Neverwinter (PS4) Review

Developer: Cryptic Studios | Publisher: Perfect World International || Overall: 8.0

All it takes is one hit. One bad decision and you are hooked. You’ll tell yourself that the first time was free and that you’ll never do it again, but who are you fooling? Before long, you’ll be back down in that basement looking for another hit. Sure, it’s nice that your dealer will give you some Mountain Dew and Cheetos with your main course of addiction, but you know what you did down there. From there, it isn’t much longer before you’ll start to feel the aftereffects: shaky hands, multiple personalities and even death, more than once in some cases. Dungeons and Dragons creeps into your soul and clenches it tightly until it takes over your life. By the end you will wonder how a free character sheet turned into multiple player’s guides and even a few adventure modules. Of course, if that is what you are thinking you probably already have a weekly gaming group and it is already far too late to save you.

Drug Dealer

“You’re in luck. I got a fresh batch of D6s.”

*Disclaimer: This review is based on playing the Guardian Fighter class with the Onyx Head Start Pack provided by Perfect World.

Getting rid of the polyhedral dice, the play mats, and the physical presence of other people; publisher Perfect World and developer Cryptic Studio are looking to bring the excitement of Dungeons and Dragons to the PlayStation 4 with its port of Neverwinter. Featuring Dungeons and Dragons’ popular Forgotten Realms setting, Neverwinter casts the player as a fearless adventurer in one of the many character classes that tabletop game is known for. While it seems like a natural choice to take a game like Dungeon and Dragons and turn it into an MMO, does the experience translate well to the home console? Does it still feel like a Dungeons and Dragons adventure? Is asking a question a textbook way to lead to the next paragraph?

It is not exactly a one-to-one conversion, but Neverwinter does an admirable job of getting the feel of Dungeons and Dragons just right. The world is a ripe fantasy filled with the sorts of things you’d see at the table. It is populated with humans, elves, orcs and all of the familiar races that usually find their way at the end of your blade once a party member fails a diplomacy check. The starting classes are also standard D&D fair, giving you an assortment of paladins, fighters and magic-users to seek and destroy all those that would bring harm to the people of the Forgotten Realms. Neverwinter even includes a “character sheet” for your character where you’ll find their stats and abilities. There are some notable absences and a few things are locked behind a paywall but what you are given at the start certainly isn’t bad.

Neverwinter_PS4_03

How a failed Diplomacy check usually looks like…

The story itself is also right up the typical playbook for a Dungeons and Dragons campaign, but there is also something for those that simply enjoy fantasy stories to like. That being said, the story doesn’t exactly take the genre and revolutionize it. It’s a pretty standard tale that has the player going throughout the Forgotten Realms to stop the impending invasion of a Litch Queen with an assortment of side-quests that link (and don’t link) into the overall campaign. The quests themselves also feel the same way. They really don’t travel far outside the typical go here, get that, kill these, and defeat this boss format of so many other MMOs but they do a decent job of progressing the player through the narrative. On the other side of the gaming table, the voice acting is far more of a mixed bag. Some of the characters don’t give a very good performance and others will leave you wondering why they choose that voice for that character, but some of the actors give a decent performance for their role and scene.

For those familiar with Dragon Age, you’ll be right at home with the gameplay. Dumping the usual point and click affair for a mostly action-oriented set up, the game has you moving with the joystick and attacking with an assortment of buttons on the control pad. Almost everything is used in some regard, from the face buttons to the triggers, to the point where it may take some getting used to. This is especially noticeable when pressing the L1 button, as it gives you a whole new set of actions to choose from. Once you do master the control scheme, it seems quite natural. Though, finding a good way to balance the button combinations isn’t the only thing that’ll be your responsibility, you also have to aim your attacks. The reticle on screen gives you a good idea on where your attacks will land, and while the game is generous, it is still possible to completely whiff your attacks and lose several precious seconds against your enemies if you are completely off mark. It’s not exactly throwing oddly shaped dice and hoping you’ll hit, but the gameplay gets the job done.

While hostile NPCs are the main threat, they aren’t the only dangerous thing in Neverwinter. There are several traps that can inflict injuries to your character and if you don’t have an injury kit to heal them, you’re forced to suffer from their debilitating effects. Depending on where the character is hurt, they can suffer anything from reduced damage to an increased cooldown time. Thankfully, with an attentive eye to your surroundings, they are largely avoidable. Whether it is a slit in the floor, an oddly shaped tile, or even a hole in the wall, each of the little, but deadly, inconsistencies in the dungeon’s design is a clue to a trap. Of course, it may take several tries before they can all be avoided, but it is rewarding to do so. The only real problem with injuries is that it takes about three minutes near a campsite to fully heal if you don’t have an injury kit or don’t care to waste one. Though, waiting around is pretty standard experience in MMOs from what I can gather.

