All posts by Unnamedhero

PS4, PS3, PSVita/TV newer PC (circa Sept 2015) Nintendo 3DS, Wii U Android S5 (6.0.1 as of 7/19/16)

Mighty Crew: Millennium Legend (Android) Review

Developer/Publisher: AminiLab || Overall: 7.0

Claims are tricky things. At one end of the spectrum, a confident boast can garner the attention of the masses. Big and bold claims are usually preceded with both naysayers and hype-builders in equal measures, but the important part is that it gets people talking. At the other end, claims can also serve as the minimal measure by which something is then graded. A product or person loses a degree of novelty when they merely match their claim and it usually only results in a passing grade no matter how impressive the feat. The whole act is lacking the element of surprise and played down in foresight. Worst yet, if the claimed isn’t reached, the following disappointment makes it look much worse. This is usually why it pays to be careful when making a claim and why humble beginnings are often times best. With that in mind, prepare yourself for the best damn video game review to ever grace the eyes and minds of mankind.

 

Taking a break from my usual types of reviews, I’m going to examine the claims made by the game Mighty Crew and see how they stack up to the finished product. Mighty Crew is a free-to-play offering by the folks at AminiLab for both your iOS and Android devices. Though don’t let that sidetrack you, I still plan to give all two of my loyal fans a high quality review (Hi Mom!). A review score and my usual half-assed critical approach will follow.

 

“Mighty Crew: Millennium Legend – is like the Mario, like a nordic Mario-berserker armed cap-a-pie!” – Excerpt from the Official Website

No, not at all. Mighy Crew may be a lot of things but comparing it to “the Mario” seems like a misstep.  The game doesn’t even have a reliable jump mechanic and most of the game happens on a single platform, making it neither a Mario game or much of a Platformer in general. I’m also sure that “cap-a-pie” isn’t actually a word no matter what google or Merriam-Webster has to say about it. The game doesn’t even have a serious subplot where the protagonist hides his drug addiction behind cute item names: “Super Mushroom,” “Fire flower.” Yeah, right.

viking_mario_by_dlax1
….and to no one’s surprise, you can find anything
on the internet.

“Is a beautiful meld of action and RPG, of slasher and side-scroller.” – Excerpt from the Official Website

That’s more like it! “Slasher and side-scroller” is a much more apt description of the game than being any sort of implied Mario clone coupled with Viking overtones. Mighty Crew plays more like an old-fashioned beat ’em up with some RPG elements throughout. The typical progression has the player going through the level killing everything in sight, and gaining EXP and items along the way. The EXP and items are used to acquire new abilities and increase stats respectfully. Though why the website would contradict itself on the same page, and much less the very same paragraph, about its own genre is anyone’s guess. But for now, the point goes to Mighty Crew.

 

“Hundreds of Tools of Destruction” – Line from Trailer.

Indeed. The game offers you quite the selection of items and a generous amount of equippable spaces to outfit your character. The items ranging from mundane to rare, even those in the same categories have noticeable differences between them. While one may be a typical sword that simply hacks away at a monster’s life, another may slice ’em, dice ’em, light them on fire and spread that fire to any other monster that touches them until all that’s left is a wonderfully crisp buffet of monster meat. Of course, some of the better gear is kept behind a pay wall but even something like the sword that I just mentioned is available for free. I just so happened to be lucky enough to earn it as a reward. So for this claim, I proclaim it as the truth.

 

“Entertaining Dialog You’ll Never want to Skip!” – Excerpt from the Official Website

I’m sorry. I skipped. I skipped a lot. The dialogue really isn’t all that interesting and it often only serves to give you a primer on where the characters are, why they decided to go there or who they need to alleviate from their oxygen addiction. There are attempts at character throughout the conversations between Princess Vallindoria and the mighty barbarian you control but they mostly fall by the wayside during the heavy exposition. The story isn’t anything great as it is a typical tale with all too familiar beats; nothing really outstanding.

 

“Manual Controls and Autofight.” – Line from trailer

To explain, Mighty Crew gives you two control options for your barbarian badass. The first is an automatic option that basically has you pointing your character in a general direction and watching them fight. With a simple press on your phone’s screen, the character will walk to that location and automatically fight anything within range. The other option gives you more direct control, offering both a virtual joystick and an attack button to control your character. Both have their benefits, though while the automatic option makes it easier to manage your special abilities, I preferred having more direct control of my character. Regardless, the game plays fine in both options.

boss_king_black_0
Protip: Using the Manual control, you can avoid all damage by
staying at the center of this boss up until its second form.

“Free Boost to Upgrade your Stats.” – Line from the Google Play page

Not so much free as they are “free”. There’s a price to pay, it just doesn’t come out of your pocket. Instead of money you are required to invest time as the game “treats” you to an ad (many times for another mobile game) for one of three random boost. Though the upgrades are very helpful since they can increase your health, damage or critical rate, the ads are a surefire way to break any immersion the game attempts. This isn’t even the only example of their liberal use of the word “free”, the game also offering one “free” resurrection per level if you are willing to watch the accompanying ad. Still free is often only associated with money and these ads are entirely optional, so in this case, I’ll give Mighty Crew a “point” for technically backing up their claim.

 

“No Time to Run Test! Mighty Crew Release!” – Excerpt from the website

In a rare case where I wish a claim made by a game company wasn’t true, this game could have used a bit of quality assurance. Even worse, the particular problems I ran into could have been easily caught with some testing. More times than I could count, I would defeat all of the enemies in a stage only to be trapped there waiting for the completion screen to show up. My dauntless hero denied a warrior’s death by faulty programming that forces me to restart the game instead of the evil that stalks the land like a true champion. A bit of testing could have also helped to root out another of the games major detriments: the repetitiveness. The game is a constant slog of entering a stage, killing everything, and upgrading, which then mirrors itself upon reaching the next stage. Sure, there are things to do in-between and playing it in short burst can stave off the impending boredom a bit, but the monotony is still present. I can only hope that some future testing can fix these two problems.

Dungeons
T
hankfully, the game does mix it up with its level design. You’ll traverse the
long and flat cave, the long and flat dungeon, and…you get the idea.

“Find out how good our designers, wich are have made out game style so comic-attractive and brutal in the same time.” – Excerpt from the website

Nope. Not even trying.

 

So with three claims in the bag, two claim denied, a point I would rather keep in quotes, another claim that I wish didn’t go through and a big fat nope to end it all, we come to a grand total of 4+”1″ out of 8 or just 5 out of 8 claims kept if you round up. If my math is correct, it isn’t all that much lower than the 7.0 score I gave it up top. Mighty Crew isn’t terrible, but it isn’t terribly good. If played in short bursts it could even be a fun time waster. For now though, I leave you with a claim that I can keep. This is the end of my review for Mighty Crew and I’ll see ya next time.

When not writing reviews as Unnamedhero, Eduardo Luquin can be reached at unnamedheromk13@gmail.com.

If you are interested in trying out Mighty Crew: Millennium Legend, you can use the following codes for free in-game currency:  #press20x (1000 crystals) and #gift20 (100 crystals).

Rogue Continuum (PC) Early Access Preview

Developer: Rocktastic Games  | Publisher: Surprise Attack Games

THIS IS A TEST OF THE EMERGENCY SQUACKLE SYSTEM!

THIS IS ONLY A TEST!

IF YOU OR SOMEONE YOU KNOW DECIDES TO ALTER THE TIMELINE, DON’T! IT IS A HIGHLY VOLATILE AND SENSITIVE PART OF METAPHYSICS THAT SHOULD ONLY BE HANDLED BY A PROFESSIONAL. SO UNLESS YOUR FIRST NAME IS “DOC” AND YOUR LAST NAME IS “BROWN,” PLEASE LEAVE THE TIME STREAM ALONE.

SIDE EFFECTS INCLUDE BUT ARE NOT LIMITED TO: NOT KILLING JOHN CONNER, ATTEMPTED SEDUCTION BY YOUR OWN MOTHER, BEING YOUR OWN GRANDFATHER, AND BEING CAUGHT BETWEEN TWO TIMELINES WHERE EITHER YOUR ROMANTIC INTEREST OR CHILDHOOD FRIEND WILL DIE.

