Previews Archives – Destructoid https://www.destructoid.com/category/previews/ Probably About Video Games Thu, 19 Sep 2024 18:20:41 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.5 211000526 Hands-on: Kingdom Come: Deliverance II is a game where every choice matters, even when you stay silent https://www.destructoid.com/hands-on-kingdom-come-deliverance-ii-is-a-game-where-every-choice-matters-even-when-you-stay-silent/?utm_source=rss&utm_medium=rss&utm_campaign=hands-on-kingdom-come-deliverance-ii-is-a-game-where-every-choice-matters-even-when-you-stay-silent https://www.destructoid.com/hands-on-kingdom-come-deliverance-ii-is-a-game-where-every-choice-matters-even-when-you-stay-silent/#respond Thu, 19 Sep 2024 17:24:28 +0000 https://www.destructoid.com/?p=599828 Kingdom Come Deliverance 2 - Hands-on preview - PAX 2024

It's a general rule of thumb with open-world RPGs that if you run across a man yelling in the street, he may have an important quest. That's how I met with Meister Menhard, who swept me into a narrative tale of swords and noble thievery in Kingdom Come: Deliverance II.

The Kingdom Come: Deliverance II demo I played at PAX West wasn't geared toward the expected combat and exploration aspects of the massive RPG. There was some swordplay, mind. But mostly my short time with the game introduced me to the choices I can make and their consequences, good or ill.

kingdom come deliverance ii - hands-on preview - world shot
Image via Warhorse Studios and Deep Silver

Choices matter

The demo was roughly 50 to 60 hours into the 80-to-100-hour campaign. At least, that's what Tobias Stolz-Zwilling, the international PR manager at developer Warhorse Studios told me. But before I hit the dusty streets of 15-century Kuttenberg in Bohemia, I was told something else. Stolz-Zwilling directed me to speak with Menhard to start his quest but, in a cryptic tone, asked me to choose any dialogue option except to stay silent. He would explain why after the demo had finished.

With a cloud of foreboding hanging just above my head, I struck up a conversation with Menhard.

He was upset. Based on our conversation, Meister Menhard von Frankfurt, a boisterous German man, was invited by King Wenceslas to start a sword-fighting school in Kuttenberg. Unfortunately, some internal politics have kept him out of class and in the street where he stood issuing challenges. I took him up on his request.

kingdom come deliverance ii - hands-on preview - inventory screen
Image via Warhorse Studios and Deep Silver

Learning the ropes

As an admission of guilt, I never played the first Kingdom Come game — it's on my backlog! After a gentle razzing by Stolz-Zwilling, he explained that people who didn't experience the original could still enjoy the sequel without needing to play it. You again step into the dirty boots of the former blacksmith Henry, who is on a new adventure. The sequel also won't gloss over the mechanics for new players. In this case, it was sword-fighting.

I took up the blade against Menhard, who promised to teach me the ways with a solid thrashing. This was good news for me because I had no idea what I was doing.

Combat is more intuitive in Deliverance II, but the aspects are the same: You use the mouse or controller to angle your attack; watch your opponent's weapon; strike where their weapon isn't, and guard in the direction of their swing. A rosette in the center shows the direction of your attack via a red arrow.

kingdom come deliverance ii - hands-on preview - bow combat
Image via Warhorse Studios and Deep Silver

Menhard and I fought, but I was on the back foot most of the battle. In my defense, this was my first sword fight in the series, and it's not quite as rudimentary as something from, say, The Elder Scrolls. But I somehow managed to turn the fight around, and with a few lucky ripostes, the Meister was on the defense. Before I could claim victory, our fight got interrupted by the guild leaders of the established sword-fighting school. And they weren't happy about the public display.

This was the conversation hinted at earlier. I had the option of saying nothing, but I dutifully defended Menhard against the agitators. There are multiple persuasion techniques you can employ in the game. You can tackle things using a Speech skill, or woo people to your side with Charisma. With Henry's own blood splashed across his face, I somehow managed to convince them to back off — after exchanging some choice words and a bit of coin. But things weren't settled yet.

Backroom schemes

I soon ended up in a tavern with Menhard, who was hatching a plan. To get his training school established, he needed to challenge the current guild and win. But that can only happen if the guild is seeking duels. Naturally, they weren't. And that's where Henry comes in.

I agreed to take a covert mission to sneak into the sword-fighting hall and steal the guild sword. It felt logical at the time. Once the sword was mine, I would put it on display on the walls of the Kuttenberg town hall, indicating they were open for challengers. Easy.

kingdom come deliverance ii - hands-on preview - town square
Image via Warhorse Studios and Deep Silver

The streets of Kuttenberg were bustling during the day, as townsfolk moved through the streets with supposed purpose. I traveled toward the quest marker, pointing the way to the guild. The trip across the city took longer than expected based on the hand-drawn map. Kingdom Come: Deliverance II is a bigger game than its predecessor, boasting a 25% larger world. Kuttenberg is one of the key locations in the game, and it's certainly no hamlet.

At last, I managed to make my way to the guild. The rectangular building looked unassuming, but the shields decorating the front and the two armed guards were dead giveaways. I staked the place out, looking for methods of ingress. The locked door in the back looked like my ticket in.

Sneaking in the dark

Like with many open-world RPGs, Kingdom Come: Deliverance II lets you wait a set amount of time. I waited for the cover of night. Henry must automatically equip a torch because I had one in hand after the timer ended. I tried putting it away, but Stolz-Zwilling told me it was a bad idea. If a guard happened to be walking by, they would get suspicious of a man meandering in the streets at night without a torch. But what about when I'm inside the guild? Well, that's okay, he said. But how would I see anything? Fair point.

I wandered over to the locked door in the back, where I was introduced to my next challenge: lockpicking. Like with many RPGs, you can pick locked doors. To do so in Kingdome Come II, you drag the cursor around the lock until you see it glow. Next, you need to select it (in my case, holding down the left mouse button), hold right (or the D key), and move the cursor in a circular pattern while staying within the glowing spot. I'm not sure how much the lock difficulty mattered in the demo I was playing, but I managed to clear two locks on my first try.

kingdom come deliverance ii - hands-on preview - sneaking in the dark
Image via Warhorse Studios and Deep Silver

Regardless, I was in. I ignored the paranoia my still-equipped torch was providing and crouched down to stay quiet. I heard snoring, but that didn't mean I was in the clear. Sneaking through the guild, I managed to find the sword hanging from a wall upstairs. I shoved it into my woolen pantaloons and headed back down.

I was right to be worried; someone was awake. A guard must have heard me because he was stalking the pantry while muttering that he knew I was there. I waited for him to wander into another room before darting to the exit.

Challenge accepted

I hung the sword on the town hall and returned to the tavern, where I waited for Menhard. After giving him the good news, and promising I pulled off the heist without killing anyone, we went to the town hall. Sure enough, the opposing guild showed up, and they were pissed. But the scheme worked, and they agreed to a duel.

Before the demo ended, Menhard said he wanted me to join his motley school as its first student. With blood still caked on Henry's face, I agreed.

Mine was just one tale, and many players may not experience it the exact same way. For example, if I lost the battle against Menhard earlier in the quest, he would have required me to pass a test before joining his school. I guess stealing a sword from under the opposing guild's nose wasn't enough. Instead, I was initiated after pointing out that I narrowly handed him his ass.

kingdom come deliverance ii - hands-on preview - barn image
Image via Warhorse Studios and Deep Silver

Many branching paths await

Wait, what about that warning about staying silent? According to Stolz-Zwilling, refusing to defend Menhard and his crew would result in them getting kicked out of the city. You can still do the quest, but that requires looking for them stewing outside the city walls.

In the roughly 40-minute demo, I experienced multiple situations in which Henry's path could change. I managed to sneak out with the sword. But what if I got caught? What if someone was killed? I can only imagine just how many different ways Henry's story will change based on the consequences of my actions, from swordplay to conversation choices.

The game will feature more than 2.2 million words in its script, which may just eclipse the current world-record holder, Baldur's Gate 3. This suggests that, no matter what choices you make, Warhorse Studios may have thought of an answer. Kingdom Come: Deliverance II could end up providing many water cooler conversations, and I don't plan on missing out when the game launches on February 11, 2025.

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Hands-on: Fantasian Neo Dimension brings a refreshing twist on dungeon battles, but its awkward controls are distracting https://www.destructoid.com/hands-on-fantasian-neo-dimension-preview/?utm_source=rss&utm_medium=rss&utm_campaign=hands-on-fantasian-neo-dimension-preview https://www.destructoid.com/hands-on-fantasian-neo-dimension-preview/#respond Thu, 12 Sep 2024 21:48:18 +0000 https://www.destructoid.com/?p=595955 Fantasian Neo Dimension hands-on preview

Square Enix and Mistwalker's 2021 RPG Fantasian is finally escaping the confines of mobile and making it to new platforms as Fantasian Neo Dimension. Having played the game on PlayStation 5, I feel RPG fans have something to be excited about — but a ghost of handhelds past may end up haunting it.

Those who know me best will agree that I'm not the biggest JRPG player in the world. It's not that I dislike the genre — far from it. I know what these are about. You start by rolling out of bed at your parents' house, fast-forward about 100 hours, and you're body-slamming god through a fold-out table. Trust me, I get it.

Fantasian Neo Dimension hands-on preview - near save point
Image via Square Enix and Mistwalker

Dance to my beat

To be clear, my enjoyment of JRPGs mostly hinges on how well they "vibe" with me. There are many games in the genre I played for some dozen or so hours and dropped. But in comparison, there are others I've completely devoured. For every unfinished Dark Cloud, there's Skies of Arcadia, which I've heaped praises on for decades. I couldn't get through Ni no Kuni, but you better believe I did everything in Tales of Vesperia and fulfilled my destiny by, yes, piledriving its god through a fold-out table.

My time with Fantasian was brutally short, but I'm thrilled to say that, save for one glaring issue, by the end of the demo I was rocking out to its rhythm. And I can sum up the primary reason with one confounding word: Bowling. Yes, bowling, which I'll explain shortly.

Fantasian Neo Dimension hands-on preview - chest with heal stone
Image via Square Enix and Mistwalker

Playing the classics

For those who don't know, Fantasian is a turn-based RPG that launched in 2021 for mobile via Apple Arcade. A Mistwalker game, it involved two legends of the genre. The game's writer is none other than Hironobu Sakaguchi, the creator of Final Fantasy. He's paired with composer Nobuo Uematsu, who was behind the music of Final Fantasy for more than a decade. If you, ever in your life, have listened to "One-Winged Angel" on repeat, you can thank Uematsu. It should come as no surprise that Fantasian feels like an echo of the past.

The game's story revolves around Leo, a young man who was viciously bludgeoned by an RPG trope. Suffering from amnesia, he's led by a lingering memory to find himself and save the world from a mechanical virus. Naturally, he's joined by fellow warriors of all types, whom he gathers as you make your way through the game.

Fantasian Neo Dimension hands-on preview - meeting new friends
Image via Square Enix and Mistwalker

The demo I played included such a chance encounter. It was early in the game, and I found Leo paired with the white magician Kina and Cheryl, a spellcaster with mastery over ice magic. I walked through the world for a short while before finding a man under attack by someone with two wolf-like enemies called Wolzas by his side.

I've seen this one before

Pleasantries be damned, we decided to help the man being attacked. The game split the party, allowing me to use the stranger against the Wolzas. His kit was certainly interesting. Partnered with a spirit beast, his most powerful abilities drained not mana, but his own life bar.

Fantasian boasts traditional turn-based combat with weapon attacks and magic. I used Leo to slice away at foes, while Kina supported him and the stranger with healing and holy magic. There were only two enemies, allowing me to focus on one at a time. We easily won the fight, as it wasn't meant to be any kind of boss battle. The man took off, and so did Leo and friends.

Taking it all in

The post-battle respite gave me some time to soak in the game's environments. I wasn't acknowledging it before the fight, but the visuals of Fantasian Neo Dimension struck me during this moment. I thought things looked a bit odd at first. The characters were typical polygonal models, but the environment had a surreal, dream-like quality. It was as if I was manipulating toys in a miniature movie set. I wasn't far off.

Fantasian Neo Dimension hands-on preview - handmade environments
Image via Square Enix and Mistwalker

Fantasian Neo Dimension utilizes hand-made dioramas blended with polygons and CG to showcase its world. I'm not sure how well it worked on a mobile device, but the effect was stunning on the larger monitor I used. The tan trail, looking like it was comprised of sawdust, was fenced off with blue and magenta bushes. Large boulders dusted by green paint appeared to be made of clay. I could see places where they were scraped by tools.

As an upgrade, Fantasian Neo Dimension supports up to 4K on PS5, Xbox Series X, and PC via Steam. I don't believe I experienced it during my preview, but I can only imagine just how much more impressive the game can look at that aspect ratio. Fantasian Neo Dimension may end up having one of the most beautiful visuals I've experienced in games. It's quite breathtaking in motion.

Fantasian Neo Dimension hands-on preview - traversing the world
Image via Square Enix and Mistwalker

Despite the 4K support, Fantasian Neo Dimension still bears the marks of mobile gaming. The characters are tiny on the screen, and the icons in the UI are large. That's not a huge issue, of course.

Out of control

But there is one lingering remnant that is. Since you're meant to use a controller, you manipulate characters via a thumbstick instead of tapping a location on a screen. Moving characters using the latter method means that the camera has to relocate to support new perspectives, showing you more of the environment. But the thumbstick doesn't match the sudden swing the camera makes.

The effect made moving around feel like I was stuck in a pinball machine. I even got lost a few times after my viewpoint suddenly shifted. It frustratingly broke any immersion, and I ended up feeling a bit sick to my stomach. I hope it gets improved ahead of launch.

Fantasian Neo Dimension hands-on preview - basic combat
Image via Square Enix and Mistwalker

Despite bouncing around like a metal ball in a can of spray paint, I was still able to progress more in the demo. As per the norm, you can fight enemies in random encounters. But since I always feel a tad rushed when playing demos at events, I ended up running past a lot of fights. Well, that decision eventually caught up with me.

It's a dungeon dimension, get it?

Fantasian Neo Dimension includes a unique system called a Dimengeon, which is a portmanteau of "dungeon" and "dimension." Every time you avoid a random battle, the enemies are placed into the Dimengeon. If it reaches maximum occupancy, you're unceremoniously pulled into the dark world where you must fight all the baddies you ignored. The arena fills up with enemies with a counter on the top-right of the UI showing how many you need to fight to survive. It sounds oppressive. But you know what? I loved it.

Fantasian Neo Dimension hands-on preview - dimengeon setup
Image via Square Enix and Mistwalker

This is where I return to my needlessly befuddling mention of bowling from earlier. Scrolling through the list of spells, you can see icons of which spell hits one enemy and which will pierce multiple. On mobile, using powers like magic spells required you to drag your finger to create a path toward enemies. With piercing shots, you can manipulate the spell's trajectory to blast through as many baddies as possible. The system works wonderfully on the controller. You pick a spell, move the thumbstick to create a straight or curved line, and let it fly!

In my first Dimengeon fight, I happily abused my piercing abilities at every chance. Gimmicks, shown as glowing icons, also appear in the Dimengeon and are often placed on the ground between your party and enemies. Hitting them with an ability grants a special power-up like increased damage.

I got into a groove. Enemies would plop onto the field en masse and I'd arc a blast of magic through a Gimmick before hitting up to five foes at once, killing several while injuring the others. It's just so much fun! I didn't even mind how much time I spent tearing through Mecha Jellyfish. The game also allows you to see many upcoming turns (up to 12 by my count) at once, allowing you to plan far ahead.

Fantasian Neo Dimension hands-on preview - dimengeon attack
Image via Square Enix and Mistwalker

It's incredibly easy and intuitive and, yes, does kinda feel like bowling. The way enemies cluster together on the screen is not too unlike pins you can knock down with a heavy strike. Every time I fired off a spell that devastated a line of helpless foes, I wanted to let out a small cheer. It's incredibly satisfying.

The battle wore on, but eventually, the enemy spawns slowed to a stop, allowing me to continue the demo. There wasn't much left to do, sadly.

Don't touch the merchandise

We soon stumbled on what I assumed was the reason we were here in the first place. My party located an old, injured man, who immediately warned us not to touch the nearby "golem" lest it wake up and beat everyone to a pulp. Leo, clearly understanding the assignment, waltzed over and touched the golem after trying to pull an item out from under it. The golem woke up and completely dusted my party in about three moves. Thanks, Leo.

Fantasian Neo Dimension hands-on preview - golem doing golem things
Image via Square Enix and Mistwalker

The party wipe heralded the end of my time with Fantasian Neo Dimension. Despite my concerns over the controls, the demo left a strong impression. The game is beautiful and runs smoothly, and while standard combat feels rudimentary, the Dimengeon system adds a strong gust of fresh air.

Fantasian Neo Dimension doesn't have a release date yet, but it is scheduled to arrive in the winter of 2024. If the movement controls get smoothed out, I may happily add another to my shortlist of beloved (and finished) turn-based RPGs.

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New World: Aeternum preview: A familiar world with a refreshed coat of paint https://www.destructoid.com/new-world-aeternum-preview-a-familiar-world-with-a-refreshed-coat-of-paint/?utm_source=rss&utm_medium=rss&utm_campaign=new-world-aeternum-preview-a-familiar-world-with-a-refreshed-coat-of-paint https://www.destructoid.com/new-world-aeternum-preview-a-familiar-world-with-a-refreshed-coat-of-paint/#respond Wed, 11 Sep 2024 16:00:00 +0000 https://www.destructoid.com/?p=593613 New World Aeternum preview

I always had mixed feelings about the original New World. I first played it when it launched in 2021 and got to experience the full mix of genuinely enjoyable gameplay, questionable server issues, and quests that repeated the same few objectives throughout most of my playthrough. Even with all that said, I still dedicated over 400 hours to it, and I enjoyed the pace change from more traditional MMOs.

Fast forward to 2024, Amazon Games announced a rerelease for this moderately successful MMO named New World: Aeternum. Since I'd been away from the community for a while, I had no idea what to expect going into it, and I'll admit to feeling some slight pessimism initially. Nonetheless, I looked forward to accepting and hopping into the Open Beta's early access weekend.

https://www.youtube.com/watch?v=8BqDhFIjNfQ

Fortunately, while it had a couple of mishaps here and there, New World: Aeternum did a great job at adding refreshing and interesting changes without turning it into a messy mish-mash of random features. I'll admit it: I'm hooked again, even if this revamped version has its ups and downs.

I was even more pleasantly surprised when I learned that this is a free, fresh-start rerelease for anyone who already owns New World. While it seems mostly intended for those with the Rise of the Angry Earth expansion, anyone with the base game will also see a good chunk of Aeternum's changes. At the very least, I was happy to hear that, outside of losing our original characters and servers, we would all get the chance to experience New World: Aeternum regardless of whether we had the expansion. Despite some pessimism at first, this was a positive thought I kept in mind as I was playing the open beta.

A rough start

I won't harp on my first few minutes of tackling New World: Aeternum's servers too much, especially since this was a beta test, but I still felt it was worth mentioning as someone who has firsthand experience with New World 1.0's launch. While I didn't encounter long queues or crashes like in the latter, minor error hiccups occurred, with a real possibility of them resurfacing later. Admittedly, this much is par for the course for live-service game launches and is ultimately up to personal discretion, but the parallels it drew to New World's 2021 launch lingered in my mind for some time.

That is until I finally entered the game and immediately experienced some new changes within the first few minutes. Any bad taste in my mouth at that point vanished instantly in favor of curiosity and intrigue. Wanting to see what other new features I'd discover, I dove in eagerly and forgot about my initial sour attitude going into this. Instead, it was replaced with fascination and optimism, albeit some skepticism that lingered even a couple of hours into my playthrough.

A few changes make all the difference

New World: Aeternum starts us off in a familiar setting, introducing us to Father Russo, Captain Thorpe, and crewmates on a pirate ship before diving into the game's character creator. Immediately, I recognize two massive changes: the polish of New World's new cutscenes and the revamped character menu. Rather than just designing your appearance and figuring out your weapons later, the game introduces you to archetypes, which are basically traditional character classes that impact your starting stats, weapons, and armor. Afterwards, you go into appearance and name-changing as usual.

I've always liked having a character class in games, especially MMOs, even if New World's original open-ended approach was more interesting to start. Since archetypes affect both your weapons and trade skills, giving you a 50-level boost to various skills, I'm left feeling curious about how it'll impact early and mid-game skilling, particularly once the trading post gets involved.

New World Aeternum characters
Image via Amazon Games

From this point onward, my optimism grew, and I suddenly felt genuinely eager to keep playing to see what other changes there were. By this moment, I had the game open for about ten minutes, and five of those were figuring out a weird server bug. Since I used a sword and shield during my first playthrough of New World, I entered New World: Aeternum as a ranger, giving my character a bow and spear to spice things up. There's a musketeer option, too, but I never really liked the feel of guns in the original and wanted to stick to something more familiar.

My unexpected feelings of intrigue and curiosity continued as I witnessed more of the game's cutscenes and, later, the tutorial. Although my memories of the original New World's tutorial were a little foggy due to how long it's been since I've seen this, I immediately recognized the stark contrast in the setup, our protagonist's background, and the sequence of events that happen in it. We're no longer just a random person who stumbled into a corrupted plane of existence and were forced to fight random enemies for reasons we'd barely pay attention to.

Instead, New World: Aeternum lays everything out through fascinating storytelling, a plot that actually makes sense, and surprisingly entertaining cutscenes that I enjoyed from beginning to end. We are a pirate who was part of the ship's crew, with Father Russo and Captain Thorpe's situations laid out in detail in front of us. I won't spoil what happens, but let's just say it makes more sense than whatever happened in the original New World. Even the tutorial and your usual ol' learning of the game's controls make sense now as you actively fight against the now-corrupted crew and have to fight your way out of the mess before your character dies.

Every change that New World: Aeternum introduces builds itself up to be a worthwhile successor to its original form even within its first few minutes. These feelings flourished as I played the game and noticed major and subtle quality-of-life changes, character interaction changes, and quest tweaks that made New World feel alive and refreshing. As time went on, though, I noticed that while there were plenty of differences, there were just as many similarities that were difficult to miss.

Something feels a little familiar

After leaving the vastly improved tutorial that shocked me beyond belief, I finally entered New World's main map. From the get-go, I was expecting a completely different game from what I experienced over two years ago. Instead, there were numerous similarities, and I noticed this almost immediately. Sure, the quest themselves are different, and there's enough changes that I wouldn't call New World: Aeternum identical to its original. Nonetheless, I wouldn't quite call it a day-and-night difference between the two versions.

One of the first places I checked was my weapons and skills. After all, I eventually got pretty involved in fine-tuning my builds so I could get more involved in expeditions in the original. Although I didn't expect a complete revamp, I wasn't anticipating the skills and buffs to be almost identical. I don't mind this, as that means I won't have to use too much brain power to come up with completely new builds from scratch, but I was hoping there'd be a few noteworthy changes.

The map and area names are also quite similar, with some level differences and quest-specific changes, as is the general mission structure. I've always enjoyed New World's quests despite most of them telling you to kill enemies and find items, and New World: Aeternum is no different. There's just something about seeing how your actions directly impact the world around you and the liveliness of the character's interactions with you that make generic quests feel worthwhile. You may not get vastly different mission structures in Aeternum, but you will get more interesting versions of what already existed.

New World Aeternum combat
Image via Amazon Games

The last main similarity I noticed immediately is the combat. While New World: Aeternum's feels much more polished and fluid than in its predecessor, it's still the same at its core. Trust me, I'm happy that I won't have to learn a completely new fighting style, but there are certainly opportunities to add some flair to combat, enemy types, and even basic movement that you won't see in this new version. The enemies themselves are also mostly the same, aside from some quest-related bosses.

Unfortunately, I didn't quite find an opportunity to try out PvP during this part of the open beta, but I'm definitely looking forward to it in the future. I had a whole basket of issues with it in the original version of New World, but with how much smoother combat feels now, I'm optimistic that there's been some noticeable improvement.

Despite these similarities, there are a bunch of changes that make New World: Aeternum interesting. NPC dialogue was completely reworked, several new quests feature some pretty fun objectives and boss battles, and most of the characters actually serve a purpose beyond just spouting exposition and dialogue that goes in one ear and out the other. There are enough changes in Aeternum to make the experience feel fresh and exciting while still staying familiar enough that someone who hasn't played for a while can get back into the swing of things without getting overwhelmed.

The world is old, but the experience is new

Although this might sound like I got bored or disinterested in Aeternum quickly, I still managed to fly through a good chunk of the open beta's content without even thinking about the time. If New World: Aeternum is so similar to the original, why was I able to play so much of it again without feeling bored?

Surprise. This feeling of surprise over witnessing how different yet familiar New World: Aeternum feels and how these changes are enough to revitalize my desire to replay it all over again. The original New World served as a valuable lesson for Amazon Games, and Aeternum's changes reflect this in every way.

