simply a rogue-like strategy RPG wouldn't do it justice though. It is a game inspired by a particular Hearthstone creator's work, and it has it's own unique card battle system in play along with several randomized elements.

The game, like many games in the genre features a cast of class based characters you can choose from, and visually/audibly customize for personality sake. Each class of characters whether it be the rogue, archer, knight, barbarian, dragon, merchant, or any of the remaining class options therein has an underlying class based perk or perks that change the way the player approaches battles in the game. The knight, for example, is a defensive character that can dabble in spells, and strong physical attacks. Others, of course, are a tilted balance of offense, defense, and a particular set of uniquely applied skills. While they all differ according to class they each can use their given AP (action points), HP (health points), MP (mana points), and card collection in the same manner to best the monstrous baddies that lie in wait in the equally rogue-like dungeon areas. Their action points along with their mana points will allow for the usage of color coded, and function varied cards (Attack, Defense, Support, Magic, Interrupt/Counter Spells). The cards, like just about everything else in the game, are initially randomized, and are offered in a class specific manner. Choosing the cards to play in the turn based combat sequences will weigh heavily on that characters' survival. Along the way they'll also pick up companions with helpful cool down focused skills of their own that can be utilized as well as gear/weapons, and additional cards or attribute boosts that can be equipped to better sustain them as they journey from dungeon to dungeon battling the lesser monsters, and even the monsters of legend.

Tuesday, May 15, 2018

The Battle Hardened Edition Of Dragon's Crown Pro Gets A New Bonus!

For those of you wise enough to have pre-ordered Dragon's Crown Pro from Gamestop you will have gotten, today, the "Battle-Hardened Edition" of the game. This simply means that the game comes packaged with a raised art inclusive steel book case (which is really nice), and a sealed card pack containing exclusive cards made to look like the game's character skills and common skills cards. They look a lot like tarot cards with George Kamitani art on the face of the cards. One thing I forgot to mention about the game in my review is that the soundtrack has been redone by composer Hitoshi Sakimoto. Also included is all of the storytelling (narration voice DLC) including that of the Japanese narrations. The updated game is also 4K optional, and contains cross-play functionality with the ability to import previous PS3, and PS Vita game saves. This is the penultimate version of 'Dragon's Crown'. I hope you didn't pass it up!

Monday, May 14, 2018

Rainbite's Playstation Indie "Reverie" Blends Two Nintendo Favorites While Doing It's Own Thing

As the PR description so boldly stated Rainbite's "Reverie" is inspired by games like "The Legend of Zelda", and "Earthbound". It features the retro dungeon exploring, and village antics that such games harbor. While there is definitely some inspirational elements at play from said games Reverie does good to create it's own unique lore via a story unfolding within a story. What I mean by that is that the game at hand begins by telling a tale akin to a Hawaiian fable regarding brothers who set out to sea to catch some fish. One of which fished up an island leaving the other brothers to be envious. In their jealousy the unlucky brothers drowned the brother who had found the island, and in that moment became bound by a curse on the very island that was discovered. Once this tale is established via story panels, and told through a textual conversation between two off screen characters we find out that the protagonist is a young boy named Tai who is aboard a ship bound for that very fabled locale. He is there to visit his Grandfather, and it is through that meeting of different generations that what once was considered legend comes to life in the form of an epic adventure. Tai ultimately sets out to calm the cursed brothers, and bring stability to the island community after an unusual earthquake shakes the land around them. He faces many worldly, and otherworldly threats along the way as he collects the relics needed to put all of the brothers to rest.

Thursday, May 10, 2018

Vanillaware's "Dragon's Crown Pro" Returns To The Playstation In Glorious 4K Or Not!!!

I thought I'd never see Dragon's Crown reemerge on modern consoles. I thought it had lived it's course, and was long forgotten. Perhaps a gem, but forgotten. Thankfully that is not the case though, and a new generation of gamers can enjoy the experience in full with upgraded visuals to boot. For those of you who are new to Vanillaware games, George Kamitani's artwork, or Dragon's Crown you will find in place a fantasy masterpiece brought to life in the form of animated art. It is a beautiful side-scrolling co-op brawler with it's own slightly inspired story, a brilliantly read narration, and a cast of characters that make all the onscreen action worthwhile. You can go at it alone with NPC allies, or join up via the Playstation network with players across the globe. It is one of those buddy games that breaks the bounds of couch co-op, and brings to the gamer a competent online adventure that is worth taking on time, and time again.