ONCE AGAIN, THIS WAS ONLY A TEST!

Time is a valuable resource; luckily you’ll have plenty of it in Rouge Continuum. The newest incarnation in the rouge-like genre, Rogue Continuum has you die, die and die again all to stop the eventual destruction of Earth. The Earth has been destroyed and the survival of the human race is in peril as a small team of psychos take it upon themselves to go back in time and take the fight to the alien’s home world. Armed with plenty of weapons and a time machine that allows them to retry missions time and time again, the team looks to eradicate the alien menace before they can even reach Earth. Thankfully, with a good assortment of characters, varied enemies and a system that makes your character stronger with every death, it also might be a lot of fun to do so.

Rouge Continuum attempts to inject rouge-likes with a good bit of crazy to bring out the best in the genre. Already impressive, even in this Early Access build, there is a good bit of fun, variety and fast-pace zaniness. The basic set up is simple: maneuver through an enemy-filled stage, fight a few bosses and then make your way to the enemy-infested extraction point to finish the level. You get power ups along the way that upgrade your speed, attack, defense and weapons to make you stronger overall. More importantly, you acquire experience points that increase your character’s base stats and abilities. You’re allowed to keep any abilities or stats gained through experience points but must forfeit any abilities or upgrades picked up during the level when you die. This makes you steadily stronger at the start of every new life and eventually makes you strong enough to complete the level. This common repetition of fighting, dying and coming back stronger is the basic rhythm of this game.

Though the formula may sound a bit repetitive, Rogue Continuum does a fine job keeping it fresh and new. Having 4 vastly different characters, many enemy types, unique upgrades and various stages to enjoy, it is often a pleasant surprise to see how they all work. The playable characters deserve special note since they all play quite differently from each other; whether it is Smackdown Sam (yes, that’s his real name, isn’t it awesome?) with his run-and-gun style of combat, Ownage Olga’s (and yeah, they don’t really get much better than that first name) charge shot and dodge tactics, Rampage Rufus who is the only melee combatant in the game, or Destructobot who is quite literally a walking tank, each character plays wildly different from the other. Couple these characters with a game that doesn’t really care about the small things like “realism” or “making sense” and you have a fun time-waster. At one point in time, I was even able to mix elemental abilities to create a bullet that encased enemies in blocks of ice while setting them on fire. Rogue Continuum cares about that much.

Other than some balance issues between the weapons and characters, and the occasional pop-up of a bug or two, it’s really hard to fault Rogue Continuum, even at this stage of development. They could inject many things to make it better, but it would be more of a wish list than any actual detriment the game currently has this early in its Early Access cycle. And with the inclusion of online co-op on the way, they are already hitting one of the items on that personal wish list. Overall, they are off to a mighty fine start.

The flow of the game may be repetitive, but the variety of character, enemies and weapons really make Rogue Continuum stand out. Plus, the way it wholeheartedly embraces its unrealistic premise with equally unrealistic gameplay makes for a game that’s low on brain power but high on fun. Rogue Continuum is currently on Steam Early Access for $9.99, look for it today… or sometime yesterday.

When not writing previews as Unnamedhero, Eduardo Luquin can be reached at unnamedheromk13@gmail.com.

Assault Android Cactus (PC) Review

Developer/Publisher: Witch Beam  || Overall: 9.0

There’s much to say about first impressions. They hold a strong sway in coloring our dispositions towards certain things, and are often easy to acquire but hard to forget. That’s why it is beneficial to give off the best impression of ourselves at first; it is often a deciding factor on jobs, friendships and romantic relationships. That being said… Calm the F’ down Witch Beam! Give yourselves room to grow! Come out with too strong of a first impression and it’ll be much harder to impress on your second, third and so forth attempt. In the music industry, this might result in an affliction called the “One Hit Wonder.”

we-are-the-80s-a-flock-of-seagulls-53fb58e76da73
And your fans will run, they’ll run so far away!!!
They’ll run, they’ll run all night and day!!!
You are not gonna get paid!!!

The first impression for rookie game developer Witch Beam, Assault Android Cactus is the first love child created by that three person team. Describing itself as a “Twin Stick Arena Shooter,” it is probably better described as the natural evolution of a Bullet Hell Shooter, and a very well regarded one at that. Already having made a good enough showing at a few expos to come out with an award or two, this long-in-development game has quite the reputation to live up to. But can Assault Android Cactus live up to all those high accola… oh, who am I kidding? If you read that first paragraph of flavor text you already have a good impression of what I think about this game.

As mentioned, Assault Android Cactus is the natural evolution of a Bullet Hell Shooter. The genre is usually characterized by the sheer amount of enemies and harmful projectiles that are present on screen, so much so, that they are often also called “Carpet Shooter.” The screen is often “carpeted” with enemies and projectiles that you must skillfully maneuver through while destroying any other living thing on screen. This also aptly describes this title’s core gameplay and is something that it does really well. Each level a familiar dance of dodging and shooting that the genre is known for. And while overwhelming at first, it strikes a near-perfect balance of those features. It’s often a great pleasure to start with a screen full of enemies only to surely wipe them out by level’s end.

aac_004
Protip: When surrounded by enemies (aka in serious shit) using your
secondary fire gives you a short second of invulnerability.

Not content with merely giving Bullet Hell Shooters a 3D facelift, Assault Android Cactus also provide it own special innovations to make it pop out from all of the others. Unlike its 2D forefathers, the game takes an isometric view of the battlefield instead of a top-down approach. It is often a benefit since it gives you a clear perspective of the stage’s obstacles and the much needed cover that are spread throughout a level’s map. Also, unlike most in the genre, the game gives the player a full 360-degrees of shooting action allowing them to shoot up, down or any direction at will. A mechanic that comes in handy since the enemies can appear anywhere on the screen. They are no longer bound to coming in from the screens edges, and will often try to blindside you to tick away at the precious time you have left. That wasn’t a typo. In probably the most major departure from regular Bullet Hell Shooters, there is a slowly draining battery on top of the screen that serves as ticking time bomb for your own personal destruction. So instead of focusing solely on remaining unharmed, the player has to keep a constant pace of enemy death and destruction so that they can drop a battery pack to refill the battery bar on top. This makes Assault Android Cactus more of a struggle in time management than a simple task of survival set on a spaceship full of rogue robots.

The story in Assault Android Cactus is really nothing to write home about. Though the uninspired sci-fi tale of a few androids rescuing a spaceship from a robot uprising is easily offset by its cast of colorful characters. Each android in Assault Android Cactus has a clear and often charming persona that adds a layer of personality to the game. Taking into account their personal battle quips and that each character has different dialogue when meeting a boss, the characters would seem at home in any number of entertaining Saturday morning cartoon programs (if that were still a thing).  You’ll encounter characters like Cactus, who is a shoot-first-ask-questions-later sorta gal (android?) or the psychopathic man-child that is Starch and her freakin’ game-winning laser beam of death. In all, their different personalities are a fun addition to game’s solid gameplay and, thankfully, the differences don’t stop there.

aac_006
Each character is great…

Just like their personalities, each android is outfitted with a different primary and secondary weapon. They often play off of each other to give each android a unique strategy for dealing with the rogue robot ruffians (alliteration!) that have taken over the spaceship. Whether it be Coral’s in-your-face style of combining a combat shotgun with a plasma shield that reflects projectiles and enemies, Shiitake’s slow-but-powerful railgun and mine combo, or Cactus’ middle-of-the-road style that combines an assault rifle with a flamethrower making her effective at any range, there’s plenty of fun in seeing what makes these combinations work. Thankfully, switching between these characters is also a very simple task thanks to the equally simple controls.

aac_007
… except for Starch who is a cheating cheater who cheats.

You only really require two buttons and two analog sticks on a controller.  Your primary and secondary weapons are assigned to the two buttons, and the sticks control your movement and aiming. Playing with a keyboard and mouse isn’t that much harder since the WASD keys control your movement and your mouse controls the aim, leaving the left and right mouse buttons to control your primary and secondary weapons respectively. This all leads to a very intuitive set up that doesn’t really take all too long to get down and responds well on screen.