New World: Aeternum also seems to be geared towards a few specific audiences. If you were on the fence about the original, Aeternum might be just what you need to try this game out. If you already enjoyed New World but just got a little tired of it, there's enough new content to enjoy that'll make the experience feel fresh. For anyone looking for a direct sequel, though, you won't find that here, and that's completely okay. If you're me, you'll feel overall content with the direction Aeternum is moving toward but still step forward cautiously in case the late-game experience goes awry or any drastic changes occur later down the line.

New World: Aeternum's open beta will run from September 13 to 16 on Xbox Series X/S, PS5, and PC via Steam. Its full release is planned for October 15, 2024.

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Hands-on: Super Mario Party Jamboree sparks fresh excitement (and a bit of road rage) with its new Koopathlon mode https://www.destructoid.com/hands-on-super-mario-party-jamboree-preview/?utm_source=rss&utm_medium=rss&utm_campaign=hands-on-super-mario-party-jamboree-preview https://www.destructoid.com/hands-on-super-mario-party-jamboree-preview/#respond Mon, 09 Sep 2024 17:54:35 +0000 https://www.destructoid.com/?p=592291

Despite its status as a spin-off, Mario Party has become a well-established franchise of its own over the course of many years. Since 1998, the series has delighted and, often, enraged many fans. Super Mario Party Jamboree is next in line, bringing new ways to play and yell.

To be fair, most of the venting is due to the series of party games being surprisingly competitive, despite its delightfully spirited aesthetic. I've often joked that if you're looking to ruin friendships, few things work better than discussing religion, politics, or playing Mario Party. The games are a lot of fun for large gatherings, featuring exciting minigames to compete in as one of many dozens of Mario characters.

Super Mario Party Jamboree preview - bullet bill mini game
Image via Nintendo

Party up in here

There are more than 20 Mario Party games across an assortment of consoles, handhelds, and arcades playing host to hundreds upon hundreds of minigames. It's impressive that the series continues to grow and add even more ways to play. Super Mario Party Jamboree will be no exception when it arrives on Nintendo Switch. It's a massive Mario Party game, featuring seven game boards, 22 playable characters, and more than 110 minigames. It also sports some cool new modes — two of which I got to try while at PAX West.

Sitting down at the event, I hopped into a traditional Party Mode with three others. We picked our chosen character, one going with Ninji, who makes their Mario Party debut. Pauline comes to Jamboree as the second of the two new characters to the roster. I went with my boy Wario, because, let's just face it, he's the best. Accept no substitute.

Super Mario Party Jamboree preview - hitting the die in party mode
Image via Nintendo

Wigglin' on by

We played on one of the new boards, Mega Wiggler's Tree Party. Super Mario Party Jamboree has five new boards for fans to try out, along with two from the series' past. Mario's Rainbow Castle from the original game is getting gussied up for Jamboree, as is Western Land from Mario Party 2.

Mega Wiggler's Tree Party is pretty much as you'd imagine. It's a board dressed up with bright, green grass, trees, and mushrooms. Piranha Plants are strategically placed around the board, napping away until a player got close enough for a bite. A gigantic Wiggler is holed up in the center — in a literal hole — with spaces on its back on which players could use to progress. Bells dotted around the map can be rung, causing the Wiggler to move and potentially ruin someone's grand plans.

The map may be new, but the goal remains the same as it has for the last 26 years: Hit the dice, move around the board, grab coins, win minigames, and collect those Stars! The one with the most Stars is the winner and the target of scorn.

Super Mario Party Jamboree preview - Ninji already getting a star c'mon man
Image via Nintendo

Our match also started as expected. We took turns punching a rolling die, and the person with the highest number went first. For us, that was the newcomer Ninji, who managed to grab the game's first Star within a span of about two minutes. The tension was already rising.

We hopped into a few minigames while traveling around the board. One had us sliding around an icy platform while giant heads blew a gust of wind that threatened to push us into the cold water. Another had us ground-pound a button that sent out a ring of light; get hit by the light three times and you're out. Most of the games we played were were a blast, offering a blend of challenge and humor. Jamboree lets you practice the minigame and learn its rules before starting, which is typical.

We didn't manage to get too far. The Nintendo reps quickly moved us to the first of the game's new online modes before Ninji claimed another Star. I put down my chair.

Super Mario Party Jamboree preview - on top of the wiggler
Image via Nintendo

A race to the top

Next was Koopathalon, a new, online multiplayer mode for up to 20 people. Our match was mostly filled with bots, but that didn't leave things any less competitive. In Koopathlon, you choose a character and dash laps around a large race track. Winning minigames allows you to advance on the course, while losing sets you back.

Of course, this means that the stakes are so much higher for winning those minigames. The last player standing gets a massive boost forward, while the stragglers end up eating dust. Things certainly felt more heated in Koopathlon, and I found myself nearing closer to the edge of my seat as we hopped from minigame to minigame. Being a somewhat competitive person in multiplayer games, Koopathlon kept me focused. I caught myself holding my breath a few times as my vision tunneled around the screen.

Super Mario Party Jamboree preview - minigame in koopathlon
Image via Nintendo

I found myself closely behind the player in first place. We raced on, using minigames as fuel to propel our characters forward. I discovered I'm quite good at a racing minigame where you press left or right to switch tracks while avoiding obstacles and collecting coins. I'll count my years grinding rails in Sonic games for that skill. There was another minigame that stood out in which you had to pull bread out of an oven at the right time. As someone who spent years working in professional kitchens, this one stressed me out more than taxes.

I ended up really enjoying Koopathlon. While I have nothing against the traditional Party Mode, Koopathlon presents a more high-octane approach to getting you into minigames. There was no rolling of the dice to move, nor store to buy items, or Stars declaring the winner — from what I could tell. You move, play minigames, and move again. So far, it feels like a fantastic alternative for those who want to ditch the Stars and chase the checkered flag.

Cooperative kaiju battles

The last mode we tried was another one new to the series. Bowser Kaboom Squad is an online multiplayer mode that's co-op, where you work together with a crew to take down a massive, city-stomping Bowser. The round-based mode tasked us with running around a board, busting through crates to collect bombs to toss into a cannon. When 20 bombs were loaded, it would fire at Bowser, chunking away at his health bar.

There were still minigames to play in Bowser Kaboom Squad. But afterward, you could collect items to help your team win. You could pick a banana peel and place it on Bowser's path, causing him to slip and fall on his scaly butt. Grabbing the mallet lets you break through the wooden boxes containing bombs faster. But my favorite is the pads that give you and your allies a brief burst of speed. Think of them like those Boost Pads in Mario Kart.

Super Mario Party Jamboree preview - bowser kaboom squad board
Image via Nintendo

Bowser becomes more dangerous the longer the match goes. At low life, he belches fireballs into the air that land and continue to burn on the ground. The fire would block off certain paths, making it harder to get bombs to the cannon. Items like the boost pads could also be destroyed by the fire, slowing your progress.

We managed to win in the end. The final salvo of bombs was hand-delivered by your truly, and Bowser was beaten. (For now.) Bowser Kaboom Squad feels like a good addition to the roster of modes coming to the game. It was exciting to team up with the crew to take down a single big bad, as opposed to trying to one-up each other. The mode should prove to be a great for folks not wanting the high competition the other modes bring. It might also be a welcome palate-cleanser for those long party sessions.

Image via Nintendo

Just around the corner

Super Mario Party Jamboree is shaping up to be a fantastic addition to the long-standing franchise. While fans of the traditional mode should be happy with the game, I'm glad to say that it has plenty of options to prevent things from getting stale.

I'd love to play more Koopathlon shortly, but I'm also looking forward to its co-op additions. Things should hopefully stay less stressful that way. Super Mario Party Jamboree is heading to the Nintendo Switch on October 17.

The post Hands-on: Super Mario Party Jamboree sparks fresh excitement (and a bit of road rage) with its new Koopathlon mode appeared first on Destructoid.

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Hands on: Akimbot showcases smart weapon tactics with a PS2 charm https://www.destructoid.com/hands-on-akimbot-showcases-smart-weapon-tactics-with-a-ps2-charm/?utm_source=rss&utm_medium=rss&utm_campaign=hands-on-akimbot-showcases-smart-weapon-tactics-with-a-ps2-charm https://www.destructoid.com/hands-on-akimbot-showcases-smart-weapon-tactics-with-a-ps2-charm/#respond Fri, 06 Sep 2024 19:49:45 +0000 https://www.destructoid.com/?p=592098 Akimbot hands-on preview

In these uncertain days of live service fumbles and AAAA pitfalls, there is comfort in the familiar. Akimbot is certainly that, harking back to the golden days of the PlayStation 2. It apes Ratchet & Clank's over-the-shoulder platforming and charm, no question. But its take on shooting action has me sold.

My demo of the game during PAX West was my first experience with Akimbot, having barely heard of it until last weekend. In short, the third-person action game, coming from developer Evil Raptor, stars a dynamic duo set to defeat an egomaniacal villain and rescue the galaxy, all the while blowing up a shitload of enemies using a variety of loud and colorful weaponry.

Akimbot hands-on preview - fighting robots
Image via Evil Raptor and PLAION

No school like old school

As I began the demo, I was pleased with how quickly my old, pre-arthritic digits got into the motion. I slid right into the gameplay loop, running and blasting away enemy bots like I'd been playing the game for years. You can jump, double jump, wall-run... the works. It performs just like those old PS2 shooter/platformers of yore and is just as much of a blast.

Akimbot stars a pair of bots on a quest to defeat the villain Evilware. You play as Exe, who takes on legions of robotic foes with a small arsenal of weapons. Floating behind him is Shipset, a sarcastic and witty bot who acts as a foil to Exe's cooler personality. Akimbot certainly makes no qualms about what kind of game it's trying to be, but that's okay. Ratchet & Clank's ageless style is exciting and fun. There's no need to hoard it.

But I don't want to focus too hard on its similarities when the differences are what left the stronger impression.

Akimbot hands-on preview - flying robot enemies
Image via Evil Raptor and PLAION

The classics still work

I've played quite a few Ratchet & Clank games, even drumming up a list of every release in existence. They're fantastic; the franchise wouldn't be still going for more than two decades otherwise. But there is one gameplay quirk about the gunplay that low-key bothered me. Shooting using the series' array of fantastic sci-fi weapons always felt good, but I had a hard time finding any rhythm. I would pick a favorite weapon, use it until I ran out of ammo, swap to my second favorite, and so on. Not so with Akimbot.

Unlike the aforementioned example, the Akimbot demo showcased a lineup of more traditional weapons. I had a machine gun, a sniper rifle, and a rocket launcher as my default picks, easily swappable via the right and left controller bumpers or d-pad. You may be irked at the idea of a Ratchet-like not having a weapon that launches clowns with sharp teeth or something, but Akimbot celebrates its time-tested weaponry.

Akimbot hands-on preview - alien world
Image via Evil Raptor and PLAION

Roshambot

Akimbot embraces a kind of rock-paper-scissors element to its weapon combat. Enemies will normally go down under machine gun fire, but foes with shields shrug off the bullets. When that happens, a quick swap to a rocket launcher is what you need to shatter their bubble (and confidence). Other enemies are comfortable shooting at you from long range, but less happy when you can slap back with a sniper rifle. On many occasions, I had to deal with all types of enemies at once.

Many of the battles consisted of me not favoring one weapon, but everything: Shoot the two robots nearby; swap and crack the shields of two others; swap to the sniper and headshot the guy in the background; clean up the remainder. As my health got chipped away in the fight, I quickly sniped the floating healing droid in the background to nearly instantly replenish some of my HP and went back to combat.

Once I got into the rhythm, the game flowed beautifully. Ratchet & Clank focuses on guns that can be silly, fun, and certainly useful in the right situations, and that might be the most ideal if it's your thing. But if you'd like to experience that classic gameplay with more tried-and-true guns, Akimbot weaves that action into its gameplay with confidence.

Akimbot hands-on preview - vehicle driving section
Image via Evil Raptor and PLAION

Adding some color

That's not to say there aren't any far-flung guns or situations to be had in Akimbot. You can switch to powerful super weapons like the dual-wieldable Akimbos or the Acid Melter. Plus, there are things I didn't experience in the demo that I wish I had. Like the robotic dinosaur. Yeah, that's a bummer. There are also drivable vehicles like a tank and a spaceship. The demo I played featured a driving section with a car that could mow down enemies with rockets.

Akimbot certainly feels like a celebration of those PS2-era games, and if that's in line with your interests, then you're in luck. The game is officially out now for a pretty reasonable $19.99. If what I experienced is any indication, Akimbot is probably good for it.

The post Hands on: Akimbot showcases smart weapon tactics with a PS2 charm appeared first on Destructoid.

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Hands-on: The Legend of Zelda: Echoes of Wisdom puts the princess in the spotlight while paying homage to the past https://www.destructoid.com/the-legend-of-zelda-echoes-of-wisdom-hands-on-preview/?utm_source=rss&utm_medium=rss&utm_campaign=the-legend-of-zelda-echoes-of-wisdom-hands-on-preview https://www.destructoid.com/the-legend-of-zelda-echoes-of-wisdom-hands-on-preview/#respond Wed, 04 Sep 2024 13:00:00 +0000 https://www.destructoid.com/?p=590535

As I previewed The Legend of Zelda: Echoes of Wisdom, there was a moment where the first line ever spoken in the series came back to me. The famous quote from an old man in a cave takes on a strange reflection in Zelda's solo outing.

"It's dangerous to go alone," the old man began. We know it well. Those iconic words led to our hero of legend taking up the imparted sword to save the land of Hyrule and its princess, Zelda. The roles are reversed in Echoes of Wisdom, with Zelda taking on the mantle of hero for the first time (let's just say, officially). And as with the first game, she's not going at it alone.

the legend of zelda echoes of wisdom preview - facing the rift
Image via Nintendo

The Adventure of Zelda

I got to play a couple of small sections in The Legend of Zelda: Echoes of Wisdom while at PAX West. I experienced the start of the game not long after Link and a chunk of Hyrule and its populous get swallowed by mysterious purple rifts. The preview also included the first dungeon, which showcased Echoes of Wisdom's distinct take on puzzle-solving and combat.

Echoes of Wisdom begins at the end of a Link-led adventure. Ganon is defeated once more, but the celebrations have to wait. The spear he wielded caused rifts to spread, taking Link who barely managed to break Zelda free of Ganon's magic. The demo I played took place soon after the intro, where, in a twist, Zelda is blamed for the rifts and is tossed into jail faster than a typical Elder Scrolls protagonist.

Tri this on for size

This is no A Link to the Past, and Zelda can't rely on Link to break her free from her cell. But help still arrives. It's here you're introduced to Zelda's new partner, a small yellow fairy named Tri, whom only the princess can see. Tri offers Zelda a magical tool called the Tri Rod, which can create copies — called echoes — of objects and creatures.

But there are catches, of course. You can't copy every object; the ones you can shimmer with a gold light. Creatures can only be collected after defeated. You can also only create so many echoes at once, indicated by the number of yellow triangles floating behind Tri. If you place one more than what's allowed, the first echoed object disappears.

the legend of zelda echoes of wisdom preview - fighting on the sand
Image via Nintendo

I was given only a small handful of these triangles to start, but it was enough. The first object I added to my collection was a wooden table. Stacking three tables like a small staircase allowed me to break out of my cell and make for the exit.

On my way out I was stopped by Impa, who handed me Link's blue cloak for a disguise (which worked for all but three seconds) and a logbook with gameplay info and a map. Reading the logbook also clues you in on how to use echoes you've attained. Once you're equipped with the cloak, pressing the 'R' button makes you twirl. Doing so lets you shred grass as easily as Link could with a sword — and it's just as fun. You can also use it in the water for a short boost.

It became established that the king of Hyrule is a phony, hence Zelda's surprising incarceration. The meeting with Impa was short, and I left to continue my escape while she went off to ninja-kick some guards. No matter the timeline, Impa still rocks.

Puzzle smarter, not harder

The castle basement is the training ground for the Tri Rod. Rooms filled with guards and puzzle challenges stand between you and sweet, sweet freedom. Zelda is no warrior in Echoes of Wisdom (sorry, Sheik fans). Against platforming puzzles and deadly enemies, her success relies on not being strong, but clever. Stacking tables will only get you so far.

the legend of zelda echoes of wisdom preview - using floating beds and crates to cross water
Image via Nintendo

Tri is Zelda's constant companion in the game, offering thoughts and instructions. With Tri's help, you soon expand your list of objects from tables to beds, boulders, crates, and much more, giving you multiple options on how to approach puzzles and navigation challenges. Boulders and potted trees can grant a vertical boost, while wooden crates or beds help you cross bodies of water.

Sneak Queen

Tables give you a step up, but they can't exactly span over a lengthy gap. Horizontally stacking a few Old Beds, however, might give you just enough reach. The Old Bed does have an amusing second purpose. Hopping on top and pressing the 'A' button lets you sleep, which slowly heals you over time. I was told that, yes, you can heal to full, but it takes longer depending on how much health you've lost. Hearts can be found in the typical clay pots and tall grass, sure, but I love the idea of Zelda completely zonking out in the middle of a dungeon on a magic bed.

the legend of zelda echoes of wisdom preview - using stealth in the castle
Image via Nintendo

The castle also introduces the game's stealth mechanics. Patrolling guards wandered throughout the castle basement, where shelves lined with items or books created a maze-like path. I did have some trouble, sadly, and I ended up getting caught a few times. But using echoes of the Hyrule Castle Pot, I managed to get past by shattering said urns and hopping over shelves. Soon, freedom was mine.

Dungeon delving

Once I managed to escape, the Nintendo rep quickly whisked me off to the next section which takes place not long after the castle. I found myself actually inside a rift, called the Still World, which wasn't anything like the Dark World I expected. Chunks of land floated in a sea of swirling miasma, with captured Hylians trapped frozen in time.

the legend of zelda echoes of wisdom preview - hylians frozen in the still world
Image via Nintendo

Here was the location of the game's first dungeon: Suthorn Ruins. In the starting room was a waypoint marker, a strange-looking object that lets you fast-travel both in dungeons and in the overworld. Beyond the door, I learned Tri's other neat trick.

In a bit of a Bind

By sending Tri into objects and creatures, you can manipulate them to open up new paths or solve puzzles in a method called "Bind." If a massive stone is in the way, use Bind and then walk to move it. Binding makes an object match your vertical height. Jump and the object will mimic the movement. For those statues that Link would normally need to push onto a button, Bind lets you slide them over easily. Is a button on top of a raised platform? Using Bind and a few stacked tables may be the key.

You can also hold the 'R' button while bound to follow along with moving objects such as mobile platforms and enemies. Yes, this means you can create an echo of an enemy that can climb walls then Bind and "follow" it up vertical cliffs. Binding is a remarkable new tool for Zelda games, and I'm excited to see just how much it'll blow open world exploration.

the legend of zelda echoes of wisdom preview - using bind to move a massive boulder
Image via Nintendo

New challenges await

The castle may have introduced the concepts, but the dungeon is where I was put to task. Puzzles were harder to figure out, demanding a bit more thinking power to complete them. Echoes of Wisdom certainly feels like a Zelda game for fans of the series' puzzles. More than once I had to stop and rub my chin for a moment before going at a puzzle from a different angle. Thankfully, with the Tri Rod and a stable of echoes, there is no one way to solve a problem.

There were harder, optional puzzles to face in the dungeon. I was assured that critical items such as keys could be attained with the right echoes and some time. The tougher challenges typically result in a chest containing some other reward, like a cache of Rupees.

Unlike the castle guards, the dungeon enemies weren't in any capturing mood. You must use echoes to defend yourself against foes. Summoning a Moblin echo to chuck spears is certainly a good play against smaller beasts like slimes and bats. But when I went against a heavily armored Darknut, I needed a different approach.

the legend of zelda echoes of wisdom preview - suthorn ruins dungeon intro
Image via Nintendo

As mentioned, you must outthink not just puzzles but also Zelda's opponents. The Darknut is resistant to blunt weapons, but not against fire. By capturing an Ignizol, a fire enemy, I was able to distract and damage the brute. You can't directly control your echo warrior, but holding the 'ZL' button lets you target an enemy, sending your fighter their way. Using fire and some rocks I heroically hurled in its direction when its back was turned, the Darknut went down and a new echo was mine to claim. Just in time, too, as I was about to face a stronger, sadly familiar foe.

"Take this"

Imagine my shock when I entered a room to come face to face with an old friend... or so I thought. Shrouded in a purple mist and sporting red eyes, Dark Link, or maybe Rift Link, appeared as a mini-boss, wielding his sword and trademark shield.

Defeating the angry doppelganger wasn't a cakewalk for our weaponless Zelda. Even a Darknut echo seemed to have trouble dealing with the more nimble foe. But it served well as a shield and distraction. As the two warriors fought in mortal combat, I ran around the arena chucking pots and boulder echoes at the anti-Link. After I moved into the tall grass that lined a path between two rock platforms, Link lost track of me for a moment. But doing so gave me enough time to bring out another Darknut and continue the fight.

the legend of zelda echoes of wisdom preview - fight against rift link
Image via Nintendo

He went down eventually, leaving his sword planted in the ground. The "Mysterious Sword" did apparently belong to the real Link, as his name was carved into it — likely a nod to the opening act of Link's Awakening.

It was here that the quote flashed across my mind. "It's dangerous to go alone," the old man said. "Take this." Nearly 40 years after the original game, I found it strangely poetic for Link's sword to at last end up in the hands of the protagonist whose name is on every game in which he's starred.

Taking up the blade

The sword lets you activate Swordfighter form, during which Zelda glows blue while wearing Link's cap, tunic, and shield. Swordfighter allows you to fight enemies as Link, and also slash through slime-like obstructions blocking paths. It gives you all his basic abilities, such as the spin attack and defending with the shield.

But it's not permanent. The form uses energy, shown as a blue bar underneath your health. It drained rapidly after I activated it, giving me only a few moments before it burned out. You can press the activation button to cancel it and save energy. Filling the bar requires you to collect blue bits of energy in the Still World or dropped during battle. In the demo, the blue bar had "Lv. 1" written on the side, suggesting it can be upgraded.

the legend of zelda echoes of wisdom preview - dungeon boss fight
Image via Nintendo

The Swordfighter form came in handy later against the dungeon's boss, Seismic Talus. Pairing up with a Darknut echo running a distraction, I chipped away at the boss' glowing weak point with boulders and the Swordfighter's blade. Each phase dropped a healthy supply of energy as well, making the fight feel like a real brawler.

Out into the world

The boss' defeat announced the end of the demo, which was quickly turned off to prevent cutscene spoilers. Oh well. I was given a chance to briefly check out some of the overworld, though. Doing so also allowed me to really soak in the game's gorgeous visuals. Echoes of Wisdom uses the Link's Awakening remake engine, complete with its charming toybox-like visuals and depth-of-field blur when the camera moves to an isometric angle.

The game is just as beautiful as its top-down precursor. I also noticed it ran at a much more consistent framerate with slowdowns rarely occurring, noticeable only when I paused or unpaused the game. Zelda, with her determined face and blue cloak, is positively adorable, and I gleefully navigated her through the demo.

the legend of zelda echoes of wisdom preview - swordfighter mode energy gathering
Image via Nintendo

There are puzzle challenges and more to discover in the game's overworld. Treasure chests perched high on platforms gave off Breath of the Wild vibes. I managed to get one by stacking a couple of boxes and using a trampoline for the extra oomph. Various crates reveal Rupees and also fruit such as Refreshing Grapes. Also seemingly influenced by Breath of the Wild, you can gather and eat food for health or combine it into smoothies for greater effect.

Before I finished my time with the game, I found one last blast from the past in Echoes' growing list. While out and about, I was able to use a meat echo that baited Moblins — a humorous nod to the original game.

Sadly, I wasn't able to experience everything Echoes of Wisdom has to offer. I didn't discover a town, spend Rupees at a shop, or complete any possible quests. And that irks me! The time I spent with it wasn't nearly enough. I wanted to ask for a little more time. Just let me check out the Bind system some more... or make a smoothie! What happens when I stack two trampolines? Gah, I should have tried that.

the legend of zelda echoes of wisdom preview - overworld puzzle
Image via Nintendo

I was excited already for The Legend of Zelda: Echoes of Wisdom, but the wait for its September 26 launch date is now much more difficult. So far, the Tri Rod is a brilliant idea for a Zelda-led odyssey. Using it to tactfully solve puzzles and fight enemies felt natural and engaging.

My time with Echoes of Wisdom was regretfully short. I came away feeling it could end up being not just a great Zelda adventure, but one of the year's most memorable. We only have a few short weeks to find out.