Wednesday, May 9, 2018

Funcom's Take On Conan's Epic Adventures Harkens Back To The Source Material Ultimately Falling Short Of Such Grand Visage

Conan Exiles, for me, conjures up old memories of watching Arnold Schwarzenegger playing the leading role of Conan in the 1980's film adaptations about the fabled barbarian. The heavy drumbeats, the bloody battles, and the scantily clad females who at some point bared half of their lady parts for the audience to stare at comes to mind. It also reminds me of my favorite artistic masterpieces from fantasy painters such as Boris Vallejo which also featured some mature themes as well as the more tame story driven works of comic book artists presenting their own unique renditions of the hero's many adventures. I can imagine it does the same for a lot of you that are my age. At first glance, and first view it would appear to carry such an inspiration even down to the partial nudity, but as I found out hours into it, it's not quite as purely inspired or directed in that sense.

Before I got into the game I took it upon myself to view the trailers as I tend to do for potential game review prospects, and for me that was the initial selling point. That's what made me want to review "Conan Exiles". What I saw in the cinematic intros was a Conan tale more akin to the original source material, and less like the Hollywood counterpart. A Conan I was truly excited to see. Much like the classic stories, and works of art that surround Conan the barbarian this game did go deeper into the lore through character creation details, and within the world in which you survive, build, and dominate. As the intro catchphrase so boldly states in regards to it's mission directive. For that alone I was impressed. When it came to the actual gameplay aspect though I was thrown a slight curve as it didn't seem to hold that initially inspired passion. In saying that I felt the hours I spent surviving, building, and dominating were more along the lines of a game not as inspired by Conan as it could have been. The core focus of gameplay ended up being mostly influenced by games like ARK though much more refined, and tolerable with a Conan theme tacked on.

Saturday, May 5, 2018

The Parable Of The Farmer And The Rabbits And How It Pertains To The Gaming Industry

These days the gaming industry providers, and creators are so wholly focused on the money making aspect of what they do that they are losing creativity, originality, and quality in their greedy pursuit. It is this reason that I shared on Twitter a short parable with a moral breakdown regarding what such a focus can, and will do to big business. I urge you to share the parable, and for industry persons to take heed of it. It's a valuable lesson even though it's mildly applied. Enjoy the read!

Tuesday, May 1, 2018

I Got So Triggered By Bread Team's "Phantom Trigger" I Rage Quit The Review!

Very rarely, if ever do I have to cut a playthrough short, and give up on a game. This, unfortunately, happened early on with Bread Team's "Phantom Trigger". The reason behind this was not so much that the game lacked in quality or was functionally bad, but more so that the game lacked any sense of direction. It lacked a control explanation, menu explanation, and a tutorial explaining the game's mechanics. The developer seemed to want the gamer to figure everything out on their own. This cannot be done in a game that is this complex, and unique even with prior knowledge of seemingly similar video game experiences. All I was able to learn was that a husband, for some unknown reason, passed out after his wife told him she couldn't cook him pancakes. It went from this to an alien world that was truly alien. Nothing made sense at all. Through button mashing I was able to figure out that the new alien protagonist had two types of attacks/abilities that could be used to clear certain environmental objects as well as help in the solving of puzzles via color coded means though. I also figured out that these abilities/weapons level up as you use them. Outside of that there was a menu system brought up by pressing the DPad directions. Beyond that fact I couldn't make heads or tails of the menu's function or purpose. It was like falling down the rabbit hole in Alice's Wonderland, and trying to make sense of the nonsensical. An impossible feat.

Monday, April 30, 2018

Intragames Indie "Survive! Mr.Cube" Utilizes Randomized Elements And Replay Value To It's Advantage

Such an odd, alluring, and unique take on the rogue-lite genre. This game that is "Survive! Mr.Cube" is perhaps one of the most simple rogue-lite experiences, but is one that holds it's own as engaging, and fun. The game begins by teasing the player with what appears to be a set in stone tale about a man, who on his way back to his beloved, stops by a pub and is greeted by a man with a pill. The protagonist that is Mr.Cube takes the pill, and wakes up in a world not his own. To get back home he must survive. That's simply it. With a sword in hand he must traverse the veil of darkness, face the foes therein, and loot the place for potions and weapons that will carry him through to a final portal home. As easy as that task may sound like Mr. Cube is faced with insurmountable odds in the form of powerful animal-like creatures, who like him wield weapons of varying sorts. Supposing Mr. Cube fails at his journey home all is not lost though, and in his stead will be a random assortment of protagonists who may or may not be fit for the journey themselves.

