Monday, May 13, 2019

REVIEW / Crimson Keep (PS4)

 

Before I talk about Crimson Keep, I think it will be helpful to talk about a different game first. I’ve talked many times about a VR game called Vanishing Realms, a dungeon crawler for the Vive that I both previewed and covered on one of the earliest episodes of the Vivestream. These two games are very similar; they’re fantasy dungeon crawlers, played in a first person perspective, and they keep things pretty simple. So why is Vanishing Realms a classic, while Crimson Keep seems destined to be forgotten?

What makes Vanishing Realms so good is that it’s extremely immersive in VR. All of the combat is in real time, you can interact with almost anything you see, and the environments are beautiful. It’s a short experience, and there’s not much in the way of equipment customization, but it still manages to draw you in. But what if you took out the VR? Without the immersion, Vanishing Realms is just another basic dungeon crawler. It’s well made, but it would be too simple and repetitive by itself. So a similar non-VR game like Crimson Keep needs to add something significant to be worth your time.

Crimson Keep’s most prominent addition to the formula is that it’s a roguelike. In my experience, that can be a good thing or a bad thing. And unfortunately, here it’s a bad thing. Vanishing Realms only has a few locations, but they’re well laid out and beautiful.The environments in Crimson Keep are dull and repetitive. You’ll often find yourself in a narrow passage with more enemies than you can reasonably handle, and there’s not much you can do about it. Beyond that, it just isn’t a well made game.You can’t step back when you’re attacking; instead, dodging is a special action that you can only use a limited number of times. While you do unlock new abilities as you go on, they do little to break up the monotony of the gameplay, no matter what class you choose to play. The inventory system also needs a redesign; items are not organized by type, and instead must be moved over to the appropriate slot from an overall list. These are things one might be able to forgive in another game, but there’s little reason to do so here.

And finally, let’s talk about the visuals. I think my boyfriend Alex summed it up well when he called the graphics “bush league.” We also questioned the use of floating hands; there’s a reason that most first person games either show arms, or only show the weapon being used; floating hands just look weird. The enemy designs are interesting, I suppose, but they’re nothing particularly original or creative. A good visual style can be a game’s saving grace, and I always appreciate when something unique is used, but everything in Crimson Keep is run-of-the-mill.

Crimson Keep isn’t the worst game of its genre that I’ve played, nor is it the worst game I’ve reviewed for the site (I haven’t forgotten Pumped BMX +), but it still isn’t worth your time. There are plenty of well crafted dungeon crawlers out there, VR and otherwise. This title’s brand of ARPG can be fun, but the first person view isn’t enough to make it stand out from the crowd.

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Sunday, May 12, 2019

Swords of Gargantua VR to offer open global beta

We haven’t really had a great amount of VR news for a bit so here’s an interesting little something I found and this one has a prize attached to it. The game is an upcoming VR action title called Swords of Gargantua and it’s about to go out into the wild for a weeks global open beta.

So the open beta will, as I’ve just mentioned, be globally accessible and will be happening through Steam and the Oculus store. From Wednesday next week through till Tuesday the week following, (that’s the 15th – 21st,) players will be able to test their sword wielding skills against the mighty Gargantua’s minions. This in and of itself is obviously a very cool thing, any chance to play a new game before release is well worth taking but there is an added bonus.

During the beta players will be able to take part in a leaderboard challenge. The lucky so and so sitting at the top of the leaderboard at the end of the beta period will win some swag and it’s one hell of a prize. Up for grabs is a NVIDIA Geforce RTX 2080 Ventus 8G OC graphics card. For tech-heads amongst you that’s one of these gizmos here. You’ll be playing in the multiplayer beginner quest to achieve placement so don’t expect to have to master a full game to stand and chance at winning.

If you’ve never heard of Swords of Gargantua I’ll list a few of the game’s key features for you. To begin with Swords of Gargantua is boasting hyper realistic VR swordplay. To give you the right feel the battle system has been honed and refined with accurate haptic feedback.  The game is also offering both single and multi-player modes. Solo players amongst you will have 100 single player missions to battle through with an arsenal of 30 weapons to unlock. Those of you favouring a bit of team battling will find a cross-platform 4 player co-op mode with native voice chat. This will allow you to develop strategies, revive downed friendlies and battle hordes of enemies in order to protect your mana station. Succeed and you’ll find yourself up against an enormous foe. If you’re skilled enough to survive the barrage of foes you will find yourself going toe to toe with the massive titan Gargantua.