Lastly, the graphics aren’t all that great. Neverwinter is a three-year-old game and, even at the time, it wasn’t all that graphically impressive. It doesn’t possess the same quality or attention to detail of more high-budget titles but it also doesn’t really detract from the gameplay. Sure, the faces aren’t as detailed, and the glittery dust that leads you to your next mission isn’t as shiny (Kudos though! Made it much easier for a MMO newbie like me to find each mission.), but you’ll probably be too busy killing things to even care. The graphics are serviceable but not impressive.

Even if Neverwinter isn’t heads above the rest when it comes to being an MMO, it is still a fine translation of Dungeons and Dragons to an MMORPG. Many of what D&D players love are represented here in some way, shape or form. Even players that are unfamiliar with D&D can have fun in the world and with the action-oriented combat. Even without the snacks and rules lawyers, Neverwinter is still a fine game and Dungeon and Dragons experience.

When not spreading his Dungeons and Dragons addiction as Unnamedhero, Eduardo Luquin can be reached at Unnamedheromk13@gmail.com.

 

8DAYS (PC) Review

Developer: Santa Clara Games | Publisher: Badland Games || Overall: 8.5

8DAYS is an indie twin-stick shooter from two-man team Santa Clara Games.  Drawing heavily from the contemporary example of Hotline Miami, you’ll even see influence from Metal Gear and traditional “shmups” in this genre cocktail.  The action is spread out over five Chapters, each with a satisfying length and unique theme.

The scenario for the characters you play, known as Lola “Wasp” Cruz and Mike “Ghost” Doe, starts with them working for a Private Military Corporation known as G.O.D. Inc. (Gold, Oil, Diamonds Inc.).  This PMC is apparently the most successful in the world and has its fingers in many political pies — being hired when shit goes down.  For example, the first Chapter has to do with stopping a rice embargo, and the second with a nuclear plant being taken over by Eco-terrorists.  Each Chapter starts with a little vignette to set up the specific mission at hand, and off you go.  The game has tongue-in-cheek humor, considering that the rice embargo is only a problem because the affluent want their daily sushi; another example being the sewers of the nuclear plant have tentacle monsters swimming around in green water, a sharp contrast from the “grounded” first chapter.  The nuclear plant is also occupied by droves of robots that use pistols/rifles/flamethrowers, and then in the middle somewhere you fight some strange mechanical/biological creature that barfs on you as one of his attacks.  It would seem all of these experiments would be a bit much for an energy production facility owned by a utility company.  You also see random “civilians” just moseying about as you have firefights and they tend to get killed in the crossfire or run around and make strange noises.

Normal gameplay consists of strategically taking down enemies before they kill you and getting to the next area.  While there isn’t a requirement to kill everything, if you trip an alarm or are seen by them, they will engage and have the possibility of flanking you.  Deaths will restart you at the very beginning of the area, and some of them can be a bit large.  There are usually multiple paths or strategies to take when completing an area, so if one way doesn’t work, you can try another.  Stealth is also an accessible strategy if you have a melee weapon, as there are a lot of places to hide while enemies patrol around.  Some situations require a gunfight, but as long as you kill whoever is engaged with you, you won’t run the risk of drawing more enemies into the fight.  Bullets are very large and also move slower than you might expect them to depending on the weapon, so it can either be a boon or frustration in that regard.  Co-Op is also available, with a friend being able to jump in at anytime during play.

At certain points through a Chapter you’ll encounter a boss, which breaks up the methodical think-before-you-leap gameplay and works in a traditional shmup-style fight.  As with many things in the game, they take the opportunity to be referential — the final boss of the first Chapter is a Rambo-look-a-like with a machine gun, knife, and red bandana.  You’ll also encounter some other Easter Eggs, such as a “V Has Come To” scribbled on the wall and a party with Metal Gear Solid characters (which is oddly appropriate for me since I’ve been playing Metal Gear Solid V: The Phantom Pain for the past month and a half).

Weaponry is varied, and in the initial stages you’ll mostly encounter rifles, shotguns, and SMGs.  You will also see a lot of melee weapons, and as you get further along rocket launchers, silenced pistols, flamethrowers, and EMP bombs become available.  Sometimes destroying certain types of boxes/crates produce ammo, otherwise you’ll be scavenging from your enemies.  Reloading is clip-based, meaning if you manually reload before completely emptying your clip, you will lose the ammo you had remaining.  This might be a bit annoying considering the game let’s you reload even when you have a full clip, so you can easily waste bullets if you aren’t careful; you aren’t allowed to pick up a clip you threw away.  You are only able to keep two weapons at a time, so if you wanted to hang onto a melee weapon you may be exchanging guns quite a bit.

