Friday, January 3, 2020

REVIEW / Atelier Ryza: Ever Darkness & the Secret Hideout (PS4)

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REVIEW / Atelier Ryza: Ever Darkness & the Secret Hideout (PS4)

 

To date, there have been 21 entries in the Atelier series of JRPGs from Japanese developer Gust Co Ltd and publisher Koei Tecmo.  I have reviewed one other game in the series, Atelier Sophie: The Alchemist of the Mysterious Book, and have played more than a few more since the release of the first game some 22 years ago. One aspect of this series that has always kept me intrigued was the fact that, in my opinion, none of the games play exactly like the last one.  This can also be said of the latest entry, Atelier Ryza: Ever Darkness & the Secret Hideout, as it presents never before seen synthesis, gathering and battle systems.

 

The gang is all here. Good times with even better friends.

 

JRPGs hold a special place in my heart and the Atelier series never fails to bring the goods by providing a gaming experience unlike anything else offered in video gaming today.  Atelier Ryza: Ever Darkness & the Secret Hideout puts you in the shoes of Atelier Reisalin “Ryza” Stout, a young girl on the verge of adulthood who embarks on an adventure with her friends to discover what is most important to them.

As it is prominently placed in the title of the game, you need to master the art of alchemy in order to become the best Atelier that has ever been known.  Gust has developed a new synthesis system that makes creating just about anything possible and is a novel new take on the alchemy theme of the game.  Having the ability to throw together almost anything that you will need to make your way through this game makes for some very interesting moments while you’re perfecting your craft.

 

You’ll spend a lot of time in Ryza’s room where her Atelier is located.

 

The world of Atelier Ryza is brightly colored and very fantasy-like in design with the environments and the character designs having a strong resemblance to the Victorian age if magic had existed at that time.  You will make your way around Ryza’s town as well as the surrounding wilderness while on your way to fulfill a quest or just going out to collect ingredients to make potions, weapons or even tools.

The world is very large and you will need to perfect your Atelier skills if you are going to be able to hold your own against any of the wild and dangerous creatures you are bound to run into on your travels.  The synthesis and battle systems complement each other extremely well so mastering both will be crucial to keeping your team at their very best.

 

Each nodule requires a different item or ingredient. You can make an item with higher stats by adding as many of the recipe items as possible.  New nodules will open as you level up the preceding nodule.

 

The synthesis system is where you will learn how to use your alchemy skills to craft health potions, weapons such as bombs, or even gathering tools like an ax.  Everything that you need to craft an item can usually be found on the ground, up in trees, being held by enemies, stashed away in chests or given to you for completion of a quest.  Some recipes you will learn from other Atelier’s but others you will learn just from experimenting with the recipes that you currently have by just adding a new ingredient or two.

The cool thing about the synthesis system is that every item that you collect has a different value or additional components so when you are crafting something new, depending on the quality of the ingredients that you are adding, this will determine the quality and attributes that the finished product will have.  No two created items are the same so it is very interesting to see what you will create each and every time you return to Ryza’s Atelier to craft more supplies.

 

You can take standard actions or power up your attack to do bonus damage as well as commanding your teammates to coordinate your attacks.

 

While the synthesis system is very important to how the game works, the battle system has been revamped and gives the player more freedom to fight in your style by allowing you to control not just your own actions but those of your teammates as well.  Battles happen in “real-time” with the player having the ability to switch their current character at anytime.  During battle, you will earn Action Points that not only trigger specific skills and increase the number of attacks, they can also raise the “tactics level,” boosting your learned skill effects to new levels.

You can also do mega damage to enemies by issuing “Action Orders” which are basically a combo attack that will exponentially boost the damage dealt to your opponent.  Action Orders come in the variety of “do a physical attack” or “deal fire damage.”  You then just need to sit back and watch as the character who gave the order follows up your attack with a powerful skill.

 

Locations are varied and look amazing.

 

Visually speaking, Atelier Ryza: Ever Darkness & the Secret Hideout, looks amazing as if you are playing an anime.  While the designs of the environments and the characters are fairly decent, I don’t feel like Gust was trying to push the visuals in a way that would have them stray too far from the style that the series is known for.

If you compare the visuals in this game to other games in the genre like Final Fantasy, there is a polish that FF has that Atelier Ryza does not have.  That’s not a deal-breaker, however, and adds to the charm of the game.  This series has a definite “look” that carries over from game to game and helps to make it feel familiar to returning fans while offering new systems to keep them coming back.

 

Recipe ingredients come in different quantities and quality so balance is key when crafting the best items.