If you’d like to get a chance to see what this VR experience is about and maybe even get your hands on that graphics card you can sign up for the beta at the game’s Discord page here. One last important piece of information to note is that the beta dates I’ve given you are in Pacific Daylight Time. Those of you in the rest of the world might want to sync those watches.

So there you have it! Oculus owners and VR fans might want to get in on this. I’m not a huge hardware buff but even my layman’s brain can see that this is one awesome prize to have. The other great thing about this is that you’ll all be in the beta together. The fact that you won’t be up against other players with years of practice evens out the playing field and gives you a pretty good chance at winning. This reason alone might just make getting involved worth your while.

 

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Friday, May 10, 2019

Monster Hunter World: Iceborne expansion coming September 6th

 

Today, Capcom has announced new details for an exciting, highly anticipated, and massive expansion to Monster Hunter: World, Monster Hunter World: IceborneMonster Hunter World: Iceborne will contain a brand new storyline, monsters, gameplay options, and more. In addition, the base game will have a free trial and new content updates for consoles later this month.

Iceborne intends to build on every aspect of the original Monster Hunter: World, starting with an all new story picking up after the conclusion of the main game. Hunters will be taken to a newly discovered, frosty location called Hoarfrost Reach. The new snow-covered terrain offers an ecosystem that contrasts areas in the main game and expands as the story is progressed. Hoarfrost Reach will be the largest region in the game so far, offering a wealth of new content with even more quests to undertake than in the original release.

Monster Hunter World: Iceborne also introduces a new higher difficulty: Master Rank. This is a new quest tier that makes new and existing monsters even more ferocious. New monsters that hunters can expect to encounter in Hoarfrost Reach are foes such as the horned brute wyvern Banbaro and the snow-buried Beotodus. These monsters will interweave in the ecosystem with fan favourites such as the Nargacuga, who has been buffed with a few extra tricks in his moveset. The mysterious new flagship monster, Velkhana, an elder dragon with powerful ice attacks, will be a pervasive threat in the new story.
New gameplay options will also be made available, creating opportunities for exciting new hunting strategies. The Slinger can now be used while the main weapon is drawn, regardless of weapon type. New features have also been added for the Slinger such as the Clutch Claw used to grapple onto monsters with more direct control and the Flinch Shot which unloads Slinger ammo to stun monsters. Each of the 14 weapon types will also get new combos and new elements, offering additional depth to master in combat.

Players will need to already own the Monster Hunter: World base game. While Iceborne players will be able to enjoy some of the gameplay options such as the Slinger and weapon updates right away, they must have completed the main story through Hunter Rank 16 in order to access the new story and quests. So if you haven’t done that already, get moving on it before the chill takes over. Depending on location, special editions and pre-order bonuses are available, so be sure to check your local stores for more details.

The new free trial of Monster Hunter: World is available on PS4 from today through to 20 May 2019. In the meantime for existing console players, the last new content update for the base game will celebrate the aggressive flagship monster Nergigante who will finally appear in the Arch-Tempered form for a limited time from 11 May UTC. Defeating this ultimate challenge will net the user powerful Nergigante ? (gamma) armour.

Further information on Monster Hunter World: Iceborne will be revealed at E3 this June!

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Thursday, May 9, 2019

REVIEW / Outward (X1)

 

Are you tired of being an RPG hero? Do you hate being on a mythical quest as the chosen savior of the kingdom? It’s so cliche and worn out that the epicness of the event is truncated by all of the repetition. Enter the developers at Nine Dots Studio, the creators of the open world action RPG Outward, to create an RPG with a different approach to an RPG protagonist’s quest.

 

 

In Outward, you are not the hero or the destined savior of the world. You are just an average villager trying their best to make a living in a dangerous world. This concept is hammered home in both the plot and the gameplay loop over and over. At the beginning of the game there are no expectations on you other than to pay your rent or you lose your house. When you travel beyond the town walls the enemy encounters are unforgiving and make each fight feel like a desperate struggle.

Despite the fights being difficult, your character cannot “die”. You can fail, but when you fail in combat you are taken prisoner by bandits or rescued by a hunter. Just a splash screen of text saying what happened when you lost the fight and where you are now. You can lose all of your items pretty easily though and that makes the survival aspects all the more difficult. I was ambushed by wolves after a difficult fight and lost my weapons, clothes, items, and armor. I was in such a bad position it was just easier to restart the game.