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Rainbow Six Siege Y9S3: Operation Twin Shells adds an incredible new Operator, improves anti-cheat systems & adds the Siege Cup Beta https://www.destructoid.com/rainbow-six-siege-y9s3-operation-twin-shells-adds-an-incredible-new-operator-improves-anti-cheat-systems-adds-the-siege-cup-beta/?utm_source=rss&utm_medium=rss&utm_campaign=rainbow-six-siege-y9s3-operation-twin-shells-adds-an-incredible-new-operator-improves-anti-cheat-systems-adds-the-siege-cup-beta https://www.destructoid.com/rainbow-six-siege-y9s3-operation-twin-shells-adds-an-incredible-new-operator-improves-anti-cheat-systems-adds-the-siege-cup-beta/#respond Sun, 25 Aug 2024 18:17:44 +0000 https://www.destructoid.com/?p=584955 skopos and shells in rainbow six siege operation twin shells

Ubisoft has officially revealed our first look at Rainbow Six Siege: Operation Twin Shells. This is the third season for the game's ninth year, and somehow, the team is still finding ways to surprise me as a fan who has been playing since the game's initial launch.

I saw Rainbow Six Siege: Operation Twin Shells early, and what I was shown looks like it'll have a big impact on the game when it arrives on September 10, 2024. New Operator Skopós, hailing from Greece, is a wheelchair user whose mentor and friend you may recognize as a recent villain in the game's story. She's transformed her wheelchair into a base of operations through which she controls not one, but two robotic shells that stand in as her presence as an Operator in a match, and the way they work is really going to mix up how you play as an Attacker and Defender.

You in the shells

shells in rainbow six siege operation twin shells
Image via Ubisoft

Skopós' shells are named Talos and Colossus, but their names don't matter as much as how you use them. Skopós' gadgets are split between the shells, and you'll pick which one you load up as at the start of the match. When in control of a shell, that machine becomes the active shell. For all intents and purposes, it's an Operator like any other, though it only packs one of the gadgets you picked, yet it has an advantage no one else does.

The second shell, the one you're not controlling, becomes your idle shell. The shell crouches down and deploys a shield in front of it, but it's not shut down. Instead, you can switch between all available cameras and that idle shell to gain more intel. The idle shell will alert you when it's being attacked, and you can switch control to it if an Operator's ability is about to fry it or destroy it for the match.

What I think most players will do is use their idle shell as a shield to hide behind while they attack or defend. It takes a while to move that shield, and your second shell is vulnerable while you do so, but if you can perfect moving and switching between them, these shells can make for one extremely deadly Operator.

The shells have been modified so they're EMP-proof but far from indestructible. To protect them, Skopós enters Rainbow Six Siege with the all-new PCX-33 assault rifle and a P229 as her secondary. She's a two-speed, two-health Operator, landing her right in the middle and a potent addition to both the Attacking and Defending sides.

Siege Cup Beta and onboarding

Rainbow Six Siege Best FPS Games 2023
Image via Ubisoft

Rainbow Six Siege: Operation Twin Shells will introduce the Siege Cup Beta for PC. This is the ultimate form of competitive Siege gameplay, and if all goes well, the feature will be rolled out to all platforms with Y9S4. With each Siege Cup, teams of five players must sign up and clear their schedule to ensure they can play every match from start to finish until they're eliminated or win.

As you'd expect, the rewards for Siege Cup are going to be some of the most exclusive in the game. Additionally, matches played in both Siege Cup and Ranked Mode will now also earn players Competitive Coins. These can be spent on rare cosmetics, which gives you another reason to hop into the toughest modes in the game.

To keep you limbered up between matches, the shooting range will automatically load up, so you can keep shooting and moving around without getting still while everything is set up behind the scenes. All of this is great for experienced players wanting a top-tier experience, but Ubisoft is also working hard on the onboarding process and keeping the game as free from toxicity as possible.

For example, Versus AI 2.0 is being introduced with Operation Twin Shells, which finally allows players to get some practice as a Defender with an AI team of Attackers hitting them and getting them used to the traditional Bomb gameplay.

The reward and post-game experience are also being refined. Instead of having a few screens showing all the progress you've made and experience gained, everything is being simplified into one end screen. Your battle pass progress, profile level, and anything else that you can gain experience for at the time will all be recorded on a single screen. So it doesn't matter if there's a time-limited event or you're grinding for levels to hit Ranked Mode; you'll see it all and should be able to understand it without missing a thing.

https://www.youtube.com/watch?v=e31nwnF2xhQ

Between Y9S2 and Operation Twin Shells, Ubisoft has reorganized its anti-cheat team to be broader and stand as one of the largest in the games industry. I was told that there are six anti-cheat systems in play at any one time in a Rainbow Six Siege match, and usually, there are more swapping in and out. This is something Ubisoft takes very seriously and is always looking to improve, so you should see less cheating in the game as time goes on.

The first Siege Cup will be somewhat of a Guinea Pig for what you can expect. Its anti-cheat system is akin to moving a book between shelves, bookcases, and floors in a library. Ubisoft believes it will help prevent cheaters from attacking the game or ruining the core experience.

Toxicity obviously hurts any game, and Ubisoft wanted to clarify that its anti-cheat systems are also hitting toxic players. 75% of bans now happen 12 hours sooner, and all toxicity is being taken into account when judging if a player needs to be banned. This includes team-kills, bad language, and general bad behavior. But the good thing is, you won't be punished if you're on the same team as a player deemed toxic by Ubisoft's processes.

Balance is key

rainbow-six-siege
Image via Ubisoft

Last but not least, I think it's important to discuss the balance updates being made with Operation Twin Shells. Solis, Dokkaebi, and Nokk are all having a few changes, and I'm pretty excited about Nokk's. First, Solis' ability will now only use the center of the screen while active, and can be overclocked to reveal all gadgets in the area with reworked visuals so you know what you're looking at. You'll need to wait for the overclock to charge before you can use it again.

Dokkaebi now begins the match with 0 chargers and gains one every 45 seconds for up to 2 per round. Ubisoft noticed she was a tad overpowered and needed to be taken down a smidge, which is what it hopes this tweak will achieve. I tend to ignore her ability for the most part, and it never really gets in my way, but I can understand why this needs to happen.

Nokk's ability is seeing the most impactful change, with a shift from a time-based limit to a movement-based one. So you can activate the HEL device to make her incredibly difficult to see, hide her from cameras, and dampen her footfalls, and just sit there. The ability will go on cooldown after you've moved a certain distance, made a number of shots, or a combination of actions.

These balance changes and Skopós make Rainbow Six Siege: Operation Twin Shells a season you don't want to miss. I'm intrigued to see how players make the most of the new Operator's shells, what these balance changes will do to the meta, and which Operators are the most played in the game.

The post Rainbow Six Siege Y9S3: Operation Twin Shells adds an incredible new Operator, improves anti-cheat systems & adds the Siege Cup Beta appeared first on Destructoid.

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Splitgate 2 Preview https://www.destructoid.com/splitgate-2-preview/?utm_source=rss&utm_medium=rss&utm_campaign=splitgate-2-preview https://www.destructoid.com/splitgate-2-preview/#respond Thu, 22 Aug 2024 16:16:28 +0000 https://www.destructoid.com/?p=579323 Splitgate 2 hands-on preview impressions

I recently got to play a preview of the free-to-play PvP shooter Splitgate 2. After six hours, it's clear to me that developer 1047 Games is trying things a bit differently than expected. The original shooter was celebrated as "Halo meets Portal," introducing portal gameplay to arena-style shooting. It worked, and Splitgate exploded in popularity.

Those eager to jump into its sequel for more of the same may be alarmed to learn that Splitgate 2 won't just be more of the same. Sure, there's still Halo-style shooting and Portal-esque, erm, portaling. But its gameplay feels supercharged, focusing on character abilities and high-octane combat in smaller arenas where unseen crowds cheer for their favorite bloodsport.

Splitgate 2 preview - coming up from behind
Screenshot by Destructoid

Team player

Splitgate 2 lets you represent factions and perform stunts for the folks at home. Earning points and completing feats causes invisible fans to cheer as a "coach" feeds you match info in a sprightly British accent.

There are three factions you can pick and customize in Splitgate 2. First, you have Aeros, which favors speed and agility. Meridian members dress up in sleek purple and black, looking more like the secret soldiers of a cyberpunk megacorp. Finally, you have Sabrask, a militaristic group that sports heavy orange armor.

You can customize each faction's loadout, all of which offer you the choice of three gun types that fall under long-range rifles, machine guns, and a shotgun. Aeros does swap out a shotgun for a bullet-spitting SMG, however. You also get one of two equipment options and a Team Trait that offers everyone on your team a small buff.

Splitgate 2 preview - customization screen
Screenshot by Destructoid

There's also a smattering of equipment and special abilities unique to every faction. Meridian lets you heal allies with a health grenade or to temporarily see through walls, for example. Sabrask gives you a shield you can place on the ground, allowing you to shoot through it while it blocks enemy bullets.

Swap meet

You can swap between and customize factions and weapon attachments between missions, giving you the option to change things to better suit your team composition. Often, during a losing match, I would quickly return as a Sabrask bruiser.

The Sabrask shotgun is ridiculous, capable of delivering a thunderous buckshot slap to the face that can bring someone down in one or two shots. Add an attachment to increase its range, and you will end up with something that should be illegal. But the gun's reload speed is so painfully slow that I often found it better to grab a discarded gun off the ground and jump back into the fight.

Meridian was my other favorite faction. I naturally gravitated to its three-shot burst rifle. It wasn't exactly like my beloved Battle Rifle from Halo, but picking off enemies at a distance with it still left me with the same self-satisfied smirk on my face.

Splitgate 2 preview - splitstream gun
Screenshot by Destructoid

Back to the arena

There were two modes to try in the preview. Team Deathmatch is, naturally, a fairly well-trodden mode for shooters, where two teams duke it out for the most kills. There is a small twist, however.

Team Deathmatch is round-based in Splitgate 2. Every 15 kills, the game would pause so you could take a breath, tinker with your build, or chat strats with your team. After eight seconds or so, you're sent back out to try and earn another 15 kills. The first team to win three rounds takes home the gold.

The other mode was Hotzone, Splitgate 2's take on King of the Hill. But, like with Team Deathmatch, it comes with an unexpected wrinkle. Zone control is shared between the two teams, and the last team member on the point when it reaches 100% claims the score. Naturally, this means that a team can claim a control point for the majority of the time, only to get wiped and lose the point within seconds. The team with two control captures wins the match.

Controlling chaos

There were two power weapons in the preview. The Fubar rocket launcher could shoot one rocket at a time or everything it has loaded by zooming in first. The other is the Splitstream rifle, which you can split into two weapons for dual-wielding action. Before the preview, we were in a brief meeting with Ian Proulx, the creative director of Splitgate. During the chat, Proulx compared the gun to Halo 2-style dual-wielding. And he's not mistaken. Nothing else I've used comes so close to the golden days of that pre-patch SMG/Pistol combo like the Splitstream.

Screenshot by Destructoid

The preview included a handful of maps to try. Maps in the Splitgate 2 preview felt tightly designed, made to funnel two teams of four toward the center where a lot of the action took place. Teams fought to hold sections that offered map control while smaller skirmishes lit up hallways and various rooms. Power weapons that spawned into the map could change the tides in moments.

Those familiar with classic Halo multiplayer may have felt their eyebrow rise a bit. As someone who played way too much Halo 3 in college, the Splitgate sequel still gladly evokes its spirit. Gunning for map control while watching for power weapon spawns is peak Halo, with the portal gun again presenting more tactical options. You can sprint, slide, and hover in the air. The pacing, along with the default abilities, means Splitgate 2 is less Halo 3 and more Halo 5 played fast-forward.

Picking up the pace

Knowing you can break a team's control with smart portal placement means Splitgate 2 moves fast as hell. Getting past a choke point is easier when you can just bust through a science fiction-hole in the wall. I was often surprised by how quickly a 15-kill round in Team Deathmatch would go.

This is the start of where I feel Splitgate 2 falters a bit. The game moves so fast that the sudden stops are jarring. I wonder if upping the kill score to 20 would make things feel a bit less bumpy, but the speed feels baked in. Team Deathmatch games can wrap up in less than ten minutes, and I felt burnt out by the time I played for about an hour.

Hold that thought

Hotzone was often just as swift but had its own issues. Respawns in Hotzone are not rigid and will increase by small amounts the longer the match lasts. Dying early in Hotzone means you get to respawn quickly; by default, you return to the fray after five seconds. Every eight seconds, the respawn time increases by one second until capping at 20.

Splitgate 2 preview - using the portal gun
Screenshot by Destructoid

Getting kills against enemy players knocks three seconds off your teammate's respawn timer. Smart or aggressive plays are incentivized, as playing it safe can mean allowing the opposing team to score nearly unopposed. Everyone who has played multiplayer team-based shooters knows the pressure of being the last alive on your team, eyeballs burning holes into the back of your head. That intensity is so much higher in Hotzone.

But it can be a bit aggravating for those stuck in respawn hell. Having to watch the control point tick along for nearly 20 seconds while the opposing team enjoys a picnic in the point is damn near unbearable. The high-risk, high-reward nature of the respawn timer may make for some exciting moments, but it's just as true that it can lead to waiting in frustration. Considering how expedient the gameplay is, the sudden stop and long pause between the blistering action feels off.

I can split these gates

I have learned that I am laughably shit at using portals in Splitgate 2. There were no large, vertical maps in the preview, meaning most portal options existed to get a drop on enemies or move to a point on the map a bit faster. Early on, enemy players often got the better of me. I was chasing one player down when they dropped a portal to their right and left. They entered the latter and suddenly were across the room.

I died like the idiot I was, but I started to learn. Before the end of my time with the game, I was able to move around the map for positioning. If an enemy player was dug in, I created a portal behind them and blasted through it from safety.

Splitgate 2 preview - rocket launcher
Screenshot by Destructoid

Thrills and spills

Despite the concerns, the Splitgate 2 preview still offered more than a fair share of excitement. Both the movement and shooting felt meticulously fine-tuned.

If you told me the game was ready to fully launch tomorrow, I'd believe you. The maps are fantastic and varied, with plenty of ramps and angles to use to your advantage. It can be thrilling to charge into a fight with an ally and use a portal to sandwich enemy members. Personally, I had a lot of fun with the game despite my limited time with it and the misgivings the changes brought.

Splitgate 2's blistering pace will be something to get used to, but the gunplay still feels damn good in the preview. It's too early to say if Splitgate 2 will reach the dizzying but temporary heights of its predecessor. But the game will be available to play in Alpha form on August 21, 2024, giving everyone a chance to try it out.

The post Splitgate 2 Preview appeared first on Destructoid.

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Dead by Daylight’s 2v8 mode looks fast-paced and frightfully fun https://www.destructoid.com/dead-by-daylights-2v8-mode-looks-fast-paced-and-frightfully-fun/?utm_source=rss&utm_medium=rss&utm_campaign=dead-by-daylights-2v8-mode-looks-fast-paced-and-frightfully-fun https://www.destructoid.com/dead-by-daylights-2v8-mode-looks-fast-paced-and-frightfully-fun/#respond Tue, 16 Jul 2024 16:00:00 +0000 https://www.destructoid.com/?p=559883 dead by daylight 2 killers and meg 2v8

Dead by Daylight initially launched in 2016 and quickly became one of the best and most beloved asymmetrical horror titles in the genre. The format of each Trial pits one Killer against four Survivors, and the power of those Killers balanced with the speed and skills of Survivors has always felt fair. But the game has remained the same for almost a decade, and now Behaviour Interactive believes it's time to mix things up.

I was invited to take a look at Dead by Daylight's 2v8 time-limited game mode in action ahead of its reveal and subsequent release in-game on July 25, 2024. The developer showed press some recorded footage of a party in the game mode, and it looks like frantic, frenzied fun.

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

As you might have guessed from the name, Dead by Daylight's 2v8 mode pits two Killers against eight Survivors, but there's much more to it than that. There are no Perks or Add-Ons. Instead, you've got Survivor classes and improved Killer abilities.

For example, The Trapper can give a speed boost to his fellow Killer, and The Wraith can obscure Killers from Survivors, even those with class abilities. Only five Killers are in this game mode with this first iteration, but Behaviour Interactive is excited to add more. The Clown is of particular interest because of the way he buffs Killers and debuffs Survivors.

We asked Behaviour Interactive if it would be looking to add any 2v8-specific Killers in the future, and all we got was, "Never say never." While it's extremely unlikely, the developer doesn't like to say no to anything if it's not completely certain.

stomping survivor as killer in dead by daylight 2v8
Image via Behaviour Interactive

For Survivors, there are four classes to pick from. The Guide is all about generators, and can see all Survivor auras once the last generator has been repaired. The Medic is, obviously, about healing other Survivors with improved speed, and players using this class can see the auras of injured Survivors.

The Escapist reveals the auras of pallets and windows for Survivors to use in a chase. They can even boost the speed of other Survivors when nearby. This is incredibly useful because I saw Survivors running away from one Killer and into another in the live footage we were shown. Being faster on your feet and knowing where the next window or pallet is could ruin the Killer duo's planned trap if you're quick enough.

Finally, there's The Stealth Survivor class. They remain silent when injured and can see Killer auras in certain circumstances. It's this class that highlights a big issue with Dead by Daylight 2v8: there's no in-game chat. Players must link up via Discord to chat together, which slows the experience right down if you're used to just matchmaking with others. It doesn't sound like this will change any time soon, but it's more of just a nice-to-have feature for this game mode specifically rather than essential.

When it comes to winning a Trial, Killers must still sacrifice as many Survivors as they can, while Survivors need to repair 8 out of 13 generators to open the gates and exit. The process of capturing Survivors is sped up here because Killers need only stomp on a downed Survivor to transport them to a cage. This is similar to Pyramid Head's ability.

As I mentioned, Killers can work together to trap Survivors instead of wasting too much time chasing them one-on-one. Killers can also keep an eye on caged Survivors better, splitting their efforts into hunting and guarding, maximizing the murder.

survivors running away in dead by daylight 2v8 mode
Image via Behaviour Interactive

With Perks and Add-Ons removed, 2v8 looks like a natural fit for Dead by Daylight. Each map has been expanded to retain the essence of fairness in a Trial with more characters involved, but with so many players in a single game, the odds can quickly change in your favor.

One situation I can foresee unfolding is Survivors kiting Killers across the map while the rest of the group coordinates using The Guide class to find every generator and repair them. Killers are going to need to play smart to avoid being manipulated while balancing that with getting hits in and caging as many Survivors who won't budge as possible.

Behaviour Interactive has often listened to fans and implemented changes based on player feedback, whether that's with new Chapters containing new characters the fan base has been pining for or hitting the killswitch on a broken part of the game.

2v8 is a result of the developer wanting to give players more options when it comes to Trials. While Dead by Daylight is fun, the grind of playing a Survivor or Killer can get to you after a few Trials, especially if you're completing Tome challenges.

This game mode offers a way to break out of the monotony and see more of the chaotic elements of Dead by Daylight come to life. Even one skilled Killer in a team of two against eight Survivors is going to feel stressful to play against. But everyone, no matter which side you main, is going to need to re-learn how to play the game to a degree, and that's what I think will be the most interesting part of this time-limited game mode.

While this first iteration is time-limited, 2v8 is set to become a core part of the game at some point in the future. It just needs refining through more player feedback based on events like the one we'll get in July 2024. That's your excuse to jump in, play as much as possible, cause havoc, and tag the developer on your socials when you post the good, the bad, and the ugly experiences.

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Preview: Pax Dei – A Grand Experiment https://www.destructoid.com/preview-pax-dei-a-grand-experiment/?utm_source=rss&utm_medium=rss&utm_campaign=preview-pax-dei-a-grand-experiment https://www.destructoid.com/preview-pax-dei-a-grand-experiment/#respond Sun, 16 Jun 2024 15:57:09 +0000 https://www.destructoid.com/?p=537386 players running around in pax dei

Pax Dei was announced in March 2023 and officially enters early access on Steam on June 18, 2024. Ahead of the Founder's Packs going live and players flooding the servers, developer Mainframe Industries invited me to take a look at the game and get a sense of its vision.

Calling Pax Dei an MMO would be underselling it. Once players load into the game, they're able to choose their server, which is a chunk of the 400 square kilometer space available at launch. Each server or shard is a place where players can work together to build a settlement, but not in the traditional way you might think.

building in pax dei
Image via Mainframe Industries

How Pax Dei is redefining the sandbox MMO

Mainframe Industries CEO Thor Gunnarsson explained how the game works based on its closed alpha tests. In those, content creators were given access and sets of codes to send to their communities. This drew in thousands of players, each forming a community on a server where they set about building a town, village, or city and creating the infrastructure that they needed.

For example, an architect was usually appointed to design the buildings. This is a pretty intense job because every single item in the construction menu is modular and can be tweaked to fit your needs. I was shown a guild hall with a goat head looking off into the distance and a colossal castle built into a mountain. A community with a vision can achieve anything in Pax Dei.

However, to build, you need resources. This isn't like Minecraft, where you can go into creative mode and grab what you need. Instead, players have to organize themselves into groups. Some will collect wood, others stone, and more still will raid dungeons in the dangerous Wilderness area where they can get gold and other rare materials.

A settlement comes together over time as long as everyone in the community helps out. It reminds me of medieval England, or at least the way it's often painted in books like Pillars of the Earth. Everyone has a role in a community because they want to help build something bigger. Peasants work farms and get food, hunters get meat for the tavern and skins for the tanners, miners get the precious building blocks for every home, and so on.

While being a wood or stone cutter might not sound like the most enthralling online experience, it's the fact that you're helping build something that should get you excited. On day one, you might be the only miner, but three years later, you could have a mining company that coordinates stone for trebuchets for the war effort. You never know where your journey will take you, and you're always able to swap for something else. I quite fancy being a traveling merchant myself, selling gossip on the side to nobles who have the coin to pay for it.

breaking rocks in pax dei
Image via Mainframe Industries

Pax Dei's grand experiment

From the start, Gunnarsson calls Pax Dei "a grand experiment," which sounds like the perfect description. When it's released in early access, the game won't be feature-complete because the developer wants to build it with the community that invests in and lives in its world. New features will be added based on a rough roadmap but also the desires of the community and the direction they take the game in.

If, for example, players delve more into PvP and create an economy from the loot around it, then that system will likely get updated before more building mechanics or PvE quests come to the game. In a way, players are free to choose where they want to push the game most because Mainframe Industries is eagerly watching, wanting to enable more dynamic, community-driven gameplay that can exist without constant supervision.

As a parent, this reminds me of setting out groups of toys as stations at which your kids can play. Much like Pax Dei's players, some kids will sit at a station and play before moving to another one, while others will bring chaos to the system and mix up the toys with a wider game. It's all playing, fun, and creating an engaging world for those involved, but everyone is free to choose how they want to play with the tools available to them.

But this world isn't all peace and prosperity. The Heartlands, areas where players build their settlements, are safe zones without combat. You can spend all your time in these areas if you don't want to engage in combat, PvE, or PvP and have no interest in dungeons.

Leaving the Heartlands will see you enter the Wilderness, areas where PvP is allowed and there are NPC enemies to engage with. This is how you'll gather meat from animals and loot from dungeons. In one alpha, players even collectively created a zone in the center of the map that was free-for-all PvP where you could test your builds and see how many players you could kill before dying.

Keeping all this optional is actually more realistic than you might think. Throughout history, there were, of course, bandits and thugs on the road, but people stuck to their roles for the most part. This even applied to nobles and knights, meaning we'll likely see in Pax Dei that PvP-focused players emerge to protect communities and do nothing else, offering their services so the rest of the group can go about their business safely.

https://www.youtube.com/watch?v=m9kbu7qtYR4

The EVE of Pax Dei

If all this sounds a lot like EVE Online, that's intentional. Gunnarsson and some of the other developers at Mainframe Industries worked on that game for many years and admire the emergent storytelling it plays host to. At one point, it was impossible to talk about games and not mention EVE Online's incredible tales of corporate espionage. Mainframe Industries is hoping for something similar for Pax Dei.

While corporate takeovers are probably a long way off, Pax Dei's world is ripe for creative storytelling that occurs organically. You might venture into a dungeon and encounter a group of raiders from a neighboring settlement that you manage to kill and steal from. The next thing you know, there could be a bounty on your head, or you could equip better and better gear until you effectively own a dungeon, charging a fee for anyone who wants to attempt to loot it.

Gunnarsson gave me a great example of how something similar happened in one of the game's alphas. A glitch gave players the ability to build walls along paths, so naturally, each server set up checkpoints to charge travelers for passing through each section of the map. Gatehouses and entry fees were thought to evolve in the game's society over time, but this proved that players could and would do anything with the right tools when given half a chance.

pax dei at night
Image via Mainframe Industries

A moment in time

To conclude my time speaking with Mainframe Industries, I was taken on a walkthrough of a server that had been preserved from its alpha state. The game will eventually feature regular server wipes, but this settlement has been saved for now as an example of the ingenuity shown by players in such a short space of time. A single architect, who happened to also be a professional architect, had designed the settlement and was effectively sucking up all the resources players brought them from around the world to put each structure together in a coherent way that would make for a nice flow through the area.

There were furnished houses, a fancy hall, a guild hall, and several smaller structures that might be used for storage or the various industries a settlement needs to thrive. As the sun went down, lights lit up the distance. In Pax Dei, you can see across servers, meaning every light in the distance is a real player's building plot or structure placed somewhere on the colossal world map.

