Showing posts with label steam. Show all posts
Showing posts with label steam. Show all posts

Monday, July 21, 2014

Dark Souls II Review

Dark souls II Review: 

Like a moth drawn towards the flame.



Dark Souls 2 is the second entry to the Dark Souls series, but it's also the 3rd entry to the souls franchise as a whole. Taking more inspiration and guidelines from Dark Souls than Demon Souls. It attempts to merge the best of both worlds to improve upon it's own formula. It falls short though, thanks to poor planning and weak game design choices. Now, this doesn't mean the game is bad, it's just an echo of the greatness that came before it, it's not a loud or consistent one though.

Lets make our way from the most basic aspects of the game to it's most complex ones so we can see what improved and what went wrong. Souls games are about adventure, a sort of masochist journey riddled with clever level design and difficult boss battles that constantly try to wear you down as a player and as a hollow. To explain it rather quickly and waste as little time as possible, you are the chosen undead, a human who's doubtful of it's own purpose and a hollow shell only to be kept alive and sane by consuming the souls of the many other creatures in the kingdom. You must traverse the land, acquire the souls of the great ones and gain enough power to defeat it's decaying ruler and start a new era yourself.


it's also about trying not be gangbanged by stone horsehead creeps, mind you

The game tries its hardest to kill you which not only weakens your resolve as a player but also turns your character hollow. Every time you die a human you become more hollow and even when a little bit hollow, you cannot summon other players to help you and unless you get to where you died, you will also lose the souls you were carrying with you. Losing souls is a major mechanic because they serve as experience and money. So the more you die, the more difficult it gets for you.

Now, Dark Souls 2 is an improvement over the first one visually. For starters there are no poorly designed areas that will make the frame rate drop for no apparent reason. The game is lenghtier and manages to offer the player with more sights to see. But it does have it's flaws, pretty major ones too. Enemy designs, specially bosses, are repetitive and in a couple of situations feel out of place. The palette this time around is more diverse which might bother those of you who prefer the more eerie and shady looks some of the areas the first games had. Needless to say, this color palette and intriguing yet sometimes not so functional design manage to immerse you more in the lore and ambience as a result.


the game really looks gorgeous and the settings are really appealing, specially when youre not getting your butt handed to you by these huge green dudes that swing their spears at you

Music wise, it is far more varied than the first one, but it's still not a lot, which in my humble opinion has become characteristic of the series and is just fine. One of the objective improvements is the diverse boss themes which were almost non existant in the previous entry. Even though not memorable, it is far better to have variety than to hear the same tune time and time again.

As some of you should know, the story in souls games is delivered in a very unique manner, much like in the previously reviewed super mario 3d world, the biggest chunk of plot you get, comes from an opening sequence. After that, it all comes as a very cryptic, unexplicit npc dialogue and some item descriptions. This is most charming to some, but for those of you who look for a well delivered, entertaining story and didnt know of this, be warned. Dark Souls 2 is no exception and most likely won't appeal to your lore tastes at all.


let me sum it up for you: travel, die, fight, die, travel some more, die, get to this place, let it sink in and die some more

To wrap things up, lets talk about what Dark Souls 2 gets right and wrong, gameplay wise.

The Good:

Variety is the spice of life. Even though most people complete the game following the same paths in the same order, truth be told, you can actually mix it up a lot and take different approaches if you desire so. This also happens in Dark Souls 1 but there are milestones in DS that you can only overcome one way where in Dark Souls 2 you at least get a couple of choices.

The makings of a hero. There is a strong argument to be made that magic is still more powerful than any other character proficiency, yet the other choices are more much attractive and balanced now. The level design is constructed in a way that makes it so players who choose to wield a single type of weapon can beat it if they try hard enough but players who keep their arsenals wide will see themselves rewarded for it. Bows and crossbows are more comfortable to use this time around but they're still not even close to being fully viable. Dual wielding on the other hand is presented in a cool way, it works and it's balanced through a couple of rules and restrictions that ideally fit it.

Sense of progression. Not only does it borrow heavily from Demon Souls's concept of the nexus, it also makes it so it really becomes a beacon of hope and a place to rest for the player. Most npcs you meet can be brought to the "nexus" to sell their items there, increase their inventory, change their dialogues, give you hints and lore oriented speeches and even change the surroundings a bit for your convenience. This makes it so you have a sort of home to be attached to, which is a nice welcome feeling.


forgot to mention, you can play sword tag with zombies too! 