The graphics and music of Assault Android Cactus aren’t all that spectacular but are effective for this sort of game. There wasn’t any noticeable screen tear, or any noteworthy hiccups to complain about. The same could be said for the music, a nice and effective beat that compliments the game’s sci-fi setting to a decent degree. Though nothing truly spectacular can be said on both counts, by no means did they do a bad job on either front and that’s especially good to know considering that you’ll probably play this more than once.

There is a ton of replayability even after you have finished the single player campaign. The multiplayer is its own bag of awesome with an increase in both manpower and firepower on the enemy’s side. Once done with that, the game offers the usual-but-welcomed smatterings of game modes to keep you hooked, from the obligatory boss rush mode to the customary survival mode, the game even throws in a different daily challenge through their “Daily Drive” mode to keep things fresh. Though, the most interesting bit of extended play is in the several EX(tra) options that are available, each affecting the game in a major or minor way. Some are so game-changing that I don’t even want to spoil what they can do for you.

Everything I said about the game so far has been positive, but if I were being a little nitpicky sad-sack there are a few complaints. While playing in multiplayer the action can get so hectic that a player can be left off-screen during the chaos and left to the dangers of projectiles and enemies they cannot see. The isometric view of the camera can do a similar job by obscuring the view of your character around large enemies or objects. Lastly, multiplayer is only available via local co-op, meaning you can only enjoy the multiplayer with a group of IRL friends.

aac_003
Despite that, IRL friends are useful for dealing with stuff like this.

So there it is. I only needed a single small paragraph to tell you what this game does wrong but it took me almost the whole review to tell you what this game does right. If that doesn’t show you how good of a first impression this game gave me, I don’t know what else will. The full version of Assault Android Cactus will be released the 23rd of September and deserves all of the praise it gets.

When not writing reviews as Unnamedhero, Eduardo Luquin can be reached at unnamedheromk13@gmail.com.

 

Super Mutant Alien Assault (PC) Early Access Preview

Developer: Cybernate | Publisher: Surprise Attack Games

Super Crate Box /soo-per kreyt boks/
          (Proper Noun)

  1. a retro style indie game known for it’s three major gameplay aspects: the item
    crates that appear throughout the level, one-room-per-stage level design and
    wave after wave of enemies are set upon the player.

          (Adjective)

  1. based on “Super Crate Box” and often sharing many similar designs.

There you go! I took that made up and somewhat redundant combination of words and defined it so you didn’t have too. You can thank me later.

Developed by Cybernate, published by Surprise Attack Games and in the very early part of its early access career, Super Mutant Alien Assault is a retro-style action game that sets to re-polish your 2D trigger finger and reacquaint you with your old jump-to-dodge tactics from days of video games past. Considering itself the “Citizen Kane” of Super Crate Box clones (this is about the point where you should be thanking me), it shares many similar designs with the old 2010 game, as well as, it’s own little spin on the little known sub-genre.

Playing the part of security droids burdened with protecting cryogenically frozen humans that have escaped a dying earth, you must defend against herds of aliens while wielding a varied and random assortment of weapons, explosives and special abilities. Along the way to extraterrestrial genocide, there is a simple but sometimes difficult objective that must be cleared. Whether it is transporting something from point A to point B, stopping a series of explosives set around the stage, or simple eradication of the alien menace, it usually requires a careful balance between killing and completing the objective. To add to your troubles, the radiation your ship is apparently leaking (which I’m sure passed the high standards of whatever safety commission was involved in designing these ships) makes the Aliens evolve into bigger and stronger versions of themselves every few seconds. So if you somehow complete the objective without destroying a single alien, you’d find yourself with a screen’s worth of aggressive and powerful aliens that must be destroyed before moving onto the next stage.

If put into one word, I’d say this game is hardbutfair. Though there is a spot of chance involved with the abilities, guns and explosives you have at any particular moment due to their random nature, I never thought the game treated me unfairly. The randomness, in fact, was part of the fun. Responding and adapting to my ever-changing assortment of explosives and guns forced me to think on my feet and change my strategy at a moment’s notice. Thankfully, the game had plenty of options even in this early version. From the standard to the bizarre, one moment you’ll find yourself gunning down the alien herd with a machine gun and double jump combination, and the next  having to use your explosive Pogo stick to “Mario” your way to victory by jumping on top of the aliens. Local multiplayer is also available and strikes the same strategy-changing beats, though it is a bit easier since you are allowed to revive a fallen comrade. Overall, even at an early stage, the game has the potential to be a challenging but fun game.

While fun, that’s not to say the game doesn’t have its hiccups. The game is still very early in its Early Access cycle and it shows. In particular, the game has a few bugs to iron out. Though, not always, if the game is left paused for a few moments it will freeze and then close itself. Another bug makes the game’s frame rate drop by half whenever a countdown is taking place. Super Mutant Alien Assault is also very short, packing only 9 regular stages, three boss stages and a few unlockables in this early build; it has very little content. Of course, this is all likely to change in the coming months and upon full release.

Much like the security droids in the game, the developers of Super Mutant Alien Assault have some bugs to work out before its full release, sometime later this year or early next year. Though if they do manage to eradicate the alien menace that makes the game buggy and add more content to it in the process, the game might keep its promise in being the “Citizen Kane” of Super Crate Box clones… whatever that means.

When not writing previews as Unnamedhero, Eduardo Luquin can be reached at unnamedheromk13@gmail.com.

Dungeon League (PC) Early Access Preview

Developer: Achebit | Publisher: Surprise Attack Games

Ever think of taking a cooperative game like Gauntlet and turning it on its head to make a competitive party game out of it? Taking fantasy classics like the warrior, cleric, wizard and… um… unicorn and putting them against the dungeon and each other? Then having them compete in various game modes that support fast and furious gameplay for the sole purpose of bragging rights? Nah… neither did I, but the guys at Surprise Attack Games and Achebit thought it would be a good idea so here I am to talk about it.

Dungeon League is a competitive party game that uses fantasy tropes to paint onto a foundation of competitive gameplay tropes to come out with a game that is shiny and new. Reminiscent of classic dungeon crawlers like Gauntlet, it takes those basic 8-bit designs and turns them into a party game where you’ll face the dungeon and each other in an assortment of competitive game modes. Add to that an assortment of varied classes, quick leveling and gameplay that supports it, you come out with basic building blocks that this game is built upon.

Still in a very early build and only about an hour’s worth of content to play through, I did enjoy the bit of multiplayer madness that the game delivered. Featuring matches that only last a couple minutes at a time, the game thrusts the players into one familiar competitive objective after the next with only a bit of downtime in between. Throwing you into a randomized assortment of objective-based gameplay like deathmatch, king of the hill, capture the flag and many more, the game seems to thrive on a fast and frantic play-style meant to push the players to complete the objectives as quickly as possible. After each round, the players are then tasked with using the bit of downtime to level up their character by way of an experience and gold system that allows them to upgrade special moves and buy items to create a beefier and stronger character for their next objective. All of this comes together into a quirky party game that could be enjoyable with friends.

The problem with friends, though, is that they have to be there to enjoy them (or they don’t exist to begin with but let’s not digress into my own personal problems) and, unfortunately, that’s not always the easiest to have around. The currently-available Tournament mode, and one of the future game types requires at least two players and with no online option to speak of, it means you’d have to gather a real life party to be able to properly enjoy half of the games types for some local play. While not too much of a major issue, it still presents a problem for those that prefer to play with friends online and for those that have no real friends (cries). On another note, while the game has some personality when dealing with the in-game vendor and trainer, that same personality seems missing in the monsters you encounter in matches. It is mostly a mix of generic monsters you’d find in most media based on a fantasy setting.

While not spectacular, Dungeon League has some potential. With a helping of two cooperative game modes and another competitive game mode on the way, the game plans to add variety to your dungeon crawling fun. Gauntlet (I see what you did there) mode provides a cooperative experience where up to 4 players will traverse a monster infested dungeon on a quest to defeat the Dungeon Master. In other cooperative fare, Survival modes pits the player and others against an endless stream of monsters all for the purpose of seeing how long they’ll last against the countless waves. Lastly, Dungeon Ball seems to be the last competitive offering to round out the game, where two teams are tasked with destroying each other, upgrading their minions and ultimately getting their ball to the end zone.

