Category: Reviews

Armada Review: That’s When MMO Dreams Come True

I knew I didn't like Order of the Phoenix very much when Harry turned into a whiny, insufferable guy who felt sorry for himself for the first hundred pages of that book. It felt needless. On the one hand, there was a reason for it [the events from Goblet of Fire lead to Harry's chrysalis moment] and I could kind of understand that. On the other, there was absolutely nothing subtle about how Harry came across in those first hundred pages. The editors [who gave up at that point - they seemed to decide that JK Rowling was printing money, so thicker books couldn't hurt] could have handled this better. Could have made Harry a more subtle, believable character, but no. Harry turned into a brat.

I felt more-or-less exactly the same way about Armada's titular character Zack Lightman. On the one hand, I can sort of understand his anger management problems. On the other...it just feels so forced.

And that, in a nutshell, is the problem with Armada. Read more

I Played Darksiders 2: Deathinitive Edition…

...And it was great! Here's my review of this very underrated title.

As always, click an image to full size it.

Ok, so back in November of 2015 Nordic Games released the Darksiders 2 Dethinitive Edition. There was a customer loyalty package that was a bit controversial. It involved different tiers of ownership allowing different levels of discounts for the game including a free version for certain folks. Anyway, long story short, turns out I still had to pay for it, and I strongly considered not buying it at all. Albeit this fee for me was minimal at a mere $6.00, why would I spend money on a game that I already had?visual5Well, I'll tell you what made me pull the trigger and buy it. THQ (the original owners of Darksiders IP) filed for Bankruptcy back in 2012 so that meant no more Darksiders for us fans. This was a sad day. So, Nordic Games picked up ownership along with some of the original folks from Vigil Games, now called Gunfire Games, and remastered Darksiders 2. They released that as the Darksiders 2 Dethinitive Edition. This is the game itself along with all the DLC in one package remastered for 1080p and 60fps. All this is great, but the kicker for me was that this release was also an experiment in people's interest in the Darksiders series in general because Nordic wants to plan Darksiders 3.

Awesome, I want Darksiders 3. I bought the game for the modest $6.00 and I hope, hope, hope, that a lot of other folks did too so that we get a 3rd title. And to anyone out there with the same interest or even a passing interest in the series, I want to suggest the purchase. It's $30 on Steam, you'll get the game, some special weapons and armors that are genuinely useful for your play through. You'll also get three bonus campaigns that yield even more rewards and around six to eight hours of extra content. It's worth the buy even if you don't care about the continuation of the series.ConstructOk boring blah blah information over. Let's talk about the game now.

So we ended the first Darksiders with War in serious trouble from the bosses, what with allegedly beginning an unsanctioned apocalypse and all. You know... that old chestnut. Well, in Darksiders 2 you'll play as the Rider of Death. Now, Death believes his Brother War, is innocent and it's all a setup. So he sets out to prove the facts and ends up battling for the very existence of many worlds. His journey takes him through the Forgelands of the Makers, through barren plains of the Realm of the Dead, to the pious towers of the Angels, the black evil world of Demonkind, and even Earth itself.title1Death finds allies and enemies everywhere he goes but his mindset is only that he must help his brother War, any way that he can. Characters are thought out and each one has meaning and an impact on the story. Death himself, voiced by Michael Wincott, is an extremely memorable character. On the one hand he is a genuinely scary guy, he has little patience, he's known everywhere as being capable of terrifying power even though the story itself exclaims he's never at full strength throughout the game, and he rides a very scary horse named Despair. On the other hand, Death is an honorable individual, one could argue the he's even caring as he desperately wants to save his brother's very soul. He's reasonable and has no interest in needlessly killing. Death also carries a lot of emotional conflict but I don't want to spoil things for those who haven't played yet.visual 1platformingOk, so if Zelda and Kratos met at a cocktail party and they snuck up stairs to find an unlocked room and then did it on every surface resulting in a nine month gestation period that produced a child with properties of both parents, that's Darksiders 2. Death is a badass, powerful and respected, even feared everywhere he goes. But getting wherever he goes requires platforming, collecting items, keys, treasures, and of course slaying countless monsters, demons, and bosses while traversing many worlds. If you haven't guessed yet, this is a 3rd person ARPG. Darksiders 2 Dethinitive Edition, is full of action and exploration with a fair amount of puzzle solving as well.visual 4black stoneCombat is a very functional and fun combination of skill and button mashing. Death has a moves list and can even talk to a trainer to gain more advanced move based attacks. There are two skill trees in the leveling system that give Death abilities as he levels up. He's got the Harbinger tree, which focuses on raw strength, critical strikes and heavy melee damage to defeat his Foes. On the other side Death has the Necromancer tree which focuses more on arcane damage, self shielding and summoning allies for help defeating his enemies. Weapons and armor are varied and will reflect those skills. Death's main weapons are of course his double scythes, fast and versatile in battle. He'll also find secondary weapons in the form of slower two handed axes, hammers, glaives, and various fist weapons that allow for fast attacks and damage reduction. On top of that there are tons of models for all of these, so it never feels boring. Death also acquires his brother Strife's pistol, Redemption allowing for quick ranged attacks. All of these weapons and abilities can be used in combination during combat making fights a shit load of fun. skill treeWorth noting as well for those of us who are just sick of it, is that there are quite happily no quick time events in Darksiders 2. The closest we get to that is when Death weakens a foe enough to execute them. This will mark the enemy and when the player hits the "interact" button Death will instantly kill that enemy in a dramatic fashion. Or the occasional button mash to break free of being frozen in place, but thankfully this title lets us players fight our own battles.

During the game's story Death also procures special abilities that help him traverse the world and can even help in combat. These abilities will also unlock access to items and chests and hidden areas in places he's already been. Exploration is very helpful, look in every corner, nook and cranny. For a lot of people this game mechanic is tedious, but I'll say now that backtracking is minimal and totally optional. I for one love this mechanic when it's handled properly and Darksiders 2 certainly did that, the rewards can be immensely helpful.leviathan1 leviathanGraphics in the Dethinitive Edition, are remastered and they look great. This game is a few years old now, and that's evident just because of the limitations of the game's engine. But man it's held up well. Textures and lighting are great, especially for a game of it's age with no tessellation and little to no displacement mapping. Check out the great bump mapped surfaces here in this image below. Get up close to that wall and turn the camera though and you'll see it's just a plain flat surface. lighting

The only complaint I have speaking to graphics is that there are times when this game doesn't really gel with the newer shaders supported by todays GPU's, resulting in some very occasional pixelation. Really though, this is nit picking.

Level design is fluid and interesting, and each area is filled with super cool visuals. The art direction is stylized and really one of my favorite types of presentation. The folks in charge of creature design deserve medals. Some of the lesser monsters seem kind of generic but I'm talking about things like skeletons here, and really how many differences can one put in to a skeleton. My favorite creatures are the enormous leviathans that are forced into servitude by the Lord of Bones and made to pull his ghost ship through the skies of the Realm of the Dead. Death's horse Despair, looks appropriately scary. A sort of emaciated, undead animal surrounded by a swirling cloud of captured souls. Character design in general is really cool, everyone from the Makers to the Demon Lords are uniquely built.despairdespair1Speaking of characters, let's talk about them a bit, hopefully without spoiling anything for anyone who has yet to play this great title. I'll start with the Makers. These ancient peoples live in the Forge Lands and are responsible for the creation of many worlds. They're a spiritual but pragmatic bunch, and are basically big mountain dwarves.maker

Next a brief talk of the Undead Lords in the Realm of the Dead. Well, very brief really. I can't say much about them without loosing spoilers on the unsuspecting. Other than to say that they are a spectral bunch who Death struggles to get along with.draven

The Angels of Lost Light, are not the typical bright and holy beings people believe them to be. Instead they're more like zealotous soldiers for their great Archon. They are also the sole occupants of the now post apocalyptic Earth that War, left behind. Tenuous allies, but allies none-the-less.angel

The Black Stone is home to the Demon Lords. These folks are few and about as trustworthy as one could expect. Unfortunately this is an area that Death spends very little time in. This kind of sucks because there's a really great game mechanic here that isn't used anywhere else.lillith

Music is also very nice in Darksiders 2, in the fact that most of it is just there for ambience, playing subtly in the background providing mood for each area. During combat it's a bit more in the foreground, which makes sense, since the mood focuses on what's happening right now in fight situations. And in fact there's a soundtrack for sale separately for $5.00.