 

 

The reason it was easier to restart is because Outward employs a unique dynamic save system. The game keeps a rolling autosave that keeps overwriting itself so there’s no possibility to turn back the clock or undo a costly decision. The intent of this system is interesting in that it forces the player to commit to their actions and live with the failures, but from a quality of life standpoint it can be infuriating for the player. The whole world is strange and new, you don’t know what enemies can one shot kill you or what NPCs will randomly lock you in a dungeon, which unintentionally guides the player into playing very conservatively and missing out on experiences for risk of losing progress.

The combat of Outward is very similar to other 3rd person action RPGs such as Assassins Creed Odyssey or Dark Souls. Where there are dedicated buttons for a light attack, heavy attack, dodge, and block with a separate trigger for special abilities such as magic. Outward does enough to separate itself from the others in the form of requiring a plan of attack; you need to quickly unattach your pack if you plan to roll around dodging and you need to setup wards for effective spellcasting.

 

 

However, Outward is a little loose on the combat side of the mechanics, being very heavily animation based and having hitboxes that don’t even look close to the character model. There was an encounter I had with a bandit that stabbed the area far to the left of my character and it counted as a hit, which is vital due to the low amount of hits it takes to fail a fight.

You can make things easier with the co-op feature that works in both online and couch co-op modes. You can have a ranged character pull aggro while the melee character chips away damage to get the kill. This mode works well in that there’s an extra security layer if things go south in a fight and you’re at risk of losing your items. If it all possible, this is probably the best way to experience Outward, as the single player mode leaves a lot to be desired.

 

 

When it comes to appearances, Outward is more than a little rough around the edges. Upon first impression of the character models and world it very much felt like I was playing a game that had been released in 2005. The character models are always ugly up close and the structures seem a bit too blocky to fit naturally into the world. The open world areas are impressive comparatively, with great use of flora to set each area apart from the other and appear unique. However, these large open areas are very empty. In all of my time running through the world, which you will be doing a lot due to the lack of fast travel, I only ran into 1 friendly NPC not in a town. Everything else tries to attack on sight, and even those are spaced out pretty far.

Outward is more than just combat and exploration though; it blends in a healthy mix of survival elements that you need to track to ensure your characters health. There are thirst meters to keep in check with water, hunger meters with each food item having its own expiration timer, body heat so you need to adjust clothing per the area, stamina bars affected by the pain your character is in or by the time since your last rest, there’s even a variety of illnesses such as colds and indigestion your character can contract out in the wilderness.

 

 

The game gives you the ability to juggle all of these, but it’s by no means easy to do so. You need to keep track of your materials, the weight of them in the pack, the best options of preparing or preserving them, and when and where to rest. It is entirely possible to be ambushed during sleep.

Outward goes so far out of its way to provide a difficult hardcore experience for hardcore gamers that it ends up feeling very archaic and obtuse in design. The autosave everywhere makes it very easy to back into a corner that will wipe hours of progress. Having a large map with no fast travel is a real unnecessary hindrance and requires a lot of time spent backtracking. There is no mini map or objective markers, which is fine as a design choice, but the map that is provided is just a normal paper map with no compass or indication of where your character is on it other than some vague monuments that you can try to use to reorient yourself. It’s actually just easier to explore and memorize the map locations, but this is still a hassle and feels like the game is demanding more from the player than it does to deserve.

 

 

There is a niche crowd that will adore the concepts Outward tries to hit despite its flawed execution, but it’s very obviously hyper focused on just that small crowd of that small niche that it can be very frustrating to try to get into. Outward requires patience and an ability to accept failures and try again. This game needs you to be fine with playing for hours just to lose that progress by failing a stiff, un-enjoyable fight sequence. You can bring a friend along with the co-op feature to make the grind a bit faster, but it’s still just that, a grind.

 

 

An adventure to be wary of

Outward is a survival RPG that appeals to the hardest of hardcore RPG fans, who even then have plenty of faults to overlook to enjoy the experience. The combat is stiff and uninspired, the design is archaic, the difficulty is punishing to the point of frustrating even without juggling the variety of survival mechanics, and the characters and buildings look like they’re out of a late original Xbox RPG.

5

 

 

 

This review is based on a retail copy of the game provided by the publisher.