The Bad:

Unimaginative enemy design. Most enemies feel like they are just remodeled or reskinned versions of ones you find early on. Movesets dont vary that much either but Dark Souls 2 biggest offense in this regard comes from bosses. At the top of my head, the amount of bosses that are just a guy with an armor is about 40% and another 20 % is just a big monster flailing his arms around which leaves only 40% to the imagination. To be fair though the other ones are pretty neat, unfortunately, they are a bit easy and quick to beat so they dont really make a lasting impression on you.

Soul memory. The decision to make it so pvp matches were actually linked on soul memory rather than soul level is a terrible one. Instead of fighting people your lvl on the pvp tier you like, it becomes a full stat brawl with people just exploiting dominant yet repetitive strategies. This is such a huge downside because this time around pvp had the chance to be a banquet of builds, flavors and weapons that the previous souls games couldn't see.

Lackluster story. Even though Dark Souls 2 makes a big effort trying to have a more compelling story, it falls flat on a washed up canvas. There is really nothing new or exciting. It feels as if the plot was just copy/pasted and then tweaked a lot. It's final delivery for the player after about 30 hours of gameplay is very tasteless to be honest.


this was supposed to excite you, now all you do is wonder about how far ahead of you down minmax road this guy is 

Visuals: A definite improvement upon it's predecessors. The game looks great and thankfully no stupid areas drop the fps for no apparent reason, movement and particles all seem more fluid and pleasant to look at. The aesthetics changed to be more colorful and varied and it's up to you to decide whether or not that's a good thing. It looks amazing, it is a shame though that most enemies disappear on death and the lighting is nothing like what was originally advertised. 8.5/10

Gameplay: The gameplay is a theorical upgrade over the previous formula. More variety, more options and a better feel to it all, its actually an outstanding feat to see such an elaborate and well polished system made even better. Unfortunately though, the reaaally stupid numeric decisions From Software took regarding soul memory and the stat point resetting option just killed both pvp and replayability for the game and this I hope someone fixes or patches up because it really hinders the game's potential to an almost incalculable degree. 6.75/10

Music: Songs that are well composed and somewhat fitting to their respective settings make the game feel more alive without risking it's previous musical identity, it all sounds nice but its ultimately nothing to write home about. 7/10

Story: This is probably the only aspect of the game that is really a downgrade compared to the previous ones, it just seems too familiar yet unpolished, like they tried to cater both new and old players to the franchise but somehow managed to dissapoint both. Better conveyance just worse ending and creativity overall. It is by no means a bad story, it just leaves a bad taste on your mouth because both newcomers and veterans can feel an enormous amount of unexploited potential. 6/10

Final Verdict:

Dark Souls 2 is sort of like a spoiled rich kid who's parents forced into soccer practice. He has a good P.E teacher, healthy food and diet, gym at home and crazy cool shoes and shirt to play soccer in. Hell! He even has the talent! Yet it seems like it's not really giving it's all. Mix that with colossal yet simple numeric decisions on it's developers that ultimately hinder the experience and you get a great game that offers a lot of cooperative goodness and solid gameplay with no replayability or fun competitive grounds to enjoy yourself in.

7/10

*Sorry for the 2 month hiatus, college is tough and all, I've also been doing a lot more reading and less gaming so that's part of it. It's also convenient DSII's DLC was recently released so you guys can read on this now if you were actually waiting for it. Thanks for reading!

**For the native english speakers, I apologize for the grammar errors. I'm still getting the hang of this language, it is in my best interest to write as adequately as possible but please do not let those mistakes take away from the article's meaning and objective.

Remember to follow me on Twitter at "@pegasus_boots" and Instagram account "pegasusbootsgb" hope you enjoyed the read!

Tuesday, May 20, 2014

Transistor "Peek"

Let's take a peek at: "Transistor"



Transistor is an action RPG made by the same guys who made the magnificent title: Bastion. It was just released yesterday and it's available now on PS4, Xbox One and Steam. And while it certainly resembles Bastion a lot, it is a very different masterpiece altogether.