Seeing this made me feel so incredibly tiny. Your character can spend hours chopping wood, but it'll never be enough to create the grand projects seen in similar games like Bellwright or Valheim. You are insignificant by yourself, but together with others, you form a whole that actually stands a chance of making an impact. You won't lose your precious city upon death because the overarching goal you share as a small community doesn't live or die on your shoulders alone. As long as you're motivated to keep building, others will join you, and you'll make something admirable, threatening, or awe-inspiring together, depending on how your intentions as a community evolve.

While there are no firm details planned at the time of writing, war is definitely something that's on Mainframe Industries' mind. Pax Dei is a game built for petty feuds to transform into continent-spanning conquests. It's just a matter of time before players get upset enough when someone destroys their settlement.

The post Preview: Pax Dei – A Grand Experiment appeared first on Destructoid.

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SCHiM is a chill navigation game where you play as a shadow-hopping spirit searching for its lost human https://www.destructoid.com/schim-is-a-chill-navigation-game-where-you-play-as-a-shadow-hopping-spirit-searching-for-its-lost-human/?utm_source=rss&utm_medium=rss&utm_campaign=schim-is-a-chill-navigation-game-where-you-play-as-a-shadow-hopping-spirit-searching-for-its-lost-human https://www.destructoid.com/schim-is-a-chill-navigation-game-where-you-play-as-a-shadow-hopping-spirit-searching-for-its-lost-human/#respond Fri, 14 Jun 2024 21:49:11 +0000 https://www.destructoid.com/?p=536193

The older I've gotten, the more I come to appreciate slow-paced games that encourage you to kick back for an hour or so at a time. Coffee Talk and Donut County are among my favorites in this "chill" genre. SCHiM may soon join them if its demo is any indication.

I gave the SCHiM demo a try when I spotted it while perusing the sea of survival crafting games in Steam Next Fest, egged on by the low-key visuals and the promise of a relaxing time. In this hectic life and industry, we can all benefit by giving ourselves an hour to unplug and unwind.

The premise of SCHiM sounds like something out of Studio Ghibli or maybe Pixar. Everything, from living beings to various objects, has a "spirit" called a schim. Losing it is akin to the loss of your soul.

schim demo preview - using a wandering human to get to the next area
Screenshot by Destructoid

Hop along

SCHiM starts you off teaching you how being a spirit works. Apparently, the rules on losing your schim are a bit fluid, since you can hop out of your host at will and enter other shadows so long as you eventually return. The protagonist schim in question is shown belonging to a young boy, whom you can briefly control while the schim operates in his shadow — as characterized by fantastic googly eyes.

Controlling the schim is a breeze. You can manipulate the spirit in various shadows as if swimming in a darkened pool. A single button tap allows you to leap from the shadow, and you make progress by entering another shadow nearby.

The schim can't survive on illuminated surfaces, but you are given a short "safety hop" to make it to a shadow that was just out of your reach. Don't worry about dying; you warp back to the nearest shadow if you mess up. You can swap the isometric camera's angle around when you need to find another shadow just outside of your vision.

schim demo preview - finding a bike in a pond
Objects found in the world can help you progress. | Screenshot by Destructoid

A single button press lets you interact with some objects, usually as a fun way to see how they react. You can cause a tree to shake or a child to sneeze if you hit the button while in their shadow. The moment I learned you can make bicycle bells jingle, it was over. I had to voraciously jingle every bike chime and make each duck I found quack with reckless abandon. For those desperate to know, yes, you can make ducks quack to the "Shave and a Haircut" jingle. No doubt 90% of everyone who plays the game will try it.

Spirit hopping

As suggested, SCHiM does have a story to share. It's not as subtle as something like, say, Unpacking, where you connect the delicate threads via the environment and the objects you manipulate. The game begins with you paired with the young boy as you view his life in brief fragments. As a child, he plays without a care in the world. Time passes, and you watch him experience high school, heartache, college, and finally, early adulthood in his very own tiny cubicle in the corner of an office. Things quickly go sour for the young man and, at his lowest, he trips and gets separated from his googly-eyed spirit.

schim demo preview - jumping into the shadow of a cyclist
Screenshot by Destructoid

That is pretty much the crux of SCHiM: You've been separated from your human host, who is now meandering through the city oblivious to what was lost. Your goal is to give chase, navigating your way from shadow to shadow across levels with various hazards. It feels like an environmental puzzler, as you can find yourself needing to cross a street or get over a bridge by only using shadows to progress.

Most times, waiting for a few seconds will solve the issue with a passing human or animal. You can slip into the shadow of a cyclist or a car, which can speed you closer to your destination if you time it right. Shadows from cars can also grab you and carry you away if you're caught relaxing a bit too hard in the wrong spot.

But the game isn't tough with its challenges, which is the entire point. Its one-button approach to "solving" the navigational hazards makes moving your shadow frog from one end to another a rather cordial affair. At least, that's what I picked up from the demo. Based on the game's description on Steam, it doesn't sound like SCHiM will ultimately venture into the waters of frustration often, if at all.

schim demo preview - blue level with rain
Screenshot by Destructoid

Clean styles

It helps that the visuals are so crisp. Purposefully monotone, the game juxtaposes one color against a darker variant for texture, creating a look that's clean and pleasing to the eye. The calming greens of a neighborhood park give way to a busy street punctuated by rain and light-blue hues. It's all tied together with a soundtrack in which the tunes match the energy of each stage.

I have little criticism to lobby against SCHiM. The controls are tight, and the visuals and music melt together to create a little puzzler that puts me right in that Zen state I was searching for. SCHiM will launch next month on July 18.

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GI Joe: Wrath of Cobra isn’t the hero we need just yet https://www.destructoid.com/gi-joe-wrath-of-cobra-isnt-the-hero-we-need-just-yet/?utm_source=rss&utm_medium=rss&utm_campaign=gi-joe-wrath-of-cobra-isnt-the-hero-we-need-just-yet https://www.destructoid.com/gi-joe-wrath-of-cobra-isnt-the-hero-we-need-just-yet/#respond Thu, 13 Jun 2024 13:50:57 +0000 https://www.destructoid.com/?p=535028

There seems to be a noticeable uptick in classic cartoons and TV shows getting adapted into pixelated beat 'em ups and, man, I'm here for it. GI Joe is hopping into the fray as well with Wrath of Cobra, but my time with the demo isn't as wrathful as I'd hoped.

Before we start, I have a confession to make: I never watched more than a single episode of GI Joe. Yes, I am what you can laboriously call a '90s kid, but I also grew up in the sticks where cable TV was a luxury. However, when I wasn't squinting at cartoons through static, I was playing a ton of beat 'em up games. I hope that's enough authority for some of you dyed-in-the-wool Joe fans. For the most part, I have enough experience in the genre to know that Wrath of Cobra is lacking at this stage.

But I'm getting ahead of myself. As mentioned, GI Joe: Wrath of Cobra, coming from the team at Maple Powered Games, is looking to join the very welcome trend of "old shows your uncle liked are video game brawlers now." TMNT: Shredder's Revenge brought the boys in green back to high praise, and the recently revealed Mighty Morphin Power Rangers: Rita’s Rewind is looking spicy. It makes perfect sense for Maple to want the same for the Joes.

Gi Joe Wrath of Cobra demo preview - duke smacking down soldiers
Screenshot by Destructoid

Go, Joe!

The demo provides a nice vertical slice of the game, starring several characters of the series' main cast. You can play as Duke, Scarlett, or the ninja Snake Eyes. Naturally, I first dove in as Snake Eyes for the very scientific reason of "ninjas are cool." And Snake Eyes is cool, decked out in black gear and wielding a katana.

The game's combat is typical, consisting of light and strong attacks you can combo in a few ways. Three light attacks in a row is your bread-and-butter move, but you can swap the third out for a strong attack. You can hold a block button to negate seemingly all damage from fists to laser blasts, which is impressive. Tapping up or down while pressing block lets you hop in either direction. Jumping leaves you dangling in the air long enough to get a little weird, but at least it works for when you need to hop over a hole in the floor.

Damage is oddly inconsistent in Wrath of Cobra, with the floating numbers fluctuating without any clear reason. Both the combos seem to deal similar damage regardless, with the latter (light-light-strong) ending in a flourish. Snake Eyes flings a couple ninja stars, for example, while Duke follows up with a big boot. You can't combo if you're not hitting an enemy.

Gi Joe Wrath of Cobra demo preview - ninjas are cool, yes
Screenshot by Destructoid

These beats are so fresh

But since they both combos dish out the same amount of pain, I didn't see much reason to not spam the bread-and-butter attack. You can charge the strong attack for an ultra-powerful move, but it takes so long that most enemies are able to smack you before you can pull it off. The same issue affects the light-strong combo, as the second half is a wind-up attack that leaves you open for just enough time for an enemy to bop you in the face. So, yeah, spam it is.

There is a dash to get you across the screen, and it can be followed up with a dash attack. It can do some decent damage, and Snake Eyes can attack again quickly with a slash that should make anime fans happy.

You also get a super move that charges up via a blue bar underneath your health. Snake Eyes sends out his wolf Timber to attack several enemies onscreen, while Duke drops a volley of explosive shells. Charging it up is fairly quick, as each defeated enemy adds to the bar. There's really no reason not to hold onto it for a boss fight. I do wish they were a bit more impressive, though. With Duke and Snake, you can either kill a handful of enemies or a handful of enemies but slower.

Combat is the core of beat 'em ups, as is indicative of the name, so I'm disappointed that Wrath of Cobra feels so rudimentary and stiff in the demo. Moving around an arena can be tiresome, and both Snake Eyes and Duke play almost the same. The game does give characters different stats like strength and speed, but I hardly noticed the difference. Weapons dropped from crates range from laser rifles to grenade launchers, and they can liven up the party a bit.

Gi Joe Wrath of Cobra demo preview - scarlett flip attacking a soldier
Screenshot by Destructoid

I did mention a third character, Scarlett. I played her after the guys and, thankfully, she does change things up. Her light-strong combo has her flip into the air with a vicious kick, and her air attack has her whip out a crossbow that fires an explosive bolt. Yes! Precious variety. We really had to work to get here.

Tackling the Cobra legion

Enemy types is also rather typical. You have your blue Cobra soldier fodder, sometimes wielding guns, and blue Cobra soldiers with leather straps who have the power to, uh, block for an irritating amount of time. There is also a soldier variant who tosses bombs at a rhythm that continues knocking you back to the ground before you can react — that's nice.

The game does fill the screen with plenty of enemies and it can be fun to combo multiple at once, but a lot of the time they merely crowd your character and spam attacks (so that's what it feels like). Having more players in co-op should, at least, help pare down the numbers. Mini-bosses are also present, but act more like a punching bag than anything close to a threat.

The actual bosses don't fair much better. There is a boss battle at the end of both stages, one where you infiltrate a flying Cobra fortress and another in which you storm a mountain base. The Baroness stands against you in the former, where she flips around and occasionally fires her gun. It was an easy fight, but nothing compared to Dr. Mindbender at the end of the mountain stage who meandered around and attacked maybe twice. I was playing on Normal, for those wondering.

Gi Joe Wrath of Cobra demo preview - dr mindbender forgetting that he left the oven on
Where you runnin'? | Screenshot by Destructoid

Visually, Wrath of Cobra looks fine. The game's pixelated characters and enemies closely match its contemporaries, though the level backgrounds can use some brushing up. There's no parallax scrolling in the mountain level, making it look more like the backdrop of a stage play.

Stop all the downloadin'

In the end, I suppose my biggest gripe is that Wrath of Cobra feels like a run-of-the-mill brawler buoyed by a GI Joe veneer. The demo didn't include any dialogue sections, so fans of the '80s Joe cartoon may be disappointed with the lack of corny one-liners. Worse, though, is that the game is mostly a bit boring. Scarlett does liven things up, so I'm hopeful for the other characters I haven't tried yet. I also have no idea what the floppy disks enemies drop are supposed to do.

The game is still in development and is set to launch this year. There may still be time for Wrath of Cobra to become something Joe fans can be happy with. But let's admit it, the demo is probably already better than GI Joe: Operation Blackout.

GI Joe has certainly seen its fair share of video game adaptations since the halcyon days of the 1980s, back when the cartoon arrived and the franchise arguably hit its peak. Granted, a lot of those video games kinda sucked. Cobra Strike on the Atari 2600 was the only one I played while growing up, and I still have no idea what you were supposed to do.

Gi Joe Wrath of Cobra demo preview - kneeing a tank or something
Screenshot by Destructoid

GI Joe: Wrath of Cobra is, so far, thankfully not gearing up to be as bad as its worst predecessors, and may ultimately stand above them all. There is still a journey ahead of it, though, so hopefully "better than the others" isn't the only praise the game will ultimately receive. But if you'd rather find out how the game feels, you should try the Steam demo and decide for yourself if it's worth the excitement.

After all, knowing is half the battle.

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Preview: Pro Philosopher 2 is Ace Attorney crossed with a political debate club https://www.destructoid.com/preview-pro-philosopher-2-is-ace-attorney-crossed-with-a-political-debate-club/?utm_source=rss&utm_medium=rss&utm_campaign=preview-pro-philosopher-2-is-ace-attorney-crossed-with-a-political-debate-club https://www.destructoid.com/preview-pro-philosopher-2-is-ace-attorney-crossed-with-a-political-debate-club/#respond Mon, 10 Jun 2024 16:19:22 +0000 https://www.destructoid.com/?p=517630 Pro Philosopher 2 dialogue conversation with Confucius

In 2013, Intelligible Games released the Ace Attorney-inspired Socrates Jones: Pro Philosopher for web browsers, where instead of catching murderers in over-the-top courtroom dramas, you debated with real-world philosophers from throughout history to deduce the true nature of morality. It saw a full remake on Steam in 2023 but, 10 years after the original, the same team is back with a proper sequel; one that shifts its focus towards that oh so favoured of topics among gamers: politics.

Titled Pro Philosopher 2: Governments & Grievances, I was able to test out a short demo ahead of its release as part of Steam Next Fest (it should be available for download by the time you're reading this). And by short, I do mean short; you can easily clear it in 20 minutes. However, it does succinctly sum up what you can expect from the full game: interesting topics of debate, a fun sense of humour, and a lot of blatant similarities to Ace Attorney.

A part of me feels bad directly comparing Pro Philosopher 2 to Capcom's visual novel series, but one look at it and you'll see Pro Philosopher 2 doesn't just wear the Ace Attorney influences on its sleeves; it's dressed head to toe in them. Not only are its core gameplay mechanics functionally identical, but even aspects of its presentation borrow liberally from Ace Attorney. Characters have exaggerated reactions when taken by surprise, and they let out cries of "Nonsense!" during arguments, which have the same energy as Phoenix Wright's iconic "Objection!", right down to the word smacking into the screen in bold red letters. This may risk costing Pro Philosopher 2 any semblance of its own identity, but it's clear these similarities come out of reverence for Ace Attorney and not a cynical attempt at copying it in the hopes of recreating its popularity. Plus, as a die-hard Ace Attorney fan myself, I can't help but crack a smile at the ways Pro Philosopher 2 lifts elements from Capcom's work.

Pro Philosopher 2 Nonsense effect
Image via Intelligible Games

The thought of a game that requires you to engage in political debates and point out the flaws in each philosopher's way of thinking sounds like a daunting and difficult task, but it's easy to get to grips with if you've played even one Ace Attorney game. Instead of tangible evidence, you have an idea slate, which holds ideas and concepts you can use to challenge your opponent's statements, no different to spotting contradictions in an Ace Attorney testimony. Challenging incorrectly will reduce your Credibility, and if that runs out it's game over.

It's a very simple idea in practice and, much like how you can press for further testimony in Ace Attorney, you can ask for clarification if you think a specific statement is too vague, or ask your opponent to back up their claim with evidence. Doing these can result in new ideas for the idea slate or additional statements. There's no punishment for using the Clarification and Backing options on every statement, which is perfect for the most cautious of players (you'll also get some amusing dialogue out of it). And reaching the end of a statement earns you a slight hint on what to do should you be completely lost.

I got to grips with the demo incredibly easily, but I have to imagine the full game will prove far more challenging. One extra gameplay mechanic is alluded to but isn't featured in the demo, and given the very nature of the political debate and its complexities, there could be some real head-scratching puzzles that'll leave more than a fair share of players stumped. It's obviously too soon to tell how these will be handled, and whether the difficulty will be fairly balanced or not. At the very least, the Ace Attorney-esque presentation and fun banter between protagonist Ari and her fellow cast members should keep you engaged, and may even help you learn some new things about the history of politics.

Pro Philosopher 2 debate gameplay
Image via Intelligible Games

Pro Philosopher 2's slightly goofy sense of humour won't be for everyone, but it definitely got some light chuckles out of me. Mostly from how it portrays actual philosopher Niccolo Machiavelli as this arrogant genius, regularly cracking a smug smile as he lords his superior intellect. Liberties are absolutely going to be taken with how these real-world figures are depicted, but it makes for an entertaining experience nonetheless. You also have the option during debates to just insult your opponent with a "You stink!," which is designed to never work and cost you credibility. Yet I can see players using it anyway if only to see how each philosopher reacts to being dragged into your average Twitter argument.

What will likely make or break Pro Philosopher 2, however, is exactly how it handles its choices of debate topics. Based on the demo, it fortunately doesn't feel as if it will try and pursue a neutral stance throughout. Machiavelli argues in favour of blatant totalitarianism, believing a stable state of government is only possible with a single ruler in charge; one untethered by pesky morals. I like to think we can all agree that's an awful idea, and it's one Ari (and by extension the game and the development team) completely refute, but will this same approach be taken with future debates? What if the game requires the player to make an argument they fundamentally don't agree with? Will Pro Philosopher 2 even broach the more controversial topics, or will it play things safe and stick to dismantling outdated or unpopular arguments that don't hold water in the 21st century? It's a tricky balancing act, though I'd rather see the game take at least some kind of stance instead of flaking out at the last minute and pulling some "all sides are equally valid" nonsense.

Regardless, Pro Philosopher 2 is one to watch for anyone with an interest in visual novels, logic puzzles, and/or political discourse that doesn't quickly devolve into hurling slurs at one another. It sounds like it'll be a pretty meaty experience too, with it promising more philosopher opponents than the five its predecessor had, though an exact number hasn't been confirmed. A couple of examples shown in trailers are 17th century Englishman John Locke (who looks delightfully foppish) and Chinese philosopher Confucius, so there's already some decent variety to the kind of views that players will need to engage with. Mechanically, Pro Philosopher 2 seems perfectly sound, and building a game all around political debate, especially in the current climate, is a gutsy decision I applaud Intelligible Games for making. I just hope it has actually interesting or insightful things to say about its various debate topics.

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The Hollywood Animal demo looks like a blockbuster in the making https://www.destructoid.com/the-hollywood-animal-demo-looks-like-a-blockbuster-in-the-making/?utm_source=rss&utm_medium=rss&utm_campaign=the-hollywood-animal-demo-looks-like-a-blockbuster-in-the-making https://www.destructoid.com/the-hollywood-animal-demo-looks-like-a-blockbuster-in-the-making/#respond Fri, 07 Jun 2024 22:00:00 +0000 https://www.destructoid.com/?p=529873 Hollywood Animal keyart

One of my most anticipated games coming this year is Hollywood Animal. It has you run an up-and-coming movie studio, submerges you into a pool of complicated and morally bereft staff, and allows you to deal with problems using underhanded methods. Just like real life (maybe).

The only thing that keeps me from claiming Hollywood Animal as my most anticipated game is that it seems like it might be attempting too much. There are so many variables at play and so much customization that it feels it would be complicated to ensure everything works together without a litany of bugs, cuts, and feature creep.

If the rather hefty demo shows anything; Weappy Wholesome has managed to do it.

Hollywood Animal Film lot
Image via Weappy Studio

Hollywood Animal starts off with you purchasing a bankrupt studio and making it your own. I won’t question how you came up with the funds. You select a logo and a name (I went with Middling Pictures) and you’re ready to learn the business.

The tutorial is interestingly structured. You inherit a mostly completed film that the previous studio was unable to release before they went bust. It’s a banger film (Hollywood Animals actually outlines its plot, which is a nice touch), and all you need to do is put the finishing touches on it and get it out the door. This introduces you to the post-production and distribution phases of the business. The former of which is relatively straightforward and the latter is one of the most mysterious parts of the game.

While that movie is performing in the box office, you’re then guided to hiring staff. This process is vast, so it runs the risk of being overwhelming. To ease that, you’re mostly just provided with your staff and given the option to rename them. Then you’re on to improving the studio lot, scriptwriting, planning, filming, decision making, and very slowly you’re let off the leash. It’s probably a good thing that you’re started off with a blockbuster already in hand because your movies are going to suck for a while until you get everything in shape.

https://youtu.be/jVeqUC_35n0?si=uMWlHIAOTcahcNcX

Even though there is a tonne of room for your own creativity, the fact that Hollywood Animals is about repeating the same process over and over would normally bring the risk of going stale. This is especially true since the game starts in 1929 and slowly advances through time with events that mirror real-world history. However, there are so many things thrown at you that keep things interesting.

One of the first that I was hit with was that the previous studio ownership promised the lead actor of the movie a share of the profits. Even though that star had passed away, as the new owner, I was supposed to honor it for their family. Except the family never read the contract, so screw that. I had my lawyer bury it. It then went into my secrets pile, which is a collection of events that are at risk of being discovered.

Sure enough, this backfired. The family found out. Thankfully, I was able to settle out of court which didn’t cost me all that much more than just honoring the contract would have in the first place.

Hollywood Animal Theatre Schedule
Image via Weappy Studio

In another instance, security alerted me that a crazed and unpredictable man was waving a script around outside the studio. He wanted to sell it, but no one could know what was actually in it. It was cheap, so I took the chance and bought it.

It turned out to be an incredible script. 8 stars out of 10 is a great foundation for a production. However, the Mayor of LA came to me asking to have his daughter put in a movie. She wasn’t an actor, but having a favor from the mayor in my pocket would be useful.

So, I used this incredible script to prop up this talentless hack that was thrust upon me. It was going to severely torpedo the quality of the picture, but so what? It wasn’t my script. I’d probably never see the guy again. It wasn’t my staff I’d be pissing off, so I might as well just wipe my ass with the script just to keep the mayor happy.

I should probably note that there seems to always be an honest way to deal with problems, but honesty never built a successful business.

Hollywood Animals Scriptwriting
Image via Weappy Studio

But it isn’t just random events that will be gluing your gears. Hollywood Animals wants to be sure that you know you’re working with humans. Simulated humans, sure, but they each come with their own egos, prejudices, and vices. Hell, I had a scriptwriter ask for time off to take care of their ailing mother, so they have families too.

You’re not just going to be handling HR. Sometimes casting will be complicated by preferences. Actors will occasionally refuse to take on a certain role that they feel is beneath them.

One major roadblock I had was trying to cast a woman in the lead role of a thriller. A surprising number of actors refused to act in a movie with a female lead. I wound up having to pay out the ass just to fill one particular role because no man would accept this.

Then, when I tried to release it in theaters, the critics tore it apart simply because of the woman in the lead role. Critics are scum. I strategized my advertising to target women and was still able to turn a sizeable profit. The 1930s can sup upon my ass. We’ll see who’s laughing when it gets re-evaluated in a few decades.

Hollywood Animal Coercion
Image via Weappy Studio

In another situation, an actor was offered a better contract by a competitor. Thankfully, we had dirt on him. I threatened to reveal that he slept with a 15-year-old and put a stop to that talk.

Your “security” office can be upgraded in a number of ways. The demo ends after roughly 2 hours, so I didn’t get to really get into some of the ways you can flex your poor moral fiber. However, the upgrade track escalates to straight-up assassination. Your opponents will try to get dirt on you and undermine your stars, so you can also use security to protect your secrets.

As I said, it’s a lot. There is just so much to Hollywood Animals. Considering it’s largely menu-based, there are a lot of things that could be abstracted. However, rather than just cover the basics, Weappy Wholesome went completely all out. From the way that you get to pick the movie poster and tagline for your movies or the weather and time of day changes on your lot, there’s just so much color that heightens the experience.

There is still the possibility that Hollywood Animals could fall apart later on in the game, but considering a release date hasn’t been announced and the demo is already polished to a mirror shine, I’m pretty convinced that isn’t going to be the case. It’s shaping up to be one of my favorite releases this year.

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Final Fantasy XIV Dawntrail Preview: A promising new world awaits in Tural https://www.destructoid.com/ffxiv-dawntrail-media-tour-previews-new-zones-jobs-and-dungeon/?utm_source=rss&utm_medium=rss&utm_campaign=ffxiv-dawntrail-media-tour-previews-new-zones-jobs-and-dungeon https://www.destructoid.com/ffxiv-dawntrail-media-tour-previews-new-zones-jobs-and-dungeon/#respond Thu, 06 Jun 2024 10:00:00 +0000 https://www.destructoid.com/?p=529612

A new era of Final Fantasy XIV is just on the horizon as our beloved Warrior of Light and their companions set sail for the New World, Tural, in Dawntrail. The MMO’s next expansion teases a refreshing, summer vacation-styled adventure; it's a moment of reprieve for the heroes who traveled to the edges of the universe and saved their star.