Dialogue options are usually pretty clear and voice acting is very good. Each character has something unique to contribute to Death's story, so talk to everyone. Quest lines are easy to follow and marked clearly on both the world and local maps. Fast travel is available from the overworld map itself but the way it's handled takes some getting used to. Instead of clicking on where you want to go, you'll have to drag the entire map to align the location with a sort of box type crosshair. Once that's done you'll have the opportunity to select it for travel. This of course doesn't work in combat but it can be pretty convenient because if you're in a dungeon and find yourself full of inventory items, or perhaps out of health potions you can fast travel from right where you are to a safe area. This will leave a waypoint where you were in the dungeon to travel back to once you've restocked supplies and sold your overburden lessening down time greatly.mapLike every game, this one has it's issues. The platforming for instance is pretty polished, but it's not perfect. There are times when climbing a surface that controls may be less than responsive while trying to leap to another, or just let go. There's nothing game breaking about this, it's just a slight frustration. Even if Death falls off a ledge to his...uhh...death, it's no big deal. He just respawns nearest to where he leapt off as he can be, with no penalties other than having to get back to where he needs to go. He is Death afterall, pretty hard to kill a guy who is the personification of the action. This game is also very good with its autosaves. Which is nice because I experienced a few game crashes here and there for which I could never find a pattern. It was rare but it happened, and seemingly at random.

UPDATE: I may have found a pattern to the seemingly random crashes in-game. They seem to happen only during combat and so far the pattern seems to be during a particularly damaging "Harvest" attack that hits a large group of enemies. I've been able to re-create the situation a couple of times now. Let me know in comments if anyone else has found this to be true as well. -Thanks.climbingAnd of course there must be the obligatory area that everyone hates to have to do. That particular place in Darksiders 2 is called the Soul Arbiter's Maze, and luckily for all of us it's totally optional. I highly recommend completing this section of the game anyway because the rewards are worth it. There are map pages throughout the dead realm that tell you exactly how to get through, it's just that the maze itself is tedious. So here's the rundown. You'll enter the maze and be warned that once you start you can't leave unless you complete it or die trying. That statement refers to each stage of the maze, not the entire maze itself. You'll spawn into a circular arena with cardinal directions posted around you. The objective is to fight all the enemies that challenge you in the room to unlock the exit portals and then travel in the direction you need to go. Each room is the same as the last for each section and you'll gain zero experience for combat in any of them except the boss room. This is done to prevent level farming but it still blows. Each stage has an optional secret that you can reach by going in the proper direction before you progress downward and the rewards can be very helpful. There is no reverse travel. So I'll lay out a stage arbitrarily to provide an example. Enter room: fight monsters, travel North, repeat the previously stated, travel West, repeat, travel South, Open secret chest and collect reward. Enter room, fight monsters, travel West, repeat, travel North, repeat, travel North, repeat, travel West, progress to next stage. If Death is defeated or makes a wrong turn he must start the entire stage over. There are ten stages of this and then a boss. It's slow, boring, tedious work but there is a reason to do it.

This brings me to boss battles, which are really well thought out, great fights that include mechanics and require strategies to complete successfully. This can be anything from learning when to dodge an attack, or run in a circle and avoid projectiles, to using special acquired abilities at the proper moment. Every boss encounter is satisfying to play out. Perhaps one of the first actual bosses you'll see comes from a side quest and is an elemental construct called Gorewood. It's a hulking swamp monster that hits like a truck and also fires a sort of homing projectile that will engulf Death and root him in place while doing damage over time and the player must mash a button to break free. So learning the battle is pretty fun. The fight takes place in a semi-watery open area. You'll learn the telegraphs and when to dodge Gorewood's physical attacks and fight back when you can, and you'll also learn that the projectile is avoidable. If Death can't avoid the projectile it's best to make sure he's on a dry spot in the area when it hits him since the DoT won't hurt Death if he's on dry land. He'll still be stuck in place, but won't take a potentially fight ending amount of damage. Every boss is unique and everyone has their favorites, one of my personal favorites is The Wailing Host boss, but I won't go into the fight.wailing hostOne of the great things about Darksiders 2 is that there's a new game plus mode. I've always had love for that option. Also beating the campaign unlocks new difficulty modes that differ from the difficulty slide bar in the options menu. New game plus is necessary to complete an area called The Crucible, another optional arena with waves of monsters, though not as tedious as the Soul Aribiter's Maze. This one has 100 levels and a boss, but it contains legendary items and there's no maze aspect. I started new game plus a day or so ago and I'm still loving the time spent playing.cruciblevisual 3Ok, ok, that's about enough from me on this title so I'll go ahead and conclude this. Would I recommend Darksiders 2 Dethinitive Edition? Yes, I think it's worth the current asking price of $30.00 and if you don't agree then I imagine it'll be on sale here and there so keep an eye out. It's definitely worth playing through at least once, and so by the way is the first Darksiders game. War is whole different animal than Death and his story and struggle is just as interesting to go through. I really hope Nordic will bring a 3rd installment to the table and do so without changing too much of what makes this series great. Rumor has been going around and I've even seen articles that claim to confirm it, but provide no real confirmation. Guys, if you like great story telling, gear hunting, and exploration of well designed visually impressive areas, then you'll love this game.

System Requirements for Darksiders 2 Dethinitive Edition are as follows:

MINIMUM:
OS: Windows XP, Windows Vista SP1, Windows 7, Windows 8 or Windows 10 (64bit)
Processor: 2.0Ghz Intel® Core™2 Duo Processor or AMD equivalent
Memory: 4 GB RAM
Graphics: NVIDIA 9800 GT 512 MB Video Card or AMD equivalent
DirectX: Version 9.0c
Storage: 13 GB available space
Sound Card: DirectX compatible Sound card

RECOMMENDED:
OS: Windows 7, Windows 8 or Windows 10 (64bit)
Processor: Any Quad-core AMD or Intel Processor
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GTX 260 512MB Video Card or AMD equivalent
DirectX: Version 9.0c
Storage: 13 GB available space
Sound Card: DirectX compatible Sound card

 

Just Cause 3: Blowing stuff up and Admiring the View – A review from Scroo

Well as with everything fun and exciting, there must be an end. Just Cause 3 has been recently finished and it held its share of surprises. This was a fun one guys, read on for my thoughts on this crazy destruction sandbox game.

A quick run down for those who don't already know: Just Cause 3, is an open world action adventure game where you play as Dictator Removal Specialist, Rico Rodriguez. Your goal? To liberate the island Nation of Medici from an oppressive ruler by destroying all the government infrastructure you can see by any means you have at your disposal.big baseSo that's the plot in a nutshell. Though even with the very close similarities between all the games in this series, Just Cause 3 actually has a little deeper story. You'll just have to work a bit to see it told, as the games story missions only cover the necessary elements to get you through to the end. The rest of the finer details are found through collecting scraps of an audio diary told from the perspective of the dictator himself, Sebastiano Di Ravello. We even get to learn some of Rico's own history in this game. Now, this is certainly not story telling on the level of let's say The Witcher series, but for an action arcade, "being a badass" game Just Cause 3 is actually pretty interesting.

Even some of the characters in this title are a little more fleshed out and memorable. We meet Rico's childhood friend Mario Frigo, early on and he's a kind of sleezy, weasel of a guy but he's actually pretty likeable as well. He wants to be at the forefront of the action right along with Rico, but he possesses none of the skills so he tends to be the guy Rico looks after more than the guy he fights along side. But even though he's a bit of hindrance, Mario plays a lasting part in the story and is really a true friend to Rico. I don't want to go in too deep so I don't spoil it for anyone who's interested in the game. It's just nice to have relatable characters in a game where causing havoc with no regard to safety is the main goal. By the way the image below is not of Mario, just a couple more interesting folks.annikanteoSo back on day one of the release I mentioned things like long load screens and lots of cut scenes etc. that slow down the games movement and kind of break up the flow. Well, the good thing is that after the initial training and first couple of missions you're free to go about your business however you see fit. This helps to minimise load screens and it's pretty cool to be able to go anywhere at any time and even just skip the story mode if you choose to. There are only a few large military bases that pretty much have to be liberated by playing the story missions. Freedom of exploration has always been a big deal in this series and it's good that Just Cause 3 has kept that going.viewSomething else I mentioned in my first impression that I should revise here is that the main enemy in the game is the Di Ravello Militia. So the game has you literally fighting DRM. But when you start the game up it logs you in to your Square Enix account and makes you take part in leaderboard nonsense and what have you. One could argue as I did that is in fact drm in itself. However even with all the seemingly mandatory login stuff it's not actually mandatory. Here's why. So you start the game, and before you even get menu options, you're logged in. However if your login fails for some reason or you happen to lose your connection in game, it makes no difference. You're not kicked out to the main menu or removed from play, instead you just can't take part in the leaderboards until the connection is reestablished. So yes, drm in the fact that you have no choice in being connected or not, but not drm in the fact that if you do lose a connection you can still play in offline mode. The worst of it is that the game will pause while it tries to reconnect, this only takes a few moments and also only when you open your map which effectively pauses the game anyway so who cares. For PC at least, you'll even be able to go into offline mode through Steam and still play with the same results, just no leaderboards. So in my opinion this is in fact pretty well handled drm-ish material and has little to no effect on game play.