With a promise of other game types and an already fun early build, Dungeon League might warrant a look upon full release in 2016.  In the end, it might just be a game worth gathering friends around.

Dungeon League is available now on Steam Early Access.

When not writing previews as Unnamedhero, Eduardo Luquin can be reached at unnamedheromk13@gmail.com.

Lost Dimension (PS3) Review

Developer: Lancarse | Publisher: ATLUS || Overall: 8.5

Telepathy, telekinesis and psychometry are pretty legit. Pryokinesis, cyrokinesis and healing are stretching things a bit but are acceptable. Though, I absolutely refuse to believe that super-strength and teleportation are proper manifestations of psychic force. Super-strength is the supernatural ability to exceed the physical limits of natural strength and thus is regulated to the body and not the mind where psychic abilities dwell. Teleportation is the ability to instantaneously move from place to place without any of the travel in between and is centered on spatial manipulation rather than the power of the mind. Psychic sympathizers would have you believe that just because they could involve a conscious effort that they must be placed under the oppressive umbrella of a psychic power. Nay! Rise up against these ability oppressors and embrace superpower diversity!

superman_and_goku_colored_by_benhurvillar-d63px70
“Behold! The world’s greatest psychics!” – Ability Oppressors

Well, that’s enough of that…

Developed by Lancarse, and published by ATLUS, Lost Dimension is a Strategy Role-Playing game (SRPG) that borrows various ideas to give you a game about a group of psychics climbing an enigmatic tower. Shades of video games like Dangan Ronpa, Valkyria Chronicles and Persona, as well as other media like A Certain Magical Index (To Aru Majutsu no Index), Tokyo ESP, Arkham Horror and more are used to make the psychic SRPG soup that is this game. Though, what really sets Lost Dimension apart is a traitor mechanic that has you offing a member of your party at each floor. It all combines to make quite the familiar product with a diversifying gimmick that captures the attention.

School Girl
Also includes elements that will interest the school girl
fetishist out there…

At first glance Lost Dimension looks like a rather by the numbers SRPG. A simple romp where you’ll move characters across a map and eventually level your way to the top of the tower, but with the borrowing Lost Dimension does from other games it proves to play better than it looks. Much like Valkryia Chronicles, the movement is freeform instead of grid based. This usually translates to the characters having a full circle of movement and is especially useful when characters have movement abilities, like teleportation, that lets them completely bypass some obstacles on the map. Borrowing an aspect from Fire Emblem, the game’s Assist attacks reward good positioning by giving inactive units a chance to do a follow-up attack if they are close by. While this all usually plays out rather fluidly, the occasional mid-attack load screen does disrupt the flow. Though despite the minor inconvenience, both of these aspects give the game charm where there otherwise wouldn’t be any.

The story won’t get any awards but fits as an acceptable excuse for the game to play out. Thrown right into the story with very little frame of reference, you find yourself as confused as Sho who just so happens to have amnesia like the rest of his group (and every other protagonist from a JRPG). The group tasked with 13 days to climb a mysterious tower and stop a dangerous terrorist from ending the world, the most aptly named final boss in video game history, The End, thrust them into a malicious game where their trust will be tested and their allies will be killed by their own hands.

Evil Dude
He also forces them to wear skinny jeans and listen to the
bad poetry he wrote.

The characters, on the other hand, help to make the story stand out a bit more. In a Persona-like fashion, Sho can speak to his teammates between missions to build bonds of trust with them. Small conversations eventually lead to more meaningful talks as Sho’s teammates reveal their history, concerns and even their motivations. This not only fleshes out the character, but can give you different and more impactful dialogue during certain scenes. Also, the character designs deserve some note, they’re all reminiscent of a style found in 90’s anime as opposed to a more modern approach, which some might say is “Da bomb!”

Box Art
The only way for this to be more 90’s is if this was brought to you by the
same company that brought you LA Gears.

In terms of strategy, it never really evolves past taking advantage of the Assist attacks mechanic to add on extra damage. On the other hand, I did find that the difficulty increased at a fair and steady rate. In particular, the Berserk mechanic grew increasingly difficult to control and proved to be quite the double-edged sword. Much like in Arkham Horror, each character is outfitted with a Sanity meter that decreases with every special move and attack they receive, and unlike it, once depleted causes the character to go Berserk and out of control. Now other than the obvious detriment of having a character go out of control and attack both ally and foe alike, the mechanic can also turn the character into quite the heavy hitter. Time and again, I’d send a character far and away from his allies and deep into enemy territory to purposefully deplete their sanity and then immediately hit with another attack for about 2x or 3x the usual rate. Of course, if I didn’t position them wisely, my characters would be given the same treatment. Though, it was a shame that you couldn’t use the mechanic to figure out the traitor.

LD Screens (8)
See those bright blue letters over the character’s face?
They mean you’re playing the game right.

Every floor up the tower, Lost Dimension tasks you with voting for who the traitor is among your ranks and “erasing” them from the party. If the traitor is found, they’ll be eliminated. If not, an innocent teammate will be killed instead and the traitor will then betray you some time later. Usually there are three suspects every floor with a single traitor between them that you will fish out by way of an after-battle cutscene where the main character, Sho, will read the thoughts of his teammates. Then through a mixture of careful positioning and a Vision Point system that allows Sho to dive into the minds of his teammates to discover their true intention, the traitor can be exposed. Once armed with that knowledge, Sho is able to sway his teammates by way of simple dialogue choices at the end of every encounter. Overall, being the games defining gimmick, I didn’t find it exactly inspired but still enjoyable. It gave the game an almost Dangan Ronpa-esque feel to it whenever it came time for a judgment.

Suspicions (1)
…or all of you could be innocent, regardless prepare to
have your privacy invaded!

Though an interesting gimmick, the fact that the traitor is chosen at random (except on the first floor during the first playthrough) still means the party will lose a playable character at random. This can be a bit disheartening, considering that every character plays completely different from the other. Still, Lost Dimension does it’s damndest to soften the blow. Even if a character isn’t used in battle, they get about 80% of the battle exp and, when erased, leave behind an equippable item containing their abilities for someone else to enjoy. The equipment also proves useful in unlocking combination abilities that tend to be quite powerful. Still, random is unpredictable, so your favorite character might get “erased” or you might end up with a rather sexist play-through like I did, where the game killed off all of the women to turn it from an ensemble piece to what I pretended was a buddy cop film with way less cops and way more buddies.

LD Screens (1)
“I’m taking away your badge, Sho!’
“I didn’t want to be a psychic cop anyways!”

With the Playstation 3 now at the end of its lifespan, I found the graphics in Lost Dimension acceptable for a budget RPG. My only real complaint is that the “budget” part of the game showed during a few of the special attacks, some of them having rather big build-ups only to finish lackluster. The music was a slight step above the graphics with mysterious melodies that complemented the environment and narrative. Overall it is a pretty standard job on both fronts. The same could be said for the Vita version that has an expected reduction in graphical quality and frame rate.

Speaking of the Vita, I found the battles in the game to be much shorter than is usual for the genre. Unlike battle-heavy games like Fire Emblem and Project X Zone, the encounters only last for about 15 to 30 minutes, making it perfect for gaming on the go. Adding to that, Lost Dimension is also compatible with PlayStation TV which should make all five of you that bought both systems rather happy.

Lost Dimension was enjoyable, even if it was marred by the mid-attack load times and attacks that seemed to reflect the game’s budget price. Overall, it’s a mixture of several fun elements that make it a fun game. The borrowing it does from games like Dangan Ronpa, Valkyria Chronicles and Persona as well as other media like A Certain Magical Index (To Aru Majutsu no Index), Tokyo ESP and Arkham Horror elevate the game up to a higher bar than one may initially expect. And if you understood all of those references, you should definitely give me your number ‘cause I think we should marry.

When not writing reviews as Unnamedhero, Eduardo Luquin can be reached at unnamedheromk13@gmail.com.

 

A reviewable copy of Lost Dimension was provided to Squackle.