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Wednesday, May 8, 2019

REVIEW / Forgiveness (PC)

 

“There are two kinds of people in this world- the people who spend their lives helping others, doing good, caring about the world… and then there’s you.” In Forgiveness, this is the greeting you receive when you “awake” in a strange room with symbols painted on the walls, with a challenge that if you escape in thirty minutes or less, you’ll earn your way out of purgatory. At least, that’s what the guy on the loudspeaker claims.

 

3D Environment showing a warehouse, possibly for a shipping company based on the piles of cardboard boxes with large white labels to the left. Strange symbols mark the far wall.

Wrath

 

If you’re a fan of escape rooms, Forgiveness might be right up your alley. Each level requires you to solve three to four puzzles in sequence in order to finally unlock the door. And like most popular escape rooms, these all have a theme- the seven deadly sins.

Players can choose to take a personality test, choosing between two options in a series of “Would You Rather”-style questions, and having your very own Deadly Sin chosen for you. This allows you to experience the “story mode” version of the game where you hear the charming introduction of Dr. Benjamin Smith, supposedly the new God, and solve an introductory puzzle as a sort of tutorial, gathering clues to discover the code to unlock the door.

 

 

Aside from Dr. Smith’s initial speech, there is no additional dialogue, although in “Normal” mode, an audio cue will play whenever you discover an item relevant to solving one of the puzzles. Players also have access to a “hint” function in all levels including the tutorial (listed as “Prolog” in the menu). As far as I can tell, there is no penalty to your final time for using the hints.

Escaping the Prolog room luckily does not count against your thirty minutes. It also never changes. If you’ve solved it once, you only need to remember the door code in order to move to the actual level. The doctor’s dialogue also remains unchanged.

 

Personality Quiz: What would you do when finishing an argument? Option 1: Call a friend to complain and get angry about the situation Option 2: Eat while I think about the fight

 

Players also have the option to choose the level directly, which also gives you the ability to choose by difficulty level. Only the Prolog room is “Easy”, 2 sins are “Medium”, 3 are “Hard”, and Wrath and Envy are “Insane”. These descriptors are, depending on your experience with puzzles, somewhat accurate.

Experienced players (especially veterans of classic adventure games) will quickly recognize certain mechanics – coded messages on walls, clues hidden in the titles of books or paintings on the walls, or obstacles that require the use of tools (an axe to open a locked chest, or a crowbar to prise something off the wall, for example). In some cases, first instincts will be correct- in others, players will need to scour the room for additional information pointing them to the puzzle’s solution. There are always one or two red herrings that might draw attention away from the true goal and end up eating a lot of the allotted time.

 

 

While the timer is always running, it is only in Extreme mode that the clock will run out at thirty minutes. You also lose access to hints and the audio cue. However, winning in Extreme mode does not offer additional dialogue or any kind of bonus material. It also doesn’t affect whether you earn the achievement for the room.

There are some fun easter eggs hidden here and there, but Forgiveness does its best to impart a sense of horror in its players without resorting to jump scares. The soundtrack is changes from room to room, varying from ambient haunted-house style noises to adrenaline-fueling scores you’d expect to hear played when deciding whether to cut the red wire or the blue wire. While most of the puzzles are fairly harmless, one true moment of horror was in the Gluttony room where part of the puzzle requires that you eat a dead rat. There’s not a key inside of it or anything, but you still have to eat it. It’s not even gory – you don’t see it disappear bite by bite or anything – but it seriously gave me the heebie-jeebies.

 

A Green book with the title "Baby Don't Hurt Me", author "Vladislav"

 

Win or lose, you don’t meet Dr. Smith. There’s also no question that you really are dead, experiencing some sort of pre-hell afterlife; Smith’s dialogue specifically says that he hasn’t killed you yet. For those who devour horror-game lore, there’s definitely fodder for some theories, particularly in the Pride and Envy rooms.

Win or lose, you don’t meet Dr. Smith. There’s also no question that you really are dead, experiencing some sort of pre-hell afterlife; Smith’s dialogue specifically says that he hasn’t killed you yet. For those who devour horror-game lore, there’s definitely fodder for some theories, particularly in the Pride and Envy rooms. The Pride room is a study/library style area, and one of the puzzles involves collecting a series of books- all about psychology. Could Dr. Smith a psychologist? The room with the most narrative gameplay, Envy, is set in the loft apartment of someone named Jean. Part of the puzzles involve reading the chat logs on her laptop, and the only time an item description is less than straightforward is when you look at the shoes next to the bed. A pair of white flats simply read “Jean’s shoes”, while a brown hiking boot reads “I don’t know whose shoe this is”. The only other voice actor listed in the credits is for Jean’s voice, which you hear in a different part of the puzzle. Like I said, lots of theory fodder for those so inclined.