So, on to the fictional Island of Medici. This is a really pretty place guys. The landscape is beautiful and feels very natural. You'll see these really lovely cliffs and hills, fields dotted with ancient ruins and small charming Mediterranean coastal villages filled with people going about their every day lives. You'll see folks driving on the roads, working fields on tractors, tourists taking selfies and talking on cell phones it all feels very normal and work-a-day until you hear the propaganda being spouted by speakers mounted near buildings and on vans driving around town. You'll see billboards and statues dedicated to the vanity of Di Ravello. Militia will always be near by, armed and ready to strong arm anyone who steps out of line. This is a beautiful place idyllic in it's very nature, but everywhere you look there is a military presence. It really sets the mood, and puts you in the shoes of a guy who can make a difference.Helicopter waterpretty placeGraphically, this is a wonder. Just Cause 3 has a 400 square mile, seamless map. View distances are great, you can literally see for miles. The ocean surrounding Medici is one of the best and most real feeling I've seen in a game. You'll be able to see deep in to the water and watch the waves roll in. The further out you look you'll see white caps and larger swells. The lighting is wonderful and volumetric. Clouds and trees cast rays when the sun is behind them. When it rains everything gets wet and after the storm has passed you're left with puddles in the roads that dry slowly over time. Get in a helicopter and hover it close to the ground and you'll see dust fly and vegitation fluttering under the heavy wind it causes. Likewise with water. The UI is a little noisy, it makes sure to put everything right in your face so you can see it, but it's not too tough to tune out once you get used to it. Particle effects are of course amazing, because you can't give players the option to blow up everything from gas cans to fuel storage tanks to mega sized bucket wheel excavators without having excellent particle effects. The game runs great as well, very optimised. I experienced very few frame drops overall, which is saying a lot for a game with a map this big running at max settings.

My system is a few years old now with a couple of more modern upgrades but I'm running an AMD Phenom 2, 3.3gz 6 core 1100T processor coupled with an AMD XFX R9 280x GPU with 3 gigs on board video ram and 16gigs of 1600 mhz system ram. Also my games drive is a standard 7200 rpm, 2 terabyte HDD, so I don't even have the added access speed from an SSD. For those who can utilize it, this game also supports 4k resolution.excavatorsphere tankA side note here, the devs put in these cool tributes to loved ones. I just feel this is worth mentioning.tributeThere were some initial issues for us AMD users who had these crazy tears in the world due to some updates that came from the new Crimson graphics drivers themselves. I showed a screenshot of that back here. This wasn't Avalanche's fault everyone, leave them alone in that matter and keep in mind that a fix is in the works. For me and many others the latest beta driver updates from AMD fixed the issue. This wasn't case for everyone, but reverting to older drivers should fix that problem as well.

Sounds are also super good. Wind whips through your ears while you're parachuting or wingsuiting. Cars and boats have great engine noises, aircraft are loud and very realistic. You'll have the chance on many occasions to just stand there and listen to jet take off from a runway and I suggest doing it. Weapon noises and explosions sound pretty convincing as well. Overall there's a very visceral feeling to it all.

Gameplay itself is fun, even though there are really only a few things to do to progress in the game. It's a matter of how you go about doing those things that gives Just Cause 3 it's variety. You can choose to assault a base on foot with the good old run and gun up close and personal attitude, which works just fine and is a lot of fun. You can also assault that same base by jumping in a stolen military tank and firing cannon rounds at everything, also very satisfying. You can fly in with a helicopter and fire rockets or missiles, or swoop in on a bomber and crater the place. You can skydive from a cliff overlooking it all and just parachute in guns blazing, throwing grenades and liberate the whole place without ever touching the ground. These and many other ways to accomplish your goals will help remove some of the repetitiveness that can take place when the excitement of having an infinite parachute, a retractable grappling hook and access to pretty much any weapon and vehicle you want wears off.  I mean, honestly would you just walk up to an enemy and shoot them with your pistol to get the job done? Or would you instead take a liking to spearing them with a grappling hook then attaching the other end to a near by gas bottle so you can shoot that then sit back and watch the guy rocket hundreds of feet in the air ending in an explosion that happens to bring down an enemy helicopter that was flying too close? If you chose the first option then you're better off going back to Halo or something.

I never noticed the game to be particularly difficult. Most enemies aren't very tough, and Rico can take a lot of punishment. Even if you are defeated, your progress up to that point is saved so it means very little. I guess I'm saying if you're looking for a challenge, this isn't really going to scratch that itch. But if you want to have fun in a great and many times even humorous setting, this is your jam. infinite parachuteparachuteJust Cause 3 gives players a few more options than just liberating bases and towns. You'll unlock challenges that earn you points toward improving the effectiveness of your gear. There are daredevil jumps when the goal is to grab a car or motorcycle and drive super fast off a big ramp over a thousand foot drop and score points based on how cool you did it. There's also a bomb blast mode where you'll be given a vehicle with a big bomb that will explode if you drive to slow, but if you make it to your goal and bail out before it explodes it will just blow the absolute crap out of the enemy you're targeting. And... you can choose to drive that vehicle in to a military base if you wish and blow that up instead. There are wing suit courses, plane and helicopter courses and boat races. There's this really cool grappling hook trial where you're given a vehicle and what equates to a magnet. You attach the magnet to the vehicle and drive around collecting a mineral to drop in a pit while the military is trying to blast you away. The goal of all these challenges is to unlock things for your gear, I.E. stronger cables for your grappling hook, and different modes for your planted explosives etc. After you beat the game you can even revert towns and bases to their oppressed state so you can liberate them again. Awesome replay-ability.

I'd also Like to give props to the design teams. They actually made some original and really cool vehicles for this game. Plus if you can see it, you can drive it. Just bring it to a garage and Mario will chop it for you allowing the rebels to drop it wherever you may need it. This includes all vehicles: cars, motorcycles, boats, tanks, planes and helicopters. A rebel drop will also give you weapons and ammo if you so choose. To get a rebel drop you'll need to use a beacon that Rico throws on the ground. These beacons are refillable at various places throughout Medici.carracecarcarsSomething I just can't stand about the game though is a thing like, $25 dlc on day one of release. This of course spans more than just the Just Cause 3 game, it's a widespread problem. Xcom 2 will also have day one dlc, in fact it's on sale already and the game's now due out until February. This is just in general a bad way to release games. There's no reason why these skins and color changes shouldn't be unlocked through playing a game we've already purchased. Especially because if developers have the time to create dlc that goes on sale immediately, then they should be able to release a bug-free product (ahem, Bethesda). And what's with the prices guys? At least make the incentive to buy worth it.

Anyway, my play through took me around 60 hours. This is a pretty good play value in my opinion. The story itself is probably only worth about 12 to 15 hours of play time if you just skip the liberations and blow through story mode only. However this is a game about being awesome. Think of Rico as a character from the Expendables movies. Of course you're gonna blow shit up! This is rediculous fun that had me actually laughing and wide eyed through most of it.

Would I recommend Just Cause 3? Yes, I would certainly recommend it. If you're looking for mindless fun or a playable action movie this is your game. As well as the other Just Cause titles. I might suggest waiting for a sale only because if you've played the other games in the series then you've played this one as well. But I definitely liked Just Cause 3 and I'm sure you guys will too.

System requirements for Just Cause 3 are as follows.