As far as plot goes, the story is told in a fashion very reminiscent of its predecessor, only this time around, cut-scenes are more frequent and since they are comprised of amazing art and genius portrayal it becomes a delight to witness every single one of them. To put it bluntly and spoiler free, you assume the role of Red, a former high class member of the Cloudbank society who's now on the run after a tragic event. The only thing to keep you company is a very sci-fi looking great sword that can speak, and oh boy does it sound sexy as hell. (In the PS4 version you can have it speak through your controller)


cut-scenes riddled with this amount of detail, impressive artistic direction and totally rad script are really one of the highlights of the experience 


The game's visuals are stunning and its art style is outstandingly charming and colorful, it also does not sacrifice the slightest shred of complexity and seriousness where it is needed, and it is needed a lot, trust me. A soundtrack just as beautiful and varied as in Bastion accompanies you throughout your journey and often interacts with the way you traverse the city and battle your way through waves of evil technological monsters spawned by a phenomenon called "The Process".

It is often difficult to praise a game's design as well as its aesthetics and soundtrack when it looks and sounds as beautifully as Transistor does but it undoubtedly surpasses the latter. Transistor's strongest suit is it's refined gameplay, and here's why:


it's not only spectacular, it looks and feels frigging cool too.


Where as Bastion felt as if it was catered to a western audience, Transistor is heavily motivated to please the complicated strategist palette of the JRPG audience. Dozens if not hundreds of more numeric, priority focused and positioning tactics plague Transistor's combat system, and that's a good thing. Instead of being chained to an optimal dps model, you are given multiple choices when it's time to address your encounters. Be it through sheer fortitude, stealthy obliteration, multiple target barrages, ally recruitment subterfuge or even kiting methods. Virtually any wave can and should be addressed differently than the last and the amount of substantial change is chosen by you!

To better portray it all: You have 4 abilities that you can map to four buttons, but every ability can be turned into a passive for you, or an upgrade for another ability. The way you use these is just like you would in any action RPG game by pressing the button, duh. You also have a technique called "Turn" which stops time and allows you to program and deliver a sequence of abilities and movements in order to turn the tide of battle, dodge an obviously fatal blow or deliver the final one yourself.


this is just a sneak peek of the full ability roster but the amount of possible combinations and customizations is almost unfathomable, you'll most likely finish the game using a very different kit than any of your friends, seriously


Ultimately a story with an astonishing setting, compelling lore and characters, wonderful soundtrack and sound design, intricate strategic combat that doesn't sacrifice flow or immersion and rewards the player for learning its ropes all the while respecting his or her intelligence, cool boss battles and a nice amount of extra content. This is what makes Transistor a game very well worth it's price tag and a title you must have. Whether you're into action RPGs or not, give it a go. I promise you, you wont regret it.


come on man, what are you doing!? Red is waiting for you! hurry up!



Here`s some contact info you might like to know in case you wanna add me up and play or just have a chat with me, I must not seem like it now and I don`t think I`ll seem like it any time soon, but I`m not a company, I`m a kid who enjoys playing video games and is very excited to share them with you guys.

Steam: Bombermanganzon
Diablo III: kiwicupcake (yeah, dont ask about that one)
League of Legends: Skyward Svvord
Guild Wars 2: Vitesong

If you are looking to see If I`m available in any other game or platform such as Miiverse by example, email me at: fastpegasusboots@gmail.com

Sunday, December 29, 2013

Dead Space 3 Review

Dead Space 3 Review:

How does a great and modern franchise fall?


Dead Space 3 is the latest entry up to this date on the Dead Space franchise. It has already been a while since it's release and I was avoiding it because of the critics it received and overall poor feedback from friends of mine who loved the franchise as much as I did, if not more. I don't mean to say Dead Space as a whole is doomed and may never see the light of day again, but I do believe they attempted to turn an otherwise excellent franchise in a horrible, thorn riddled direction. In this review I would also like to draw some parallel lines between this last installment and the 2 previous ones so you guys can see which aspects I believe were lost and which were gained during this series's evolution.

I decided to make this review even though Dead Space 3 was released back in February because I brought myself to play its campaign with a friend in the famous co-op mode this entry brought to the table. So without further explanations to give and no desire to drag this around any longer here's what Dead Space 3 is all about.


this is what I've been doing on holidays, am I not the most social human being there is, playing co-op dead space 3