 

The sound design is very impressive and really sets the tone for the whole experience.  The dialogue is in the original Japanese with English subtitles.  It would have been nice to have an English dub but I don’t mind reading my games at all.  In addition, the music that plays in the background while you are searching for ingredients or making your way to the next point in the story is fairly well composed.  The battle tunes that play during encounters with enemies puts you square into the action and makes for some very intense moments in the game.

I will have to say that in the beginning, you do a lot of walking around looking for stuff and the tune that plays in towns or during normal activities plays on a loop and got to be really unbearable after about the first two to three hours during my play-through.  I tried turning the the background music off in the towns but it just turned off all of the background music so I just turned it back on because the music if so very good during other parts of the game.

 

At a certain point in the game, you will be able to change the characters clothing. Be prepared for some pretty outrageous outfits.

 

As I mentioned before, while all of the games in the Atelier series deal with crafting items and developing your abilities as an Atelier, Gust is always able to create a fresh take on how crafting is done.  In this instance, the randomness of the quality and attributes that every item is built around as well as the effect that will have on the completed concoction or item makes for a very interesting way to approach this part of the game.

In a gaming landscape that seems to be dominated by multiplayer games like Fortnite, COD and Destiny, it is good to be able to find a quality single-player game that offers hours and hours of gaming enjoyment without having to find a bunch of friends to play with or struggle playing with people you don’t know.  Atelier Ryza offers a deep story and an even deeper crafting system with challenging gameplay and a setting series fans won’t soon forget.

 

 

 

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

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A first look at The House In The Hollow

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A first look at The House In The Hollow

 

Good things come to those who wait and never a truer word has been spoken in my opinion. Gamers are often some of the worst culprits for wanting everything yesterday. When our favorite game gets delayed we all lose our minds. Thing is … would we rather have a buggy mess on schedule or an absolute winner a couple of months late? I think I know which of the two I’d go for. There is a point to this little ramble. A new adventure is coming to your PC screens but you’ll be waiting a while yet for it. It’s called The House In The Hollow and at first look, it’s pretty cool.

Someone out there is already mightily impressed with this new offering from PSINE Studios. The House In The Hollow has just won the Nvidia/Epic Games Edge award. This is pretty good going already for a title still very much in production.

In The House In The Hollow, you’ll be invited to explore an Art Nouveau Manor House set back into a hollow and surrounded by dense forest. The house belonged to English magician and occultist Francis Barrett. It will be your task to find out what happened to him. You’ll also need to use your wits and problem-solving skills if you are to thwart the evil holding you captive in the house and escape.

As the mystery unfolds you’ll find yourself searching both the house and the surrounding woods as you attempt to figure out why the magician disappeared. Nobody knows for sure what experiments Francis Barrett was performing or what he was conjuring up. One thing is for certain; of those who have attempted to find the house before you, not all have returned to tell the tale.

Our goal with ‘House In the Hollow’ was to transport the player to a mysterious location where they not only had to find a way to escape, but to also experience a bygone time period, and uncover the mystery of the sudden disappearance of the Manors owner, Francis Barrett,” said Phillip Phair of PSINE Studios.” He went on to add, “Just like watching a classic horror movie, we wanted the player to feel as if they are being carried back in time, to explore a unique location and an intriguing story, but unlike a movie, give the player the ability to be surrounded by an immersive, interactive, first person world.

To circle back to my mumbling at the start of this story you’ll be waiting a little while before The House In The Hollow appears on your screens. This title isn’t due until the last months of this year. This being said they have been kind enough to leave us with a couple of trailers to give you all something to go at. If you like what you see and want something new for your wish lists you can find out a bit more here on Steam.

Looking at this I’m not sure whether we’re going to get a straight-up horror game or more of a thriller with tense or frightening elements. I’d opt for the second as I do love a good mystery. The House In The Hollow looks great so far and is absolutely one to watch for fans of a good investigation. You’ve just seen the game trailer but ’cause I’m nice I’ll leave you with the story trailer as well. We’ll give you a chance to do a bit more detective work on your own.

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Monday, December 30, 2019

Journey to the Savage Planet

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Journey to the Savage Planet

 

Journey to the Savage Planet is a colorful first-person adventure videogame set on a remote planet called AR-Y 26. You are part of the pioneer program which explores strange planets and determines whether they are fit for human habitation. Explore the dangerous Jellywaft Islands and towering Fungal forest then check out the cute but stupid Pufferbird in this interstellar videogame.