MINIMUM:
OS: Vista SP2 / Windows 7.1 SP1 / Windows 8.1 (64-bit Operating System Required)
Processor: Intel Core i5-2500k, 3.3GHz / AMD Phenom II X6 1075T 3GHz
Memory: 6 GB RAM
Graphics: NVIDIA GeForce GTX 670 (2GB) / AMD Radeon HD 7870 (2GB)
Storage: 54 GB available space

RECOMMENDED:
OS: Vista SP2 / Windows 7.1 SP1 / Windows 8.1 (64-bit Operating System Required)
Processor: Intel Core i7-3770, 3.4 GHz / AMD FX-8350, 4.0 GHz
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GTX 780 (3GB) / AMD R9 290 (4GB)
Storage: 54 GB available space

Here are some more screens from Medici. Just stuff too cool not to share.

archesskull rockcorvettesea cave cloud rays easter egg snowmanview3

 

Divinity: Original Sin, Enhanced Edition -A Review From Scroo

So guys, the time is here. Ive been playing Divinity: Original Sin, Enhanced Edition pretty religiously since it's release in October, and after around 100 hours of play time, I'm sad to say it's done. Below you will find my review of this beautifully crafted turn based RPG and I'll admit straight off that I'm a bit biased because this game is in my opinion one of, if not the best, RPG of it's type out there now. So without further ado....title load screen1Those of you who know about Divinity: Original Sin, already know that folks who own the game got a free copy of the enhanced edition. Original Sin is a really great game with a beautifully lit, well crafted world containing excellent dialogue that tells a very good, if a bit predictable, story. When it was released the enhanced edition brought to the table something like 1300 changes and additions. Some of the most immediately noticeable of these are the now fully voice acted cast, the 360 degree camera controls, Direct X 11 support and greatly reduced load screen times. Many, many more changes become evident as you play, even some extra content and the free inclusion of the DLC from Original Sin.

So here's the rundown: When you start a new game you'll have the choice of playing in single player mode where you can either play by yourself or with a friend in split screen. Or you can choose multiplayer, where you'll begin a game online and can then invite your friends to join your game and play cooperatively. The single player and multiplayer options do use different save files though, so there's no playing your online characters in offline mode. Luckily you'll have the availability of creating multiple profiles so you can have an online game with friends on one profile while playing your single player game on another. Either way you'll be creating and playing two characters that are referred to as Source Hunters.

"Source" is the game's name for magic and was tainted eons ago by an ancient evil. As a result it's not looked upon happily by most people and the Source Hunters are there to find "Sourcerers" and judge them. Not all Source is bad however, as the game tells you early on, but the lines are very vague and you'll be seeing and using many different types throughout your time playing so it's mostly a story item. Soon, you two Source Hunters are pulled away from what's to be your first assignment and drawn in to a world changing event. Thus begins your quest to be all that you can be and save the world.academyPretty typical plot line, but where Divinity differs is that as your characters will constantly change their opinions about things. This is handled by you as the player, both through dialogue options with NPCs and your individual party members. You might even draw different conclusions between your two main characters resulting in an argument that is to be solved with a mini-game. Dialogues can and often will change your characters traits and those traits have a direct effect on how other NPC's and even your own party members treat you. Just remember that the things you say in dialogues have consequences. Even though these changes won't directly affect the story itself, they do help the story to be told in a way that feels so much deeper and a lot less linear than the typical "Chosen one saves the world" path.

To get started you'll be put into a tutorial area that will run you through movement, party selection, inventory and character screens, camera controls etc. and very soon you'll be in the action. Rivellon itself, this is the world where Divinity: Original Sin takes place, is  utterly beautiful. The maps are richly colored and well lit, the layouts are sensible, and the locales are pretty nice to look at. There are times when you might be traveling through an area and there will be a break in the trees opening up to a far off view and this kind of thing is really eye-catching to me. Texture resolution isn't crazy high but it's by no means blotchy or ugly. The lava and magma textures in particular are pretty superb. There is a depth of field option in the menu if you hate that blur in the background that's out of focus. Overall though this game is as beautiful to look at as it is to play.

As always, click on images to see them full size

jungle viewJungle bridgeGarden viewExploration is totally free except for a few locked doors early on that the local guards won't open until you're considered strong enough, but feel free to run around and talk to everybody. NPCs are useful, mostly. Some of them have canned dialogue but lots of them actually have something to say, and quite a few of them have side quests to pick up and perform. Even some animals have quests for you, pick up the "pet friend" skill and you'll see for yourself. And folks, I really suggest trying to do every quest and side quest that is available to do. Rewards are usually good, but really what you're looking for with questing (aside from story progression) is experience. Monsters don't respawn, so you can't just go grind a level to catch up if you chose not to deliver that note in your pack.

Quests in Divinity are not level based. That is to say the log doesn't suggest what level you should be to take something on, and some quests will last you through several areas in the game with many ways to progress. It's up to you to decide if and when you're ready to take something on. Some quests require the solving of puzzles, which can be quite a challenge. If you get stuck, just stop and think, and take a look around, they're very solvable. Remember that pet friend skill? Maybe try talking to a passing rat, they can help with hints in tough situations. lava pathSpeaking of puzzles: One place I never finished fully was a point later in the game that required the placement of characters on pressure plates to open doors in specific areas that require teleporting and just too much sequencing for me to want to finish. Luckily enough for me that area only had one necessary line of progression and the rest was optional so it was fine, but I would have had to check a walk-through to make it through there with total completion.templeSave your game often and use multiple save points. Combat can be very challenging, which is wonderful in a world of games that give you a "win button". If you find yourself getting your posterior served to you on a shiny plate, try reloading your game and coming at the fight from a different angle; and remember, ambushes happen pretty often so it's easy to be caught off guard. A suggestion from me is that every fight you win, make sure you heal your party up to full and wait for your cooldowns to refresh. The downtime is minimal and it'll save you some frustration in case you move three steps and start another fight when you're not at 100%. Battles are handled very well, balance is pretty even until you're much stronger when you'll be outnumbered... a lot. Winning a fight that has had you pulling your hair out is really satisfying especially when you hit the alt key and see all that precious loot on the ground. And what's great is that if you find yourself just stuck regardless, you can often just go back to town and buy some scrolls or upgrade your gear to give yourself a bit of an upper hand. The game gives you everything you need to make your play time successful.lava buildingtexture closeupI can't talk about combat without going into systems a bit. So, when you're just moving about the world it's a click and move ARPG type system. However when you start combat this initiates turn based mode. Your characters will stand in formation and the game will begin to determine your place in battle by your stat numbers. Characters with higher initiative will have a place in battle earlier than those with lower initiative, I.E. Rangers, Rogues etc. Higher strength will allow the use of heavier gear and affect the damage output of melee characters. I.E. knights, fighters, etc. One character at a time will have their turn in battle and will be using their Action Points to perform actions and move across the battlefield. These action points and skill costs in battle are also affected by your character's stats.combat spidercombat demonDon't worry though this is not nearly as complicated as it sounds. The game does a great job at making things clear to you. Explanations are available with a little mouse hovering and the information is clear and easy to understand. Not to mention you have all the time you want to make a decision, there's no timer on a character's turn. Have a party member with the "Lore Master" skill? Right click on an enemy and examine them to see their strengths and vulnerabilities. Have a party member who's skills would be best applied after the battle is a bit further in? Just delay their turn until the end of the set. Character skills and spells will work with and against each other though their own effects and the environment. So if your in combat and are suddenly lit on fire by a flaming archer, one of your party might cast the "Rain" spell and stop the burning while at the same time weakening the flaming archer. This rain will make the ground wet though so make sure your air caster doesn't use a lightning spell or you might stun your whole party for a few turns. You'll learn quickly how the environment can change and effect the way a battle plays out.

Gearing your party up is pretty simple. Vendors have a lot of goods varying from basic food items, to crafting and skill based ingredients, to the standard fare of arms and armor. As a vendor gets to know you more and more their attitude towards your individual party members will change and that affects the prices for buying and selling as well as repairs and identification of new magical items. You're also going to find a great number of items via combat you can either use right away or keep on hand to sell for funding your shopping sprees. Also on a related side note your party's inventory is as big as it needs to be. Your characters are only limited by the weight they can carry, which is a lot. I never ran into a problem with carry limits.

vendorinventoryBoth versions of Original Sin also have a crafting system. This means you can make a lot of items to help you along the way as long you have the skill and the ingredients. Everything from food, to magical arrow types, to weapons and armor can be created by you. You'll need the skill and the equipment required to make this happen of course. For instance the basic "crafting" skill will allow you to dye your armors different colors and provide the ability to create thrown items, like grenades that can have effects ranging from damaging enemies to healing your own party members, as long you have the raw ingredients. Likewise cooking is handled with the crafting skill and will allow you to make food that has various effects on your party members, you'll need a cooking pot, but they're easy to come by. "Blacksmithing", allows the creation of weapons and armor and lets you improve items you already have as long as you're near a forge or whetstone. It'll also let you repair your own gear for free from anywhere as long you have a repair hammer or tongs in your inventory.