Sunday, April 29, 2018

My Favorite Fighting Games Of 2018

Often times I like to discuss things related to gaming on Twitter. I often share uploaded gameplay videos, talk about industry goings on, and even throw in my two cents worth about the direction gaming is taking. In the Twitter gaming moment I share here I briefly note the two good fighting games I enjoy. I realized I complain a lot about fighting games, and the corruption thereof, so I figured it was about time I let you know that not all was lost in the genre. I hope you enjoy the glance at this screenshot captured Twitter moment. Feel free to let me know what your favorite fighting games are.

Monday, April 23, 2018

MegaDimension Neptunia VII Returns With Some New Virtual Reality Features

If fan service were a Neptunia game this reworking of "MegaDimension Neptunia VII" would be it. It takes the already improved game formula, improves further upon it, and adds in VR character interactions as a means to draw the player further into Gamindustri than ever before. It's like the ultimate interactive edition of the previously released entry. As far as VR features go the game can be experienced with or without a VR headset. The VR portions of the game are limited only to the new player's room area which can be accessed between gameplay sections through the world map. It is a supposedly real world place where you get to interact with the CPU Goddesses on a more personal level. You, as "The Player", are introduced to the ladies of the Gamindustri as that enigmatic guiding presence that they finally get to meet. Through continued interactions the Goddesses are able to change the items in your room, and carry a conversation through your motioned "Yes" or "No" answers as well as through the movement of the camera's focus. By focusing on certain parts of the Gamindustri gals it will sometimes provoke a response. Sometimes the response is that of embarrassment, and other times of shock if you look down towards their legs. Even the environmental objects will evoke a response if focused on in the correct moment. You'll even find that some of the conversations are deeply involved while some are flirtatious, and others meaningful in the sense that the player finally gets to meet those he/she has watched over throughout the history of the Neptunia series.

Tuesday, April 17, 2018

Streets Of Red Dares To Reinvent The Old Brawler Formula And Succeeds

A Shovel Knight, Link, Tron Bonne, and a Teenage Ninja cosplayer walk into a gaming convention ... It's the perfect segue for Secret Base Games' comical beat'em up, and the review thereof. At least I think so. This side scrolling nod to all things geek, and gaming culture known as "Streets of Red ~ Devil Dare Deluxe" goes full on 4th wall breaking with it's inclusive arcade mode story about an unlikely set of four poorly dressed cosplayers who are each tasked with battling hordes of the undead to supposedly save the world. While the story or plot behind this tongue-in-cheek action adventure into nighttime horrors of the unforgiving kind has it's own interesting setup all you really need to know is that some soul munching fairy offers the four protagonists the chance to save the world by killing off the infestation of zombies. By playing as one of four video game character themed cosplayers of the previously mentioned sort you will collect the souls for the fairy behind the scenes as well as loot the dead for all they're worth while you try to survive several sadistic nights of carnage, and bloodletting. A multiple stage engagement which begins with a Sonic the Hedgehog inspired stage intro screen along with Guilty Gear's starting catchphrase atop it, and ends with a series of final boss battles.

As you play through the game's many stages fighting off the various baddies therein you will find that nothing in the way of video game, or film lore is out of bounds for the developer of this pixel packed punching parade, and that as cliche as it might get, it breathes life into a dying genre with a unique gameplay system which plays out surprisingly well. Ultimately how you choose to use the given combo mechanics, fatalities, and special attacks at your disposal will determine what kind of loot is dropped. Loot which you can buy upgrades, continues, and even ... er, sorry. Almost spoiled something! The point being how you utilize the character specific abilities, and how well you manage your money throughout your playthrough will determine whether or not you survive the night ... nights. Supposing you don't survive you'll be faced with a dreaded perma death via the deletion of your save file. Meaning you'll have to start over from scratch. Thus a lot weighs on your ability to play the game properly. Skill is required.