Summary: The Dead Space franchise WAS (past tense) a horror and survival game oriented series, they take place in the eerie, terrifying setting that is well, as it's name would imply, outer space. You play as Isaac Clarke, a space engineer haunted by nightmares and horrible experiences that must save humanity from a zombie-like alien infection. In the first entry you find yourself in the creepiest place in all of the series, the Ishimura, a mining space shuttle and ship that just never ceased to run chills down your spine. Almost every nook and cranny had an unpleasant surprise for you and its confined hallways warrantied nervous breakdowns when you saw yourself crammed in them with a bunch of necromorphs (the alien zombie things). On the 2nd entry you saw yourself roaming around the city of Sprawl. a space colony that is a bit more open and comfy to Isaac, but still filled with unnerving new enemies and a couple of places that beat the Ishimura's butt in terms of sheer creepiness. Finally you see yourself in a city in a moon that located well, umm... somewhere (shit's too wacky and not explained well so I don't quite remember) and you are tossed around by this group of half terrorists half rebels that want to gather an alien artifact that you've already dealt with a couple of times, so that makes you the right guy for the job.

So, let's talk positives first, in this particular entry, you can play the whole story with a friend! And if you do so, you even get some extra hours of gameplay! So that is pretty cool, the only downside to this feature that I couldn't quite understand is that you need 2 copies of the game to do so. What I mean to say is: It's not local, in order to play the co-op version of the campaign you need 2 consoles or computers each one with a working copy of the game. This baffled me. Why wouldn't you just make a split-screen mode!?


I know this game was terrible but the split-screen was a welcome feature, cmon EA stop trying to empty our pockets

Another kind of cool feature is the revamped crafting system which lets you basically pack 2 weapons into one and give secondary effects to its sight or its bullets. There is one problem with it though, when you reach about 60% completion if you've been paying attention, gathering blueprints and pieces, you can make some overpowered weapons that will practically make 9 out of 10 encounters a walk in the park. (I beat the game on hard mode, I know it isn't hardcore but it was still very very easy)

Now for negatives and boy o' boy are there a bunch of them this time around. First of all, the game changed genre's and just to be clear, I saw this coming since Dead Space 2's release only DS2 didn't make it so obvious. Dead Space 3 is a 3rd person shooter action game. All of its survival elements are gone and the horror is barely even there, a few jump scares that aren't even that well employed are the only things that make you nervous, at most. The story this time around is so convoluted and unbelievably disengaging that it is a miracle I could even understand half of what was going on. (I've got a short attention span don't judge me) Finally the setting this time around varies a bit more than in previous games which is nice but none of these places make you feel frightened, which to be honest is the whole point of a setting in a self-proclaimed survival horror game.


Explosions, yes, you'll be seeing a lot of them here, no more dark creepy hallways, just, well.. BOOM for you ;D

What bothers me the most about this entry is not a valid reason to give it a low score. It's just personal preference, but for a healthy mind's sake and more happy readers let me elaborate:

-On the first Dead Space, Isaac Clarke was a mute and even a faceless man for the vast majority of the game and that let me empathize with him, he wasn't speaking over radio transmissions every 2 seconds he was just grunting when he stomped item boxes and grunting even louder when apprehended by a necromorph. since DS2 he's been given a voice and not just for cutscenes, entire sequences are riddled with dialogues of him chatting over the radio with his allies and enemies and the constant speeches don't make you feel alone and helpless. You feel completely safe and the horror aspect of the game is broken to me, this only intensifies in Dead Space 3. Not only are you joined by a friend if you play co-op you also spend about 80% of the game in a conversation with someone which is just dumb, it completely kills the mood this series was known for back when Dead Space made its debut in back in 2008.


conversations, conversations everywhere

-The plot of the whole franchise has never been it's major strength, it isn't bad by any means but it's nothing to write home about if we're really honest. Some minor sub-plots though are very interesting and bring the story to life, they motivate you and make you care for Isaac. Since DS2 Isaac has become an inconsistent character, he seems like a complex character with deep issues but throughout the games you evidence he's just troubled for a couple of minutes at the worst point of his adventure and then he always gets back on the horse, finds a new girl and kills some more necromorphs so to me he basically lost all that made him relate-able. He just looks like a COD character in my eyes, and I mean that as a bad thing.