Though, as is the case with any beach episode, it’s all fun and games until God shows up to ruin the fun. While we don’t know the exact Dawntrail scenario, Final Fantasy XIV director and producer Naoki “Yoshi-P” Yoshida has dropped a few sly teases indicating Version 7.0 won’t be a strictly fun-in-the-sun affair. Tural is full of adventure, and after spending a day in some of the expansion’s earliest zones, I’m more than ready to set sail.

During a recent press event hosted by Square Enix, I played an early build of Dawntrail — one that didn’t include some of the more recent benchmark graphic updates, mind you — and realized even a full day of playtime isn’t long enough to sample the entire slice. In a game like Final Fantasy XIV, I’m eager to chase the story behind every environmental detail, all while remembering there's a wealth of new combat and system changes to try out, too. 

The fabled golden cities of the New World

Since the Endwalker patches, Final Fantasy XIV's team has promised a sizeable graphics overhaul that includes everything from improved textures across models to more dramatic lighting and shadow effects. Seeing those changes in person, even after several livestreams and an updated benchmark, make the upgrades clearer than ever. Dawntrail is gorgeous, no doubt. It's perhaps the most visually stunning expansion yet, and there's a lot riding on 7.0's drastic makeover.

As I moseyed into the capital city, Tuliyollal, it's clear the zone benefits from these new processes and systems. For a Final Fantasy XIV city, there’s a noticeable jump in the number of items peppered across the landscape here. The expansion’s home point feels like a sizeable step up, and that’s with most of the bustling NPCs and flavor text removed from the build. According to Yoshida, those were cut to spare us from spoilers. Though in hindsight, I realize it was probably for the best, as my enchanted oh-what's-that reactions while perusing the lush greenery and elaborate architecture had me itching to stop and Gpose everywhere.

Tuliyollal reminds me a lot of another favorite destination, Radz-at-Han, mostly for its interesting uses of verticality and a skyline to die for. There's a neighboring forest that slopes into the coastline through a gradient of vegetation and colorful architecture. Then at night, the docks glow with posts and strings of warm lantern light, leading the way from Tuliyollal's beaches into the Aetheryte Plaza. Among my favorite stops were Brightploom Post and the Arch of the Dawn. The former, I'm assuming, serves as some sort of government stronghold within the city; it hosted a few tough military types. The latter was where I found the Alpacas.

The usual city staples we'll all become too familiar with make up the space in between. Again and again, I doubled back to investigate the nearby market, brimming with vibrant tapestries and tightly packed stalls managed by vendors all dressed in striking textiles. So striking, in fact, that I couldn't just pass any of them up once, and combed the details of their wares for new items on my Dawntrail furniture wishlist. Here's to hoping that Square Enix gives us at least a sliver of the new furnishings I spotted across Tuliyollal, I've got a place to bulldoze and redecorate.

Even of your little Eorzea, you know precious little

If I could've, inspecting the ins and outs of Tuliyollal's delightful first impressions would've taken up a whole day, but moving along paved the way for exploring its neighboring zones, Urqopacha and Kozama'uka. Neither of which I'd ruminated for long after their respective reveals prior, but it's these areas that have left me reeling in the days after. It's where I had that old familiar feeling; you know the one. It's the moment the expansion is real. It's when a bewildering decade's worth of storytelling kicks into high gear, leaving me to frantically scan my surroundings for anything and everything to indicate what happened, what's happening, and what's gonna happen.

And well, maybe it's a shocker, but I did not manage to find any of those grand details in the terrain that would lead me to a moment of mystery-solving genius. So no, I still don't know what on earth Dawntrail is about other than the big Festival of the Hunt inspirations it seems to invoke from Final Fantasy IX, but the wheels are turning. I mean, really turning, too. Every cog up there that sickly read and reread the Eorzean Encyclopedias and side stories is desperately trying to find meaning in every suspicious hillside and ominous blade of grass.

Also, it's just a lot to take in through your first pass. I realize there's a thoughtful use of unreachable objects in the distance and mountainous terrain splitting the zones, but both areas feel gigantic. Come launch, Dawntrail's Main Scenario and series of Aether Current quests will undoubtedly guide the way, but seeing it laid out in totality for the first time certainly gave me a bit of decision anxiety. With so many options ahead, I chose a few places to stop and sightsee in more detail than others.

What's the story behind Urqopacha's landscape?

My exploration left me with more questions than answers about anything waiting beyond the Indigo Deep. Some of my curiosity was rooted in previous Live Letter broadcasts, but Yok Tural no doubt has plenty of history to tell. In the Eorzea we're familiar with, the acceptance of the New World's actual existence seems more recent than anything, just within the last 80 years or so. It was Urqopacha's southern landscape, in particular, that spurred my desire to dig and learn more. The land is covered in crumbling ruins, some stretched along the mountains or tucked into valleys, all in different states of decay.

The map also revealed locale names, with places in the south like Proof, Shades of Grief, Sunken Stars, and the Indelible Passage. It's a sharp contrast from the land up north that leads back to Tuliyollal, where the terrain seemed more hospitable, and stops like Ciblu's Coffee Grounds, Miplu's Mate Garden, and The Family Ranch sure sound like places where Yok Tural's history was a little kinder.

That's when it dawned on me: Urqopacha's description in Yoshida's Fan Fest presentations described the area as the "proud heart of the giant's empire" that existed over 1,000 years ago. While that civilization is long gone, I'm assuming the modern-day's Yok Huy must, somehow, tie into those Gigant ancestors. There are traces of the giant civilization everywhere. Also, someone, or something, definitely smashed in the mountainsides all along the southern area, and it was certainly bigger than the neighboring Pelupelu.

The waterfalls and rainforests of Kozama'uka

Tuliyollal's nearby Kozama'uka is a little livelier, lined with endless rivers and smaller communities thriving in and around its rainforests. The regional climate seems forgiving in contrast to Urqopacha's rugged terrain, and the abundance of life is testament to that. Just in passing, I spotted several of the local Tribes already revealed as Yok Tural residents, like the newer PeluPelu, along with the distant relatives of the Vanu Vanu, the Hanuhanu, and finally the Goblin-like creatures, Moblins.

It's another sprawling zone, only made more impressive by the rocky crags erupting into the skyline. They're visible in some form from nearly all vantage points in Kozama'uka, and after several trips from one side to the other, I developed an appreciation for the varied biomes at every level. Sure, at a glance, it's mostly lush greens, but there's a thoughtful approach to life along the vast, stoney outcroppings at their highest peaks versus how the flora and fauna adapt to the rivers and runoff below.

Positioned along the southwest, just upon leaving Urqopacha, a portion of the zone is naturally higher. Following the twisting and turning rivers landed me somewhere a little more central, with one area aptly labeled the Breath Between. The Hanuhanu seem to favor the region, and they've built shops and boardwalks just above the raging rivers below. There's no Aetheryte here or striking fixtures denoting importance, but I loved running the stretch of bridges offering such a perfect view of the lowest and highest grounds in Kozama'uka.

There's a lot to see here, and if said Aetheryte placements are any reasonable indicator, Kozama'uka is the larger of the two preview zones, with three total. Ok'hanu and its familiar naming convention is the closest to Tuliyollal, in the north. I mostly point that out because, from the looks of it, the Level 91 dungeon — Ihuykatumu — easily serves as a journey to the other side, all the way south. The Duty begins along raging rapids, slowly guiding the party up, through the vast jungle and ending somewhere along the mountainside.

I'd hoped to spot an obvious purpose for Ihuykatumu's location and clear path there, but I'm still not sure if its position means we're taking a shortcut to see all, or most, of Kozama'uka's sprawling forests early on. Perhaps that's not it, and we'll go the long way through Urqopacha. Alternatively, the answer is both, and this is where Final Fantasy XIV's formulaic split between beginning zones happens in Dawntrail.

Expand your horizons

As for the dungeon itself, Ihuykatumu blends right into the beginnings of Dawntrail’s earliest moments in Tural. There’s no strange, otherworldly technology looming in the background and no fiery trails of Magitek-fueled wars, either. It was just me, the Warrior of Light, Erenville, and a leisurely boat cruise down the river.

Or at least, that was partially it — Alisaie, Wuk Lamat, Alphinaud, and Krile were along for the ride as well, and this must be where some of that fight for Tuliyollal's throne really comes into play. Just as we began, Alisaie warned of another boat ahead, with either Zoraal Ja or Bakool Ja Ja on board. Yoshida explained that most of this build’s dialogue was cut to avoid major spoilers, but there was enough information there to contextualize which Mamool Ja was the bastard that busted my boat.

Said sabotage was through FFXIV's usual groupings of trash mobs, and if you’ve ever spammed one or two buttons in a Final Fantasy XIV dungeon, then congratulations — you’ve done this one, too. For even moderately experienced players, lowly dungeon mobs are everything you expect them to be, and that’s fine. I ran Ihuykatumu twice as a Scholar: once with other players, then again with Duty Support. Neither struggled, and I used the breezy combat to test out new abilities.

Dawntrail's earliest dungeon encounter, Ihuykatumu

The real meat, of course, is in the boss fights. The first encounter was with Prime Punutiy, a darling manatee sporting an uncharacteristically bad temper, and then there was Drowsie, a sleepy troll with a green thumb. The former most certainly has a minion; it’s at the end of the Dawntrail benchmark. As for the latter, I’ve yet to spot the darling, dopey boy anywhere else. Fingers crossed, but I'm hoping similar existing models mean Drowsie gets the mount treatment.

Ihuykatumu wraps up with a fight against the less-adorable and drastically more killable, Apex Predator Apollyon. There’s little I hate more than the idea of complimenting a giant bug, but credit where credit is due, the creature put up a fun fight. Some of its mechanics, while all iterations on old FFXIV tricks, felt surprisingly busy for a dungeon encounter.

It was also Apollyon's arena that made a few of the duty's recurring design choices click. Bosses had, quite literally, spelled out a mechanic for me, but the warning was easy to ignore if you're the type to autopilot through dungeons. It’s nothing the game hasn’t done before; it’s just more apparent now. Even in A Realm Reborn, bosses inexplicably announced their secrets in cryptic monologues tucked away in the text chat, while more fights added extra on-screen text later.

In Dawntrail, bosses warned my party that mechanics were indeed happening with more enthusiasm than usual. Each with cautionary text, some white and red, smack-dab in the center of it all. Underneath, a bar signaled how much time I had left before the sequence began. I can't help but think the idea's new implementation leans into the controversial ways some players use third-party tools in the MMO's battle content. In this case, we aren't talking about world first races or extra early raid warnings, so it's less contentious. The design is a net positive in story-driven combat and a little relief in a game with chaotic screens and narrow text.

I get it, too. I nearly leapt over the moon when Endwalker offered a way to center recast timers and increase their size. Tweaks like this are the small, meaningful I appreciate in Final Fantasy XIV's steady evolutions. For all of the hemming and hawing I do over the minutiae, these elements are what I hope make entry-level content less intimidating to friends and other prospective players.

Go forth and seek discovery

For those eager to get further in the weeds, Dawntrail's preview build at least gave me a better idea of how some of my favorite Jobs should feel come launch. As context, I've spent most of my time in Eorzea playing Scholar, though my resume does include chaotic stents as an Astrologian, White Mage, Machinist, and impressively dead or dying Dragoon. I’m never matching the brilliance of the scene’s most talented players, but I’ve limped my way through (almost) every Savage tier and other battle content.

This is all to say I’m at least familiar with how every expansion’s combat felt, quite fond of how Scholar plays now, and happy with the Dawntrail makeover. If you’re a Job veteran longing for the days of Bane or Miasma II, an AoE DoT removed in Shadowbringers, then perhaps you’ll dig the changes to Chain Strategem.

Now, the Scholar Ability lasts a little longer, but it's not done after one use. Chain Strategem gives the Healer a 30-second window, Impact Imminent, where you hit the target and surrounding enemies with an AoE DoT, Baneful Impaction. It doesn’t spread Chain Strategem, so we can let go of that dream, but I’m eager to see how this works into Dawntrail’s harder content.

Taking a Job's most notable abilities one step further seems to be a recurring thing with Dawntrail. When I swapped to Astrologian, I noticed Divination became Oracle, a massive arena-wide hit only available under another limited window, and White Mage’s Temperance became Divine Caress. For now, I dig that change, but until I've had more fights to sample, I'm staying firmly optimistic about how our new kits shape encounters.

Try as I might, there was no way I was fulfilling so much of my curiosity around the patch in just one day's time, and that optimism is a theme through so much of my early Dawntrail experience. It's a bright-eyed shift in my outlook from here, one that's had no lack of ups and downs since 2013, but after saying goodbyes in Endwalker and brute forcing my way through the Pandaemonium Raid series, it's nice to be back here.

I'm finally feeling the expansion 'mood' again, with anxieties over the direction such a monumentous world will take quelled until it's time for the complete experience. After a full day of Dawntrail, I've got that expansion spirit again and all in for whatever waits in Tural. If this adventure is anything like the other four before it, then I figure it's enough to keep me around and waiting for whatever patch number takes us to Meracydia.


This article is based on play of an in-development build of FINAL FANTASY XIV: Dawntrail, and content in the final version is subject to change.[Travel and lodging for this event were provided by Square Enix.]

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The shockingly brief Elation for the WonderBox 6000 demo really speaks to me https://www.destructoid.com/the-shockingly-brief-elation-for-the-wonderbox-6000-demo-really-speaks-to-me/?utm_source=rss&utm_medium=rss&utm_campaign=the-shockingly-brief-elation-for-the-wonderbox-6000-demo-really-speaks-to-me https://www.destructoid.com/the-shockingly-brief-elation-for-the-wonderbox-6000-demo-really-speaks-to-me/#respond Fri, 31 May 2024 18:49:37 +0000 https://www.destructoid.com/?p=526132 Elation for the WonderBox 6000 bus ride

It’s tough being someone who, in the search for some sort of meaning in life, has arrived on video games as their foundation. I could have chosen a much worse passion, but I also could have probably picked one that would pass in normal conversation. Instead, no one I meet understands me. It’s lonely being better than everyone.

Elation for the WonderBox 6000 gets me. Unfortunately. It’s a bizarre game about loving one thing so much that it becomes the central source of your alienation.

I think. That’s as much as I could glean from the less-than-10-minutes of demo.

https://youtu.be/2Pjq0MnoxsY?feature=shared

Elation for the WonderBox 6000 comes from Digital Tchotchkes, the creator of Go Fly a Kite, which I should probably play. They describe the demo as, “it's a costco free sample style demo.”

It starts off with a Doom-style text crawl telling you about the eponymous Elation for the WonderBox 6000, a game so transcendental that the protagonist suggests that it is the apogee of video games as an art. That if only more people played and understood it, then art wouldn’t have died. It is the protagonist’s goal to acquire this lost relic.

This opening exposition turns out to be something the protagonist is posting on the internet. The outpouring of distilled, potent opinions leads to them getting death threats, followed by a permanent ban from their chosen forum. We’ve all been there.

You’re then left to explore the wreckage of the protagonist’s life. You mouse around to see what’s interactive and then click on what you find to hear about it. Through this, you discover that society has continued its course toward refining the endorphin supply, which is part of why nobody remembers something as artful as Elation for the WonderBox 6000. Easier access to simpler stimulation has caused the masses to lose their way.

Elation for the Wonderbox 6000 game machine
Screenshot by Destructoid

It’s difficult to tell if Elation for the WonderBox 6000 is making fun of, or trying to explain, the perpetually repeating discourse of how things were better in the before times. Or both. Why not take the high ground over every other perspective?

It represents a part of myself I’m unable to take too seriously. Some people have to travel abroad or get lost in the desert to “find themselves.” I’ve always known myself. I like video games. I might enjoy video games to an extent that other people find annoying. The whole reason I’m here (on this site, I mean) is that I want to support and spread the things I’m passionate about. It keeps me occupied until a bus finally decides to hit me.

But also, and I can’t stress this enough, the Elation for the WonderBox 6000 demo could be finished in less than 10 minutes. In that time, you look at stuff, talk to a person, and then walk to a place. That’s it. It could maybe be defined as the prologue. The game part of the game is beyond that demo wall.

It doesn’t really get me more excited to play Elation for the WonderBox 6000, but it also doesn’t make me less excited. I was just so disoriented when it ended.

On the other hand, it refers to the protagonist’s computer as “My portal to philistines,” which is what I will now call mine.

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Anger Foot needs to be kicked up a bit https://www.destructoid.com/anger-foot-needs-to-be-kicked-up-a-bit/?utm_source=rss&utm_medium=rss&utm_campaign=anger-foot-needs-to-be-kicked-up-a-bit https://www.destructoid.com/anger-foot-needs-to-be-kicked-up-a-bit/#respond Fri, 31 May 2024 16:00:00 +0000 https://www.destructoid.com/?p=522703 Anger Foot Header

Despite many protagonists lacking them entirely, there have been many great feet in first-person shooters. Duke Nukem 3D, Dark Messiah of Might & Magic, F.E.A.R.; when the kickers come out, it’s often a spectacle. Anger Foot attempts to outdo all previous feats of feet.

Anger Foot comes to us from Free Lives, a developer whose work has brought us a varied portfolio that includes games like Broforce, Genital Jousting, and Terra Nil. It’s coming sometime later this year, but I got to plant my feet in it today. Or, recently, I guess. What day is it?

Anger Foot stiff kick
Screenshot by Destructoid

Anger Foot takes place in Shit City, a location that makes me grateful that I work for a publication that lets me swear. In Shit City, crime is the law. You heard me. If a person isn’t committing a crime, that’s a red flag. At that point, police step in to ensure that the person gets the help they need to, at the very least, participate in petty larceny.

The city is ruled by four gangs, and you play as the one person who is willing to stand up to them. But only so they can steal some new shoes. However, before you get a single moment to admire your now complete sneaker collection, it’s stolen from under them. There are only two weapons powerful enough to get that footwear back, and their names are “Left” and “Right.”

Actually, there are also guns, but you’ll be getting a lot of mileage out of your two hooves.

Anger Foot is set up like a cross between Mullet MadJack’s corridor killing and Hotline Miami’s die-and-retry formula. Your goal is simply to reach the level’s exit point in the map, and any man, woman, or door that gets in your way needs to be kicked to splinters. One man. Two feet. All anger.

https://youtu.be/FVkDc6u_4GQ?feature=shared

Anger Foot puts its best foot forward with its art style. Its grotesque stylings and use of bright comic-book colors are incredibly striking. The odd proportions and puppet people provide a helpful buffer to some of its gross-out humor. It’s like the Garbage Pail Kids have grown up with a fondness for toilets and swearing.

The music is similarly captivating. It maintains a near-constant, pulsing beat, but when there’s a break in the action, it takes on a reverberating sound, like it’s being played at maximum volume next door.

However, after emerging from the forest of its aesthetic, there’s much less impact. Kicking doors is great. It’s fun to watch them sail across the room before breaking on a thug’s face. And while the actual kicking will send foes flying, it strangely lacks force.

Melee combat is something that first-person shooter games often have trouble with. In Anger Foot you slide about, and when your foot is raised in anger, it doesn’t feel like it connects. There’s only the sensation that there’s a danger zone in front of your character. If you misjudge your timing, you might just pass by your target and glide around the floor to get ready for the next approach. There’s no weight or force in play. Even the drop kick doesn’t feel good to use. A door reacts to your toes in a fun way, but everything else just falls victim to the danger zone.

Anger Foot projectile door
Screenshot by Destructoid

This is something that bothered me all throughout the sizeable chunk of gameplay I was served. I never felt powerful. It only takes a handful of shots to bring you down, and you’re not really given many options to avoid them in a crowded room. Keep moving, kite enemies, and keep kicking. You can pack yourself full of caffeine using cans of Thirst Fucker you find laying around, or get yourself drunk off of Brewforce if you feel like it, but it’s still just a couple of shots to bring you down.

The safest way to get through a level becomes kicking a door open, backing up, then kicking the enemies as they appear through the choke point. Even when you’re not cheesing, any time you need to be careful about your actions, the all-important momentum dies. Without the momentum, you don’t feel powerful, and that’s something that is crucial to Anger Foot and entirely lacking.

There are guns, but that’s just another problem. Their ammo is so limited, and movement is so important that in the chaos of a firefight, your feet seem more useful. That’s certainly on message, but it doesn’t give a reprieve from its problems.

On the other hand, optional objectives that provide stars give value to repeated playthroughs of levels (even if some are frustrating). More importantly, the stars are used to unlock new shoes, each of which comes with new buffs and abilities. I could see myself getting deeply into collecting new kicks if the gameplay was made more exciting.

Anger Foot dead on the toilet.
Screenshot by Destructoid

Mullet MadJack feels so similar in intention to Anger Foot: Momentum, corridors, movement. However, through the use of systems like dashing and the glory kills of recent Doom games, MadJack feels much more satisfying. It has a series of mechanics that ensure that you never have to stop moving and you’re constantly killing.

Anger Foot is missing something. More accurately, it’s missing a few somethings. There are quite a few approaches that can be taken to alleviate its issues, but it’s probably going to require a few changes. As it stands, the whole experience is just too shallow.

I’m hoping that before launch, Free Lives can implement something to bring everything together. The level design, aesthetic, and even framework are all outstanding. Everything except the core gameplay is exceptional. I love looking at it, but Anger Foot is going to need to do more than just put one foot in front of the other to really nail the landing.

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Killer Klowns From Outer Space The Game hands-on preview: The sweet return of an ’80s cult classic https://www.destructoid.com/killer-klowns-from-outer-space-the-game-hands-on-preview-the-sweet-return-of-an-80s-cult-classic/?utm_source=rss&utm_medium=rss&utm_campaign=killer-klowns-from-outer-space-the-game-hands-on-preview-the-sweet-return-of-an-80s-cult-classic https://www.destructoid.com/killer-klowns-from-outer-space-the-game-hands-on-preview-the-sweet-return-of-an-80s-cult-classic/#respond Thu, 09 May 2024 15:00:28 +0000 https://www.destructoid.com/?p=506582 Killer Klowns From Outer Space The Game Key Art

Regardless of my cowardly tendencies, I occasionally enjoy jumping out of my comfort zone to get my heart pumping. It may keep me up at night, but for the most part, it always brings on a sense of thrill that other genres haven't quite hit. My nightmares as of late have now involved clowns, thanks to my horrific preview of Killer Klowns From Outer Space: The Game. And, I mean that in an entirely good way. 

I sat down with the team behind the game, IllFonic and Teravision Games, and played a few rounds through its online multiplayer. It didn't take too long for me to be immediately immersed in its vibrant, terror-filled world. Although I hadn't seen the '80s cult classic that inspired the game, I could sense its deep respect and homage to its origins. Elements like Crescent Cove, Balloon Dog, and Cocoons serve as powerful reminders of the game's roots. But fear not, whether you're a die-hard fan or a newcomer like me, the game is designed to cater to both parties.

A killer of a time

https://www.youtube.com/watch?v=ilwcOZTBa64

You'll take on the role of a Killer Klown or Human. The goal is simple: Kill everyone in your way as a Killer Klown, or discover a way out as a Human. It plays somewhat similarly to asymmetrical horror games such as Dead by Daylight and The Texas Chain Saw Massacre, with a 3v7 face-off between Klowns and Humans. As someone who's played DbD, I could see a lot of similarities between the two, but Killer Klowns feels much more whimsical with its incredibly dark humor and carnival settings.

I got to take on the role of a Killer Klown the first time around. Never thought I would breathe a sigh of relief to be a murderous clown, but I was glad that I didn't have to stress of the Human side. It's also intriguing to experience it with two other players (who are also killers), which feels tremendously different from other horror games I've partaken in. The most I've seen was two killers at a time, so having three feels more like a party.

One standout feature was the method of locating targets. Instead of relying on a special ability, you must look for sound pings to detect nearby players. This adds a realistic touch, forcing me to rely on my virtual killer instincts. Fortunately, I didn't always have to rely on that since my teammates would often shout out Human locations via Discord chat. I'm curious to see if voice chat will be available with the official launch because that would definitely set it apart from Dead by Daylight, which doesn't have this feature.

Even if the Humans are more objective-oriented, Killer Klowns do have a sub-task of collecting Cocoons. They can be used on generators to get an early start to the Klownpocalypse, or to unlock more lackeys. However, since this is the only other objective you can do, aside from killing, it may get tedious over time. There's only so much you can do as a killer, but maybe a new update could provide more content for the Klowns.

Despite it potentially being tedious, the one thing that never gets old is the cinematic takedowns. These are just as brutal as any classic horror kill. They not only add to the game's visual appeal but also provide a satisfying sense of accomplishment as a player. Depending on the tool on hand, the eliminations differ, providing a variety of blood-curdling scenes. In true clown fashion, the weapons and items are just as wacky as the killers.

There's an abundance of objects to utilize, from a Mallet to a Popcorn Launcher to a Cotton Candy Raygun. Diversity in tools makes the game far richer, providing new ways to take down human trash. To give you an example, the Pizza Box allows you to disguise yourself as a, you guessed it, pizza box. Now, I don't think I'll ever look at pizza boxes the same.