Fort Meow (PC) Review

Developer: Upper Class Walrus | Publisher: Surprise Attack Games || Overall: 7.5

 

The question is as old as time itself: Which four-legged beast makes the better domesticated pet? A dog or a cat? The dog, known for its obedience and loyalty, is commonly known to be “man’s best friend.” On the other hand, cats are known for their independence and for being the little super-villains of the household, which makes them the favorite animal of the internet. Though, thanks to Fort Meow, I now know the answer to this conundrum is dog. It’s definitely dog.

Grumpy Cat
Don’t give me that face.

Fort Meow is a physics-based strategy game that involves building forts, cats and bad adult supervision. Playing as young Nia (I see what you did there…), you find yourself at your grandparents’ place only to find them missing. After not calling your parents, and instead rummaging around the attic (like any good horror movie character), the only clue to their whereabouts seems to be hidden somewhere in your grandfather’s journal. The game then tasks you with building fort after fort with household items to defend yourself against a constant onslaught of cats that want to distract you from reading the journal and discovering their nefarious schemes. Along the way, you encounter your grandfather’s flying robot to help you further explore the house and eventually stop the Catpocalypse… Which all seems like a pretty complicated setup for a tower defense puzzle game about evil cats.

 

Despite the silly and complicated set up, the game itself is actually quite fun. Fort Meow switches between a tower defense and exploration portions and both do well to make the game enjoyable. The tower defense portion of the game is much like Angry Birds, but in reverse. Instead of trying to destroy buildings and those inside of it, you take the role of the person inside of the fort who must build one strong enough to prevent any cat from forcing their way inside. Though, like any good game, the premise may be simple but it still manages to challenge the player. Constantly, I’d find my forts barely surviving and on the verge of collapse. Plus the time mechanic, which serves as a sort of cost for the items in your fort, is an effective way to limit your resources enough to make your forts strong but nowhere near impregnable. Lastly, while the gameplay in Fort Meow is mostly solid, the “physics” that the game mentions as a selling point don’t always play out as planned and would probably leave Einstein scratching his head in confusion.

Gravity
E=What the heck is that?!

The exploration portion of the game may be a smaller part but it still manages to do a good job at integrating your expanding amount of fort pieces into the overall plot as you unlock every room in your grandparents’ house. While a few of the items you pick up are simply roadblocks that attempt to withstand the flying cats, others are roadblocks that have rather interesting gimmicks to them. From lamps that halve damage, to boxes that capture kitties and fortify themselves in the process, and even objects that attempt to shoot the felines out of the air, the game offers you a wide assortment of items to build your fort around. Unfortunately, the same amount of imagination wasn’t put into the puzzles used to unlock more rooms in the house. Simply being notes that you unlock with gameplay, they tell you exactly how to solve the uninspired “puzzles” in the game. This makes unlocking more rooms into a meaningless “Where’s Waldo” exercise instead of a fun brain teaser.

Vampire 2
Like other evil creatures, light weakens cats.

On a more positive note, the art style in the game is a treat. Fort Meow uses simple and cartoon-like animation during its cut scenes, a comic style for the dialogue and storybook like drawings during the actual game to great effect. These styles mix well with the story and the atmosphere of the game. To a similar degree, the melody and sound effects are used to a comparable effect.

 

Regrettably, the game does have its downfalls. First, the game is short, coming in at around 2 or 3 hours of content and offering no replayable features such as challenge stages or a “new game plus.” This lack of replayability is a shame even with the small price tag attached to it. I would definitely pay a few more dollars for several extra hours of gameplay.

WTF

I’d gladly pay a few more dollars to dick around and make more fort
monstrosities like this one.

Another of the game’s undoings is the fact that luck plays a moderate part on whether or not your fort will withstand the cat’s flinging themselves against it. Enough times for me to notice, I would use the same fort in the same stage and each time things would play out differently. Whether it would topple over to one side, stand firm but eventually fall under the cat’s assault, or even withstand the full brunt of the cat’s attack seemed to be random and completely arbitrary according to the game’s whims, which took me a bit out of the whole process.

 

Charting this last bit of negative input on a mostly fun game as personal preference, I feel that the PC port would be inferior to the iPad version. This game seems like a fun portable companion to help offset any boredom while outside or while looking to kill some time before whatever activities the day has in store. Plus, playing it in short spurts while outside, as opposed to a sit down session at the computer, would probably make the game seem a bit longer in comparison.

my_drunk_cat_by_lowchord07
On the IPad, you could also play it while making
bad decisions like this cat here.

Don’t get me wrong, though. While Fort Meow has its hiccups I did still find my time with the game enjoyable. The only real decision to make is if these hiccups are enough to dissuade you from buying the game at the low 8 dollar price tag. If the game has anything else going for it, Fort Meow gives me another good reason why I prefer dogs over those evil cats.

When not writing reviews as Unnamedhero, Eduardo Luquin can be reached at unnamedheromk13@gmail.com.

A reviewable copy of Fort Meow was provided to Squackle.

Jungle Rumble: Freedom, Happiness, and Bananas (PSVita) Review

Developer/Publisher: Disco Pixel || Overall: 6.0

When Dave first contacted me to play a rhythm-based game featuring orangutans searching for their stolen stash of bananas, I was more than excited to brush off my old Jungle Beat Drums to play Donkey Konga 3: The Search for More Hard-to-Find Wii U Accessories. I was prepared to camp out for the official attachment that would end up being scalped left and right, due to limited supply from Nintendo, all to play a game that some have been waiting nine years to play. Then Dave told me that the game was actually called Jungle Rumble: Freedom, Happiness and Bananas, that it was on the PlayStation Vita, and it had nothing to do with the loveable banana eating kidnapper …

Happy DongSad Dong

My before and after pictures, respectively.

Jungle Rumble: Freedom, Happiness and Bananas is an iOS port, featuring some extra content, of a rhythm-based action game that challenges you with reclaiming the stolen bananas of the Mofungo tribe from an aggressively red-colored rival tribe. The game uses a four-beat rhythm to have you perform tasks from moving, to attacking, and to ultimately defeating the rival tribe and reclaiming your tribe’s bananas. Overall, playing to the rhythm will ultimately decide whether your teams of simply-drawn monkeys succeeds or if the opposing team of simply-drawn monkeys does so instead.

Graphically, Jungle Rumbles isn’t really much to look at in action. While the attempt to give the game a particular style is there, it falls flat before achieving any notable flare. What’s left is a rather simple art style that tries it’s best to be simple and cute, but does not possess the small intricacies to achieve that goal. Don’t get me wrong, the game is nice enough to look at, but it appears rather stiff and lifeless when in action. The monkeys seem to perform the same repetitive actions ad nauseam for whatever four-beat command you manage to perform to the point of monotony. It’s a shame too, with a few more variations and perhaps a creative idle animation the art could have been much more pleasant to look at.

Red Light
Like in any good game of Red Light, Green Light, it only
screws up while in motion

The music in Jungle Rumble is serviceable, which would be alright if it weren’t for the fact that music is sorta the most important part of rhythm games. While games like Lumines are remembered for their sweet techno beat, games like Dance Dance Revolution have catchy J-Pop, and even Donkey Konga tickles at the nostalgia bones by playing through classic Nintendo beats, Jungle Rumble seems content with providing a four-beat-rhythm that simply repeats infinitely and calls it music. To add (or subtract), the rhythm itself hardly changes between levels to any noticeable degree. On a better note, the meeps of the monkeys, the sound of a coconut hitting its mark and other sound effects add charm where the art and music does not.

Gameplay-wise, Jungle Rumble has the honor of using the Vita’s least used gameplay set-ups, which involves turning the Vita vertical, to good effect. While this set-up took a bit to get used too, I found it particularly useful in the game’s many scrolling levels to have the screen longer as opposed to wider. The game itself is controlled completely with touchscreen commands and its manipulations through the game’s four-beat rhythm. For example, to move from tree to tree requires the simple alteration between your starting tree and the tree you wish to move to. To throw a coconut requires you touch yourself three times (hehe) and the enemy once. Moving two spaces is much like moving one but requires an added touch on the third beat and a final touch to the far tree you wish to land on. Unfortunately, this is about as complicated as the game gets and I found myself expecting more when there was nothing left. Furthermore, the fact that each maneuver requires you to adhere to the previously mentioned 4 beat rhythm made me constantly get further out of tempo as I had to wait for the rhythm to repeat itself before starting another command. This was only further hindered by the fact that someone thought it would be a good idea for the game’s visual helper, colored circles and a tiny ball that bounced to the levels beat, to disappear after a few successful repetitions, making it the harder to get back into rhythm as I waited for it to reappear. Thankfully, I didn’t have to deal with that for long.