-During my play-throughs for both DS and DS2 I didn't encounter a single bug, glitch or error whatsoever. But Dead Space 3 was a whole different deal, it was one after the other it basically turned the whole experience into an endurance test for my patience as a player who despises glitches in a game. Here's a quick list of all the errors me and my friend encountered:


I was browsing the webz like a cute internet cat for glitch to show you guys 
and the first I found was one that actually made the game scarier so it doesn't quite help my cause

a) Aim fixation, my friend who used the keyboard to play it, found himself locked in an "aimed down the sight" state through about 2 chapters of the game after which he decided it was ruining his experience and decided to look for a fix online. After a few minutes he found one, it consisted of mashing the TAB key over and over again and this, ladies and gentlemen, fixed the issue lightning fast. But it was still pretty annoying, resetting the game, re-hosting it, changing hosts, rebooting his PC, none of this fixed it so that is one annoying problem to encounter if you ask me.

b) Out of sync cut scenes, this happened to us twice: One happened in a cut scene in which Isaac and his friend are captured by some human enemies and this was apparently followed by a shootout, only it wasn't followed. It happened at the same time, the NPCs were just standing there when we arrived at the scene and the cut scene suddenly triggered, some of the dialogue was past us and the other enemies were shooting at us while it happened. So there we were, listening to a menacing speech from the bad guy while we were being shot at. Want to know how I figured this was a mistake? well an NPC was grabbing me by the neck with his stump of an arm he just lost during the cut scene. Yes, the enemies shot their own friend's arm off and he was using a phantom limb to hold me down, the NPC that brought my friend into submission lacked a head by the end of the cut scene and we took a lot of shots too, they didn't kill us but our full health bar was nearly depleted when the cut scene ended and the real shootout began. The other time was just goofy and it won't be mentioned.

c) Invincibility, this sounds cool right? Well it happened, it didn't last long, not because it was a one time deal but because my friend was terrible at climbing sections. At one point in the game he started using the Bench (or crafting table) to make himself some weapons and he was caught by a necromorph. He forced himself out of danger and afterwards he was immune to damage, ALL DAMAGE. He could be mangled by a necromorph in a combat cut scene and he would receive no damage whatsoever, the only way he would die was if he let the creature devour him, but even then he would re-spawn with invincibility. He managed to turn it off accidentally when a chunk of ice the size of a truck fell on him during a climbing sequence but if he was any better at climbing he would have carried me like dead weight for the rest of the journey.*

And these 3 things my friends are basically legacy breaking flaws in my book. When you lose complete sight of what your amazing game was in the beginning, you let it's spark extinguish and it's magic disappear. Many friends of mine and I believed Dead Space to be Resident Evil's true successor but they both went down the same path, making over the top, explosion filled set pieces and overall action games that forget their true essence.


This                                is scarier than                                   This
So there is a problem here

Visuals: The game looked very good, there was an occasional frame rate drop but I blame our slow internet connections for it. Most of the particles and scenery were astonishingly well designed and just a pleasure to watch. So no downside here, just nothing transcendent. 8/10

Gameplay: If you can ignore the multiple and frequent bugs. The gameplay and controls are tight, everything is responsive and just fun to play. Though not only the survival and horror parts of the game's genre are gone, the difficulty was kicked down a couple notches. It is no longer vital to aim at the limbs in order to win an encounter with the dreaded necropmorphs, with the many overpowered weapons at your disposal and overall weaker enemies than in the previous games you can just aim at the torso and maul your foes which feels great but offers no challenge for the player. 5/10

Story: I personally didn't like DS2's story at all. The whole shock of hearing Isaac speak that much for the first time just killed it for me, but I still think it's better paced and well driven than the one Dead Space 3 offers. This time around you're just tasked to do one thing after the other and you lose sight of your true objective every 2 minutes. I'd bet this wasn't a bad plot on paper, but it was executed poorly from my perspective. 6/10

Music: Just as good as the pieces you can find in the previous games, which are OK, nothing to write home about but they do help you feel the intensity of the action set pieces and the mystery of an abandoned space station. 7/10

Final Verdict:

Dead Space 3 dismembered it's franchise's genre like Isaac used to dismember necromorphs, by removing the games Horror and Survival aspects and making it one of the easiest 3rd person shooter games I've played to date. It basically dishonored the Dead Space family name. There is still fun to be had, you do not need to have played the previous ones to enjoy or understand this one, Hell! I played the previous ones and didn't comprehend a single thing of what was going on for more than 2 minutes at a time. So if you're a fan of big action set-pieces, sci fi shooters with spooky looking enemies and games that allow you to play the whole story in co-op mode, get this game when its on sale or something, you'll have your fun. To those of you who are Dead Space fans: If you are afraid that playing this game might ruin your experience with the series as a whole, well that depends on your tolerance level, it only hammered in the last nail on the coffin for me. But I do go by a couple of wise words my older brother once spoke to me: "Don't knock it, till you try it".