I personally didn't use the crafting skills much beyond the ability to repair my own items and dye my gear new colors. However, I know of people who spend a lot of time crafting in this game and there are special recipes to be found that can create some pretty spectacular items that can then be improved throughout your time playing. I think during my next play through I'll spend some time making gear and seeing what's out there.

You'll of course want to gear your party members toward their skills and stats. For instance my two main characters are a Knight and a Cleric. I wanted to gear the cleric toward strength and intelligence. Easy enough but it meant I had to sacrifice some constitution or I'd end up with a fairly squishy healer. So I decided to make her a sword and board type and went with a one handed weapon specialty, and shield specialty. The block chance that the shield gave was enough to compensate for the lost constitution and a lot of stat points were made up for by the higher level gear I found as the game went on. This of course meant that I was looking for one handed weapons and shields primarily, and with enough strength she was also able to wear heavier armors without taking as much of a penalty for movement and actions in combat.ClericThis brings me to one of the best and most comprehensive features of this game. Character creation and development. Yeah I know it seems like this should have been much further up in the review but you'll understand why I waited in a moment. As mentioned at the beginning of the article you're creating two main characters when you start a new game. You'll decide the sex of the two and the way they look and also their starting class. Therein is the key *starting* class. You'll choose from quite a few presets and are given points to distribute to get you started, but as you play you're in no way locked in to playing that class. creatorLet's say you started a Rogue, and as you're playing you're deciding you're not really into the class skills or the way the character is playing in general. Well you can decide as you level up to train in different skills, change the way your stat points are being placed and pretty soon you've got pretty decent fighter that can dual wield, or a really stealthy mage class that can also back-stab the crap out of baddies. You can really play however you want to. And at one point ---this is a very minor spoiler so skip to the next paragraph if you just can't handle it--- you'll even gain access to an NPC who can completely refund your points so you can respec your character. The fee for this is great however and I recommend thinking about that choice at length before committing to it. At least give yourself a backup save beforehand.

I chose to more or less stay with the preset classes that I made because I had the idea of what my party should consist of and that really never faltered. I played the game with two Knights, a Cleric and a Ranger. Everyone could take a hit and deal damage, and two of those classes could heal and remove bad status and afflictions. It made for a very well balanced party for me. The problem with the character development being what it is in Divinity Enhanced, is that if you put the game down for a couple of weeks you might forget how you were building your party. That could potentially hamper your progression in a pretty bad way. But if you're like me, you won't be able to stop once you pick it up.pirate cave--MAJOR SPOILER AHEAD-- Before I get to the conclusion I'm going to include one major spoiler. So here's your chance to skip to the next paragraph if you don't want to read about it. And the only reason I'm doing this is because it can cause so much frustration I think some people might just quit the game. It's the only item in this game, either Original Sin or the Enhanced Edition, that I would consider a truly poorly designed element. So the thing is, early on you'll have an opportunity to gain a party member named Bairdotr. She's got a great voice casting and is a very good member to have in your party. If you decide differently then this may mean nothing to you. So Bairdotr's goal in the game is to find a friend of hers who's gone missing. You'll find this out very early in the game, less than 10 hours in. You'll have her in your party investing time and effort and perhaps like in my case, making her a pretty key member. Then around 60 hours in you'll come to discover her friend that she's been trying to find, just through exploration. As you approach this person a dialogue will begin automatically between he and Bairdotr. Now, if you have been staying consistent in your dialogues throughout your play time you'll be gaining traits for your characters. If you've gained the trait "Obedient" by this time, Bairdotr will leave your party and turn against you. There are no indications throughout your dialogues with Bairdotr at any point during your time playing that anything untoward is taking place, and there's nothing you can say or do to change her decision to leave when it happens. I was left mouth agape and fuming. Here I was with a party member that I'd spent the better part of 50-ish hours developing, and just like that, with zero warning, she's an enemy. What the actual fuck is that?! However if your dialogue choices have managed to gain you the "Independent" trait beforehand instead, this is the opposite of the "Obedient" trait, Bairdotr stays with you and all that time you spent building a powerful character won't go to waste. Again though, there is no indication that her attitude toward you has changed until your party is in range of Bairdotr's friend and the dialogue between them starts. I was lucky enough to be able to load a game a couple of hours back and enter dialogues with a couple of other story NPCs that gave me the proper trait and thereby allowed me to keep Bairdotr in my party. You can also cheat the quest by carefully approaching Bairdotr's friend in question with her being kept out of range to engage in dialogue, and just attack and kill the guy without talking to him at all. This will avoid Bairdotr leaving; but the quest is never resolved that way. This was an extremely frustrating obstacle to run across in a title as well polished and put together as this one. My opinion on the subject is that the dialogue should have been handled through the same mini-game that handles arguments with the winning result being "Independent" and the losing result being "Obedient". This would at least give you the chance to keep Bairdotr without dozens of hours of pre-planning; and if you lost, well at least you lost fairly. conclusion imageSo in conclusion, Divinity: Original Sin, Enhanced Edition is a really well made, beautiful and challenging turn based RPG with a great story. One of the best of it's kind in my unwavering opinion, and I'll be playing it through again before too long I'm sure. So would I recommend this title? Does and old Mazda rotary engine require 2-stroke mix oil in the gas? The answer is hell yes it does, and hell yes I would recommend this title! If you like a good RPG, with great mechanics, play this. If you already have Original Sin but haven't picked up and started playing the Enhanced Edition, play this. Is it worth starting over from scratch from the previous version? Probably not, depends on how far you're in already, but you're gonna want to play again at some point and in that case, play this. The changes and additions the Enhanced Edition brings make it basically a new game. It's worth it people! You're going to love it, and if you don't... then you're not my friend anymore.

System Requirements for Divinity: Original Sin, Enhanced Edition are as follows:

MINIMUM:
OS: Windows 7 SP1 64-bit or Windows 8.1 64-bit or Windows 10 64-bit
Processor: Intel Core2 Duo E6600 or equivalent
Memory: 2048 MB RAM
Graphics: DirectX 11 Compatible GPU
DirectX: Version 11
Hard Drive: 10000 MB available space

RECOMMENDED:
OS: Windows 7 SP1 64-bit or Windows 8.1 64-bit or Windows 10 64-bit
Processor: Intel i5 2400 or higher
Memory: 4096 MB RAM
Graphics: NVIDIA® GeForce® GTX 550 or ATI™ Radeon™ HD 6XXX or higher
DirectX: Version 11
Hard Drive: 10000 MB available space

 

Banjo-Kazooie Review: It’s In The Nuts And Bolts

My comfort zone when it comes to video games extends to slow games. I like adventure games. I like turn based strategy games [assuming there aren't a billion units]. I like turn based role playing games [assuming there isn't a stupid ton of micromanagement]. So, platformers are generally right out. The speed of a platformer, coupled with the number of enemies and the level of sheer frustration those games can engender just make them not worth my while.

But I've been trying. I most recently beat Evoland 2, a game that takes some inspiration from platformers of the past. I also beat Shovel Knight, again, earlier this year, because I love that game a great deal.

Both these games are great, but they're modern and have modern gamers in mind. Evoland - thoughtfully - saves your progress every time you change scenes. Shovel Knight has a clever, player-directed difficulty setting where you can either break your checkpoints or you can leave them intact, allowing you to make the game incredibly difficult, or just "somewhat challenging."

Banjo-Kazooie, however, comes from a different time. A time when men were men, squirrels could get their own game and you could still get away with making a cutesy, animal-based platformer.

Banjo-Kazooie is this last, a cute, animal-based platformer that doesn't really take itself seriously at all. The plot is pretty simple: Bad witch discovers she's not the nicest looking witch in all the world. A bear by the name of Tooty is. She decides this simply will not do, kidnaps the bear with the intention of swapping bodies and gets caught in the act, red-handed by a mole named Bottles. Bottles yells for Banjo to help his sister, which, basically starts the adventure.

The creepy nature of the plot aside, Banjo-Kazooie is a blast. You start at Banjo's house where Bottles teaches you a couple of moves that you can use to jump, stomp and run through each ensuing level. For the first few worlds, your move set will slowly broaden until you can fly, bomb creatures from the air and run extra fast with the help of a pair of running shoes.