Journey to the Savage Planet

This tongue-in-cheek adventure reminds me of The Outer Worlds with eye-popping graphics and strange alien species like the Floopsnoot and the Insectoid Swarm all of which must be cataloged as you explore. It also offers a 2 player co-op option so you can explore with friends and have twice the fun. Listen to bizarre infomercials and propaganda by the founder and CEO of Kindred Aerospace who proudly acknowledges that they are the 4th Best Interstellar Exploration Company.

You start as a junior explorer with no equipment and no idea of what is out there. However, you do have an extremely optimistic AI called EKO who helps guide you. As you scan the environment on AR-Y 26 you collect and interact with all manner of strange biological weirdness such as springy egg sacks that you can bounce on like trampolines or use delicious-sounding food substitute, Grog as bait. Everything is deposited on your ship called the Javalin when you return.

There are different biomes and bosses to beat using the equipment you gather and it looks like the main aim of the game is to discover what intelligent species already inhabit AR-Y 26 beyond the weird cylindrical birds and biological gunk. There’s evidence of intelligent life in the form of a strange mountain-like structure and also skeletal remains scattered about the planet.

Journey to the Savage Planet

Typhoon studios who developed Journey to the Savage Planet have hinted at a smaller gaming experience than other titles due to the company’s small size. However, there will be multiple sub-plots that you can follow and simple environmental puzzles that unlock different areas as you explore.

Journey to the Savage Planet is out on 1/28/2020 on Epic Games store, PS4, and Xbox One.

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Dinosaur Fossil Hunter unearthed in 2020

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Dinosaur Fossil Hunter unearthed in 2020

 

Even those of us who aren’t big on science can agree on certain things being cool. One of these is dinosaurs and to a degree Paleontology itself. The folk over at Pyramid Games have an interest in giant lizards too and are, therefore, the ones bringing us Dinosaur Fossil Hunter in the early half of this coming year.

 

 

In Dinosaur Fossil Hunter you’ll be taking on the role of a young man as he attempts to fulfill his dream of traveling the world and finding fossils that pre-date man.

In your quest, you will travel through the USA by car. As you go you’ll cover vast areas of Montana, Wyoming, and Utah while battling the elements and hazardous terrain in search of fossilized remains. Your prizes will be well hidden in rocks and bodies of water and you’ll need to use your tools of the trade, including a chainsaw, shovel, and dynamite to uncover them.

Your georadar will be one of your most useful assets as this will help you pinpoint hidden fossils. With this tool, you’ll be able to discover many extinct species as you slowly piece together information on Earth’s distant past. This is also going to be painstaking work. The bones you uncover are fragile and you’ll need to take care not to break anything. Only when they have been collected and properly cleaned will you be able to assemble them for your dinosaur museum.

In Dinosaur Fossil Hunter, your museum isn’t just a gallery that sits in the background, it’s an important part of the game. You’ll need to grow and customize this as you go, it’s not just your work in paleontology that matters. You’ll want your dioramas to look the part so choosing the right elements to complement your finds will be important.

If history is your thing or you just happen to like big stompy lizards Dinosaur Fossil Hunter might be a good call for your Steam wishlist. Being the helpful soul I am, I’ve left you a link here. We’ll no doubt hear more about this title’s release in the coming weeks but for now, we’ve got some interesting stuff to be going on with.

 

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Sunday, December 29, 2019

REVIEW / Shadows and Dust (PC)

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REVIEW / Shadows and Dust (PC)

 

From the same developer that brought us Mars Underground earlier this year, Shadows and Dust is a short indie game based on the creator’s nightmares. Players take on the role of a disembodied consciousness. As the game progresses, it is revealed that this consciousness is the deceased father of a little boy. Be warned, this game deals with themes of suicide, suicidal ideation in a child, and other dark imagery related to mental illness.

 

 

Gameplay takes two forms- navigating a bare room and visual-novel-like interactions with the little boy. Each portion with the little boy shows a number on its title screen- not a chapter number, but the age of the boy. It starts at four, then six, and so on. The boy himself will note early on that these encounters occur his birthday every other year. His dialogue focuses mostly on how much he misses father and features some really uncomfortable questions, like “why did you leave?” and “is it nice where you are?”

If the game is intended to show the father’s hauntings alternating with his afterlife, then it’s not very nice where he is. The other part of the game allows the player to move around a confined space- almost like a hotel room. There’s a bed, a small table next to a picture window, and a long, low cabinet with a phone on it. This room remains the same… mostly. The view outside the window changes, and the door, which at first has no handle, seems to grow one piece by piece.