Considering the game can be very challenging, the amount of playtime would potentially vary for you.  Each Chapter kept me going for about an hour, and I died a lot on the way, having to retry over and over.  When done with a Chapter, you’re treated with a little resolution to the problem you solved and then go right into the next scenario.  Chapters are able to be replayed if you so desire, but will only fully unlock in the menu when you finish the level — if you are in the middle of the stage and start a new game you’ll lose all progress and start from the very beginning again.  When you get a Game Over, it is unfortunately very easy to accidentally select “Retry Mission” instead of just “Retry.”  There is no confirmation after accidentally selecting “Retry Mission” and you can lose all progress with no way to go back… admittedly, I learned that the hard way.  There is also no difference in the gameplay between the two characters you can choose, but I personally preferred the character design of “Wasp” over “Ghost.”

The art style is a purposeful throwback to the 8-bit days, though it has a lot more detail to its art than you may normally see when you think “8-bit.”  There is some gruesome death, such as decapitations and gore, and there are also depictions of torture and tons of previously-killed bodies are strewn about levels, which all enhance the violent atmosphere.  The little intro movies to each Chapter are pretty neat, but aren’t too long.  Other stylistic parts of the game also round out the unique feeling of the art and grows on you as you pay closer attention to the detail and are eventually exposed to the variety of locales each Chapter offers.  The music is also a high point, but dips in and out, crossfading with “battle music” every time you start an encounter with an enemy.  This takes away from the enjoyment of the main stage track since you’ll be constantly going in and out of two different songs, but it isn’t disjointed enough where its awful, just a questionable decision in the sound design.

If you’re in the mood for a side-scrolling shmup, 8DAYS is a challenging and satisfying experience.  Defeating each area rewards you with a feeling of accomplishment — earning your wins little by little and progressing you to a new challenge.  8DAYS will be available July 22nd on Steam.

 

Daydreamer: Awakened Edition (PS4) Review

Developer: Roland Studios | Publisher: ATLUS || Overall: 6.0

This is a strange world we live in. It’s a world where the most popular app for young adults is related to capturing fictional monsters and is not about hooking up with very real people. It’s also a world where ESPN believes that airing the finals of a Street Fighter tournament makes for good sports programming. These are only the most recent examples, too. For a long time now it seems like whatever was considered unpopular is starting to become popular, and the things that the dweebs, geeks and weaboos among us whispered in silence about have become the subject of very public and sometimes loud conjecture among major media, news outlets and the more popular among us. It’s almost like we are living in some geek’s daydream…

FAMILY MATTERS, Jaleel White, 1989-98, (c)Warner Bros. Television/courtesy Everett Collection

Fashion in five years.

Out of the jaws of failure comes Daydreamer: Awakened Edition for your PS4. Originally starting as two Kickstarter projects that failed to make even three percent of their original goals, the game has come a long way to be published by ATLUS and available for the PS4. As a passion project for Roland Studios (which is really just a code name for the one guy who developed this game), Daydreamer is set to take your imagination and your money on this throwback side-scrolling shooter. At first glance, the game is an obvious departure from the usual flair. The art style jumps at you for being one part gorgeous and another part grotesque. Though, whether the game is all art style and no substance remains to be seen.

It's like if they prepared mutilated bodies for glamour shots...

It’s like if they prepared mutilated bodies for glamour shots…

Getting the obvious out of the way first, the art style can only be described as “something else.” It may take a while to get used to, but it eventually settles into your heart as the Lovecraftian-wet-dream that it is. Daydreamer has an awkward beauty to it that presents your nightmares in a sort of picturesque–fashion, as if they were plucked right out of a child’s demented fairy tale. This is further supplemented by the amazing animation for the enemies. Each enemy walks, wriggles, crawls and staggers with a fluidity that makes them come to life; a disgusting, scary and ugly life, but a life nonetheless. This also extends to the main character that possesses the same sort of fluidity but without the characteristic grotesqueness of the enemies. Daydreamer: Awakened Edition is quite the sight to behold.

Unfortunately, the same thing cannot be said of the gameplay. The Kickstarter mentions Alien Solider and Gunstar Heroes as inspirations and the gameplay reflects that, but I can’t help but think that it pales in comparison to its precursors. There wasn’t the same sense of urgency or utter chaos that both of those games are well known for; instead of having to contend with wave after wave of enemies, the standard rhythm of Daydreamer seems to be walking forward, shooting the things in front of you and then repeating that process until a boss appears in front of you. Which is a shame because the game seems to have all of the building blocks needed to pull off a fast-pace and fun shooter: a varied amount of weapons, movement options, melee attacks and even bonuses for chaining kills, but they never seem to come together in just the right way to put all those options to good use. There are a few things to break the monotony that include objectives that have you seeking and destroying power cores and a boss battle at the end of every level. Though, they do little to change the overall pacing. The power core hunts happen far too infrequently to matter and most of the boss battles quickly devolve into an arms races where shooting the boss becomes more important than dodging the boss’ attacks with only one notable exception.