Each world in Banjo-Kazooie is different from the last. In this world, we're in a seaside-adventure sort of place. There are palm trees, beaches and sharks.
A seaside vacation. Hippo optional extra

Each level is a complete little world, with it's own particular perils and theme. In one world, you might be in a winter wonderland, while in another, you may be traversing a scary mansion. No two worlds are ever quite alike. Each has its own [fantastic] musical theme, little character designs that show just enough personality to be memorable [but, given the brief nature of your visits to each, don't get fleshed out overmuch] while never getting in the way of game play or bogging the player down with superfluous fluff.

This particular game comes from an age that incentivized exploration through collectibles. In Banjo-Kazooie, the main "currency" of the game is the musical note. You can pick up 900 of these and each note that you pick up brings you closer to opening sections of Gruntilda's [the witch] lair. At the beginning, you simply need fifty notes to progress, but as the game slowly winds up the difficulty crank, so it expects you to rise to the challenge of collecting ever more notes.

To unlock future worlds, you need puzzle pieces that complete picture frames throughout the lair. Again, starts off simple - you only require one of these to get into Mumbo's Mountain, but by the time the game winds down, you're going to make sure you're scouring levels for as many as you can get. These are - in the game's parlance - Jiggies.

Wozza's jiggy is simple: Just don't be a scary bear.
Two adorable walruses :)

Jiggies are earned through doing a collection of little "quests" throughout the level you're in and these are great. It's a very rewarding way to entice the player through the game. Some are fairly "standard." There's a Jiggy for collecting a "collection" of Jinjo's - little, bird-like creatures that have been scattered throughout the levels by Gruntilda, while others are more esoteric and need far more work. In one of the very last levels, for example, your patience with a young bird [that you hatch, yourself - and then later feed, too] is rewarded when, at last, the bird takes to the skies and reveals the Jiggy it was holding onto for you.

There are other collectibles: extra lives, honeycomb pieces [that extend your life bar] and Mumbo tokens [which allow you to visit the local shaman, Mumbo and be transformed into something native to the world you're in. In one world you might be an ant and in another, you might be an incredibly adorable walrus.] all of which you'll seek out, but the main game requires that you simply collect notes and Jiggies.

Some places are just out-and-out beautiful. Fall in Click-Clock Wood has amber, falling leaves that drift - lazily - from the sky as you play the level. It's incredibly wistful and pleasant.
Fall in Click-Clock Wood. Beautiful and full of hidden nooks and crannies.

And this seeking out is the most fantastic thing about the game. Modern games will hold you by the hand and guide you, step by step through what you need to be doing next. Shovel Knight had the over world. Evoland 2 - while incredibly open in it's second act - still has a structure you can follow. Banjo? If you're smart and wily, you can sequence break - going into worlds that you should only visit further along in the adventure. Likewise, each level is wide open. You can start at any point [for the most part] and collect any Jiggy you choose. [This is almost always true. A couple of worlds force prerequisites on you - Clanker's Cavern has an entire second half that can only be done by doing a very specific Jiggy-related task.]

Before you fight the final battle, you have to do battle of a different sort: on a game show. It is a completely memorable "boss fight."
Did I mention that part of the boss fight is a game show level? It's awesome.

One of Banjo-Kazooie's greatest assets is this variety. You never quite know what you're going to run into while you're playing and this makes it easy to want to play. If there's one thing modern gaming has entirely lost, it's the element of "what's around the next corner" and this particular game has that down to a fine art. Wozza the Walrus won't deal with me if I'm a bear, but how about when I'm a walrus, too? There's this very weird camel guy in Gobi's valley that says all this funny stuff, I wonder if I can get him to move? All these little things add up to make Banjo-Kazooie a joy to play.

But it is not without its faults.

One early move you learn is a maneuver that allows you to toss eggs, but it's never as accurate as you'd like it to be, because 3d gaming was in its infancy and trying to aim your "missiles" so that they did what you wanted could be quite daunting. This is - to a lesser extent - a problem with every move in the game. 3D wasn't a perfected art at this point, so judging distances - especially when you're high up in a level and the prospect of falling is a clear and present danger - could be tricky. One of my single biggest gripes with the control of Banjo-Kazooie was that they didn't just come to a complete stop. Often, if you're running in a direction and you take your hands off the controller, there's a little gap between your action and the action on screen. Essentially, the bear and bird pair will skid to a halt a couple of steps further than you meant for them to be. This can create a weird kind of terrible tension where you absolutely need to stop dead, and sometimes, the game will keep moving you, plummeting you to your doom.

In the same vein, the forced swimming is atrocious. You get "used to it" by the end of the game, but it is difficult to control, has a tendency to make you overshoot your actual goal and drowning is a thing that can really happen.

And when you die...

...Well, I mentioned that this was an old game with an older design paradigm, so when you do kick the bucket, your notes that you collected get revoked. You're forced to re-play that section of the game again to re-acquire all the notes you just lost so that you can beat your "note score" for that world. This can be a frustration at the end-game where the levels get increasingly more difficult and require particular dexterity on your part. [Engine room in Rusty Bucket Bay, I'm looking at you!]

Besides, at least this frustration has been dealt with in the XBox re-issue of the game.[that you can currently snag through the Rare Replay compilation.]

This Xbox version introduces it's own set of frustrations - Motzhand's organ plays exactly the same note regardless of which key you hit while you're working with that particular puzzle. All of the Nintendo branding and shout-outs are gone [this is understandable, but sad] and that special kind of tension where you lose all your notes when you die is gone. [This can swing both ways. On the one hand, the challenge can be interesting. On the other, it can also be particularly frustrating.]

What do I think of Banjo-Kazooie? I think it's absolutely worth experiencing. The current re-release does some things rather differently, but if you've never played it, this would be the place to start. Of course, if you want the original experience, you should attempt to find it for the Nintendo 64.

This is easily, behind The Dig, one of my favourite games this year.

This is a cross-post from Greywolfe's Blog.


Honeycomb image courtesy of Pixabay

Destination Sol: A Review From Scroo

Hey everyone. Do you love AAA games with cutting edge graphics? How do you feel about stealthing your way down a hall, hacking your way in to a locked door and stealing classified documents? Is third person shooter action what you live for? Well if you answered yes then this is definitely NOT the review you came to read.

Title image_2

If you're still with me then join me for a trip through a game that this review is actually about.

Destination Sol is a free to play, randomly generated, 2D space exploration and combat rogue-like game. It's got a retro style and as the player you'll be flying around a vast open space sandbox and blasting away at various enemies while looting items and trading with space stations. And there are no microtransactions!

Currently it's available through Steam as a PC version and is also available for free on the Google Play Store as an Android Mobile version. And for a totally free single player title it's pretty cool. Let's check out the PC version.

This title is fairly easy to just pick up and play, but a quick tutorial covering all the basics is available from the start menu.

tutorial screen
Click to view knowledge dropping at full size

You'll start as small space ship at a space station in one of two star systems and are immediately free to explore the space around you. Once you open your map and zoom out you'll quickly notice that the game world is pretty expansive and fully accessible.

While in the map view you'll be able to see your position in real time as well the rest of the available area. Just about everything you need to see is marked, space stations, planets, asteroid belts and quick travel points are most prevalent but you may also see other ships.

However that doesn't mean the map is perfect. Missing are the abilities to create waypoints or markers of any kind; and in an open world it would be nice to have the option to point yourself in a direction. You're also unable to drag the map screen around to see objects off-screen.

Click to a big space map in full size
Click to a big space map in full size

Conveniently, the map also marks what areas are considered too strong for you by flashing skulls on their positions. Who has two thumbs and didn't pay attention to skulls? Oh that's me. I decided on a whim to fly to a near by ship that was flashing as a skull. A clear red flag, warning me to turn away before it was too late. As I neared an actual warning came up on the screen that said bluntly "Dangerous Enemy". Just before I became a smoldering pile of scrap on the ground I thought to myself, "I can handle it. I have the hang of this game already". Afterwards I respawned and went in a different direction.

 

Skulls are bad mmmk?
Skulls are bad mmmk?

There are no missions in Destination Sol, so happily you can pick a direction and just start out exploring. Soon you'll find yourself  sailing through asteroid fields and battling space pirates who will provide you with currency and items as your reward for their defeat. Speaking of asteroids... Anyone remember the classic arcade space blaster Asteroids? That's how this game controls too.

Now, in Asteroids if you hit something (say, an asteroid perhaps) you blew up and it was GG thanks for playing. In Destination Sol your ship is a bit more durable so it takes some significant speed to blow you up in a collision. It can happen though and if it does...GG thanks for playing.