Friday, April 13, 2018

Tera ~ My Evolving Thoughts On The Game

Despite running into different server issues, having my internet/cable connection compromised while playing, and finding bugs in the gameplay I still commit a decent amount of daily time progressing in Tera on the PS4. It's an MMORPG that has it's fair share of flaws, but that really shines where it shines. As I've said so often before the experience takes the usually complex MMORPG UI (user interface), and streamlines it in such a way as to make playing it less of a tedious task, and more of a casual in and out experience. Currently the only real problems I see with the game are the frequent server issues such as access to servers not working, and players automatically being thrust into a server upon login without initial choice. There's that, and a dire need for some sort of aided direction when it comes to questing as often times NPCs do not appear as they should or are so obscured from view it's like hunting for a needle in a haystack. I suggested some sort of guiding light like Monster Hunter World's scout flies. I think that would be the perfect solution. Maybe even a way to toggle on or off ground arrows when you find yourself lost.

Thursday, April 5, 2018

My Thoughts on TERA

TERA is the latest free-to-play MMORPG to hit the Playstation 4. It's not the first of it's kind, and it will certainly not be the last. That being said there are some things TERA gets right, and some things the game fails at. What TERA gets right above all else is the streamlined gameplay, the user friendly controls, and the polished visual designed. It's mostly eye candy with fluid action packed functionality that you don't often see in such a game. The online portion of the game is mostly lag free to boot even with populated servers, and the experience as a result is vastly more enjoyable. That being said gameplay in TERA is a dumbed down series of sequential side quests, boss fights, cutscenes, and bland NPC conversations that are meant to breathe life in what ultimately amounts to a very tedious task oriented gaming experience.

The developer boasted it as being"Action Packed", but the action within the game is not all that exciting, if I were to be honest. The fights against mob minions are only made challenging due to their mob-like habits, and even the boss fights feel less than engaging outside of the fact that they do have legitimate attack patterns. Bosses, for the most part, are the usual sponges with layered health bars that only require your character to be leveled up enough to handle the fight. When it comes to the gear and weapons with which you dispatch these supposedly formidable foes this too feels less than awe inspiring. Sure there's rarity in the items you can earn and buy, but nothing seems outstanding or brag worthy. As such I don't see a lot of potential in the trading/selling economy that the servers host as a player to player market feature.

Monday, March 26, 2018

The Witch And The Hundred Knight 2 Is A New And Refined Standalone Sequel

Getting back into this series I was filled with a lot of questions regarding what direction NISA could take the story, and how they could change things to breathe life back into seemingly overlooked idea that was the first game. These lingering questions were thankfully met with brilliant answers. For the most part NISA stayed true to the first game's formula ultimately streamlining the experience, and adding in only a handful of new features as to not overwhelm those looking to get back into the now established series. Returning alongside the witch versus the villagers theme is the governing and depleting Gigacalories system, the playable Hundred Knight himself, and the base combo centered weapon stacking. That along with the stomach for storage, item rarity, weapon krafting, the mystical dodge, and the overall grind for better loot return in a refined/reinvented manner meant to make all features easy to access. Necessary functions are now assigned to the DPad directional inputs, R1 and accompanying face buttons, the face buttons alone, the OPTIONS button, and the touchpad. New to the game is the continuously alternating story involving a sister named Milm who early on becomes afflicted with the witch disease, her sister Amalie who is her caretaker, and a foul mouthed witch antagonist named Chelka who all become intertwined unwillingly in the current witch wars scenario. A battle now waged between the Rot Branch's Weisse Ritter alliance, their Holy Valkyries, and a couple of witches including the newly awakened witch Chelka.

Tuesday, March 20, 2018

Paying Respects To My Grandmother Who Made My Journey Into Gaming Possible

My grandmother is my favorite person in the world. She's a Godly woman committed to reading the scriptures daily, and is wholly dedicated to her family. She prays for us all the time, and often says she'd take on our suffering if it would ease our pain. Throughout my life she's stuck up for me, looked after me when I was young, and encouraged me to be the best I could be. In her 80's now she suffers a lot of ailments, but still finds the occasional happy moment with me, and I with her. I remember fondly her taking me, and my siblings shopping for a Nintendo Entertainment System when we were younger, and her beaming with happiness to see us happy once she had bought the console. If it weren't for her I may not have ever gotten into gaming like I did, and for that I'll be forever grateful. Not only did she do that, but she's the reason I got a PS Vita, and why I've been able to support my hobby. I personally don't like to accept her money, but she finds happiness in my happiness, and to be quite honest she won't take no for an answer. She awaits my return from the trip to Gamestop, and always asks if I got something good, and I share with her what I bought.