Like the gameplay, the story has good intentions but doesn’t quite live up to them. The premise is sound, with the story taking place on an Earth ruled by alien invaders, and our lone protagonist is kept alive as a living trophy to their conquest. Roused from her matrix-like existence by the mysterious, nightmare-inducing, Gatekeeper, she is tasked with a dangerous mission to the Earth’s core and that’s about the point where the story fizzles out. From that point on there really isn’t much mention about what you are doing and why you are doing it, and it ends in a vague way that leaves you scratching your head. The bits of dialogue each boss offers don’t help much either. Their words are often generic and hardly motivating to the player. One striking example of this is a certain boss that starts his encounter by stating “I’m a rabbit, deal with it!!!” The story had a good start but lacks the proper execution to make that matter.

I'll let you decide which of these bosses says, “I'm a rabbit, deal with it!!!”

I’ll let you decide which of these bosses says, “I’m a rabbit, deal with it!!!”

Daydreamer: Awakened Edition came a long way from being a Kickstarter failure to be available on a home console. It’s a shame that the game turned out to be have more style than substance. While those looking for a game with interesting art direction may be able to find something here, those that want to relive their enjoyment of Gunstar Heroes and Alien Soldier or are interested in a story set in a world dominated by alien forces will have to look elsewhere.

When not reclaiming the earth from alien invaders as Unnamedhero, Eduardo Luquin can be reached at Unnamedheromk13@gmail.com.

 

Super Mutant Alien Assault (PC) Review

Developer: Cybernate | Publisher: Surprise Attack Games || Overall: 8.5/10

Super Mutant Alien Assault (SMAA) bears no shame in calling itself a clone of “Super Crate Box.”  Fortunately for SMAA, I never heard of (nor played) the game it is a clone of, so I’ll give it the benefit of the doubt when it says that’s what it is.  Now, aside from the gasping in the back corners of the room by those who cannot fathom that someone does not know the “smash hit” Super Crate Box, I say nay nay, good sir.  I heard of it now, and Super Mutant Alien Assault appeals to me on its face much more than whatever that other thing is.  Plus, I like clones because it reminds me of one of my favorite Schwarzenegger movies, The 6th Day.

“You should clone yourself.  So you can go fuck yourself.” (Paraphrased quote from The 6th Day)

SMAA is a platforming shooter that constrains you in one small level.  Each level contains a particular objective that must be completed before proceeding to the next, along the way massacring as many aliens as you need to.  SMAA, at its core, rides on the “roguelite” wave, but only wades in just a bit.  Power-ups are collected, but don’t endlessly stack — you have a limited amount of slots available for special abilities, weapons, and defenses.  Your character isn’t going to get crazy combinations of power-ups, but most of what you use will be swapped for something else that drops.  This forces you to work on a constantly changing strategy throughout your gameplay, rather than sticking with “what works” for as long as you can.  On top of it all, health can be very hard to come by, which makes the game quite a bit unforgiving.  Friendly-fire is also a thing here, so you’ll have to be careful where you chuck your explosives, just in case it bounces back in your general direction.

Level designs and objectives are randomized, but there is a set amount of maps that cycle within each “Galaxy,” which is a set of four levels.  There are no procedurally-generated maps, and objectives will only appear on particular levels designed for that objective.  This doesn’t detract from the enjoyment but it can get a bit stale depending on how long you decide to play in one go.  Objectives include moving an item from Point A to Point B or releasing a build-up of pressure on multiple points on the map.  It is important to get the objective done as fast as possible, as enemies will gain strength the longer you stay in a level.  A level will always require you to clear whatever enemies remain once the objective is fulfilled, so the path of least resistance will not be rewarded in the slightest.

Game unlocks occur as you complete more levels.  Each time you clear a stage you gain a token that sets you along the path to the next automatic unlock.  As you unlock more weaponry/items you’ll also unlock more enemies to have fun with — although this seems more like a punishment when it happens.  It would have been nicer to see enemies unlocked in a different progression, such as number of enemies killed or if a particular boss was cleared.

“Kinda takes the fun out of living, doesn’t it?”

When you actually get into the gameplay it can be quite frantic and most of it is satisfying.  Each level is equipped with its own configuration of Weapon/Explosive vending machines that randomly equip you with one of the weapons you have unlocked so far.  Explosions are by far the most fulfilling thing about the game and it’s a lot of fun to be able to blow the aliens up with a well-timed grenade or cluster bomb.  Some of the normal weaponry is not as exciting, such as the dual submachine guns and the AK47, but the minigun, sniper rifle, and grenade launcher are fun to wield.  My favorite by far is the pogo stick that explodes things you jump on top of — it would have been great if this was more the kind of thing you saw in the game, but instead it is the outlier.  Your weaponry/explosives all have a set number of charges, so you’ll be needing to re-equip yourself as soon as you use up your ammo, which means you’ll get a random item and change your strategy to effectively use your new combination.  Each level also grants you new power-ups in crates to fill out your other ability slots, such as Special Abilities and Defenses.