6.5/10

Bubbye!


*For those of you would like to know about the conditions in which the glitches and bugs were triggered, we played the Origin version of Dead Space 3 on PC.

**For the native english speakers, I apologize for the grammar errors. I'm still getting the hang of this language, it is in my best interest to write as adequately as possible but please do not let those mistakes take away from the article's meaning and objective.

Remember to follow me on Twitter at "@pegasus_boots" and my new Instagram account "pegasusbootsgb" hope you enjoyed the read!

Saturday, December 14, 2013

Gone Home "peek/review"



Let's Take a Peek at: "Gone Home"





Gone Home is a first person "adventure" game with some of the best voice acting and overall setting there is on the market now. It was released on Steam on August 15th, 2013. It is highly acclaimed and it received "Best PC game" and "Best Independent game" in this year's VGX.


Despite the huge praise it's received and what the critics or media may say. I'm here to shed some light on the matter and explain to you as to why this game is good, some might even say outstanding, but it is far from being the best PC game this year or the best indie game for that matter.

I want to clarify that even though the title of this article is "Let's Take a Peek at:" it's more of a review. I usually do not make full reviews of short Steam games because most of them are targeted to a very specific audience and just because I did not enjoy the experience I had with a portion of it the game deserves either a good or bad score. Hence why I only recommend it for some and advice against a regrettable purchase for others, with that being said, let's talk positive firsts.


like how cool this 3D modeled snes cartridge looks

It's difficult to write about a game like this without risking to spoil something, it's not that the game's strong suit is it's story. The game's lungs, heart, brain and skeleton are it's plot and it's delivery so there's not much else to talk about. The story is excellent, but it isn't why I'm gonna sing the game's praises. The Fullbright Company managed to create and put the player into one of the most immersive and plausible settings you will ever encounter in a video game. 

To give you a small summary of what the game is about: You are a girl just coming back home from a long trip to Europe, you live with your mom, dad and sister in the U.S. When you get home, due to a sudden change in schedules you arrive to an empty house. Your sister leaves a note for you since she knows you're coming home, and the note welcomes you back but warns and asks of you not to look for clues or belongings related to her or where she currently is. From this point onward everything else is just exploration.

The game does a fine job making you feel like this place and these characters could totally exist, you are in the 90's and everything in this house fits in. There's no weird items that feel out of place, no home appliances, art or just furniture and decoration in general that seem unfitting. You get this sense of reward and curiosity by learning of the characters that are there for you to relate to even though you're completely alone. And by connecting the dots and taking a peek into your sister's interests and environment you ultimately hear and interact with a great story in a simple way.


for instance: you know you're in the 90's when a girl has a completely impractical locker in her room
 instead of using her Iphone as her teenage drama deposit

Now, the cons. This game is not the best game for PC or the best indie game, I cannot stress this enough. You might be mad at me if you have played it before, you might be disagreeing with what I'm saying but all I want is to state my opinion and offer some undeniable facts that make this game an overrated product, not bad, but extremely overrated. 

This is a game that costs 20 bucks at full price on Steam, and a game that I managed to beat in an hour and forty minutes. This isn't because I was speed running it, had played it before or because I didn't explore. I read every text I came across with and explored every room on the in-game map. Which is terrible too because there's almost no extra content, you MUST visit every room to beat the game and finish the story and once you beat it, there's no alternate story or collectibles, achievements, nothing. This is meant to be a story driven game, an art piece, a mix of literature, cinematography and voice acting but there is absolutely no video game related elements employed other than the fact that it "is" a game. Games like Portal, Journey or even mini games like The Company of Myself, have shown us in the past that a game doesn't have to be lengthy or overproduced to deliver an incredible experience but they are still games which involve the least bit of skill, intelligence or just general reflex and coordination but this game has absolutely zero of this. There are no cut-scenes, quick-time events or choices to make so unless you like hearing a really good story over and over again, this game's exact replay value is 1, you might want to hear it once again because maybe you missed something the first time or because you fell in love with the plot but that's it. It isn't even fun or exciting, all that keeps you going is the story and the setting, the whole "adventure" is a scavenge hunt in a place that isn't even that big and where things can be found easily, you'll go through the motions and reach the ending and there's your reward.