Fear
If playing games in new and interesting ways scares you, then
stare at the face of FEAR!!!

Jungle Rumble, while simple, is also very short; the five dollar prince tag will get you about two hours of gameplay. The content consists of three worlds filled with various stages that are easy to complete. While the game’s grading mechanic of a bronze, silver, and gold medal offer some replay value, overall it doesn’t add much more time to the already short game. Though, if two-hours-plus of content justifies five dollars is up to you.

OneThird
You’re looking at about 1/3rd of the game
right here.

Overall, Jungle Rumble: Freedom, Happiness and Bananas feels like a game that had a lot of good ideas that never truly came to fruition. The game never really seems to hit its stride, whether it is the art style that only looks charming when still, the rather forgettable “music,” the sometimes frustrating 4-beat commands or just the game’s short length. While not a horrible game, it perhaps could prove useful as a way to break into rhythm games for the uninitiated.  Personally, however, Jungle Rumble: Freedom, Happiness and Bananas is not something I would look forward to.

Barrel of Meh
More like a Barrel of “Meh..” for me.

When not writing reviews as Unnamedhero, Eduardo Luquin can be reached at unnamedheromk13@gmail.com.

Swordsman Online (PC) Review

Developer/Publisher: Perfect World || Overall: 8.0

World of Warcraft never wowed me. I didn’t ground myself in Tera. I didn’t enlist myself for Guild Wars. Neither did I ever play EverQuest. Much like the old Zelda CD-i games, what your humble reviewer is trying to say is that he avoided Massively Multiplayer Online (MMO) games like the plague. Perhaps it was due to a lack of interest in taking the RPG experience online, or maybe it was the fear that the time sink would melt the proverbial face off of my free time à la Raider of the Lost Arc. At least, that was until I gave Perfect World’s MMO Swordsman a try.

giphy
Always make the Indian Jones reference.
Always. 

Disclaimer: This review is based on my experiences playing the Infinity swordsman class up to level 37, during the open Beta. There may be some changes when the game goes live on July the 29th and after as the game is updated.

 

Swordsman Online is Perfect World’s latest foray in the Free-to-Play (F2P) Action MMO market. Inspired by the popular writing of wuxia (martial hero) novelist Louis Cha, Swordsman trades in the typical fantasy-styled combat and races found in most MMOs for martial arts action and oriental locales. The game touts wonderful graphics, an abundance of visceral martial arts inspired combat, exclusive guild-only quests, a variety of classes based on schools of martial arts, a rich story, and an overall fun experience for any MMO junkie.

 

Though, does the Action MMO hold true to those boast? Well, without further ado, here is my review.

Lets get this started
LET’S GET THIS STARTED!!!
YEAH!!!

Right off the bat, Swordsman introduces you to a rather aesthetically intricate and detailed character creation process. From height to build to facial scars, the standard character options already provide an ample playground to create a character to your liking. Furthermore, the advance options offer you sliders to adjust the size, shape and location of those features allowing anything from an eye-catchingly attractive character model to a grossly hideous one.

Character Creation 2Character Creation 3
Character Creation 4Character Creation 5
It ranges somewhere between Cloud Strife to Quasimodo.

Along with the varied character models, the graphics in the game are much better than I expected from a F2P offering. The fields are decorated in a lush mixture of greens, grays, blues and browns that capture the various dirt roads, mountains and areas of water you’ll come across. Inside the cities, the graphics do well to bring the various decorations of the city to life, and also include some neat tile designs that can be seen along the main roads. The shadows in the game also deserve a special note with every item in the city casting its own distinct shadow and, at times, overlapping with others to create an almost realistic effect. Unfortunately, the same couldn’t be said for the greenery outside of the cities’ wall. The only other graphically lacking part is that a few of the enemies and other NPCs don’t seem on par with the rest, but it still turns out to be a very minor flaw when compared to the depth of the other visuals in this Action MMORPG.

 

Being an “Action” MMORPG, the combat in this game appears to take on a far more involved attitude than with other MMOs. Instead of targeting an enemy to constantly unleash a swarm of basic attacks, every swing of the character’s chosen weapon takes either a button press or mouse click to execute and actual aim to hit the enemy’s hitbox. The typical flow of combat takes on a mixture of those attacks along with special moves and a dodge mechanic to round off a standard fight. There is also a combo mechanic that grants more damage depending on the number of continuous hits you have scored… as long as another player doesn’t move your target out of the way mid-combo or the clunky controls don’t screw it up.

Not Giving a Shit 2
Currently Pictured: My character not giving a shit as he spins around like a
doofus for a high combo.

Regrettably, while the game offers three control options, the controls aren’t the most intuitive with the combat. No matter which of the three control styles your choose, you will find yourself having to get used to the clunky controls rather than naturally having it blend with your own personal style of playing, which can delay you from enjoying it at the onset. The controls themselves have an effect on early combat that causes it to appear stiff until you acquire a more diverse move set later in the game. Though, with that said, each successful hit does carry a distinct weight to it as it makes contact with the enemy. Watching a finishing blow send the lifeless body of an enemy flying did solicit a grin from time to time.

 

The questing itself is rather generic, however. Most taking the form of fetch quests, defeating a certain number of the same enemies, talking to NPCs or the occasional boss fight. Considering that the game has a rather robust acrobatics system that offers triple jumps, air dashing, and gliding, I was hoping there would be more quests involving these abilities that are ripe for platforming elements. Unfortunately, only one quest asked me to use such skills to climb to the top of a building to meet with a man’s wife. Also, word to the wise, there are guild specific quest that serve to spice up the gameplay a little bit, so I’d recommend joining a guild at some point.

Secret
“Golly, Mrs. Lin! I’m okay with that, but I sure hope you told Mr. Lin
about it.”

In addition, early on, the quests give a considerable amount of experience points for whatever you have chosen to do, from important to inane. Constantly I would find myself talking twice to the same character only to have him vomit out about ten percent of the experience points I needed to gain a level. I would prefer to see all that experience be bundled up at the end of the quest line in a neat box, rather than be given out in parts like that for every unimportant task I do… but that’s just, like, my opinion… man…

well-thats-just-like-your-opinion-man-gif-the-dude-lebowski
Abide.

Out of the figurative box and onto other parts of the game, Swordsman offers a whopping ten classes under the guise of martial arts schools your character can study. While each of the schools or “classes” are different, they all follow the standard roles of tank, DPS (Damage Per Second), healing, support and control seen in most MMORPGs. Delving deeper, each of the schools offer three distinct styles that can be changed on the fly even during mid-combat that are usually either a variation on the school’s role in combat, or a dip into another of the usual combat roles.

 

Being comfortable with my masculinity, I chose to study under the Infinity Style that is usually practiced by nuns and offered quite the unique counter mechanic to their tank-ish style of combat. Most of the skills are charged attacks that release high damage the longer the charge is held.  However, if hit during the charge the class will unleash a completely different move that usually substitutes damage for a negative status effect or a “debuff” on the opponent. I found that to be a rather interesting mechanic, and would love to see what other mechanics the other schools introduced in the story could pull off.

SWORDSman
The Infinity School also attempts to make a two sword style viable, which is about
as unrealistically awesome as I wish to be. 

Taken by itself, the story is a little bland and hardly noteworthy. When seen through the eyes of a martial arts film aficionado (i.e. me), it’s quite the enjoyable love letter to genre and the books the game is based upon. All of the tropes are there: the main character’s village being destroyed, ancient relics, feuding martial arts schools, revenge, secret scrolls and the glorious Fu Manchu facial hair. To add to that, Perfect World made the decision not to dub the dialogue and to keep in its original Mandarin Chinese. This proved to be fairly wise decision as the authentic Chinese voices give the story an authentic vibe, in turn. The only way it could be more authentic is if it replaced the voices with bad English voice acting that doesn’t exactly match the lips flaps of the character. All in all, the story is a mixed bag; those that enjoy the genre will enjoy the homage to the books and films the story is based on, and those that do not will hardly care for it.