 

 

The interactions available in this room are the light switch, the bed (which triggers the next encounter with the boy), and the phone and door. The phone will not stop ringing, and someone is knocking at the door. This never stops. When the phone is selected, the knocking continues. When the door is selected, the phone keeps ringing. The entities never identify themselves, and although the dialogue options often feature the question “Who is this?” they do not receive a response. 

At first, the questions coming over the phone and from the other side of the door seem benevolently concerned: 

“Are you okay?”

“Are you on your way?”

“Are you coming out?”

However, they quickly become annoyed, and then outright hostile, finally goading the player to kill themselves.

 

 

This escalation corresponds with the little boy revealing first that his father committed suicide, then that the boy himself is beginning to feel symptoms of depression and the desire to isolate himself from others, and finally that the father committed suicide on the boy’s second birthday. Again, the door handle is at first missing, so it is impossible to open the door even if the player wants to do so. Certain dialogue paths will allow the player to communicate this with the entity on the other side of the door. This leads to possibly the most chilling response of all. The person on the other side of the door just laughs. And then leaves. And then starts knocking again.

When the boy turns twelve, he tells his father’s ghost that he shouldn’t return again. The boy wants to move on. Hypothetically, this should be a happy ending. The game returns to the room. The scenery outside the window has returned to a solid gray mass. The phone is off the hook. The lightswitch no longer works. The door handle is complete. It opens onto darkness.

 

 

Pressing forward and braving a few large, eyes in the black, rewards the player with a birthday party in the kitchen. Balloons, cake… the big staring eyes still there, but it’s still a party so I guess they’re part of it? But take another step towards the kitchen table, it gets further away. And further away. And further. There are a couple of other secrets to this game that I don’t want to give away. The last thing I’ll say is that there is exactly one achievement for this game and you get it when you quit. 

As someone who has suffered from mental illness for a long time, and who watched a parent suffer from the same mental illness (thankfully neither of us from suicidal ideation) this hit home for me in a lot of ways. The feeling that the only way you can escape is by going back to sleep, that no one can hear you or understand that there’s nothing you can do to help yourself no matter how many times they say it. Or even the replacement of “other people” with toxic, intrusive thoughts that come back, again and again, no matter how many times you address them.

 

 

Gameplay can be relatively short depending on how long you take to explore the environment, but I pondered the game long after I was done. I asked myself if I was playing as the father, the son, or both. If the entire game took place in the afterlife or in the mind of a character. If the choices I made in dialogue made a difference. If any of the choices I made had an impact at all in the outcome of the game. I still don’t have definitive answers and I’m not sure if I’m supposed to.

I will caution sufferers of certain disorders that this game could put you in a bad headspace. Don’t play alone. This is a horror game, not a therapeutic one. If you’re looking for a more positive game dealing with this subject, I recommend Depression Quest or Night in the Woods.

 

 

 

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

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Saturday, December 28, 2019

REVIEW / Irony Curtain (PC)

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REVIEW / Irony Curtain (PC)

 

If you put Monkey Island and Dr. Strangelove into a blender and hit puree, you’d get something not altogether dissimilar to Irony Curtain. The most recent release from developer Artifex Mundi, Irony Curtain stars Evan Kovolsky is an independent journalist and die-hard socialist in a parody of 1950s America, The States. When he shares his views on a televised debate, he catches the attention of Anna, a secret agent from communist Matryoshka, who spirits him away to the motherland. Will Evan foil a plot to assassinate the Party Leader? Or will everything go horribly, horribly wrong?

Not Really A Spoiler Alert: Everything is going to go wrong. 

 

Screenshot of Evan in TV Studio in front of distorted world map

 

Evan is intentionally naive, obtuse, and weirdly self-confident; the same kind of Idiot Hero trope that many other point-and-click adventure game protagonists tend to conform to. It works better in cutscenes than in the flavor dialogue. However, as veteran players will know, no matter how many variations of “that doesn’t work” are recorded, by the end of the game, they’re still stale as thrice-traded meat ration card.

Irony Curtain is, from a narrative perspective, a rather short game, with fewer than ten self-contained areas. However, like most adventure games, a metric ton of backtracking is required to solve all the puzzles in order to unlock the next area. This becomes progressively more frustrating as you go from relatively self-contained levels like Evan’s house and his hotel room to all of Crimson Square, or the Metro level which includes the station itself and multiple stops.

 

Evan in hotel lobby by statue of Supreme Leader

 

The puzzles are standard point-and-click fare, with a fair amount of “wait, really?” moments up to and including: joining the army to get a condom and making a balloon out of it, making a slingshot to retrieve a pair of boots to trade to a hobo for a votive candle that you will fashion into a pipe, and milking a cow to lubricate a tank’s loading chamber. There are at least a couple of instances of the classic “get this for Character X so they’ll give you something for Character Y so you can repeat that process a couple of times before you get the thing you actually need” scenario. 