It's unlike any weapons I've used in classic horror games, which have typically used traditional tools such as knives and chainsaws. Having these zany guns makes things much more exciting and new, adding a touch of humor to the game. I've had my fill with hacking and slashing in other games, so having a weapon like a Popcorn Launcher gives it some extra flair.

Killer Klown weaponry
Image via IllFonic & Teravision Games

Killer Klowns also have the unique ability to jump almost anywhere on the map. I've never seen a fast-travel feature in a horror title, which is another thing that sets it apart from others in the genre.

Humans can be just as deadly as the Killer Klowns

When it was finally time to face my fears of clowns, I took on the Human role. Given that the Killer Klowns can use sound pings to find you, you'll need to keep track of that with the Noise Generation bar.

Jumping into a survival horror game can often be overwhelming. However, Killer Klowns From Outer Space: The Game eases the stress with the Meeting Point. Beginning a match this way, where players can meet with others and unlock escape points, feels much more collaborative and accessible. 

You can find a few tools here, amongst other areas, to fend against the Killer Klowns. I went with the most horror-stricken weapon: the frying pan. Who knew that kitchenware could be so deadly? I probably could have played the sneaky part better, but it's fun to give the Killer Klowns a taste of their own medicine. It felt like Killer Klowns catered to any type of player, whether you are as quiet as a mouse or the loudest noise-maker ever.

Taking down the Killer Klowns is incredibly satisfying as a Human, especially when you have the whole team joining in. Nevertheless, the fear of being hunted never truly goes away, considering that there are two more killers who can rain down on the group's parade.

Humans in Killer Klowns from Outer Space: The Game
Image via IllFonic & Teravision Games

Items can also be used as key ingredients for your great escape. The escape tactics are, by far, the best part about being a Human. It's much more than just starting up generators; it can involve various points of interest. For instance, if you use the boat to escape in one playthrough, you can switch things up by taking the bridge the next time.

Each escape route generally shares the same objective of finding specific objects around the map. I only got the chance to do the boat route, requiring a gas can and spark plug. The other escape paths have their own unique items to grab, including keys for a locked mechanical door or a keycard for the bridge. Given that the tasks share a similar object-finding mission, I could see it becoming tedious the more you play.

On the other hand, it's still exhilarating to search and locate these items with the threat of the Killer Klowns. Even if Killer Klowns from Outer Space: The Game plays into its humoristic tone, it's still very much a horror game. I found it utterly terrifying to look for one tiny object as the group of murderers kept taking my team down one-by-one. The opposing side can also mess up plans by clogging exits with their sticky cotton-candy substance.

When things start coming together, it does feel truly rewarding to find the necessary items for the escape. Yet, it can sometimes be a double-edged sword. During my time playing, I had just enough objects to leave with the boat, but unfortunately, my teammate couldn't reach it, on account of them being wrangled by a clown. It was there that I had to make the devastating decision to escape without them, leaving the team with a bittersweet victory.

Most of the escape routes have a time limit, including a countdown that shuts a door down for good. This forced me to question whether I'm a team player or someone who needs to fend for themselves. Given that you can leave teammates high and dry with escape routes, it makes it feel like there's a touch of PvP in its online co-op. Will you play it like everyone men for themselves? Or, will you get everyone to safety?

While I enjoyed my time being alive as a Human, I found it entertaining to be on the dying side. Dead Humans can take the spectator route and play a few minigames to give the living buffs. I'm a sucker for simple minigames, and Killer Klowns From Outer Space: The Game knows exactly how to keep you entertained. It even has traditional carnival games, like whacking Klown heads, to add more to the game's theme. 

Some horror games can sometimes be a bit tedious, but I believe Killer Klowns has enough variety to keep you on the edge of your seat. The developers have indicated that there will be much more to explore with loadouts and ranks. A level-up system will likely keep things more interesting, so I'll have to see what this will have in store. I also hope that more skins and weapons are planned for Killer Klowns From Outer Space The Game's roadmap. A Halloween event would be perfect, too, or maybe even crossover with other famous horror clowns. (Pennywise, anyone?)

Playing the preview has inspired me to watch the film. Fans of this cult classic will undoubtedly enjoy finding all the Easter Eggs, and trust me, there's plenty to go around. Even those who haven't watched the movie will still have some fun with its hide-and-seek or hack-and-slash playthroughs. It may just be your next weekend multiplayer horror go-to.

You can look forward to Killer Klowns From Outer Space The Game when it arrives on June 4, 2024 on Steam, PlayStation 5, and Xbox Series X|S.

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Hades 2 is a magical, massive Early Access worth getting into now https://www.destructoid.com/hades-2-is-a-magical-massive-early-access-worth-getting-into-now/?utm_source=rss&utm_medium=rss&utm_campaign=hades-2-is-a-magical-massive-early-access-worth-getting-into-now https://www.destructoid.com/hades-2-is-a-magical-massive-early-access-worth-getting-into-now/#respond Mon, 06 May 2024 20:42:36 +0000 https://www.destructoid.com/?p=506493 Hades 2 Early Access impressions

Supergiant Games had a titan of a task ahead of itself in making a sequel to Hades. 2020's rogue-lite adventure was arguably their largest game yet, and with Hades 2, Supergiant would be doing something they'd never done before: make a sequel.

After a promising Technical Test, I got some hands-on time with the Early Access build that's out now. Not only is it bigger and better than I could've expected, but it's the rare Early Access I'd actually encourage people to get in on the ground floor of, whether you're already a Hades fan or not. Even at this early stage, it's one of the best things I've played this year.

https://www.youtube.com/watch?v=Miu_akSity4

Death to Chronos

Let's start from the top. In Hades 2, you play Melinoë, the Princess of the Underworld. If the attire, garb, and attitude weren't dead giveaways, she's brother to Hades 1 protagonist Zagreus, and daughter to Hades and Persephone. Her grandfather, the Titan Chronos, has returned and wrought revenge upon the House of Hades. Taken under the care of Hecate, Melinoë has been training, and your story starts with her setting out on the path of revenge; to dive back to where this all started, save your family, and kill time itself.

Screenshot by Destructoid

Her path is fraught with peril. You will hack and slash, defeating enemies and boss Guardians alike but you will, inevitably, die. Death's not the end, though. Each setback sees Melinoë return to shadow and reappear at the Crossroads, where she can recuperate, chat with her companions and comrades, then improve her equipment and abilities for the next run.

This rogue-lite loop has become a fairly standard framework these days, but again, Supergiant shows its talent for weaving themes and stories throughout the experience. Some runs might last half-an-hour, others die out in ten minutes, but each one feels like a step forward. You can collect reagents and resources to unlock more weapons or concoct new Incantations at your bubbling cauldron. (Hades 2 leans into its witchy vibes, and does so quite well.) Speaking to the Olympians who provide you aid through their boons can advance the plot, as can finding new locales with regions you might not have seen in prior runs.

Artemis, Goddess of the Hunt, in Hades 2
Screenshot by Destructoid

Weaving a tale

Hades already laid the blueprint. What's impressed me with Hades 2 is the ways in which Supergiant expands and builds upon its foundations. There's still plenty of time spent talking to unusually attractive gods and legends, and many of them are new faces that didn't appear in the previous game. You can still pass out Nectar to win them over and acquire valuable Keepsakes to influence your run's rewards and stats.

Yet side areas of the Crossroads, like the Hot Springs, which can be built through the cauldron and used to have a nice soak with your pals, add additional opportunities for both character development and a surprising degree of character vulnerability. Some of the heaviest moments in the first Hades were when characters opened up about their circumstances or past. Hades 2 smartly adds even more opportunities for that, while also developing a steady, compelling roster of gods for your home base.

The themes of Hades 2 are also a bit different this time around. For Zagreus, his escape runs were attempts to cope with a broken home and familial trauma. In Melinoë's case, though, she's had to find a family at the Crossroads. An early flashback scene shows how she was raised by this assembled band of rebels, learning to fight from a young age. Themes of inheriting a legacy, coping with loss, and fighting an uncertain future - the unstoppable ravages of time - abound. While this is a tale of revenge, it's also about how one copes with the inevitable progress of time, and the changes time brings.

Eris, Strife Incarnate, Hades 2
Screenshot by Destructoid

I promise, though, it's not all heavy. Many characters have made me laugh and smile. The Olympian gods are their usual selves, enhanced by the addition of newer faces like Hephaestus, Apollo, and Hestia. Dora, the little shade that hangs out in Melinoë's tent, is already a favorite character, aptly filling the role Dusa played in Hades. It's surprising that, even on story alone, Hades 2 feels massive.

In the air tonight

The scope extends to the rest of Hades 2, as well. The first Hades launched into Early Access with just Tartarus and Asphodel. Hades 2, meanwhile, doesn't just have a full "run" locked in, but a second one to unlock. Without going too far into details, Melinoë both gets to dive down, and venture into new territory for the denizens of the underworld, all in pursuit of the power to stop Chronos.

Once you start fighting through those areas, it might feel daunting to see how much there is to do in Hades 2 already. Five weapons are in the game right now, alongside many of the features you might expect if you had played the 1.0 launch of Hades. Aspects, helpers, plenty of boss fights, and more wait to be found. I learned about a gameplay feature the other day from another one of our writers who's been playing, and I've put tons of time in.

Screenshot by Destructoid

The weapons themselves, as I outlined in my Technical Test write-up, are pretty solid. I'm still figuring my way around some of them, but the Sister Blades and Argent Skull are already favorites. Each one also interacts with Melinoë's unique magic system, letting her charge up for Omega casts to add effects and power at a cost. It's made each run with each weapon feel unique, even before aspects start to get introduced.

Elemental options add a little extra reason to try new boons, offering benefits through Infusions. A reward may offer you a hefty chunk of health if you acquire at least four Water-aspect boons, for example, and different gods offer different variety of elements. There are a lot of reasons to break out of your comfort zone, and as someone who got very comfortable with specific builds and playstyles in Hades 1, I've enjoyed the newfound challenge in Hades 2.

The witching hour

There are some places where the Early Access nature of Hades 2 is still obvious. Certain characters don't have their portraits implemented yet, or only exist as a concept art sketch. (This was changing as recently as days before the EA launch though, so I wouldn't be surprised if that gets taken care of fairly fast.)

In a few cases, I felt like I was getting a story scene well after, and in one case before, I'd flagged it. And a few times, I had some odd funkiness with how Melinoë would hitch on some terrain, or how a hitbox appeared to me.

Screenshot by Destructoid

Despite all that, I can wholeheartedly recommend picking up Hades 2, and doing so now, rather than waiting for a 1.0. A lot of people, myself included, waited for the "full launch" of Hades to play it. I was concerned about getting invested in a story that wasn't finished, and wanting to get the full experience.

Hades 2 already feels like a hearty experience, even in the moments where I can tell it's not complete yet. Already, this is a stellar follow-up to Supergiant's tale of gods and families, and if the road only goes up from here, this feels like another hit in the making. That's without even getting into Darren Korb's work on the Hades 2 soundtrack, which is phenomenal; the use of familiar motifs and ideas from the first game, while incorporating eerie, spritely, ethereal concepts like synths and wailing saxophones works so well, building up the witchy vibes even further.

Every looped night, every sleek new combination and build I put together, every narrow victory over a tough boss, even every tree slammed into a wailer for a terrain kill, feels fantastic. And sure, you could wait it out just to get the whole package. But what's here now in the Early Access of Hades 2 is one of the best games I've played so far this year, and so far, it seems like it will only get better as the months go on. Killing Time has rarely been quite so enjoyable as it is in Hades 2.

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Hades 2 is off to a hot start, from its action and tunes to its gods https://www.destructoid.com/hades-2-is-off-to-a-hot-start-from-its-action-and-tunes-to-its-gods/?utm_source=rss&utm_medium=rss&utm_campaign=hades-2-is-off-to-a-hot-start-from-its-action-and-tunes-to-its-gods https://www.destructoid.com/hades-2-is-off-to-a-hot-start-from-its-action-and-tunes-to-its-gods/#respond Fri, 19 Apr 2024 20:18:49 +0000 https://www.destructoid.com/?p=496887 Hades 2

Supergiant Games is one of those rare studios, whose resume of stellar games has essentially ensured I will always be interested in their next project. Bastion, Transistor, Pyre, and Hades were all excellent in their own ways. But going into Hades 2, I was curious just how this studio would tackle a sequel, a first for the team.

Turns out, I didn't really need to worry. I've hit the "end screen" of the Hades 2 Technical Test, and all I want to do is play more Hades 2.

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

Death to Chronos

The slice, available as the Hades 2 Technical Test, is essentially the opening of the game. And much like Supergiant's other games, it starts a bit in media res. You are Melinoë, the Princess of the Underworld. Your mission is simple: Death to Chronos. The Titan of Time has, in some way, up-ended your happy home life. So rather than escaping up and out of hell, you're diving down towards it with vengeance in mind.

There are a few returning faces here. Some of the gods, like Demeter, Poseidon, and Aphrodite are back, decked out in new designs. There's more newcomers joining the lineup of recurring gods and deities, too. Headmistress Hecate plays the "Hades" role, running the base of operations back home. Odysseus and Nemesis hang out around the Crossroads, a spritely shade named Dora hangs out in Melinoë's room, and more gods to offer their boons. Apollo and Hestia are nice surprises, and Hephasteus is already a fan-favorite for his incredible design.

Apollo, God of Light, in Hades 2
Screenshot by Destructoid

And the designs really are something else. Supergiant's always had excellent character designs, but Hades 2 sees them showing off with both newcomers and revisions of old characters. Put plainly, everyone is hot. The diversity of styles and types here is more than welcome, and really, the nigh-feral reaction from fans as they share the god designs online is more than merited. Even small touches, like Melinoë donning new attire when she gets a special dress from Arachne, give Hades 2 a familiar-but-fresh visual upgrade.

Hades 2 doesn't just shift in terms of verticality, though. Melinoë doesn't have the same weapons as Zagreus, and doesn't employ the same tactics either. One major area where the former differentiates themselves from the latter, maybe the biggest difference between Hades and Hades 2, is in its magic. Or rather, witchcraft.

Hecate, Witch of the Crossroads, in Hades 2
Screenshot by Destructoid

Witches' brew

In the first Hades, Zagreus had a simple but effective set of tools: Dash, Attack, Special, Cast. For Hades 2, Melinoë has the same button layout, but expanded thanks to her magical abilities as a witch. Basically, the three offensive buttons — Attack, Special, Cast — can be held to charge up an empowered "Omega" version, which adds effect in exchange for some of Melinoë's magic bar.

The magic bar and how it expands Melinoë's actions, compared to Zag's, is probably my favorite part of Hades 2 so far. Just with the starting weapon, a staff, Melinoë can charge up the Attack to send out a column of magic power, striking enemies ahead of and behind her. Or the magic circle Cast can be used to bind and damage foes, if you can charge and position it properly.

Image via Supergiant Games

There's a constant risk-and-reward of how much magic you can expend and when it's safe or dangerous to do so. Launching these "Omega" versions take time to charge up and launch, so it can leave you vulnerable to enemies while you're prepping them.

Melinoë's magic means that the Boons from the Olympians can have interesting new effects, too. I was curious how, with gods like Demeter and Poseidon returning, Supergiant would make them feel different from their original versions. But adding the ability to still use tools like Aphrodite's Weaken, within the toolset of these new attacks, works super well. Build-crafting on the fly feels really fun, and I didn't really disparage seeing the returning faces among new Boon options.

A deep dive

It should go without saying, but I do need to write it at least once: Darren Korb is killing it again on the Hades 2 soundtrack. There are a lot of familiar and noticeable motifs here, but with a witchy twist. It's hard to describe, but the music has a dark twist, like you're playing Hades during a full moon and see a black cat cross your path. I really dig it.

It only took me a few runs to blast through the opening level and make it to the first boss, which marks the "end" of the Technical Test. I can still hop back in and play right now, but I'm not allowed to advance further than that first stratum. Curiously, there seems to be other options for advancing in Hades 2; a conspicuous option to "Go Up?" lies across the aisle from the "Go Out" option that starts the run. It makes me wonder if Hades 2 has quite a bit more in store for us than we currently realize.

Aphrodite, Goddess of Love, in Hades 2
Screenshot by Destructoid

Either way, the Technical Test has mostly assured me that Hades 2 is looking extremely good. This alternate take on the pantheon, leaning into the witches-and-magic side of Greek mythology, works extremely well. Melinoë is already compelling, as is her headmistress Hecate and the gathering of characters assembled at the Crossroads. It really speaks for itself that even now, I'm eager to dive back into another run, to test out a new weapon or find some new Boons, even if I've only got access to a slice of the eventual whole.

The first Hades felt like an impressive new spin on the roguelite formula, while also combining the strengths of every Supergiant game before it for one big slam-dunk. Hades 2 sees Supergiant returning to the well, and still finding ways to make an even more impressive version of this kind of game. I can't wait to see more of what's in store for Melinoë.

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Lorelei and the Laser Eyes made me break out the pad and pencil, and I dig it for that https://www.destructoid.com/lorelei-and-the-laser-eyes-made-me-break-out-the-pad-and-pencil-and-i-dig-it-for-that/?utm_source=rss&utm_medium=rss&utm_campaign=lorelei-and-the-laser-eyes-made-me-break-out-the-pad-and-pencil-and-i-dig-it-for-that https://www.destructoid.com/lorelei-and-the-laser-eyes-made-me-break-out-the-pad-and-pencil-and-i-dig-it-for-that/#respond Wed, 17 Apr 2024 20:13:43 +0000 https://www.destructoid.com/?p=495649 Lorelei and the Laser Eyes

When the Lorelei and the Laser Eyes team reached out with an offer to try Simogo's latest game, they also sent over a little notebook. It was a neat inclusion that soon became a crucial part of my playthrough; it's hard to separate my time within Lorelei from my time outside it, noodling over puzzles even when the app isn't open. It's that kind of game.

The set-up of Lorelei and the Laser Eyes is intentionally vague. You arrive on the outskirts of a hotel, invited by a letter you don't really have context for yet, to participate in... something. A game? An exhibit? A reunion? Who's to say. Certainly not me, as I'm still discovering pieces of that in my playthrough now.

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

Solve a few puzzles, and you'll get inside and start getting pointed in various directions. The crux of Lorelei and the Laser Eyes is exploring this manor, trying to learn and recover memories, and solving puzzles so you can keep moving forward.

Myst-heads will likely eat this up, or for a more current reference, it's reminiscent of games like The Witness or Braid or Fez. Lorelei is puzzle-driven, story-driven, and filled with mystery; the fixed camera angles and manor setting definitely bring to mind the first Resident Evil, too. It's an interesting, though not unnatural, leap for Simogo. Their previous game, Sayonara Wild Hearts, was a break-out hit. But this was a team that also produced other compelling, moody puzzlers like Device 6 and Year Walk. Gameplay-wise, Lorelei falls in line with the latter.

 Lorelei and the Laser Eyes manor room,  all in black in white with two characters with glowing eyes
Image via Simogo

Some puzzles, early on at least, were fairly straightforward. A clue is laid out plainly, sometimes even underlined for the player's benefit, and a little deduction gets you to where you need to go. Knowing that a street address actually doubles as a code for a lockbox, for example. (That's a made-up scenario I just invented, as I really don't want to spoil any puzzle solutions in this writeup.)

They do, eventually, start to turn up the difficulty, and in a very interesting way. Dates, names, places, or anything can become a puzzle piece. Puzzles can require different kinds of solving, too. It's not just memorization or repeating the right number back. There are times where altering viewpoints and symbols meant just as much. I mean, I had to do actual math. That's a lot to ask after a hard day's work.

Part of what I really like about Lorelei and the Laser Eyes is how open everything feels. Once I was inside the manor, I was pretty free to walk around and follow my curiosity wherever it led me. I'd get sidetracked trying to simply map out the rooms, or discover all of a certain puzzle type. There are some helpful environmental hints to generally guide the player along a "story" path, which I do recommend; it was a bit embarrassing to realize that a clue I needed to solve one puzzle had been gated behind a story event. I was a little distracted staring at posters and letters.

Three characters, mostly black and white, gathered around a table in Lorelei and the Laser Eyes,
Image via Simogo

Lorelei does give you every tool in the box to solve these problems, though. Your player character has a photographic memory, so any document or note you read is permanently saved to the menu for recollection later. I still recommend the pad and paper, though, as several puzzle solutions required math or geometry. I am, as my teachers would've put it, a "visual" and "hands-on" learner, so mapping things out on paper definitely helped.

I will say, for its various approachability options, I did have a few gripes with Lorelei and the Laser Eyes so far. It has a limited amount of buttons, so really you mostly just need to navigate around and hit "interact." Trouble is, opening your menu falls on the same button. So getting stuck on a puzzle and then trying to open up my menu to recollect some clues often just put me back in the puzzle. Similarly, there's not an easy "back out" option. If I've entered a screen where I need to punch in letters or numbers, I need to hit the "solve" button to get back out. And if I'm rotating a wheel with numbers on it, it can only rotate in one direction. Was the 1 actually a 0? Time to go all the way around.

Combine that with some hard puzzles and a general push towards discovery over rigid guidance, and I do think some people might bounce off Lorelei and the Laser Eyes early. To which I'll say, please don't.

 Lorelei and the Laser Eyes hotel scene, with a character standing in front of the entrance
Image via Simogo

Take it from me: my first session in Lorelei felt confusing and awkward. I stumbled around the mansion, just trying to get my bearings. I'd run into puzzle after puzzle that I felt like I had zero context for. Some of the environmental guidance felt like it led me in circles. I put it down. And when I came back for round two, I hit a story flag, and it felt like I could see the puzzle box so much more clearly for what it is.

Soon, I was feverishly taking notes and scribbling in my pad. I was beginning to form thoughts and ideas, theories, about what was going on. I found some items that really, truly blew my mind when I figured out how they interacted with others, and what sorts of discoveries and new experiences they opened up.

Lorelei and the Laser Eyes feels like a layered, hand-crafted puzzle experience. When I got on a roll, it reminded me of the invitation scene from Glass Onion, where one revelation sent me running back to another part. For some people, that might get frustrating when they hit a mental wall they can't push through. For others, breaking out the pad and pencil, noodling away, thinking about a puzzle on your off-hours is part of the draw. And I think Lorelei and the Laser Eyes will have a lot in store for that crowd.

Lorelei and the Laser Eyes is out on May 16 for Nintendo Switch and PC.

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Bellwright is a promising start for a settlement-builder in which you enact a rebellion https://www.destructoid.com/bellwright-is-a-promising-start-for-a-settlement-builder-in-which-you-enact-a-rebellion/?utm_source=rss&utm_medium=rss&utm_campaign=bellwright-is-a-promising-start-for-a-settlement-builder-in-which-you-enact-a-rebellion https://www.destructoid.com/bellwright-is-a-promising-start-for-a-settlement-builder-in-which-you-enact-a-rebellion/#respond Sun, 14 Apr 2024 15:00:00 +0000 https://www.destructoid.com/?p=491661 fishing hut in bellwright

The thought of building a settlement in the medieval countryside while simultaneously being oppressed by the local lords fills me with anxiety, but that's the world Bellwright launches you into.

Developer Donkey Crew describes Bellwright's world as an idyllic medieval world, one imagined by a child with open fields, forests, wild animals, and a shining sun beating down on you. It's very beautiful and makes every NPC and building pop when you get up close to them. But there's a darker side to this world, and it isn't just the murky swamps. At first, you're building a settlement, but your overarching goal is to do much more: To rebel against the powers ruling over this land.

Survive, thrive, conquer

snowy buildings in bellwright
Image via Donkey Crew

I was invited to a preview event for Bellwright, in which Donkey Crew showed off roughly 45 minutes of gameplay and talked me through the majority of the game's systems, at least those available when it launches in early access on April 23, 2024. After that, I and a few other journalists were able to ask some questions about what we'd seen, and I have to say, I came away pleasantly surprised.

The session started with a broad look at the game's world. It's a 25 kilometers-squared map pocketed with a variety of biomes. One of the game's key inspirations, according to Donkey Crew, Subnautica, can be seen here in that you begin your story in the peaceful grasslands biome and entire into more dangerous territory as the narrative progresses.

I use the term narrative loosely because while there is a story, you don't necessarily need to engage with it much. The goal of the game is to move about the map, freeing people from the tyranny of the occupying ruling force village by village until you've eradicated them. That sounds simple in principle, but it's much more complex when you dive into the details.

First, you've got to recruit people for your settlement. To do this, you'll need to visit nearby villages and gain the trust of key individuals before building a bell tower. This structure is a sign of rebellion and will trigger a fight you must win to gain the respect and loyalty of the village, which now serves you.

Priorities are the name of the game

soldier walking in bellwright
Image via Donkey Crew

With followers under your belt, it's time to build your settlement, which I think will be the part of the game most survival fans care about. It's a lot like Rimworld in that you set priorities for your followers, and they'll perform tasks in that order. If you'd rather they build instead of farm, they'll do that if you tweak the priorities list. Otherwise, Donkey Crew explained that they'll get on with things as they see fit.