Special Abilities are fun to use and varied, despite the fact they aren’t able to be used that much due to needing to collect Special Ammo.  Special Ammo drops when you defeat empowered monsters that stick around for a while on the map, and you have to run over the green squares that are dropped before they expire.  This may not always be possible.  Special Abilities and Defenses (that are free to use) include but are not limited to a pillar of energy, pushbacks, running fast, and bullet time.  Defenses don’t damage enemies, but not all Special Abilities deal damage either.

The art is nice and attention is paid to the aliens and levels.  The art style reminds me of old Windows 3.1-era games (not that far removed from DOS games) with a 90’s retro-futuristic design.  The game also runs like a dream 95% of the time, except when you enter hyperdrive when that objective comes around.  The frame lag is helped if you turn off the Screen Shake in the options, but is still apparent even after turning it off — I’m unsure if this is actually intended or not, though, since it “snaps out” of the frame lag as soon as you exit the hyperdrive sequence.  It unfortunately gets pretty annoying when you experience it for the umpteenth time.   The music is all high-energy EDM/Dubstep/electro music and depending on your personal tastes may either be enjoyable or create misery.  It all matches the tempo of the game, but I was somewhere in the middle of the scale with the arrangement.  After about an hour of gameplay, I muted the music and opted for some of my own with the sound effects still on top.

“Doesn’t anybody die any more?”

The game feels a bit bare-bones when you realize that the progression is tied to unlocking weapons through a small number of levels.  Three Galaxies of four levels account for a total of twelve stages, each Galaxy cycling from its own small pool of levels/unlocked bosses.  By design, you’ll be retrying the game over and over since death is inevitable.  Each Galaxy has their own color scheme and set of levels to cycle through, and the game lets you begin on either of the three galaxies you like once you’ve beaten the previous boss level.  To unlock a higher difficulty level you have to start from the first Galaxy and go all the way to the last without dying — which can be quite a task depending on your skills.  Familiarizing yourself with the levels that cycle within a chosen Galaxy is the only way you’ll be able to get through it all in one go.

Super Mutant Alien Assault essentially appeals to those who look for a challenge in their games.  A lot of gameplay comes from perfecting your skills and attempting to get through as many levels as possible before dying and resetting.  The assortment of weapons are fun, keep you on your toes, and as you unlock more powerful weapons and abilities, you’re bound to get further at some point.  However, the biggest buff isn’t a tangible item in the game, it’s your own perseverance to try again and again and again and again….

Super Mutant Alien Assault is available now on Steam for $7.99, currently discounted by 20% from $9.99.

 

Infestation World (PC) Early Beta Preview

Developer/Publisher: Electronics Extreme

Infest_World_Logo

Following in the footsteps of DayZ and other zombie survival MMOs, the developers at Electronics Extreme are looking to infect your computer with their latest iteration, Infestation World. Like any good zombie movie, the only goal in their sand-box is survival in a world overrun by the undead leaving the player to ultimately decide their fate. Though, invoking another zombie movie trope, it is not the zombies you should be afraid of, it’s the players. Player killing is not only legal but it seems to be somewhat encouraged as a way to grab free loot. More often than not, I’d be greeted by a bullet instead of a friendly hello, resulting in the player looting my body once everything was said and done. The type of world Infestation World takes place in isn’t a friendly one.

Infestation_BattleMode_SS (3)This is how social interaction works in Infestation World.

The gameplay in Infestation World is slow and relies on a more methodogical approach to survive. Running out with guns blazing is the quickest way to attract the attention of a few dozen zombies or the sniper bullet of an opportunistic player looking to score some loot. It pays to approach each situation with careful analysis to properly judge your chances of survival. This is doubly so when approaching other players. Getting a drop on them is almost essential to surviving the encounter.

 

While slow, steady and deadly wins the race in the open world portion of the game, the multiplayer battle modes are more of a mixed bag. Coming in two varieties, a standard Team Deathmatch that rewards the last ones standing, or the Time Attack option that focuses on racking up a kill count; these modes rely more on quick decisions and a twitchy trigger finger to get the job done. Caution is still rewarded, but being overly so can make you a sitting duck on the battlefield. These are the gameplay types to focus on if you are looking for a more standard shooter.

 

With all that being said, the game is in an early beta and could use some tweaks. Throughout my short adventure in the world, I found a few problems. Along with the general clipping and framerate issues, there were a few problems where I couldn’t seem to find a solution. Namely, the backpack didn’t seem to correctly judge the weight of each item. Even if my backpack could carry 50 lbs of supplies, it would seem to cap out at about 5 lbs when I attempted to equip my character on the menu screen. Furthermore, the lack of stats on the weapons and armor made it hard to decide which would be more effective than the other. Lastly, and probably the worse, the melee combat needs an upgrade. While grossly underpowered, they are also underwhelming to use on a zombie. The lifeless undead turned into a simple meat piñata for punishment whenever in melee combat. They hardly react, they don’t counterattack; they just stand there until you beat the infection right out of them for five or more hits. The whole process is wholly unsatisfying.