Tuesday, March 13, 2018

10tons Shmup "Tesla vs Lovecraft" Is An Improbable Battle Of Genius And Madness

Like the epic battles between King Kong, and Godzilla 10tons studios takes two iconic characters from the world of man, and pits them against one another in a decisive battle made somewhat plausible yet not. In this battle of science versus fiction we find famed scientist Nikola Tesla battling horror author H.P.Lovecraft. A man whom had warned Tesla in a live demonstration that he did not know the powers he was meddling with. Those powers being free electricity for all. A tale we all know too well. After being imprisoned for the theatrical disturbance Lovecraft unleashes hell on Earth Eldritch horror style causing Tesla to counteract the threat with weaponized inventions of his own. Through mechs, augmented artillery, and perks of the shmup kind Tesla faces off against fiendish foe after fiendish foe in portal spawned waves powered by Cthulhu statues. Ultimately going between planes of existence including that of Arkham, the Aether, and Eldritch Tesla dares the adverse difficulty as he faces the monstrosities of old.

Saturday, March 10, 2018

An HD Return To Damascus Gear Via Operation Osaka

Arc System Works, and A+ Games' 'Damascus Gear' series offerings continue with an updated HD port of 'Damascus Gear: Operation Osaka' for the PS4. This twenty dollar visual, and all inclusive upgrade brings to fans of the series a revamped and remastered story driven mech based RPG experience with the basic features of the first installment still intact along with some changes in focus. New to the series are missions that take the gamer through multiple floors of the Cosmopolis in order to loot new gear for their GEARS, and farm rare materials to pay of a ridiculous debt taken on, and passed down to the new pilot by his/her parents. Most of the game revolves around this debt story arch in that your progress, and ranking will afford you the gear, and monetary compensation needed to pay off the various loans. Beneath the debt driven gameplay you, your operator, and your mech will be engaging in gladiatorial Japanese mech battles via the "Arena". A 1v1 sports spectacle in which the winner leaves with a huge lump sum of money, supposing they win. You will ultimately be switching focus between doing missions to engaging in arena combat while occasionally being haunted by an enigmatic person or entity who seems to know something more about your destiny than you do.

Thursday, March 8, 2018

Hobby Destroyers The Gaming Industry Dilemma As I See It

While the title of this post is broad I'd like to focus mostly on gaming, and the game industry. I'd like to talk about the key points that would turn me away from gaming should they come to fruition. I'd also like to talk a little about the direction gaming is taking, and what this possibly means for the future of gaming itself ...

In the past several years we've seen mainstay creators in the gaming industry twist, and taint the entertainment offerings thereof in a variety of concerning ways. Both for gamers, and for the developers who create the content said gamers consume. We've witnessed Microsoft, and Sony start a console war in which they each released a few different versions of their new-gen console hardware while completely ignoring how it impacted early adopters, and the fact that it made useless consoles that in previous generations would have had a much longer lifespan where games were the focus instead of the consoles themselves. This race to win over the gaming crowd has cost these companies trust among the gaming community, and lost some dedicated service subscribers that would have possibly stuck around if it weren't for the poor decisions made.