It's not all as hardcore as sounds though since the only penalty for death is a loss of some currency, and your respawn will always put you back at your original starting space station. As a result there could be some downtime in flying back to your place of demise to recover money lost or items left behind. Not to mention you might run in to more space pirates or get sidetracked by something shiny...

Like a planet. Yes, Destination Sol allows you to seamlessly descend into the atmosphere of an extraterrestrial world. There are three types of planets to explore and you'll know when you're near one because a bar-like feature consisting of several blue dots will appear on the outer edge of your screen. Perhaps just for the sake of argument we'll call it an atmospheric indicator. As you near a planet these dots will move along the edges of your screen to determine your position in relation to the planet and will also glow brighter. Remember that tutorial image at the beginning of this review? Who am I asking, of course you do. In the upper right corner of that image is one of these atmospheric indicator bars.

combat screen
Click to see some combat full size

As you enter the atmosphere you're greeted by gravity, clouds, a sky, some pirates, and even a day night cycle of sorts. It's a small detail overall but I really liked that there was a light and dark side to each world.

In my experience the pirates on planets are far more dangerous than most of those in space. At least early on. They have better weapons, faster ships, and bigger shields. Plus they may be backed up by gun turrets on the ground. But if you can manage to get by them there's almost always a trader on the surface with upgrades, repairs and ammunition.

planet trade screen
Click to see me limp to the trader at full size

Unfortunately this about where planetary exploration hits it's peak. I found planets to be pretty small and once cleared of evildoers and looted for every item and monetary credit it was back to space with me.

We haven't talked about items and weapons yet so let's get in to that a bit. Destination Sol advertises over 50 items and weapons to find, buy, and equip. Your ship will begin it's journey with a basic set of gear to get your started and it's all visible in the upper left corner of the HUD.

Items are pretty self explanatory. For instance, your shield will absorb the damage before it fails and your ship starts taking physical damage. In which case you'll see your hit points drop, if they reach zero, GG thanks for playing. Fortunately for you it's possible to buy bigger shields that absorb more damage before failing and thus avert tragedy a bit easier.

Also available are repair kits. These kits will self-use when you become idle for a few seconds and repair a total of 20 damage before being used up. Only need to repair 13 damage? That's ok the kit will stay in your inventory until it repairs 7 more.

Your ships armor will increase your damage resistance allowing your ship to take punishment when your shield inevitably fails under pressure. Higher levels of armor are available for purchase to increase your damage resistance further.

trade screen
Click to see trading at full size

Weapons are varied in both number and effectiveness. Your starting weapon is the good old blaster. As a starting weapon it has infinite magazines meaning it can reload forever. Reloading takes time and takes place only when you're out of ammunition, and only automatically.There is no manual reloading in Destination Sol. A point that I wasn't fond of at all. I don't know how many times my ship needlessly exploded because I couldn't prepare for a fight by reloading before hand.

Other weapons, ballistics, missiles, bombs, mines etc. all take ammunition that you'll have to buy from a trader or space station. In other words, no infinite reloads. Different weapons are more, or less effective vs. shields or ship armor so there's a modicum of strategy involved in what you may choose for a certain situation. Also weapons come in two categories: Light and Heavy. Your ship will show you which is applicable.

Herein we see the balance of the game. The Guardian ship has a light weapon slot, which is able to rotate automatically like a turret to fire. It also has fewer hit points. Whereas the Fighter has a heavy weapon slot which cannot rotate, meaning you use your ship to aim. However it has more hit points allowing it to face danger head on a bit easier. Categories are clearly marked in the trade screen. Combat itself is handled, very simply. Point your reticle at the enemy and fire. Easy peezy lemon squeezy.

Click image to see full size
Woah, Doc... This is Heavy!

Destination Sol gives you the availability of piloting up to 6 different ships, a few are in the image below. Some of these ships have more than one slot for weapons, and each has it's own unique special ability. The guardian ship has the ability to temporarily slow time and comes with one light weapon slot. The larger Hunter ship has the ability to teleport in battle and comes with two heavy weapon slots.

My favorite ship so far is the Hunter class. It's big, intimidating looking, and I put two heavy machine guns on it to rule space with a hale of lead of fire!

You'll have to buy ships from traders and outposts, and they can be pricey. They are worth the buy though and they'll use items you currently own.

Click to see the full size ship exchange
Click to see the full size ship exchange

Also usually available at traders and outposts are mercenary allies. Hiring one of these mercs can be a little expensive but they can be very helpful and each has their own abilities. Plus during boss battles they double as bullet sponges. Meat shield anyone?

"Boss battle" is actually a loose term here. There are no true bosses in Destination Sol, at least none that I'm aware of. I never ran in to anything like that in my play time. What they tend to be are usually just larger more heavily armed and armored ships that give greater rewards for their defeat. But they show up during exploration, not in an encounter type situation with a large health bar and narcissistic monologue.

My own first sighting of a boss ship was while I was exploring a planet and suddenly, there from above, was a relatively enormous pile of guns blasting away at me. I managed to win the fight by the skin of teeth and collect a veritable treasure trove which I immediately unloaded on a trader for a significant pile of cash. It was very satisfying.

So far I see no end to this game. Which is great on the one hand because you can just play and play. In these days of 10 hour titles costing $60 it's refreshing to have free title with a play time as long as your attention span. On the other hand there's only so much exploration and pirate battling one can do before starting over.

Which brings me to my final subject here. Destination Sol, is classified as a rogue-like, hardcore, arcade, space RPG. A mouth full to be sure. Now don't box this in to the same category as a more familiar title like FTL. The similarities are few if any at all. I don't see much as far as an RPG element goes in Destination Sol. Though you're able to aquire and equip gear and items there's no leveling system. There is no dialogue, and there are no quests. Not even a story line to follow.

But, it is very arcade like, and Rogue-like in a way. The arcade elements are pretty obvious when you play. The game is only lightly physics based and there's just that old school joystick and two button feel. Like I need to be dropping quarters in a machine.

Rogue-like elements seem to mix with the hardcore. You have what equates to as infinite continues. Die and you'll respawn and move on more or less the same as you were (minus a few credits), but the game state is never saved. Your ship's build is saved when you exit the game, but the world is different every time you start. From the main menu you'll have the option to start over from scratch or go ahead and use your previous ship with your items etc. I guess you could argue this as being rogue-like since it's a way of having a legacy... to a point. I personally feel more comfortable calling it an arcade space exploration and combat game.

So in conclusion, Destination Sol, is a free to play title with no micro-transactions. It's pretty well put together with a few things maybe needing some polish. For instance I know I didn't mention above in the review but this game has no music. I really think it could benefit from a soundtrack. But it's supported on Steam with updates so perhaps we'll still see improvements where they're needed.

Would I recommend Destination Sol? So I kind of have mixed feelings about some portions but yes, I would recommend it. Why, you ask? Well dear reader, if you're in to a retro style of graphics and a simple character controller I'm sure you're going to dig this. And possibly more importantly, it's free and it's fun.

System Requirements for Destination Sol, are as follows:

Processor: 1 ghz or better

Ram: 512 mb or better

Graphics: Support for OpenGl 2.0 at least is required

Sound card: Any

Hard Drive Space: At least 100 mb free

 

Mad Max – A Past Due Review

Mad Max is a fascinating game. It does a lot of great things, some questionable things, and a few things that are not a good fit for everyone. Should you pick it up? Well that’s one of the harder questions to ask as it depends on what type of gamer you are.

But before we can attempt to answer that question we need to carefully explore this game’s various systems. In this Past Due Review we will be exploring animation quality, character and environmental modeling, lighting, particle effects, audio, game mechanics, level design, and more. Every facet of the game will be discussed for at least a paragraph, exploring which sections work well and which ones didn’t survive the wasteland.

Also keep in mind if you're used to expecting a score at the end of a review, you won't find it here. I like to let these different aspects of a game stand on their own. 

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Rocket League: A Past Due Review

So here's the thing. I have had a lot of trouble writing this review. Every time I sit down to write about Rocket League, I gain a very large urge to just pick the game back up and start playing, which is what I've been doing since the game came out. I've actually had to uninstall the game for the time being, just to get this damn review done in a somewhat timely manner and get back to playing this marvel of a game. With that said, if you haven't read a Past Due Review from me before, do not expected a scored review. This is an examination of the game on a component by component basis. Such as, animation quality, modeling, lighting, particle effects, audio, game mechanics, level design, and more.