Infestation_BattleMode_SS (2)“Oh no! He talked about the games faults. Get him!”

If the idea of entering the deadly world of a zombie apocalypse interest you, the closed beta for Infestation World starts March 28th and the open beta begins April 6th. Till then, I hope I see you before you see me.

When not traversing a zombie infested wasteland as Unnamedhero, Eduardo Luquin can be reached at Unnamedheromk13@gmail.com.

 

Assault Android Cactus (PS4) Re-Review

Developer/Publisher: Witch Beam  || Overall: 9.0

Déjà Vu is an odd thing. By its very nature it is a contradiction; a feeling of hazy familiarity in a completely unfamiliar setting. That’s not even to mention the inherent mystery in the whole process. Often you aren’t even sure where the feeling comes from; it is just a sudden hit of nostalgia that leaves you dazed and seemingly comes from outta nowhere. It could even be triggered by any number of things: going to a new area, performing a task or even reviewing a game you already reviewed a few months ago…

groundhog-day-driving
Things could be worse.

Déjà Vu is an odd thing. By its very nature it is a contradiction; a feeling of hazy familiarity in a completely unfamiliar setting. That’s not even to mention the inherent mystery in the whole process. Often you aren’t even sure where the feeling comes from; it is just a sudden hit of nostalgia that leaves you dazed and seemingly comes from outta nowhere. It could even be triggered by any number of things: going to a new area, performing a task or even reviewing a game you already reviewed a few months ago…

groundhog-day-driving
If you haven’t gotten the joke by now, maybe you should
give it another go-round?

Harkening (is that even a word?) back to a time where carpet shooters were a thing and all you needed was two buttons to play a videogame, Assault Android Cactus is now set to land its special brand of bullet hell madness to the PlayStation 4. Developed by Witch Beam, Assault Android Cactus was a pretty great game on the PC and seems willing to continue that trend on the new platform. Though, be prepared; this is a review of a game that I recently reviewed, so if you aren’t looking to hear a lot of the same just know it’s a great game and you should give it a shot if you haven’t. For those that wish to stay, get ready for me to abuse my “as expected,” “just like last time,” “also,” and “once again,” privileges.

 

As expected, the story doesn’t really change at all between versions. It is still a simple story set in a large ship full of robots that have just downloaded their mutiny protocols and are now dealing with their Three-Laws-of-Robotics-frustrations by way of wanton destruction. Of course, every story must have its heroes so it’s up to Cactus and all the other androids already on board to quell the mutiny and regain peace by way of wanton destruction. Thankfully, Assault Android Cactus’ titular character and all the other playable androids help to balance out all that wanton destruction with some charm. Each playable character has their own personal set of quirks that makes them stand out, and even their own combination of weapons that further separate them from the rest. These varied personalities and gameplay styles go well with multiple playthroughs of the game too. If only because the developers took the time to give each character their own unique and entertaining dialogue with every boss.

aac_004
WANTON DESTRUCTION!!!

Just like last time, the gameplay is the best part of Assault Android Cactus. It’s a sweet mixture of dodging and shooting that teases the nostalgia for old carpet shooters right out of me. It can be overwhelming but it hits that sweet spot where it still seems fair. Plus, it could even be considered a bit more forgiving than its 2D forefathers because getting hit isn’t a problem, instead time is. In a bit of innovativeness on its part, you are put on a timer instead of a life system, and while getting hit does lose time it is definitely not the end. In the upper-middle portion of the screen there is a battery that is slowly draining juice and the only way to fill it up is to pick up the battery packs that the enemies drop occasionally. This forces the player to keep up a constant pace of shooting, destroying and picking up the enemy drops. This is where the game excels. Very often, I would barely get the battery packs before the battery would completely drain, it timed nearly perfect to keep the tension high and the fun just as exciting. Overall, it was pleasure to pick up and play.

 

Also, it was easy to pick up and play. The control scheme isn’t overly complicated and only really requires the two top triggers and both analogue sticks. The right trigger is for shooting, the left trigger is to use your special ability and the analogue sticks control your movement and aim. This simple system is more than enough to control the game and aid you in your dance of death as you hard-reboot all the evil robots on board the ship.

 

Once again, the graphics and music of the game aren’t all that spectacular but don’t detract from the great gameplay. There are no drawbacks on either part that are particularly worth noting. Each is just enough to complement the game nicely but not enough to be spectacular. While on the subject, there are things to complain about, but they are nitpicky at best. For one, in multiplayer it is sometimes hard to keep track of your character and, occasionally, your character might drift off screen. For two, the isometric view this game uses, instead of the standard top-down perspective, can obscure your view near large enemies and objects causing you to be hit by hidden projectiles. Lastly, there still seems to be no option for online multiplayer forcing you to socialize if you want to experience it. These are in no way game changing, but they are definitely spots for improvement.

aac_001
Truth be told, it’s already easy to lose yourself in all of this mess.