Monday, February 26, 2018

Brad's Tips For Keeping Free To Play Games Free And Fun

We've all been there. We've played a free-to-play game to a point that we feel forced to pay up to make anymore progress. We hit a paywall, and simply can't get any further without paying real money for fake money, or in-game items that will aid us in our online journey of enjoying a game we would like to enjoy, but cannot enjoy otherwise. That seems to be the go to formula for a lot of studios. Indie or Triple A. Thankfully all is not lost, and we too can manipulate the marketplace to our advantage. We can turn the tables, and make studios give us freely that which we would usually have to pay for. You simply have to show disgust in the games bad business practices, raise a social stink on social media about it, and stop playing for a while. Once your disdain gets the studio's attention their embedded reward algorithm will reward you handsomely for your return to the game. Sure, this reward is short lived, but rinse & repeat the previously mentioned disgust to not playing cycle and you'll continue reaping the rewards while making progress that costs you nothing. A lot of developers create their games to reward strategically in a desperate attempt to maximize player payouts. By understanding that this is how things work you can take advantage of the advantageous practices of those who would take advantage of you. It's that simple. So, the next time you feel the urge to pad the pockets of free-to-play exploiters stop playing awhile, make a fuss (albeit intelligently), and wait patiently as you are rewarded for your patience. Patience is a virtue. Even as a gamer.

Sunday, February 18, 2018

NISA's "The Longest 5 Minutes" Lives Up To It's Name

The moment of epiphany, and the moment of reflection in passing is a lot like @NISAmerica's "The Longest 5 Minutes". We often get to a point in life where we stop, and think how did I get here? That's what makes this game both different, and brilliant in regards to the JRPG genre's usually set formula. It is, in a way, a mirroring of self-reflection. In the game you get to take on the role of a heroic leader of a band of party members who has arrived at the final battle against the evil of all evils. For whatever reason you lose your purpose, and memory to a point that only with each attack against you are you able to relive your adventure in an episodic manner and recall all that you learned along the way. In doing so you slowly regain the will, and ability to fight the formidable foe that stands before you. The premise is simple, and the gameplay oldschool or retro in the turn based/pixel constructed sense, but in it's presentation it becomes a metaphor for life's key moments where we must reflect on how it is we got to this point in time, and how we are to move forward. As such the tale being told is a story that most can relate to even if it is directly unrelated. Like a lot of NISA games, especially the more indie titles, it makes you think on a deeper level if you even care enough to take it's underlying theme that far. The game has the usual NISA charm, and continues with the quality content NISA always puts forth. It is why, in this micro-review, I give it a good to buy rating. If you own a PS Vita definitely pick it up! I think it's also available on the Switch for those of you who own that console. I enjoyed it, and I believe you will too.

Saturday, February 17, 2018

Slice, Dice & Rice (PS4)

Slice, Dice & Rice (by Dojo Games) is a gimmick fighter in the vein of games like 'Dive Kick' and 'Bushido Blade'. It takes the rock, paper, scissors formula in regards to trumping one's attacks or Bushido Blade's opening focus and wound system while utilizing a four button controller layout with 3 melee attacks (horizontal, vertical, heavy) & a parry along with dash options, aerial attacks & cancels to do so with. The fights last up to several rounds depending on the mode being played with each round being a potential insta-kill depending on the attack landed. There are fatalities done through a heavy attack no matter what round you might be on as well as splashy blood effects. The graphics are cell shaded, and the stages layered. It has an ancient Japanese folklore appearance, and a traditional instrumental soundtrack with a variety of different fighters included that each move, and attack differently according to fighting style & weapon type. The 'Dojo' mode which takes the place of a practice mode allows for learning the characters attacks on a basic level while the Story mode allows for a ladder style series of matches against select characters with story elements embedded.

Monday, February 5, 2018

Project Xenon Valkyrie+ (PS4)

Diabolical Mind and COWCAT Games take a tried and true indie platforming formula, jazz it up with impressive pixel art, and seal the deal with challenging gameplay that isn't off putting, but actually fun. The game comes complete with a light sprinkle of established lore about evil from the dark side of the moon encroaching on a civilization's turf with the intention of destroying all that is good. Past the hieroglyphics inspired telling of the world's looming disaster you are plunged beyond the animated display that is the story's prologue into a hub world with a crashed ship housing three could be heroes and heroines as well as a portal leading deeper into the alien world, and a shop of godlike gear to help you slay the evil that awaits you further into the game. There are no tutorials given beyond the set plot, and only through clicking the button prompts in front of NPC characters and items are you able to figure out a little more about the world, objectives, and features that will aid you as you go along from portal to portal facing a host of various alien creatures in a variety of different stages. Thankfully nothing in the game is overly complicated, and if you've ever played a game like Mega Man or any other Metroidvania you will be able to pick up on things rather easily.