Fu Manchu
Though early cinema has given the Fu Manchu facial hair a bad rap,
few things are as majestic when properly maintained.

Beyond the story, the game offers a variety of instances, dungeons and events for a group of people to run. Starting at around level 15, the player is already offered their first instance to play at one of three difficulty levels. While most instances can be tackled by themselves at the normal level, swordsman and hero levels ramp up the difficulty to be better tackled by a team of players. Along with those, the game also offers a variety of dungeons at higher levels that offer their own form of exp rewards and items gains. Adding to that, there are many daily events and activities that are sure to better your character in one way or the other.

Generic
The instances are as important to do as their names are generic.

The Player versus Player (PvP) options come in a few flavors. While typical one on one and group combat can be enjoyed in the game’s arena, which includes customizable settings and a reward system for the victor, the game also offers guild based PvP that allows guild to take over land in-game. However, the most intriguing option lies in how Swordsman handles PvP in the open world. PvP players outside of the arena and the guild wars come in three types. First are the Harmony players that aren’t allowed to attack others. Then there are the Outlaws that can attack any player above a certain level for a monetary reward but at the cost of their name turning red and branding them as a player killer. Lastly, there are the Avengers that are only allowed to gank (kill) characters whose name has turned red, netting the player an item from the character’s inventory once defeated. In a way, this game of mouse and cat (and dog) is a fascinating way for the player characters to police themselves.

 

As for the audio, I found it rather lackluster to say the least. Not that it ever detracted from my experience of the game, but nothing struck me as noteworthy in the music or sound effects department in the open beta.

 

Being in open beta, Swordsman is riddled with enough bugs to make a roach motel jealous. A few I encountered included: graphical glitches, closed doors that I could pass through, opened doors that looked closed on screen, the sound randomly cutting out during cutscenes, my character freezing in place for several minutes and an invisible enemy hunting me down until I could escape to a safe zone. As a special mention, the most amusing glitch in the game allowed me to make the enemies windmill uncontrollably after being killed by certain moves. While none of these glitches are game breaking, they sure do bring you out of the game’s immersion.

Dance
I like to think that sometimes I don’t kill my enemies, but instead their defeat
inspires them to take up their true passion in dance.

Lastly, for the duration of the game, I was offered the Hero’s Pack by Perfect World. Included in the package comes a combination of a mount, a unique companion, equipment, an exclusive fashion and consumables all meant to make your Swordsman’s experience all the more enjoyable for $59.99. While most of the items only serve to streamline the experience and literally make things faster for you, like the Blazing Stallion that goes about 3 miles per hour faster than a typical horse, there is some worth in the rather powerful Ring of Valor, which is an upgradable piece of gear that can boost its stats as you level. Also, the package offers you a unique fashion  which doesn’t serve anything outside of an aesthetic sense that this is the closest you’ll be to looking like Mortal Kombat’s thunder god in Swordsman, which admittingly, is still pretty cool. Overall, while it can be convenient for those starting out or seeking to raise an alternate character, I found the Hero’s Pack unnecessary for a patient player.

Raiden CosplayThunder God

Maybe if you squint your eyes and turn your head to the left…

Though the game definitely has it share of glitches and faults, I believe the game is worth a try for anyone looking for a new MMO to enjoy. From the unique setting, variety of classes, abundant PvP and eye-catching graphics, the game more than makes up for getting use to its clunky controls and other lesser traits. Plus, it made my first true MMO experience not all that bad…

When not writing reviews as Unnamedhero, Eduardo Luquin can be reached at unnamedheromk13@gmail.com.

Long Live the Queen (PC) Review

Developer/Publisher: Hanako Games || Overall: 8.0

Welcome Lords and Ladies, gentlemen and women of esteem to the tale of Princess Elodie. A young girl caught betwixt her royal appointment as upcoming queen and the many dangers that the title holds. Watch her take classes on the many facets of a proper ruler and matriarch. Watch her weave her way through the tribulations of both political intrigue and royal scandal. Watch her conquer both the battlefield and the ballroom with her might and refinement. And watch her die… and die… and die again…

Cheerful

Don’t get too attached, her many deaths will be the result
of your bad decisions.

Okay, I had my fun.

Long Live the Queen is a visual novel of political intrigue, war and death all dressed up in a pretty, pretty pink ribbon for your playing pleasure. The game casts you in the role of young princess Elodie, fresh from the sudden and unexplained death of her mother; this understandably depressed young lady is now tasked with running the country until her proper coronation on her fifteenth birthday. You, on the other hand, are in charge of keeping her alive by means of a point and click adventure where you will raise up skills to complete tasks through menu commands. You will fail.

At its core, Long Live the Queen is a literal numbers game. You have a number of weeks until Elodie’s coronation, attempts on her life occur on certain numbered weeks, and you then avoid them by having leveled the necessary skills to survive to a certain number. Long Live the Queen’s success in this formula is in how fluidly this all comes together. The game does the number crunching for you while clearly explaining all in-game mechanics.

If described in one word, the “game play” in Long Live the Queen is “light.” A typical in-game week consist of first sending Elodie out to learn two skills in the form of classes, and ends with having her participate in some sort of event during the weekend. Both skills she has focused on are raised by a base of two points per day and, with no bonuses, results in 10 points for the week. This is further diversified by her mood; every weekend you are asked to have Elodie participate in some sort of activity that affects her mood and, in turn, her mood affects how well she does in her studies. If done correctly, you could gain a bonus that is about three times the usual rate. If done incorrectly, you could succumb to a penalty that results in an effective score of zero points for the whole week.

Skills

The skills range somewhere between “a lot” to a “crap load.”

Now while simple enough in execution, to make the most out of your skills and moods requires a careful point and click balancing act. First off, the skills are quite numerous and the game doesn’t really allow for your princess to train evenly in all fields. More often than not, you will find that making Elodie a jack-of-all-trades will lead to an earlier demise than min-maxing (minimizing the effect of undesired skills and maximizing the effect of desired ones). This can get particularly difficult when you find out that each skill has two associated skills that must be raised over 25 points before the skill you want can be raised over 50 points. Overall, you’ll find that a well-rounded princess usually equals a hated, useless and dead one.

Moods, to the same extent, also require their own special balancing act to make the most out of them. Each mood is set at one end of an eleven point scale and at the opposite end of that scale is a mood that is contradictory to it. For example, in this game, you can’t be angry if you are afraid, you can’t be cheerful if you are depressed, and you can’t be lonely if you are pressured. How much each of those makes sense is up to you. So whenever a certain activity gives you points in one mood, it also detracts points from its opposite mood. This will often have you subject your princess to a constant state of manic depression as you go from one end of each mood scale to the other in search of the right mood bonus to complement the skills you desire. Though, even with perfect mastery of both skills and moods, it doesn’t mean your princess will make it out alive.

 PassiveAggressive

 It’s not like I think that the combination of angry and afraid is being
passive-aggressive, but it could make sense, man…
Source

Elodie is going to die… she’s going to die a lot… but that is also part of the fun of Long Live the Queen. Even when you believe you have a perfect set of skills and moods to take your little monarch from princess to queen, the game has no problem throwing a surprise curveball at you and killing Elodie off. The process, while frustrating, often times fills you with a renewed sense of determination as you start fresh and tweak her skills to overcome that particular obstacle and then find another one to have you repeat the whole process. Even when you do eventually manage to make Elodie a queen, you can find yourself eagerly replaying the game to find out what other sets of skills can make her a queen and not a cadaver. Altogether, Elodie’s constant deaths give a sort of morbid charm to the game.

SwordBlood
ArrowBlown_up

Never before has brutal death been more adorable.

Visually, the game takes many cues from the art styles found in most shoujo (girl) comics in Japan, which makes sense since this game is targeted towards girls but with a wider audience in mind (justifying my manhood: done). The girls are cute and the boys are just as pretty. My only problem is that despite the game fitting the visual novel category, it seems far more inclined to just describe the story rather than illustrate it. The game could do well to provide more illustrations during the more important points of the story than just a portrait of a face and some text next to it. Though, when illustrated, the pictures are a treat to see.