So there you have it, harkening (I’ve decided, it’s a word now) back to my earlier review, Assault Android Cactus does a lot of things right and a few things wrong. It’s an overall great game and you should really consider giving this quirky, hectic, and fun romp a chance on PlayStation 4… or PC if you don’t have that. Either way, its hours of enjoyment and a pretty damn good time with friends present.

If you want a more in-depth review of the game, check out my PC Review for the same game here.

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

 

Abyss Odyssey: Extended Dream Edition (PS4) Review

Developer: ACE Team | Publisher: ATLUS || Overall: 6.5

Ever date someone? Yeah… me neither, but let’s play pretend. Let’s say they’re nearly perfect for you. The type of person that not only tolerates, but even shares your hobbies with a pleasant personality; no shortage of devotion and enough physical beauty to put the Greek’s description of most gods and goddesses to shame. In short: the perfect fantasy. Now, let’s say with all their apparent assets there is still one thing about them that gets on your nerves; a single stain among the canvas of perfection that is your potential lover.  You try to ignore it but it pops up in every conversation, and when you try to accept it, the very thought of encountering it again causes a sharp chill to run up your spine. Despite all their positive qualities, you can’t help but notice their one glaring flaw and have it mar the relationship entirely until you’re forced to break up with them. Don’t you think that sort of thing is a tragedy?

Laura
It’s not you, Laura. It’s the way you chew your food.

Taking a stab at the Roguelike subgenre, the developers at ACE Team have teamed up with the good people at ATLUS to give you Abyss Odyssey: Extended Dream Edition. A 2D side-scroller and an updated edition to the Steam and Xbox versions for the PS4, Abyss Odyssey is a game about swords and sorcery that takes place in Chile. Yeah, that’s right, I just said Chile. *Add wink and boastful head nod here.*

Chile
One of the few countries that actually looks like what it’s
named after. If you twist your head and blink.

A huge departure from most games in general, Abyss Odyssey takes place in a fantasy version of 19th century Chile. The backdrop serves as the ambiance to a rather mystical and dark setting for the tale. It borrows heavily from Chilean lore to infuse the game with monsters ranging from the macabre to the downright menacing, even as the setting may change drastically from floor to floor. The further you go into the dungeon, the more apparent it becomes that the developer, ACE Team, is very familiar with Chilean lore — it is probably a happy side-effect of basing a game in the country where their headquarters is located. The playable characters do not fall far from that aesthetic either, and feel like they were plucked right out of some dark fantasy painting hanging in the corner of some alternative art house. This all comes together to make it feel like you are traversing through some sinister nightmare… because that’s exactly what you are doing.

The story in Abyss Odyssey is a simple one but it does small and effective things to bring it to life. Though the tale of a nightmare becoming reality is a common one, this is the first time I’ve become so enthralled with the concept.  Most of the story doesn’t take place in grand cut-scenes but is instead hinted at through character dialogue and the various documents enemies drop. Once you get the whole story, it brings new meaning to previous interactions and sometimes provides motivations for the main characters. Furthermore, Abyss Odyssey does an excellent job of integrating the game’s mechanics into the story. Wonder how the main characters keep coming back to life? Well, it’s because they are also part of the nightmare and, like any dream, they can be reimagined. Is it odd that the dungeon changes with every play through? Not so much if you consider it a part of a person’s nightmare, ever-changing and malleable to the dreamer’s will. These traits in the story already warrant high praise but that isn’t even the best part.

Every character has a story. From the main characters to even the lowly NPCs, Abyss Odyssey takes the time and effort to give them a reason for existing outside of the gameplay mechanics that they are there to represent. One of my favorite examples of this can be seen in the dying soldiers that can be randomly encountered throughout the dungeon. They are there as a fast and easy way to give the player a chance at more loot but each comes with a story all their own. Sometimes the story is courageous, other times it’s heart-breaking, and can even be downright embarrassing, but each story helps make the world of Abyss Odyssey feel real. Those dying soldiers weren’t there solely for the player’s benefit, they had dreams and aspirations all their own.

screen2
Protip: When you die, you really don’t. Before even reviving at the beginning
of the dungeon the game gives you control of a random mook. Make it to an
altar and you’ll be instantly revived from death.

The music does a fine job of complimenting the nightmare aesthetic. Each theme is a haunting melody of classical beats that wouldn’t seem out of place in your nightmares… only if you were more cultured and/or educated… you swine! Though, the way the game interacts with its music deserves some credit. Often times it can be used as an audio cue of what is nearby, and other times it can ratchet up the intensity of specific encounters. There is a certain enemy whose theme overtakes the current music whenever you find him. This sudden musical clash makes his appearance all the more terrifying during the fight. These sorts of “reactionary” musical queues make the music feel almost as alive as the setting.