Wednesday, January 24, 2018

PlayStation's Lack of Moderation

Tonight, while playing on the PSN I was given a code of conduct breach notice for reporting players for network manipulation, modding, and potential hacking. All of which I 100% sent in as legitimate claims, and concerns. On average, when playing certain competitive online games, I report upwards of 30 players a session. I don't pull the accusations out of my ass as Sony's PlayStation moderators would have you believe, but base my claims on multiple signs that tie-in with a players' PSN profile and their actions in-game. No claim is given without merit. Upon reporting these players, an average acknowledged and processed report takes 1 to 5 minutes each. Nowhere near the time needed to properly investigate a player. In the world of PSN online gaming there are proven cases of hacking, modding, and lagswitching. Under Sony's/PlayStation's supervision most of this goes noticeably unchecked due to their poor selection of reporting options that DO NOT include options for connection tampering, modding, or hacking. I have to report the activity as "illegal" as the things I are reporting are illegal, and have to forego the lack of report options by using an option that does not directly cover the threats at hand, but offers a report form where I can type in what I suspect the player is doing.

Thursday, January 18, 2018

The Aquatic Adventures of the Last Human (PS4)

Nowadays climate change is an unavoidable topic of discussion. Whether you're online on social media, or offline having a conversation with family and friends somebody will bring up their side of the argument. Personally I'm a climate change denier. I feel there's a more sinister cause behind the change in weather, and that while it does deal with humankind's interference I think it's more controlled than one might think, and purposefully so. Enter Brad's conspiracy theory of storm seeding. A deep seeded theory for a different time, and place ...

At the end of the day everybody including myself likes to throw their two cents worth in on the subject, and while the topic of climate change is interesting enough to entertain it all boils down to a lot of assumptions, and uncertainty. We just don't know for sure. The developers of this particular game take that very notion into account in an extreme yet not so far fetched way themselves. While there is little story handed to the player in "The Aquatic Adventure of the Last Human" at the start the plot is hinted at continuously through a time referenced cinematic intro, and holo-deck recordings of a textual nature that allow the climatic demise of the human species to unfold in stride via a ambient Metroidvania experience.

When the game opens up we, the gamer, see a ship fly from Earth towards a wormhole during the Earth's future. The launch date into said void is 2971 AD to be exact. A time when Earth was flooded and frozen over due to the escalation of weather events, and it's surviving populous made to live in underwater cities as a last resort. The pilot enters the wormhole in search of a new place to live, but returns thousands of years later to a future Earth where humans were made extinct by their continued tampering of nature's creations. Seems they didn't learn their lesson the first time around, and thus the pilot of this story is left to find that out the hard way. Crash landing on the frozen watery planet the pilot dives deeper, and deeper ultimately discovering that he is the only human left, and that what lurks in the depths might just wipe out himself along with all of humanity's historical achievements.

Friday, January 12, 2018

Tiny Metal (PS4)

Area35 & Unties' "Tiny Metal" is a cutesy military grade SRPG made possible by a controversial kickstarter campaign. It is a turn based tactical RPG supposedly not originally planned by the developer. A turn based tactical gaming experience in which you command, control, and conquer with various military units on a tiled map that has special terrain and capture points made available. You basically fight enemy units as one of the game's warring factions while capturing points to spawn new units, heal, and bank METAL coins for spawning the new units. The inclusive gameplay also uses special terrain to add in other tactical/strategic options such as height and cover advantage. Tiny Metal currently includes two modes of play including a story driven 'Campaign', and a 'Skirmish' mode outside of that. It says it has a multiplayer coming soon as well, but that has yet to be implemented as of the posting of this review.

The game's campaign story which is the core focus of the game involves the warring America-like Artemisia, the Japan-like Zipang, and some suspicious mercenaries for hire who are all involved in an ongoing war resulting from the aftermath of a Great Global War. A great war that left in it's wake an electronic corrupting miasma which rendered electronics useless. There is betrayal, suspicion, and misunderstanding involved between the two included warring nations as the stakes of the fight continue to escalate. It is through key characters such as Nathan Gries of Artemisia that the plot unfolds in a point-by-point series of battles that get progressively harder, and progressively more inclusive when it comes to features and mechanics. The art style within this inspired plot setting is kind of anime in nature as one might expect from a Japanese developer, and includes multiple language/audio options for both English and Japanese gamers.