Building isn't fast, with most structures taking multiple in-game days to be completed. This makes Bellwright a slow burner, but it's designed to make you carefully consider everything you have built. If a structure isn't essential, you'll need to leave it until later or push your progress back.

For example, you might want to build a blacksmith to start making weapons and armor, but if your people need a warehouse to store more food to survive the winter, you know what your priority is. Seasons impact the world around you, so you'll rely on stores in the winter, while building up a new one in the following spring and summer.

As your settlements grow, and you will have more than one as you play, you'll become the target of raids. Your followers will automatically defend what is theirs, but can also be taken into battle. Much in the same way as Mount & Blade 2: Bannerlord, you'll be directing soldiers to move or attack instead of controlling them while they fight. In fact, Donkey Crew told us that you could go through the whole game without swinging a sword at all if you want.

Combat is a natural part of progression in Bellwright because areas such as bandit camps and enemy-packed biomes hold resources essential for unlocking new structures and technology. Even raiding large towns is part of progression because huge benefits such as a wheat field for a much more reliable supply of food are locked behind your enemy's tremendous defenses.

Of course, none of this would be as satisfying without survival elements, and there are plenty to be considered in Bellwright. While your character and followers don't die if they fall in combat, you do lose some of your items when you respawn. Your followers will become injured if they drop in battle, and if you force them back out without healing, they'll disappear for good.

You'll also need to remember to bring food on a raid with you. Soldiers get hungry in a battle, and they don't recover quickly if you've got no supplies to feed them. It slows the pace of progress to the point where it almost feels historically accurate, pulling you into the world because you know you can't forget a single thing if you want to win.

What I've seen of Bellwright looks great so far, and Donkey Crew has plans for so much more. At early access launch, the game will have fast travel points you can build in settlements to set up your own network, but eventually, ridable horses are planned. Depending on what the community response to the game is, there could also be a peaceful and endless mode.

Regardless of what eventually is or isn't in the game, Donkey Crew has put a lot of work into getting it to run on widescreen monitors and as many PC builds as possible. It told us that good rigs should easily hit 60 FPS, while lower-spec PCs should still run the game with performance-based settings.

The one caveat to the mostly pleasant preview is the use of AI voiceover in the early access version of Bellwright. Donkey Crew gave this information up freely because it wants to be clear that its intention is to use paid human voice actors in the final version. However, AI voiceover is helpful during development because you don't need to rely on a voice actor's schedule of availability or have the increased cost of redoing so many lines repeatedly.

I see the developer's point here and appreciate it being so upfront with the information. However, there's no end date for the early access, and I can't help but think, especially in the current climate, that this one aspect might overshadow what are otherwise seemingly enjoyable gameplay systems.

Bellwright goes into early access for PC on April 23.

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Visions of Mana preview: Creature comforts in RPG form https://www.destructoid.com/visions-of-mana-preview-creature-comforts-in-rpg-form/?utm_source=rss&utm_medium=rss&utm_campaign=visions-of-mana-preview-creature-comforts-in-rpg-form https://www.destructoid.com/visions-of-mana-preview-creature-comforts-in-rpg-form/#respond Thu, 28 Mar 2024 19:39:32 +0000 https://www.destructoid.com/?p=485438

Some RPGs sell themselves on epic, sweeping tales. Others on their complex, robust battle systems, or their unique approach to actual role-playing. Visions of Mana doesn't necessarily lack in these departments, but its draw for me after some time spent in its world is simply cozy, familiar comfort.

I was surprised that was the takeaway, after spending roughly 45 minutes or so blasting through a two-part demo at PAX East 2024. To be clear, I don't hold any particular nostalgia for the Mana series, as I never played it growing up. Any personal attachment I have is mostly for the Secret of Mana box art, an all-timer if ever there was one.

https://www.youtube.com/watch?v=2A0sil8LWK8

Yet the second I started swinging weapons and bashing monsters in the overworld of Visions of Mana, it felt familiar, like I'd done this before. Maybe it was the influence of the Mana series surfacing. Or maybe Visions of Mana is just a cozy adventure to mosey through.

The Visions of Mana party: Hinna, Tal, and their dragon friend
Screenshot via Square Enix

There's always a hero, there's always a tree

Val, the hero of Visions of Mana, is a guard for his elemental alm and childhood friend Hinna. The two are off on a journey, a pilgrimage to the Tree of Mana, and countless perils and obstacles likely await.

I didn't get a great sense of what the story is about in Visions of Mana, aside from a trip to the Tree of Mana and dealing with a lot of elemental affinities along the way. I'll say that I didn't really need an infusion of story to sell me on this, either. Most of the setting and vibe is communicated through the world and its characters.

Visions of Mana is bright and cheerful, even in frigid areas like the snowy Mt. Gala I battled my way across. Characters like Morley and Careena, my two party members alongside Val, clearly stick out. The world incorporates much of the Mana iconography you'd expect, and that's on purpose, as Mana producer Masaru Oyamada explains to me in an interview after the demo.

"In terms of the world building, really, we started off with the visual of the Mana tree and kind of built things around that," said Oyamada. "Thinking again, about you know, how much of an expansive field we wanted to achieve with this game. We originally started by kind of assessing the technological elements, how feasible that would be, and through that, that was really how we built the game and the world within the game."

A Pikul in Visions of Mana
Screenshot via Square Enix

The open fields are fun to run around in, either on foot or on the back of the pikul, adorable dogs that act as the party's mounts. They are perfect, and I swear to protect them from all harm.

This also means a world full of quests to accomplish, whether on the main path or through side quests. Oyamada says there will be reason to back-track too, thanks to the traversal options that different elemental triggers in the world offer. For example, the vessel of Sylphid, the Wind elemental, can control air currents; and so when faced with a rocky outcropping without many places to platform across, an elemental trigger can open new paths across.

Scrappin' time

I also got a chance to dig into Visions of Mana's combat, which sees your team of three fight monsters and enemies in real-time, action-RPG combat. To put it simply, fighting feels good in Visions of Mana. Move sets are fairly simple, with two standard attacks and a small allotment of extra moves based on your class. It'll feel right at home for anyone who's played an action RPG in recent years.

The customization and skill application comes in when you start accounting for classes. Different elemental vessels open up new classes for each character, not only changing their arsenal of attacks, but incorporating elemental effects into their strikes. The Vessel of the Moon, for example, can create pockets of slowed time. I had Careena pick up the Luna Globe and she became a Moon Charterer, dropping tiny pockets of slowed time like Dio from JoJo's, freezing enemies for Val and Morley to beat up.

The new Mana party in battle
Screenshot via Square Enix

Each character feels distinct in their own way, though. Morley wields blades and knives, at times reminding me a bit of Vergil from the Devil May Cry series. Val, meanwhile, has big Protagonist energy, often taking up the vanguard and providing defensive options on the field. I didn't get a great feel for Careena, as her moves felt pretty varied between classes, but she definitely came off as both technical and able to really employ elemental effects. Oyamada says the team definitely wanted each character's actions to reflect their individual personality and characteristics, and that comes across.

There are plenty of options, but they rarely felt overbearing. Even the difficulty felt tuned just right; fights had some challenge, some push-back, but I still managed to cruise through without too much trouble. I did run into a pack of ultra-high level foes in a lower level area, which seems like either a reason to return or a challenge waiting, for those willing to dare it.

A new Mana after all these years

It might feel a bit superficial to simply say, "Visions of Mana is a comfort food RPG," but it really is. Characters wear their emotions on their sleeve, the world is bright, the combat is fast and enjoyable and rarely feels arduous. The music, something the team has talked about before in a recent Xbox showcase, ties it all together to feel like a grand journey.

On my end, I was curious why the team finally chose to pull the rip cord on a new Mana. While the series has seen some remakes and re-releases, this is the first fully new Mana game in over 15 years. As Oyamada puts it, the team had been working on remakes, but throughout the process he did think about what would be a good way to create a new installment.

Screenshot via Square Enix

"But at the time, you know, a lot of the original staff members who worked on the game, including [Koichi Ishii], had actually left the company," Oyamada told me. "So again, you know, I was very much focused on, what can I do? In terms of like, if I were to make a new installment, what would be a version of it that people would accept? What would be, sort of, a game that would be worthy of being called Mana?"

Trials of Mana, the 3D remake of Seiken Densetsu 3, is the "big turning point" that Oyamada identifies. It was ambitious and fairly well received, and it got the team thinking about what it could do for a new installment.

Series creator Ishii had his own philosophy for the Mana series where, according to Oyamada, he wanted to give himself a "challenge," in terms of making something new and in game systems. But Oyamada approaches it from the standpoint of "someone who just loves the series."

"And so whether that be you know, the monster designs that [Ishii] originally came up with, or whether that be the visuals of the Mana tree," said Oyamada. "Or whether that be, you know, like the way the system and the lore with which like, these elemental spirits reside in this world. I've always felt that those are some of the strongest parts of the past games, and so I wanted to be able to incorporate them into this newest game too."

Screenshot via Square Enix

Indeed, Visions of Mana feels like a passion project from a Mana fan. It's a sentiment that comes across even to me, someone not quite so well-read in his Mana. But I also think Oyamada and the Visions of Mana team are tackling something fresh here, too. The open zones and linear battle sections tying together, with elemental traversal and good, solid action, layered over with great art and music, all gives me the feeling of booting up an RPG classic on a Saturday morning. It's even pushing the established envelope a bit on the tech side. Oyamada says that scope of work from increased platforms, and what the team wants to achieve on the technical side, are why Visions is launching where it is; notably, not on Switch.

Maybe that's what Visions of Mana ends up being: a cozy Saturday morning RPG. If it does achieve that, I think it'll be something worth keeping an eye on. Visions of Mana is currently planned for summer 2024 on PS4, PS5, Xbox Series X|S, and PC.

The post Visions of Mana preview: Creature comforts in RPG form appeared first on Destructoid.

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Predecessor preview: A community-driven MOBA everyone can enjoy https://www.destructoid.com/predecessor-preview-a-community-driven-moba-everyone-can-enjoy/?utm_source=rss&utm_medium=rss&utm_campaign=predecessor-preview-a-community-driven-moba-everyone-can-enjoy https://www.destructoid.com/predecessor-preview-a-community-driven-moba-everyone-can-enjoy/#respond Thu, 28 Mar 2024 16:05:48 +0000 https://www.destructoid.com/?p=484188 khaimeira in predecessor

Predecessor is a fabulous third-person MOBA that gets you right into the action from the very first moment of every match. From there, it's a glorious process of learning and mastering mechanics that never stops.

In 2016, Epic Games released Paragon, a third-person MOBA, for PC and PS4. It was extremely well received because it was just completely different. In a genre that League of Legends dominates, here was a game that seemed to prioritize fun for all players instead of only those who knew how to main one lane, a hero, or lurk in the jungle.

Sadly, though, it didn't last. Epic Games shut Paragon down in 2018. The developer's final move was to release all the assets and allow anyone to pick them up and build the game themselves if they wanted to. That's exactly what Omeda Studios has done with Predecessor, and it feels even better today than it did all those years ago.

Closer to the action

https://www.youtube.com/watch?v=QZm4pGbPwkA

I'm far from well-versed in the MOBA genre, but I have certainly thrown a hundred hours into more than my fair share of them. I understand the appeal of the top-down tactical view and why it's important to see as much as possible, really I do. But, for me, the thing that sets Predecessor apart from the competition is the way it gets you close up and personal with the action.

Of course, Smite does this, too, but there's something about Predecessor; the slick movements of every hero and the way every hit feels meaty as if you're genuinely dealing physical damage to something inside your screen. MOBAs boast epic stories and characters with tonnes of lore, but it's only in this game you can feel all that brought to life because you're pulled into the same world as the hero you're controlling.

Every physical hit feels like a hit, every shot like a shot, and all your powers and abilities feel like you're gathering otherworldly energy to cause damage or buff your team. This only gets better over the course of a match, as heroes get faster and grow in strength. Each character truly does feel unique, and thanks to the lengthy nature of the game's progression system, you're able to learn them all over time, finding your firm favorites along the way.

It's not just the way things feel, though. The visuals in Predecessor are stunning. The way each character moves and the effects of their attacks and animations just make for spectacles at every turn. Even if all you're doing is attacking minions and a tower, particles will fly everywhere that make your efforts look like they matter—which, of course, they always do in a team-based game like this.

grux attacking tower in predecessor
Screenshot by Destructoid

Matches play out much how you'd expect: there are three lanes and two teams. You've got to rush the right lane and take out enemy minions and towers until you reach their base and destroy it. It's in the details that every match becomes unique, though. Every hero brings with them a new twist on the team formula, whether it's one who needs to level up killing AI enemies around the map, one that must support other heroes to grow in power, or a hero who can do a bit of everything and change tactics on the fly.

The sheer level of variety in heroes is astounding. While playing, I kept encountering ones I hadn't played or battled with, and I am in awe of how players have quickly mastered their ability to know exactly how to be useful as them in a match. The key to winning is knowing how to defend against and counter them.

Another staple of the genre, items, is present here. You can teleport back to your base and use the currency gained from fighting to buy items to buff your characters for the coming fight. It's a system that's initially complex but easy to learn after a few matches. Experimentation with each character is fun here because you can change the tide of a match depending on what you buy for which characters at what time.

For example, picking up items that will boost speed for a jack of all trades is going to be a nightmare for the enemy. You can easily screw up their synergies by taking one of them out and moving across lanes while your minions tackle towers and teammates focus in a single lane. The potential for tactical changes on the fly that pay off in a flurry of explosions and victory is almost too much to take in. But that's what I really enjoy about Predecessor. No one play style is required to win, keeping everyone on their toes.

victory screen in predecessor
Screenshot by Destructoid

Predecessor's tutorial does a great job of letting you get to grips with how matches work. But I was already eager to get stuck in and try out every available hero before that finished. I think the combination of the way the third-person camera makes this feel like so much more than a MOBA, and the basic mechanics of a MOBA game combine to give it that "one more match" feeling. You could quickly lose every evening to Predecessor, unlocking heroes and playing more and more matches.

I struggled to pull myself away from the game to write this preview because I wanted to keep on putting time into matches. I think that's largely down to the genre it occupies. MOBAs are inherently playable, sucking you in all night until it's time to start your day all over again. The key difference, I think, is that you can switch things up so more frequently in Predecessor because you're all restricted to that single character, third-person view. You can't judge others if you're focused on your own actions.

I've been able to play the game ahead of its launch in open beta on Xbox Series X/S. After being released on PC and garnering enough players to justify a PlayStation open beta, the game is now available on Xbox as well, with crossplay between them all. This means you can play with anyone almost anywhere, setting Predecessor up for a hopeful future.

Familiar faces, new powers

cocky team in predecessor
Image via Omeda Studios

I played around with a few of the 34 and counting heroes on offer but ended up settling with a mix of Grux and Khaimera. The latter, like many of Predecessor's heroes, has been brought over from Paragon. Epic Games allowed developers to take its characters and use them for their own MOBA. Omeda Studios has and continues to rework old heroes and produce original ones, so fans have a constant influx of new systems to contend with.

I really like this about Predecessor because it takes me back to those days playing Paragon in 2016. You can be fighting as one new hero against another, and still feel the DNA of the game that got you invested in this scene so long ago. Omeda Studios is very upfront about how it uses what Paragon started to inform its future, and that's nice to see. Knowing that this game is sticking true to that vision makes playing it and pushing for more experience on each hero feel so much more worth it.

In fact, that's another area where Predecessor absolutely nails how to make a game feel good. Players unlock cosmetics for heroes through the Affinity system, a battle pass for each character containing free and premium items. It takes a while to completely unlock everything, but this is a MOBA, so you're probably going to pick one hero and main them for the foreseeable future.

Once you have completed an Affinity path for a hero, you can assign the XP you earn as them to another hero, even one you haven't unlocked yet. In this way, the game shows you that your time is valued, and you can start working on cosmetics for characters you're hoping to buy further down the line early. It's a small but powerful feature I certainly value, and I can see many other players valuing too.

Is this a game that's going to last?

characters in predecessor
Image via Omeda Studios

Something I'm always concerned about when I see what looks like a great game with that early access or open beta label is whether it's going to stick around. For what it's worth, I believe Omeda Studios has built a firm foundation here and is capitalizing on that with both its PlayStation and Xbox versions.

Predecessor isn't going anywhere, because every penny it earns is constantly being reinvested. The game's community is vocal and regularly causes the developer to make changes you'd never see elsewhere. Just this week, the price of skins has been dropped, and players who purchased any recently are being refunded. This is a direct result of player feedback because the developer knows it needs its community's trust and doesn't want to jeopardize that.

It is rare for a game to make changes like this, and feel this polished, in open beta. Plans are in place for new heroes to be added regularly, and even more is on the horizon in the form of more game modes and a ranked system.

I can't score a game still in early access or open beta, but I can tell you what I feel this is: Predecessor isn't just another MOBA. It's a fantastic game you can get in on the ground floor of right now on. It's not just another live service game that will fail after you've become invested because it's already been going for years. When you're ready to take the plunge, this is a multiplayer game that offers variety on every level that will welcome you with open arms and reward you for the time you spend with it in both satisfactory experiences and glorious visuals. It really is something else, and I don't think we've even scratched the surface of it yet.

As of today, Predecessor is available for PC, PS4, PS5, and Xbox Series X/S via Xbox Game Preview.

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Hands-on preview: Nightingale prioritizes worldbuilding in a world worth exploring https://www.destructoid.com/hands-on-preview-nightingale-prioritizes-worldbuilding-in-a-world-worth-exploring/?utm_source=rss&utm_medium=rss&utm_campaign=hands-on-preview-nightingale-prioritizes-worldbuilding-in-a-world-worth-exploring https://www.destructoid.com/hands-on-preview-nightingale-prioritizes-worldbuilding-in-a-world-worth-exploring/#respond Mon, 12 Feb 2024 21:09:33 +0000 https://www.destructoid.com/?p=462068

Recently, successful survival-crafting releases like Palworld and Enshrouded have turned early 2024 into a competitive market for the genre. Inflexion Games has been crafting their take on the genre, Nightingale, for over five years now.

In just over a week, it will be released in Early Access with a plethora of content readily available. I had the opportunity to spend a few days in the world of Nightingale and explore all its many realms. I know you may be getting worn out with all the survival-crafting releases of late, but trust me when I say you'll want to save room for a bite of Nightingale.

Nightingale Preview Screenshot
Screenshot by Inflexion Games

An endearing yet whimsical world

Alongside previewing Nightingale, I also had the chance to chat with Inflexion Games CEO Aaryn Flynn, Art Director and Head of Audio Neil Thompson, and Director of Production Leah Summers. All three are former BioWare developers who, quite frankly, know how to create special worlds. I'll have that interview up later this week, but one of the key points of that interview reverberates when detailing my time with Nightingale: the world-building is what sets it apart from all the other titles in the genre.

Nightingale is set in an alternate-history Victorian timeline that the developers refer to as "Gaslamp Fantasy". If you're not sure what that means, don't worry, neither did I. It's similar to Steampunk in my opinion, although I was told the two are vastly different. But it seems like Gaslamp Fantasy is rooted in a more magically-infused world than Steampunk.

Anyway, humanity has constructed a network of portals that connect the various realms to one another. However, the portal network collapses and it's up to the players to search out these portals, repair them, and explore the many realms in search of the fabled city of Nightingale.

A solo adventure...

The first part of my hands-on let me explore the world of Nightingale on my own. After a brief tutorial that taught me all the basics—how to gather materials, craft, and build a base—I met Puck, a seemingly nefarious Fae who offers me help, but I'm pretty sure has his own agenda. From here your adventure becomes mostly open-ended. You explore a realm—essentially a 2km map of a specific biome—while gathering more resources, defeating creatures, and exploring points of interest in the realm. If you find a realm you like, you can throw down an Estate, which allows you to start building structures in that area.

You'll also come across Realm Cards that allow you to open portals to new realms. At first, you need to find designated Portal structures scattered throughout each realm. But, eventually, you can create your own Portal structure at your Estate, and then explore the realms as much as you want.

Realm Cards have certain tags that dictate the biome and features of each realm. Every realm is procedurally generated, but the cards you use to activate the portal will shape it. For example, use a Desert Realm Card and you can expect to be in a desolate desert where you'll have to worry about keeping cool.

You'll also find cards that can specifically shape an existing realm further. Let's say you already found where you want to call home, and have built up an Estate there. You may eventually come across the Blood Moon Card that will transform your existing world to nighttime with a giant red blood moon in the sky. But not only is it now nighttime, the enemies in this realm are tougher and grant better rewards.

Nightingale Screenshot Early Access
Screenshot by Destructoid

...or create a city with friends

Eventually, you'll create better equipment from resources obtained by killing tougher creatures. You'll proceed through various qualities of Realms—think the traditional white, green, blue, and purple qualities—fighting tougher enemies and getting better resources along the way. There are even boss encounters that require you to tackle them with a party.

You can have up to six players in a party at a time, which not only makes killing bosses easier but allows you to work together to build your Estate. You can choose to share your Realm Card with your friends, allowing them easy access to your realm and therefore your Estate if you want to allow your friends to visit.

As part of the hands-on, me and five others ventured deep into a higher-level realm to hunt down an Apex Creature. After tracking the beast through some harsh swampland, we eventually encountered our target: Humbaba. It was not an easy fight, nor a quick one. Even with appropriate level gear, we kited the Humbaba all over the swampland while trying to dodge its poisonous attacks and massive damage output. Many deaths later—especially from Inflexion Games CEO Aaryn Flynn, who Humbaba seemed to have taken a real liking to—we finally felled the beast.

I ended the session carving up meat from the Humbaba carcass, which I learned would be useful for crafting some yummy food with some helpful buffs. I enjoyed my hands-on preview of Nightingale, but like most games of this genre, I think the true fun will come from experiencing the journey with others in the vast social landscape Nightingale has to offer.

Even though Nightingale is launching into Early Access, it seems like there's a ton of content already here. I'm looking forward to jumping in with friends and building up our own realm while advancing through the different qualities of equipment. After speaking with the Inflexion Games devs, I'm hopeful about the future of Nightingale as well. They plan to stay in Early Access for about a year, using player feedback to shape and mold the game during that time.

Nightingale launches in Early Access on Steam and the Epic Games Store on February 20 at a launch price of $29.99.

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Penny’s Big Breakaway brings yo-yo magic to 3D platforming https://www.destructoid.com/pennys-big-breakaway-preview-impressions-yo-yo-platformer/?utm_source=rss&utm_medium=rss&utm_campaign=pennys-big-breakaway-preview-impressions-yo-yo-platformer https://www.destructoid.com/pennys-big-breakaway-preview-impressions-yo-yo-platformer/#respond Thu, 01 Feb 2024 16:01:43 +0000 https://www.destructoid.com/?p=457426 Riding yo-yo in Penny's Big Breakaway

Not that I hate it, but the 3D platformer genre has never been my favorite, with some Sonic titles being the exception for somewhat nostalgic reasons. 

Nevertheless, now and again, one arrives with so much personality and adventurous gameplay that it's nigh impossible to not fall in love with it. Penny's Big Breakaway is one of those titles, and I've thoroughly enjoyed my time with a demo for it.

Screenshot by Destructoid.

Penny’s Big Breakaway is filled with content and refined mechanics, but that shouldn’t come as a surprise; the game is the product of Evening Star, a studio which features several developers from Sonic Mania, including Christian Whitehead.

Image via Evening Star

A world to explore

Like most 3D platformers out there, Penny's Big Breakaway has a surreal premise starring Penny, an entertainer who wants to be the best in their craft. Penny wants to participate in the competition viewed by the emperor. Things go wrong when she de-pantses the emperor, leading to a chase from the penguin minions of the royals. Luckily, her yo-yo isn't the average yo-yo, and its cosmic string is capable of helping her fight against adversaries.

When things go awry, Penny is turned into a fugitive running away instead. As you explore the different settings, you hear from the citizens, with some of them praising Penny and disturbed by the sight she exposed them to. 

Penny’s colorful world is full of life and interactivity. NPCs are clearly intentionally crafted to pique your interest and progress the plot. Unlike speedier 3D platformers like Sonic, this one is best taken slow at most points.

Additionally, you can help the citizens with tasks such as finding objects that they can't reach. During my playthrough, I helped a fellow reach his lunch and a group of workers get their screws back. I assume things only get harder later, as these were easy challenges to knock back.

Yo (yo), what's up?

As a 3D platformer, there are a few things you can expect from PBB. One of the appealing aspects of 3D platformers is their invitation to explore small but dense areas and rewards who have the skill to find every secret in every nook and cranny. To do this, you need to know the game’s mechanics. 

Thus far, I've utilized the ability to interact with items by artfully spinning the yo-yo at the object you’re interested in. It’s easy to aim with the toy. Though it moves fast, it is accurate and it doesn’t take long to learn how to aim reliably. 