In the audio department, the piano arrangements that accompany the story give it a fairy tale ambiance, as well as, just being pleasant on the ears to hear. It does well to highlight the sad, cheerful, and action scenes throughout the novel. In contrast, the sound effects are virtually non-existent. Which is a shame, since a well placed clang of steel or cheering crowd could have picked up the slack where the visuals did not.

There isn’t really much to say about the interface. To its benefit, everything is easy to get to, clearly explained and hardly confusing. You point. You click. You get on with Elodie’s life (or death).

The narrative does a good job at juxtaposing the pretty princess theme with the darker tones of rulership. One minute Elodie could be enjoying a grand ball, and the next she could be at the end of an assassin’s blade. Though, in that regard, it does exactly what the game promises; it takes you through the “typical” year of someone destined to be queen. Where the narrative thrives is in the fact that, despite one scene near the end, it is exactly what you make of it. Often times, you will even find that events from much earlier have great impact on events found later on in the story. Though, whether princess Elodie makes the castle her gilded cage to protect her from the world’s troubles, becomes a war mongering tyrant, or goes on an adventure to vanquish fantastical beast is completely based on the skills she takes and choices you make.

 Military Elodie

…or you could play her like I did. As a warlord skilled in both decoration and public speaking that I imagine
screams, “I AM THE PRETTIEST!” after every victory to the cheers of a loving crowd

 

and so ends our tale of princess Elodie. A tale, while lacking both in effects of visual and of sound, can be an intriguing piece that is delightfully frustrating and wonderfully addicting to come back to. To all the Lord and Ladies in the audience, I bid you “Adieu.”

When not writing reviews as Unnamedhero, Eduardo Luquin can be reached at unnamedheromk13@gmail.com.

Puzzle and Dragons (Android) Review

Developer/Publisher: GungHo Online Entertainment|| Overall: 8.5

Hardware Used: T-Mobile G2 with Android 2.3.4

With its roaring success in the Land of the Rising Sun, (that’s Japan, because the sun doesn’t rise elsewhere) GungHo Online Entertainment now intends to addict America with its special blend of Puzzle, RPG and Free-to-Play/Pay-to-Win elements with the straight-to-the-point title Puzzle and Dragons. Though, does the game deliver a fun experience that can garner the attention of an American audience, or will it simply fade in obscurity like many other Japanese imports?

Nintendo Gameboyvirtualboy

If you need me to tell you which of these imports was a failure and which wasn’t, then videogaming
might not be the right hobby for you.

 

Puzzle and Dragons is the unholy combination of the puzzle elements of Bejeweled, the monster mechanics of the Shin Megami Tensei series and a dash of Pokémon for added flavor. While each game is addictive in its own right, someone in Japan thought combining the three would make an addiction juggernaut of the likes that mobile gamers have never seen before… and for the most part, he was right.

 

Puzzle and Dragons starts you off with the wholly “original” idea of having you pick one of three elemental monsters: a fire monster, a water monster, and a plant monster. You are given a random “rare” monster to further entice you to collect more monsters. Afterwards, you are thrown into a seemingly endless supply of dungeons to capture monsters, level and evolve your collection, as well as level yourself up — all to eventually continue the vicious cycle when you find that you can now take on stronger enemies and dungeons. All of which aptly describes your journey through the game.

Mega-Evolutions-of-Classic-Starters-700x372puzzle-dragons-main

Okay, I don’t care how it happens but one of you
is helping me catch a Mewtwo.

Game design in Puzzle and Dragons is actually pretty solid. The meat and potatoes of the core game will have you encounter wave after wave of monsters in each dungeon until you reach the boss monster. During battles, the monsters will attempt to attack and reduce your hit points to zero. You’ll counter by matching up elemental gems to make your corresponding monsters attack and reduce the enemy’s hit points to zero. The best moves are when you form a chain of matches, which further multiply the damage your monsters dish out.

 

Along the way, you collect more monsters while making enough coins to further advance your monster team. While the premise is simple enough a layer of strategy is added by the various special abilities each of your monsters provide that sometimes cause extra damage, other times restore your HP, and can even convert one type of elemental gem into another. Taking these special abilities into account when forming a team of monsters can mean the difference between beating an enemy monster that your current level shouldn’t be able to handle or having a boss curb-stomp them. Furthermore, special “Leader Skills” further shake things up and add another layer.

 

Puzzle and Dragons also resides in the easy-to–learn-but-hard-to-master category, though the game does a sufficient enough job at explaining the basics, it leaves the more advanced strategies to the players to find them on the internet or discover them in a happy accident. Overall, the gameplay is fun and engaging.

Strategy

This is an example of strategies derived from a
“happy accident.”

 

On the other side of the Free-to-Play coin is the fact that Puzzle and Dragons is a Free-to-Play mobile game and has no shame in reminding you of that. While plenty of activities can be done with the in-game currency, namely leveling up your monsters and evolving them, there are activities that require a special form of currency called a “Magic Stone.” The activities vary in usefulness; you can revive your monsters in a dungeon, regain their stamina so you are allowed to play longer, or get a turn at the hallowed “Rare Egg Machine” for an almost guaranteed chance at a strong monster for the price of five Magic Stones. Then, once their usefulness has been established, the game proceeds to remind you at every turn that they can be purchased in their online store, especially when you have none left.

 

Now, a fair warning to new players: the game will attempt to make it seem like Magic Stones are easy to come by as it bombards you with them early on in your career as a Pokémon Mas… Persona Use… Dragon Tamer(?). Know that this is only temporary and the stones quickly become a much rarer commodity. That’s not to say that you’ll never get them, and that you can’t eventually achieve the same results with a lot of hard work, but the game is more than happy to offer you an easy way out if you wish to throw money their way.

 

The controls in this game sometimes suffer the same foibles that many touch screen based games have, but work enough of the time for that to not be a problem. The game never really asks you to do any more than tap the screen or drag your finger along it, and barring an occasional accident, you are able to do just that with no problem. The other elements of the interface are also easy to use. On the main menu, everything is visible and doesn’t require more than three taps to get somewhere, and in the dungeon the elemental gems and monsters are in clear view. The only problem I have with the touch screen controls is that the gems seem a bit too close, making it hard to see the gems around the one you’re currently in control of. Of course, it could just be my fat finger and small phone that are the real problems.

 

Visually, the game doesn’t really offer much outside the portraits that come with each monster. They are often colorful, creative and somewhere along the lines of adorable, ferocious or a very specific fetish that I’m sure applies to someone. In contrast, the backgrounds are mostly just pallet swaps (recoloring the same textures) of the same hallways. The special effects are just as bland and usually involve a ball of colored light that hits the opponents, followed by an uninspired effect that represents the element used in the attack.

Echidna ArchangelLilith Flame Girl

Ladies…

 

The music unfortunately hits the same note (see what I did there), and is just as bland as most of the visuals. You are constantly subjected to the same slightly upbeat and so-often-forgettable-that-I-had-to-log-into-the-game-to-remember-it music in every dungeon. The monotony is only broken up by another, more intense song that is also played at every boss encounter. The sound effects are just as forgettable and really don’t do anything different that you haven’t seen before.

 

Now, a special note should be added as to why this game is so addictive. Not only does it provide solid gameplay, and a vast collection of monsters to collect, improve, and form a team around, but the game is also constantly in the midst of some sort of special event. The events serve many purposes from providing the user with fresh new dungeons to explore, the chance to collect rare monsters such as angels, demons, and batman (I’m not kidding), and also the ability to collect more of the coins, experience, and “Magic Stones” to make team building all the easier. Furthermore, these events often come and go, so it pays to log in daily to check out what is going on, what you can take advantage of, and exactly how long you can take advantage of it. In conclusion, the events give an incentive for players to log in daily.

BatmanPuzzle

Okay, let’s be honest here… you’d make a much better leader of this team
than me, so I’ll just stand back here and let you call the shots.

 

Despite the hiccups in the audio and visual department, Puzzle and Dragons is a fun and addictive game. The combination of bejeweled-like puzzles, collectable monsters, and a Shin Megami-like advancement system seemed to have meshed well into a game that is indeed playable, and worth a look.

When not writing reviews as Unnamedhero, Eduardo Luquin can be reached at unnamedheromk13@gmail.com.