I probably sound like someone who is just whining too much, but I bought this game out of recommendation and praise and I feel so dissappointed. The game isn't bad, anyone out there into video games or not, looking to hear an interesting story, go ahead, this is for you. But you'll be paying 20$ for an interactive movie with no cutscenes or character appearances whatsoever, so you've been warned. Gone Home is ultimately a great story driven game that lasts less than 2 hours and brings absolutely no gameplay challenge/reward, no real innovation and no replay value whatsoever.


call me George Constanza if you like but I dont feel comfy paying 20 dollars for a movie I know I wont watch more than twice

*P.S: I only payed about 7 bucks for it during the autumn steam sale, and I would value this game at 5 dollars tops.
Here`s some contact info you might like to know in case you wanna add me up and play or just have a chat with me, I must not seem like it now and I don`t think I`ll seem like it any time soon, but I`m not a company, I`m a kid who enjoys playing video games and is very excited to share them with you guys.

Steam: Bombermanganzon
Diablo III: kiwicupcake (yeah, dont ask about that one)
League of Legends: Skyward Svvord
Guild Wars 2: Vitesong

If you are looking to see If I`m available in any other game or platform such as Miiverse by example, email me at: fastpegasusboots@gmail.com

Monday, November 25, 2013

Risk of Rain "Peek"

Let`s take a peek at: "Risk Of Rain"



Risk of Rain is a roguelike action platformer with amazing pixel art, controls and music. It was released on both Steam and the HumbleStore on November 8th, 2013. It also received over 4 times its pledged goal amount on Kickstarter!

Like it was mentioned earlier, Risk of Rain is a roguelike action platformer. The story is pretty vague. You are apparently aboard a space shuttle when a mysterious humanoid priest-like creature wrecks it and makes you crash into a planet where you have to survive.

It has a class based arrange of characters to unlock and use. They have 4 abilities similar to the ability model, games like DotA or LoL use. The character classes seem balanced at my first glance and they offer various alternatives that the player can choose from when it comes to his or her playstyle.




Here, you can see the daring Commando class about to be mauled by creature about 500 times its size, delightful.

This adventure comes packed with many items for pick up. Some work passively while others occupy your one and only "USE" slot. Things play out much like the way items work on The Binding of Isaac. The majority of them stack linearly and others in a decreasing manner.*                                          

Brilliantly, the game uses a game design tool that I call "forced progression initiative". Just like the ghost serves its purpose in Spelunky, a difficulty bar with many tiers fills up as time progresses. Leveling mobs, increasing the rate at which they spawn, and even making bosses spawn spontaneously. Thus, forcing the player to rush and continue to the next level or things will snowball out of control difficulty-wise if unnecessary time is spent on a stage.




You don't see whats going on clearly, you say? Well, check the upper right corner and see what this difficulty level is called.

A randomizing code from the game's program, manages to randomize spawn location, items, devices and minor landscape differences in some levels. A 7 stage play-through consisting of alternative places you may or may not visit, ensues a fresh experience for at least the first 6 hours of gameplay.

Just to be a bit more precise on how much experience I have with the game here`s some data:

I have:

11 hours played.
8/15 Steam recognized achievements. (there are more in-game)
6/10 characters unlocked. (counting the one you begin with)
19/30 monster logs acquired. (little data chips that contain info on mobs and bosses that have a small drop chance)
70/100 items discovered or unlocked.
1/22 play-throughs that ended in me beating the game. (I actually only managed to pull this off with a friend in online mode, this game is very challenging and not for the easy to quit gamer.) 
48.7% of the game finished. (according to an in game progress bar)

With nothing more to add, for now. I can give Risk of Rain a resounding seal of approval for pioneer indie gamers, lovers of the action platformer and/or roguelike genres and a solid recommendation for when it hits sales for wary buyers that maybe aren't as impulsive as me or don't feel enticed by the game's genre or aesthetics.




BYEEEEEE!

*This data was provided by the game's developers on their website, I did not confirm this information.




Here`s some contact info you might like to know in case you wanna add me up and play or just have a chat with me, I must not seem like it now and I don`t think I`ll seem like it any time soon, but I`m not a company, I`m a kid who enjoys playing video games and is very excited to share them with you guys.


Steam: Bombermanganzon
Diablo III: kiwicupcake (yeah, dont ask about that one)
League of Legends: Skyward Svvord
Guild Wars 2: Vitesong


If you are looking to see If I`m available in any other game or platform such as Miiverse by example, email me at: fastpegasusboots@gmail.com