 

A door in a wood-paneled room, a security camera above, with the following phrase written in red: John Shifted His Break Three Hours Forward So He Could Learn The New ABC

Pride

 

Since the puzzles never change, replay value is not particularly high. However, the game has good atmosphere, solid theming, and each room offers a unique challenge. There is little to no overlap in the mechanics of each room’s puzzles, meaning that solving one does not give you any advantage for solving another. My best recommendation? Buy the game, invite a bunch of friends over, and hook your computer up to your TV. The game only costs about ten dollars on Steam, so you’re saving money over a real-life escape room by about ninety bucks. And hey, if enough people do that, maybe they’ll come out with a sequel, where we finally learn more about the enigmatic Dr. Smith.

Forgiveness is available on Steam, 50% off until May 13, and you can visit game publisher Chaos-Minds at their website.

 

 

 

It’s Like Resident Evil, But Just The Unlocking Doors Parts

Forgiveness is a well-themed, engaging puzzle game that is certainly on trend with the rise of real-world Escape Rooms. None of the aspects of any level are randomized, lowering replay value, but with the character of Dr. Benjamin Smith, the game has some potential to join the host of lore-loaded indie hits of recent years.

8

 

 

 

This review is based on a retail copy of the game provided by the publisher.

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Friday, May 3, 2019

Trailer shows off new Priest Class in Bandai Namco’s upcoming MMORPG, Bless Unleashed

 

If you have been waiting for more juicy tidbits from Bandai Namco about their upcoming Xbox One action MMORPG, Bless Unleashed, then you will be happy to hear that the company released a little taste today to keep you coming back for more.

A new trailer was released which highlights the new Priest Class. As both a healer and warrior, the Priest brings a unique skill set to the battlefield. Priests can unleash a fury of attacks from afar with lethal combinations and pinpoint accuracy, as well as set down buffs and heals for their teammates. Those who chose to master the Priest will definitely be a force to be reckoned with.

If you haven’t heard about this new MMORPG, let me fill you in. Bless Unleashed takes place in an untamed world with a rich backstory created with hardcore MMO players in mind. With deep combo-driven mechanics, player customization, and cooperative (PvE) and competitive (PvP) multiplayer, there is an endless amount of content and gameplay possibilities to keep players engaged.

Developed using Unreal Engine 4, Bless Unleashed  brings unparalleled visuals to a fully realized fantasy world, offering one of the most stunning MMORPGs produced for console players. Players adventure across an open persistent world where mythical beasts roam the land and player vs. player battles can take place at any time.

Stay tuned to TVGB for more updates on this game as Bandai Namco releases them. In the meantime, check out the new trailer below and let us know if this looks like a game you will be considering for purchase when it releases.

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Thursday, May 2, 2019

REVIEW / Heaven’s Vault (PC)

 

I think it’s safe to say that as gamers, we go through spells of playing games from similar genres. This isn’t always a deliberate or even conscious thing, it’s just something that happens. I’m not saying we don’t all have our favorite genres (because we do), but sometimes you get side tracked into something that turns into a real adventure. I’m finding this at the moment with story-driven games. Although I love a title with a good plot it isn’t necessarily the first thing I look for. Games like Firewatch and They’ve all gone to the Rapture aren’t my first choice because they go too heavy on the story at the expense of the player’s agency. I find the same problem with visual novels; there has to be something beyond good storytelling to motivate me to play. This aside I’ve plunged down the rabbit hole of point and click adventures recently and I’m not a bit sorry for it. This little journey has led me to the game we’ll be looking at today. It’s called Heaven’s Vault and I have a few mixed feelings about it.

 

 

In Heaven’s Vault you take the role of an archeologist called Myari who goes off to find a missing roboticist, taking her newly acquired robot with her. The plot starts with a very simple premise and branches depending on the choices you make. I’ll explain this in a bit more depth in a minute, but you actually uncover the story through the clues you discover and people you meet.