Irony Curtain actually does a good job of strongly indicating what you need to do to accomplish your goals through dialogue and environmental elements. They also include two mechanics to keep players from getting stuck: a helpline that takes different forms, carefully marked in each level by a yellow light bulb, and the space bar, which reveals all elements in the area with which the player can interact.

 

Evan at reception desk, speaking with Sgt Miedkievliev

 

One interesting choice is the opening tutorial sequence, which takes place chronologically later than most of the game. The amount of plot revealed in the opening scene sets up certain expectations which make the third act reveals more impactful, as well as providing a simplified puzzle to get one’s feet wet.

If it wasn’t clear by now, the game is just stuffed full of Soviet Russia stereotypes. Aside from the fictional country being named after Russian nesting dolls and Anna, the redheaded femme fatale spy, there are jokes about traditional dishes (borscht and vodka), the exchange rate and inflation, and endless permits and applications for everything from using the bathroom to ordering from the hotel restaurant (each with their own minigame). There are a few more subtle environmental gags that are never explicitly called out in the game, like the “skyline” of the capital being mostly made up of cardboard cutouts and tanks that are actually helium balloons.

 

EVan in hotel bathtub, taking bubble bath

 

The voice acting in this game is decent, but there are a couple of stylistic choices that make it really stand out.  Characters that are established to be speaking English are voiced with Russian accents, but characters speaking Matryoshkan are represented by analogous regional dialogues in the western world. Although initially garbled, once the player finds and utilizes a Matryoshkan phrasebook, the citizens’ dialogue is in English. The farmer in town to make a delivery speaks with a country drawl, the lady welder working on a construction site has a little bit of a South Bronx vibe, and the crazy old moonshiner past the city limits sounds like… a crazy old moonshiner.

Evan blindly believes in the virtues of communism, to the point where even when he is in the country and witnessing the fascist dictatorship rather than the socialist paradise he expected, it takes him a while to come around. He mentions multiple times over the course of the game that he has been exposed to nothing but government-sanctioned propaganda, and that he trusts the information he has gained from it wholeheartedly. 

 

Evan at songwriting competition in GORK Park

 

Considering where the story takes him by its end, there are one or two plot holes we could contemplate, but what’s more interesting is how Irony Curtain portrays such a tense period in world history. We get to see something of the ostracization and scrutinization that anyone with socialist leanings experienced in the U.S., and we are beaten over the head with the realities of life in the Eastern Bloc, especially corruption in the government and military. The conclusion of the story is a weak sort of compromise that still manages to put the US as a sort of savior working with the Matryoshkan resistance.

However, it’s hard to think really deeply about a game where the main character refuses to take a bath until it has bubbles in it. Irony Curtain gives players classic adventure game shenanigans in a new setting, and that’s honestly enough. For fans of Zork, Monkey Island, and Thimbleweed Park, this is definitely worth a playthrough.

 

 

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

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Tuesday, December 24, 2019

Bloodroots: Macabre 3D platformer

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Bloodroots: Macabre 3D platformer

 

Do you have a desire to bludgeon, crush, chop and thump your way through the wild west using ultra-violent combos? If the answer is yes, then this videogame is for you. Exact revenge on your killers using a multitude of macabre methods by making use of everything around you from hatchets to carrots – yes, carrots are extremely dangerous due to their pointy ends.

Bloodroots

Bloodroots is developed by Paper Cult, an Indie videogame developer based in Montreal. Their quirky quick-paced videogame looks like it will offend anyone who has an aversion to violence since the aim of the game is to kill everyone and exact revenge in elaborate and macabre ways.

You face fearsome odds as Mr. Wolf, the maniacal protagonist, in a stylish combat videogame that takes no prisoners – literally, you kill everyone who looks at you. Every level is hand-crafted and has a cartoonish style that allows you to improvise with spectacularly chaotic melees.

Half the fun of this videogame is choreographing your own combat moves as you search forests and mountains using ladders, axes, swords, and cartwheels to viciously remove anything that’s in your way. This 3D platformer also allows you to steamroll NPCs with barrels squashing them like bugs, squelch!

Bloodroots

The cartoon aesthetics shows a playfulness to juxtapose the macabre nature of this videogame which otherwise might be too violent. However, in true Tom and Jerry style, they pull it off with such over the top violence that it puts a satisfying smile on your face.

Bloodroots is available for pre-purchase now at the Epic Games Store.

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