Penny’s movement is also satisfying. There’s no sliding like in a Sonic game - she stops and goes for as long as you instruct her to. Despite this, Penny’s movements don’t feel stiff. Instead, she feels one with your intentions and inputs before long. 

You’ll have to master both Penny’s movements and the speedy yo-yo if you want to progress. It’s necessary to interact with environmental items like raising elevators, which you can do by hitting the controls with your cosmic string-enhanced yo-yo. 

You thought you could get away without combat? The emperor is beyond mad with Penny’s actions, and hordes of penguins have been sent to thwart you. I’ve learned (or the game has taught me) a yo-yo spinning move that keeps enemy penguins off me during chases. Penny can ride the yo-yo when speed is needed, and it even lets me seemingly magically swing in the air. Who needs a sidekick when you have a yo-yo this impressive?

You also can't forget the "platformer" part of things. The genre is also known for testing your dexterity. These are things that Penny's Big Breakaway does, but there’s something else it does that makes me fall in love with it a tad more. 

Image via Evening Star

Swinging your way to the top

Penny’s Big Breakaway asks a lot of you. Too much, sometimes. Difficulty does not a good game make, at least not in this type of experience. Hence, if you want to simplify controls, this is possible by pausing and heading to "Controls”. 

This is a setting I appreciate for a sometimes overwhelming experience. By the second world, I already struggled to remember how to ride my yo-yo, spin it, and use it to swing to different platforms. 

This may be a personal problem, but I feel like everything and the kitchen sink is being thrown at me, and much like my real life, I'm not coping. I also did not like the Busker Bonus mini-game, which has you playing a corny memory-meets-rhythm game.

Another personal gripe, but I don't like the sections that have the emperor's penguins on your tail. It's a distraction from the exploration and platforming I'm busy with. These are the parts I wish I could turn off completely and turn it into a conflict-free title, but that obviously isn't Evening Star's vision.

With that aside, I really liked Penny's yo-yo and the learning curve it takes to master. I don't think I'm quite there yet; there are still plenty of instances of me pressing the wrong button or forgetting how to perform a maneuver.

My advice is to not try to be smart. Stop at every cone that teaches you what to do and read carefully. Speed past, and you'll miss out on the plethora of actions your yo-yo is capable of. There’s a time for speed, which we’ll get to in a second. 

Nevertheless, know that Penny’s Big Breakaway gets pretty cool with its yo-yo tricks, and you can string (pun intended) moves together to reach spots that are visible but seemingly unreachable. Some moves are clearly for replay value; you won't know it’s possible, even if you can do it now. 

The prevailing feeling is that this is a game that isn't meant to be played just once, and is packed with content in whatever direction you look whether it’s chatting to an NPC or finding your way onto a construction lift that feels just out of reach.

Image via Evening Star

Worth your time

This isn't my ideal genre. Nevertheless, Penny's colorful world still has me hooked during the segment I'm allowed to explore during my preview. This is a title that can only get more impressive as its scope, story, and surreal setting expand.

I didn’t even spend time discussing the Time Attack mode that's accessible for every area you’ve completed. It tests your speed and ability to complete the area as fast as possible, which requires knowing every nook and cranny and how to make the most of the yo-yo's powers. 

It isn’t a mode that gels with me, simply because I care too much about NPC chatter to speed past, even when I’ve heard it already. I’m also more of a collector than a speedster - give me 100 coins to find instead, and you’ll have my attention. Nevertheless, I can’t wait to see the speedruns and how players integrate the yo-yo moves. 

Given Evening Star's past, you might expect a reskinned Sonic game, but it would be a big lie to call Penny’s Big Breakaway that. All the two have in common is their genre, but the moment-to-moment gameplay reminds me nothing of the blue hedgehog’s franchise. 

Penny's Big Breakaway presents a unique 3D platformer that intrigues and completes the experience with banging music, irresistible aesthetics, and genre-defining gameplay. I don’t want to end espousing too much praise, as I’ve discussed some flaws too, but I do want you to leave knowing that the yo-yo game is good. Very good.

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Preview: Persona 3 Reload has new mechanics and familiar city vibes https://www.destructoid.com/preview-persona-3-reload-has-new-mechanics-and-familiar-city-vibes/?utm_source=rss&utm_medium=rss&utm_campaign=preview-persona-3-reload-has-new-mechanics-and-familiar-city-vibes https://www.destructoid.com/preview-persona-3-reload-has-new-mechanics-and-familiar-city-vibes/#respond Tue, 16 Jan 2024 15:44:02 +0000 https://www.destructoid.com/?p=449845 Playing the Crane Game in Persona 3 Reload

If there's one thing that makes Persona games special, it’s their ability to make typically banal moments in RPGs feel enthralling.

Back in August, I had the chance to demo Persona 3 Reload. During that session, I got to check out the game's dungeon crawling and one of the early boss fights, both of which impressed me. But one piece of Persona 3 Reload I didn’t get to test was its social systems, which is arguably what makes a modern Persona game... well, Persona. Turn-based combat is fun and all, but spending time with your virtual friends and eating ramen at night just ties the whole experience together.

Fortunately, this was the exact part of Persona 3 Reload I got to try out at another recent event held by Sega/Atlus. Loading a save file in what seemed to be the early-to-mid game, I had an hour to do basically whatever I wanted in Tatsumi Port Island. The experience was mostly what I expected, which I mean in the most enthusiastic way possible. But it's the stuff I didn't expect that really caught my attention.

Image via Sega

Explore the space

I began my session with Persona 3 Reload in my main character’s homeroom at school. I immediately walked out the door and decided to explore.

Like any good Persona game, I quickly found a ton of different distractions and Social Link events that I could spend my in-game afternoon on. However, I mostly wanted to get a lay of the land first. As I mentioned in my last write-up, I never got around to finishing Persona 3 back in the day. Yet, like riding a bike, I started planning my in-game week like I'd last played a Persona game three days ago. I talked to everyone, ran everywhere, and felt like I generally knew where everything was pretty fast.

This might sound like I was wasting my time, but the game actually rewarded me for my effort. I wound up finding a lot of items called Twilight Fragments littered everywhere I looked. From what I understand, these items are kind of like keys. You’ll use them to open special treasure chests in dungeons, so they're very worthwhile to gather up. Or at least they will be in the full game.

Deciding how I wanted to spend my time afterwards was a breeze. With a single button press, I could open my cell phone and see text messages from anyone and anything that wanted my attention. My notable Social Link options were all there, in addition to local restaurants advertising what they offered that day. Even better, I could fast-travel to each person or place just by selecting the message they sent.

It’s all rather seamless, which is a huge boon considering how long Persona games typically run. But all things considered, I knew who I wanted to first spend time with almost immediately.

Image via Sega

Hanging out with the bros

I decided to hang out with my buddy Junpei in what is, to my knowledge, a new feature of this remake. Certain key characters, like Junpei, lacked Social Links in the original game. So Persona 3 Reload kind of rectifies this by adding new events where you can get to know them better. While these aren't literally Social Links, they do feel almost identical in practice. The only major difference is that your responses in conversation don't appear to impact any hidden relationship stats.

My reward for hanging out with Junpei was a stat boost for his Persona. A good enough prize for sure, though I wonder if minmaxers will forego events like these to focus solely on Social Links instead. Boxing king Akihiko also had a unique event I subsequently triggered that evening, which involved him getting into a brawl with some troublemakers to save a couple damsels in distress.

I'm curious if these events will lead to wider, overarching stories the way Social Links usually do. They're fine as standalone sequences, but it'd be nice to explore these characters on a deeper level too. Either way, it was nice to spice up my night life with something other than my usual ramen and hamburgers.

Even the Social Link events that were from the original game felt livelier than I remembered. This is 100% due to these scenes being fully voiced, which really helped each character come to life. The leading characters are impressively performed, and even minor characters like Kenji and Chihiro felt memorable. Every actor seemed to bring their A-game, which is an absolute boon in a title as text-heavy as this.

Image via Sega

Promote Theurgy

Though I spent most of my time with Persona 3 Reload’s social elements, I did get some dungeon exploration in too. Entering Tartarus gave me a slick anime cutscene of the protagonists showing off some newly acquired gear with the “SEES” branding, which will probably be more impactful when I see it in context. But even out of context, it was neat.

However, the cooler new addition to the game was right around the corner.

Not long after I started my time in the dungeon, my party members were separated. My protagonist and fellow party member Yukari entered a scripted battle shortly after, in which the hero was knocked down with a critical hit almost immediately. Compelled to act, Yukari proceeded to heal me and used a new kind of move: Theurgy. This is essentially a limit break, which for Yukari was a strong Wind attack that ignored enemy resistances.

In my last preview, I discussed the “Shift” mechanic, which worked like a backported version of Persona 5’s Baton Pass. Similarly, Theurgy was described to me by a representative of Sega as akin to Persona 5’s Showtime attacks. That said, I liked that Theurgy builds depending on each character’s strengths. For example, Yukari can charge her Theurgy gauge by healing party members, leaning into her role as the party’s healer.

I didn’t have much of a chance to experiment with this mechanic, but its inclusion felt worthwhile nonetheless. Optimistically, I hope the Theurgy system will spice up the battle system and lead to new battle tactics. But even if it’s just some cool new signature attacks for everyone, it’s still a welcome feature.

Image via Sega

Feeling the time melt away

After my visit to Tartarus, I started to unlock even more new systems back at the dorm. From what I could gather, it appeared that I had the option to do some gardening on the roof, watch DVDs, or even cook some food. Also, I could pick any of my party members to bring along for these activities, which I was fully prepared to explore. But, alas, by this point in my session, my time had just about ran out. I’ll need to wait for the full game to see what these features bring to the table.

Maybe that was a failure of my own time management, but the thing is… I really didn’t feel like an hour had passed by. I felt so caught up in Persona 3 Reload’s gameplay that I honestly thought I had twenty more minutes. Persona games have a way of devouring your time, and Reload clearly follows that trend. That rhythm of social elements and RPG dungeon crawling is just hypnotic, and it took only a couple minutes for this remake to put me under its spell.

I do have some misgivings with Persona’s Social Link formula, which I discussed in detail last year if you want to read me ramble a bit more. So whether Persona 3 Reload can enthrall me for dozens upon dozens of hours is certainly still up in the air. However, based on my sessions with the game so far, I do have high hopes for the final product. Everything looks sleek, sounds great, and plays smoothly. I've had a great time demoing this one, and all that's left now is waiting to see if the final product can maintain that momentum.

Of course, we don’t have to wait long now to see how this one will shake out. Persona 3 Reload launches for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC on February 2.

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Pacific Drive is a harrowing road trip on the edge of reality https://www.destructoid.com/pacific-drive-is-a-harrowing-road-trip-on-the-edge-of-reality/?utm_source=rss&utm_medium=rss&utm_campaign=pacific-drive-is-a-harrowing-road-trip-on-the-edge-of-reality https://www.destructoid.com/pacific-drive-is-a-harrowing-road-trip-on-the-edge-of-reality/#respond Tue, 09 Jan 2024 15:00:00 +0000 https://www.destructoid.com/?p=447371 Pacific Drive header

I talk about this all the time, but I’ve long been searching for the perfect road trip game. Something that captures the calmness of a long drive and the vibes of a late-night Waffle House. One day. One day…

It’s that search that got me interested in Pacific Drive. Okay, it’s sort of like driving a jalopy through the Chernobyl Exclusion Zone, as shown in S.T.A.L.K.E.R., but there’s still room for Waffle House vibes. Having played a bit of it, I’m going to have to say that I’m probably going to still be left searching, but that’s not to say that Pacific Drive doesn’t have some interesting things going for it.

Pacific Drive lone stationwagon
Screenshot by Destructoid

Pacific Drive has you transporting a package near the Olympic Penninsula where a promising technology was being experimented with. However, things started going wrong and getting weird, so the government walled up the area, establishing the Olympic Exclusion Zone. Then things just got worse, so they pulled everyone they could out of there and sealed the exits. That shouldn’t matter to a delivery person like you, but while taking a short detour, you’re sucked into the zone.

Once inside, you’re exposed to the area’s weirdness. Things float in midair, pockets of energy sap the life out of you, and everything just seems unstable. Trying to escape, you find a station wagon, and immediately after you're contacted by a pair of scientists who still reside in the zone. They tell you the car is not normal either. There hasn’t been a working vehicle in the zone for some time, and you’re most likely driving an entity known as a remnant.

That’s kind of your lot. In the parts of Pacific Drive I played, you generally love on your station wagon while scientists force you into dangerous experiments. You’re told that the remnant takes different forms, but whoever finds it inevitably falls in love with it until they go insane. It’s a pretty convincing setup since the car is the game’s central mechanic, so you’ve got little agency beyond caring for it.

The demo doesn’t go much deeper into the narrative than that. Your goal is to continually improve your car while scientists tell you what to do.

The gameplay loop involves working on your car in the garage, picking a route, and then trying to survive to your destination while looting along the way. Each journey is separated into smaller open-world nodes that are randomly generated. These are pockets of stability. Everywhere else is constantly in flux, with matter being unable to maintain its shape, but these areas are relatively safe… for now.

To traverse these areas, you either need to navigate to an open gate, or you can make one yourself using LIM taken from anchors around the map. Once you have enough LIM, you can trigger a collapse in the area’s stability and flee back to the garage through a column of energy.

However, it’s very important that you loot as much as possible. You can dismantle car wrecks, clear out houses, or rob abandoned gas stations, but you’ll need as much as you can get your hands on to upgrade your car. While doing this, you need to be careful because while I didn’t encounter any entities that were distinctly aggressive, the environment is always hazardous. Mannequins that litter the road will explode, pillars of rock will rise from the ground and launch you into the air, and weird balls of garbage will grapple onto your car and drag it into the wilderness.

https://youtu.be/sfGnxh0PNL8?feature=shared

All of this is part of a random generation, so these aren’t scripted encounters. It leads to a unique lack of trust in the environment. You’re constantly watching the readings on your instruments and keeping your head on a swivel as you watch for hazards that could complicate your journey.

Pacific Drive Weirdness
Screenshot by Destructoid

I may have over-looted, but Pacific Drive didn’t really try to stop me. I had to park my car in front of every house that I could to allow myself to rifle through the underwear drawer for scrap. Not that being extra prepared didn’t have its benefits, but, in retrospect, I feel like I might have been inefficient. I think that may have slowed things down too far.

At times, Pacific Drive began to feel like many other open-world games. This meant the game didn’t really feel much like a drive and more like pushing a grocery cart between dumpsters. It was like The Long Dark or, more uncharitably, a Ubisoft title, where every structure I entered had to be emptied into my pockets for gear that I may never, ever need. I think maybe if I just spent more time looking for what I needed, I may have gotten my empty stretches of weirdly hostile road.

On the opposite end of that, however, are the storms. If you spend too much time on a node, your map will begin to be overwhelmed by a big circular barrier, yellow at first, before being followed by red. Storms set in, initially making things more dangerous before wearing through your car protection and eventually killing you. You have to make your escape before that happens, which leads to panicked drives as reality disintegrates around you. One of my most memorable moments was weaving through the forests and rolling into a gateway at around 2% health and escaping by the hair on my neck.

Pacific Drive collapse of reality
Screenshot by Destructoid

I mostly enjoyed my time with Pacific Drive, but I'm concerned that the unique aspects of it might get drowned out by trite looting and crafting that we’ve seen too many times before. Upgrading your car is fun, but if that aspect outweighs the actual driving, then I think it will cheapen the entire experience. 

Nonetheless, I’m excited to get my hands on more of Pacific Drive. In preparation for this write-up, I fired the demo up again to refresh myself on the narrative details of the introduction, and I had trouble putting it down again. There is a lot that it does well, and it’s clear to see where its heart lies. Maintaining the station wagon is really enjoyable, I just hope we’re doing the bulk of that out on the road rather than in the garage.

Pacific Drive is out on February 22, 2024 for PS4 and PC.

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Like a Dragon: Infinite Wealth gets a lush island living sim with Dondoko Island https://www.destructoid.com/like-a-dragon-infinite-wealth-gets-a-lush-island-living-sim-with-dondoko-island/?utm_source=rss&utm_medium=rss&utm_campaign=like-a-dragon-infinite-wealth-gets-a-lush-island-living-sim-with-dondoko-island https://www.destructoid.com/like-a-dragon-infinite-wealth-gets-a-lush-island-living-sim-with-dondoko-island/#respond Thu, 04 Jan 2024 15:00:00 +0000 https://www.destructoid.com/?p=445735 Like a Dragon Infinite Wealth Dondoko Island

The Yakuza / Like a Dragon series has had a wealth of side games, ranging from small side ventures to massive undertakings. Many people have fond memories of managing a rising business or running a cabaret club in previous entries. But Like a Dragon: Infinite Wealth is going somewhere new with Dondoko Island.

In the upcoming Infinite Wealth, Ichiban can wash up on a run-down version of Dondoko Island. And, with the help of some locals, he can start to rebuild it too. Whether picking up trash, farming resources, or placing down new decorations, the island can go from deserted to a real tourist attraction.

https://www.youtube.com/watch?v=yU6qZi6zxRY

I got to play a slice of the earliest portions of Dondoko Island at a recent preview event, seeing just how Ryu Ga Gotoku Studio’s approach to island living worked. And I have to say, it feels like another side-game that will eat up the hours, just like the cabaret did.

Don’t be a litterbug

The core of Dondoko Island is fairly straightforward. Mascot characters Gachapin and Mukku recruit Kasuga Ichiban to help clean up and refresh Dondoko Island, with plans to turn it into a resort destination. The problem? Right now it’s filled with trash and waste disposal pirates with names like “Washbucklers.”

Early on, Dondoko Island feels a lot like starting a new island in Animal Crossing, or a new farm in Stardew Valley. There are different zones, and each one has some trash and litter you need to clear out. You can pick these up and convert them into resources, alongside natural resources like stone.

Screenshot via Sega/RGG

Cleaning up felt very important early on, as it drove each zone closer to a more improved state. I didn’t get far out of the initial starting area, but I could glance around and see other places it looked like Ichiban could reach if he could, say, build a bridge. And what else would one do with all those collected, recycled resources but build?

Ichiban the Builder

In order to turn Dondoko Island into a thriving tourist destination, Ichiban won’t just have to clean it up, but build something to see in all that newfound space. So, using various combinations of resources and some help from the local builder, the player can fill Dondoko Island with beauty and wonder. Or just sheer oddities.

Again, the Like a Dragon series frequently veers into comedy, and the options I had for building on Dondoko Island are no exception. I sincerely wish I had a screenshot of my island to show you, the reader, because it was glorious. I built a toilet, and then began to construct an entire rest stop around said toilet.

Screenshot via Sega/RGG

Little knick-knacks, a sign, and even a bus stop hanging overhang soon adorned my Dondoko Toilet. It was the one-stop destination for open-air toilet fans around the world. If I had more time than I did, I think I really could have built an entire resort around it. Blueprints appear over time and also wash up on the beach, and offered some of the stranger and more exciting things to build, alongside conventional architecture.

Seriously, though, the oddities are fun, and part of the long-term in Infinite Wealth’s new game mode seems to be creating and establishing a vacation spot, keeping it interesting and unique. I didn’t get to personally see any of the larger meta-systems around visitors and appeasing them, but that looms off in the distance, per some trailers.

Sharing the island

There are tons of little ways Like a Dragon: infinite Wealth keeps you moving forward in Dondoko Island, too. There is a day/night cycle, similar to farming sim games, and there are dailies to complete that push you towards new objectives.

Plus, alongside eventually building the island of your dreams and inviting NPCs to visit it, friends will also be able to visit your island. The team confirmed to us that you’ll be able to visit other people’s islands in Infinite Wealth, though what that looks like, we haven’t seen yet.

The one rough spot was the combat, which seemed a bit straightforward. Rather than the RPG situation in the main game, Ichiban takes on a brawler style for Dondoko Island, but a little more pared-down; you just move and hit with your bat. I’m not saying it should be anything too complicated, as it doesn’t need to be, but I’m hoping it doesn’t become a bump in the road for the island sim sections.

Screenshot via Sega/RGG

While Like a Dragon: Infinite Wealth is looking huge, absolutely stuffed to the gills with new things to do, Dondoko Island seems like one of the main attractions. And my impression, after playing some of it, was to simply want to play more. I think it really clicks in a way that good Like a Dragon side games of the past have, and though I’ve got a few worries about the combat side of things on the island, it seems promising.

After all, Ichiban doesn’t need to spend all his time searching for answers and fighting bad guys. The Dragon Quest-loving hero deserves his own slice of paradise too, and that’s what Dondoko Island feels like: a welcome, engaging respite from life’s troubles.

Travel for this media preview was provided by the publisher.

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Hands-on preview: Prince of Persia: The Lost Crown https://www.destructoid.com/hands-on-preview-prince-of-persia-the-lost-crown/?utm_source=rss&utm_medium=rss&utm_campaign=hands-on-preview-prince-of-persia-the-lost-crown https://www.destructoid.com/hands-on-preview-prince-of-persia-the-lost-crown/#respond Wed, 13 Dec 2023 17:15:24 +0000 https://www.destructoid.com/?p=439798 Prince of Persia: The Lost Crown preview

I recently had the opportunity to dive into a roughly three-and-a-half-hour hands-on preview of the upcoming Prince of Persia: The Lost Crown, and I had no idea what to expect.

I've actually not played Prince of Persia: The Forgotten Sands, so my most recent experience with the series goes back all the way to 2008's Prince of Persia. The switch to a 2.5D format intrigued me as it felt like one of those situations where it could be a big payoff, or potentially the wrong move. After playing The Lost Crown for a few hours, it certainly feels like the right choice.

Image via Ubisoft

A return to form

The Lost Crown is a Metroidvania-style 2.5D platformer. You'll traverse a massive map with rooms that interconnect as you fight a variety of enemy types, complete puzzles, and obtain some loot. As you progress, you'll unlock shortcuts and teleport points that allow you to quickly navigate the massive map so you can return to previously-visited locations after later unlocking skills that allow you to access previously unreachable areas.

In my session, protagonist Sargon, a member of the Persian warrior clan The Immortals, sets out to the cursed city of Mount Qaf in an effort to rescue the recently kidnapped Prince Ghassan. In classic Prince of Persia fashion, time works a little differently at Mount Qaf, which in turn paves the way for some pretty interesting possibilities both in terms of story and gameplay. For example, later in the session, I unlocked the ability to perform my evade action while in the air, allowing me to jump over attacks and quickly evade to dash behind my enemy and keep up the pressure.

Oh, by the way, the soundtrack in The Lost Crown is top-notch. The Persian-themed music feels whimsical and mysterious when traversing Mount Qaf. But during challenging encounters, the music is intense and gets your blood pumping. Music is always an important part of a game, but in The Lost Crown, it elevates the whole experience. I can't wait to hear more.

Image via Ubisoft

Risk vs reward

The combat system in The Lost Crown is extremely fluid and fast-paced. Sargon has a quick light attack, a heavy attack that takes longer to perform but deals more damage, a block, and a dash-style evade. You can combo your light and heavy attacks, and even obtain loot that can be equipped to alter your potential combos. Blocking will mitigate damage, but must be timed correctly. However, some attacks are unblockable as indicated by a flash of red light when the enemy performs it. When that happens, blocking is not an option, and you must instead evade the attack.

Evading provides you with a brief invulnerability window, which means in theory you could play it safe by just trying to evade every attack as opposed to block. But enemies can also perform special attacks that give you the opportunity to perform a block that leads to a special counter-attack. It doesn't happen often, but every now and then your enemy may flash a yellow light instead of a red one. When this happens, if you perfectly time a block, you will not only mitigate the damage from the special attack but follow up with a high-damage counterattack that often also leaves your opponent vulnerable for a brief period of time. Successfully timing this block leading into a counterattack feels very rewarding, and can often turn the tide of a battle in a boss fight.

Image via Ubisoft

Challenging yet fair

Where Prince of Persia: The Lost Crown truly shines is its boss encounters. Across my hands-on session, I encountered around half a dozen bosses. Each one of course with its own unique skillset and attack patterns, allowing me to learn with each attempt. One of the more challenging boss fights took me a handful of attempts but with each subsequent attempt, I found myself learning more about the fight. This could be an extra attack window or a way to better position myself ahead of an attack. Despite how challenging some of the encounters were, each one felt fair and killable.

I know this term gets thrown around too much lately, but in a way, The Lost Crown has elements of gradual satisfaction commonly found in the Soulslike genre. The way you can learn the attack patterns of the boss encounters feels good. There were several times when I'd get my butt kicked fighting a boss, but by the time I got a good grasp of the attack patterns of the boss, I'd end up performing a flawless attempt when I got the kill.

I'll admit, my expectations going into Prince of Persia: The Lost Crown were somewhat reserved. I was hopeful the return to 2.5D would do it justice. It certainly does, and honestly, the boss fights alone have me excited to continue Sargon's adventure. The narrative is intriguing and I'm excited to see how the skills and equipment you unlock later in the game will change the combat.

Prince of Persia: The Lost Crown releases on PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and Nintendo Switch on January 18, 2024 at a price point of $49.99.

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