This is a game about delving into history and it’s all really interesting. My only note here is that it can be a bit slow going to begin with and I found this game a tad difficult to get into at first. I think I would have liked a bit more back story at the start to ground me but that’s my only real complaint on this.

 

The choices you make feel important to the story.

 

As I’ve just stated, uncovering clues is at the core of Heaven’s Vault. There is a really clever, innovative gameplay mechanic where you find inscriptions on a bunch of different items in the game. As an archeologist you have a basic knowledge of the ancient language but a lot of what you decipher is based on educated guess work. As you find more inscriptions the words you have already guessed will either be proven wrong or noted as correct. As these symbols appear throughout all of the inscriptions you have collected they get easier to understand as you go.

Your original guesses never seem completely ridiculous either. Myari will reason with what you have chosen and explain why your phrase could be correct, even if it isn’t. New inscriptions and items that you find also open up new areas of exploration on the map. This is true of archeology, it’s all about following a historic trail. This gives more basis to what you’re doing and makes your character’s career feel real and not just like a throw-away element of the story.

 

The inscription system is both clever and integral.

 

Following from this you also add to an evolving timeline each time you make a discovery, find a new site or interact with a new person. The steps on this timeline aren’t just save points in the game they form an evolving web of actions and discoveries that you can view at any time. You can see your actions having consequence and this is really cool.

Graphically this game is stunning. The art concept is great and follows a painted water colour-like theme which has been placed over a fully rendered 3D world. The 3D elements of the game I love, the 2D overlay not so much. When your character is moving it feels a bit stilted. It’s like watching pictures sliding over a background instead of moving against it. That isn’t to say that I don’t like the art style, everything is really well painted I just don’t really like the two artistic choices together so much.

 

 

Something that spoiled things a bit for me, and this is something I know the devs are working to improve, was a slightly wonky camera. Sometimes you find yourself having a conversation with a character that you can’t see because they’re off screen. In addition to this movement sometimes feels a bit awkward. I think many of you have played the first Resident Evil game. The best way I can describe it is a being a bit like that. Movement doesn’t always feel fluid and this isn’t going to do anything for the overall experience.

Parts of Heaven’s Vault are narrated but the majority of dialogue is written. The issue I take here is that most of the time you’re moving about in silence and this makes some of the spoken pieces of dialogue feel a little bit out of place. There’s nothing wrong with the voice acting but I’d rather they’d gone for a written or spoken format, not bits of both. This is an artistic choice on behalf of the developers and that’s fine, it just not something that works so well for me personally.

 

This is a genuinely beautiful way to travel.

 

The way you move between areas of the gameworld is really clever and gorgeously created. You travel by ship on intertwining streams of rushing water. These streams are effectively in space and this gives a really interesting take on travel between places which are vast distances apart. It’s via these rivers that you find new ruins and other previously undiscovered sites that appear as you collect artifacts and decipher inscriptions. These travel elements of the game can come off as a little long winded, not that this was a problem for me personally as it’s so gorgeously done. With this being said a fast travel option has been added for journeys between places you’ve already found for speed and ease of play.

Heaven’s Vault grows on you as you progress. I was really unsure during my first hour or so of gameplay as to whether I wanted to continue with the experience. I have to admit that I’m glad I did and that now I want to see all this game has to offer. Players that want to be hooked immediately or aren’t as patient as me when it comes to pace may not give this game enough of a chance. Now I’m a decent way in I can honestly say this would be unfair but as I nearly did exactly the same, (shame on me,) I can understand why it could happen.

 

 

This game should appeal to a lot of people. It’s part point and click adventure, part visual novel, part puzzler and it’s a really nice mix. This is also the sort of game that I feel you’ll need to play more than once to get the most out of.

I’d like to see what difference making other choices would make to the story. This is great as well, it gives this game longevity and replayability and that’s something I think is commendable. Whether Heaven’s Vault has multiple endings remains to be seen but there is definitely scope for the story to veer off down several different paths on a fresh start.

 

 

There are one or two things too many that I’m not sure about to give Heaven’s Vault a really high score. Please note that a lot of my reservations are based on personal choice as opposed to anything technical or game breaking. This is still a very sold, playable game it’s just not a ten out of ten blockbuster for me. If you like the art style and don’t mind the relatively slow pace I think you’ll have a lot of fun here. If you want something fast moving and action packed then I would advise looking elsewhere.

 

 

This review is based on a retail copy of the game provided by the publisher.

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