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The biggest reason I decided to study game design was my fascination with the concept of Play. Play is a thing we need to engage in to survive as children, and yet many of us lose sight of the notion of play as we grow older. Play makes us healthy, strong, and causes us to critically think. Many great and innovative games, whether on the field, a computer, or even a board game, show a great understanding of what it means to engage someone in the act of play. Soccer is one such game that has captivated people in play for many years (sorry, but yeah I call it that because Americans taught me a far dumber sport was called football.) And what Psyonix has done with both Rocket League and Supersonic Acrobatic Rocket-Powered Battle-Cars was give players a brand new way to play the game, simply by altering the way we interact with the ball. In this physics based game the most impressive component is the methods you use to control your Battle-Car. At the end of the day, you only need to make your car hit the ball into the goal, but the character controller for the car gives you so many ways to hit the ball, interact with your opponents, and traverse the environment. The amount of ways you can make your car avatar move will surprise you countless times, but it stays true to the age old concept of easy to learn, hard to master. All while keeping the core concept of play at the center of it all, never letting the player forget about the heart and soul of a game that has reminded me that we all live to play. And play you will. Rocket League doesn’t just create a great experience, it re-creates what it felt like to be 6 years old, playing on the field with your friends in what ever manner it may have been.

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 The magic of all this is what Rocket League is able to do to the expectations you have of both the game and yourself. Starting out you may not feel like you can contribute much to the experience, as your skill set improves with time and experience. However, you will start to feel yourself progressing the more you play and learn the eccentricities of the games control method. It reminds me of why I fell in love with DOTA 2. I always felt a sense of progression in what I could accomplish as a player. This is no different than my time spent in Rocket League, and I still know I can dramatically improve with even more practice. Give yourself enough time and effort, and Rocket League will allow you to do some pretty amazing things.

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I can not wait to see this game played at an E-Sports level. I can see myself watching professional players play this game maybe as much as I’ll play it. And the methods of play feel dramatically different whether you choose to play the standard 3v3, 1v1, 2v2, or the absolutely hectic 4v4. No matter how you prefer to play you will always be having fun. So rarely have I played a competitive multiplayer game where I never payed attention to the score board. Win or lose, Rocket League always lets me have a blast engaging in my all-time favorite activity, Play.

animations

What I usually get to talk about a lot in these reviews are the animations of the games characters. Well Rocket League doesn’t have any characters in the traditional sense, instead it has cars that do move in a surprisingly animated fashion. Between the jumping, dodging, rolling, boosting, bouncing, and barrel rolling, there are actually a lot of appropriately exaggerated movements in Rocket League.

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The animations are subtle but they are there. Sure they’re not the most complicated things to make in the world, seeing as how most of them are just transforms of position and/or rotation, but the speed and motion is fluid. With no strange spikes or wacky jitters anywhere in the movements, ensuring that your vehicle will always be in the exact position you tell it to be in, which is extremely important in a physics based game like this.

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The game’s simplicity certainly shows itself in the games various 3D models. They all look absolutely gorgeous from a couch, but up close and personal to your computer monitor, a few things start to look a little cheap. Its not that the models aren’t constructed well, all the geometry seems to fall in the right place and the textures are suitable, but they are just that: suitable. Everything is clean and flawlessly modeled in a very simplistic fashion, yet it's not ever one thing that makes Rocket League's models and art style. It's the composition of all of them in a scene together. Combining all these simple textures and shapes with the best atmospheric effects the Unreal engine can offer, creates a saturated, but not quite cartoony art style that allows every important object to pop out at you. So even though the individual models are nothing to be impressed by, this does keep your attention where it matters without being distracted by anything too detailed.
lighting

Again the lighting is also kept quite simple, making sure you are never distracted by what could have easily been quite an eye grabber. The lighting definitely captures the feeling of an arena.

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You can see shadows from the rafters below you as your shadow follows your movements along the ground and up the walls, all while the reflective effects on the cars and walls glisten with the warm lighting of the sunset off in the distance.  It's almost a shame that you won’t ever be looking for these things, because you’ll be so immersed in the action around you that the lighting team's hard work just becomes another impressive aspect of the games second nature.

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The effect above may be my favorite particle effect of all time. It is certainly my favorite explosion effect hands down, and the expertly crafted tech art doesn’t end there. First off, everything is subtly covered in a Minority Report esque glaze, and it is most notable when the ball is just about to enter a goal and the line it must cross fades into visibility. There are also very subtle particle effects, such as the dust left from your tires when jumping and the clash effect when you trade paint with an opponent racing to block his shot on the goal. When you take into account the number of boost trails you can apply to your Battle-Car, the hard work of the Tech Art team starts to become quite apparent.

The above effect may be my favorite particle effect of all time. It is certainly my favorite explosion effect hands down, and the expertly crafted tech art doesn’t end there. First off, everything is subtly covered in a Minority Report esque glaze, and it is most notable when the ball is just about to enter a goal and the line it must cross fades into visibility. There are also very subtle particle effects, such as the dust left from your tires when jumping and the clash effect when you trade paint with an opponent racing to block his shot on the goal. When you take into account the number of boost trails you can apply to your Battle-Car, the hard work of the Tech Art team starts to become quite apparent.

audio_sound

This is how you do player feedback well. Every bump, slide, boost, jump, crash, and goal is exactly what your imagination expects these colorful and nearly cartoony objects would sound like, and like bees to the hive, the engines buzz around the map, frantically attempting to be the next one who causes the following amazing blast sound.

https://www.youtube.com/watch?v=tVpQ9Mo7EUU

This consistency with the game’s art style holds true in the games soundtrack as well. The music in the main menu will most likely stick with you for a few hours after playing.

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This is where the game’s Achilles' heel resides. At the time of this review there are only a handful of maps that are all basically the same level with different textures and day or night effects. Don’t get me wrong, this is a very masterfully crafted level, but it could begin to get repetitive if more maps weren't on the way. Thankfully though Psyonix has some more maps on the way, the first being my favorite from the previous entry in this series. It is in that game where you can find some examples of the great creativity this level design team can bring to the table, and while I’m glad they seem to be on their way to Rocket League, I wish that at least one of these unique maps was in the standard game.
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Menus and sub-menus are presented in clear way that makes sense while navigating. The options screen may even surprise you with the amount of ways you can customize your view and controls, with fully re-bindable keyboard and controller functions. While the PC port of the game runs quite well, there are a few strange quips that can be a bit annoying while navigating the menus with a Mouse. Most button icons will show the PS4 commands and quite a few buttons need to be double clicked while navigating the menu. But the game does control well in matches with either a controller or keyboard and mouse. The only strange thing for me was that the default keybinding is right click to jump and space to view the ball, but with a quick key-rebind I swapped these two and was good to go. The only time the controls are completely broken on PC are in the replay mode. It is nigh-on impossible to navigate as it will always use the max DPI of your mouse, and if you're like me and have an 8200 DPI mouse, accelerating that just makes for a crazy wacky camera.

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For those of you who love decking out your car, you’ll have a blast here. You will need to play the game a bit to unlock more options and accessories for your Battle-Car, but there are enough starting choices to make your car your own. Another great example of two incredible parts of the game, show themselves working together very well here. This being the audio and particle effects for the boost trails. There are so many different boost trails and each one of their respected sound effects compliments the effect in the best extent possible.

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For all the good I’ve talked about Rocket League, I do have one complaint. If I were to review this game as a sequel charging me $20 for the same shit I got in Supersonic Acrobatic Rocket Powered Battle-Cars, you can bet my tone would be different. So why haven’t I been looking at it that way? After all my girlfriend and I have enjoyed quite a bit of SARPBC and Rocket League is basically a reskin with less maps and a few extra features. Well to be honest, it's because this game is still just as fun. Maybe even more so now that it is much more well known, and those extra features like Seasons and Vehicle Customization do kind of enhance the experience. And I won't lie, I want as many people to experience this game as humanly possible. I have no personal gain in such a goal other than the sheer fact that if one more person gets to feel the same thing I felt when I first made an airborne goal, I’ll have brought a level of joy to someone unlike any other gaming experience. Psyonix deserves praise for their incredibly talented team members, insight into game theory, and heart that they have so celestially celebrated here. I wouldn’t feel rash in debating within my head if this is my game of the year, it's just so hard because I also really like The Witcher 3. But I have no doubts this will end up being my favorite competitive multiplayer game this year, and I have no intention of ridding myself of my addiction to a game that, as I mentioned earlier, allows me to simply play.

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Game: Rocket League
Developer: Psyonix
Source: Steam
Special thanks to Fyshokid for the GamePlay Footage!
Audio and Video: Recorded in Game

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