So, by now you are probably wondering why, despite all of accolades I gave this game, it has a big fat 6.5 under its review score? You’re probably also wondering why I would start a video game review talking about dating? Well, that’s because I have a good reason for each. First, the combat sucks. Second, allusion is a pretty awesome writing device.  To put it plainly, at its worst, the combat is a clunky and unresponsive mess and, at its best, it is a poor man’s version of Smash Bros. The shielding, dodge-rolling and fighting mechanics seem mostly there, but what isn’t there is the polish the titular party game has gone through over the years. So while the game may have the know-how coded into the game, it doesn’t possess the necessary grace to pull it off properly. The rigid animations and unresponsive controls lead the player to fight against the stage and controls instead of the monsters in front of them. So much so, that I began to dread every encounter because either my attacks would whiff past enemies or my controls would randomly not function the way they were intended. This also applies to the game’s competitive and cooperative multiplayer modes, both suffering from the same bad combat mechanics. It’s really quite the horrible stain on what could have been a great game.

screen8
Okay guys, as usual. No items. That weird-eye-lion-thing only.
FINAL DESTINATION!!!

I could have forgiven Abyss Odyssey for anything other than the combat. This tragedy could have been avoided if the music was lackluster, if the story was bland or if the graphics were 8-bit. Instead, the game falters on its most important aspect, the combat; it drags everything else down with it. Instead of enjoying the world this game takes place in, I’m forced to drop it like an annoying girlfriend. This game could have easily gotten a 9.0 or 9.5, instead it’ll have to do with the 6.5 I gave it. It just wasn’t meant to be.

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

 

Deadly Tower of Monsters, The (PC) Review

Developer: ACE Team | Publisher: Atlus USA || Overall: 8.5

B-Movie science fiction is always characterized by its low-budget charm.  You could see right through the awful costumes, terrible props, and strings the monsters would hang off from — all of which added to the fun.  The Deadly Tower of Monsters seeks to recapture this aesthetic of effects supplanted by computer graphics… by replicating them with computer graphics.

ACE Team, the developer of The Deadly Tower of Monsters, did an amazing job in recreating the B-Movie feel as you play, keeping it interesting throughout.  The set up for the story begins as if you are watching the “movie” on DVD with commentary by the belligerent director, Dan Smith.  As you defeat stop-motion monsters, while completing missions across the sprawling tower, Dan Smith will acknowledge and give background on certain aspects of the production — breaking the fourth/”fifth” wall, reminding you that you are “watching a movie” while playing the game, or rather listening in on the recording session for said commentary.  There are a lot of layers here.

Though the game is not usually laugh-out-loud funny (there are a few great jokes), it is entirely tongue-in-cheek.  Throughout, they introduce new elements that kept me consistently amused.  The attention to detail adds to the goal of being a successful B-Movie homage and the commentary track spreads a layer of cynicism about the film industry on top.  It is important to listen to the commentary while you play, as it is an integral part of the story, and the uniqueness of the game.  Your typical gaming tropes are also explained away using movie tropes, such as blaming watching deleted scenes for when you die and the director “intentionally” wanting the actor to stand still for five minutes “because it is artistic” if you decide to idle for a while.  Some of these tropes are less clever than others, but the narrative essentially includes all of your deaths and “mistakes” as part of the experience.

The visuals and art style are very important to the successful execution of the B-movie homage.  A stop-motion frame-rate effect is used on many of the monsters and is one of the best effects used.  Since most of the game runs at a higher-frame rate than an actual movie would, the most “filmic” part of the game comes with the stop-motion effect and serves to distinguish it from the rest of the “movie” quite well.  Homage is paid to practically every genre of classical sci-fi, with obvious references to Star Trek, Planet of the Apes, and others including dinosaurs, bugs, an evil scientist, giant robots, clones, and a galactic emperor among a wide range of other characters and monsters.

The level design of the tower is essentially a humongous and vertically sprawling 3D platforming level.  You will go for what seems like miles in mostly one direction: up.  While the prevailing theme is space technology, on the ground-level you will encounter things like mutant insects and dinosaurs.  As you climb, the tower is very elaborate and changes themes more meticulously within science fiction.  You will encounter aliens, disembodied brains, space slugs, and other fun monsters.  All parts of the tower are fluidly accessible, and there are no loading screens unless you warp around to checkpoints.

The tower is used to the game’s advantage occasionally.  You are usually tasked with shooting enemies from below in reverse-Space-Invaders style.  At any time you can be knocked off the tower, sending you into a free-fall towards the bottom; mistiming your platforming will also have the same result.  To counteract the annoyance of having to re-scale the tower you can easily warp to any checkpoint, or use an “Air Teleport” button that is available if you haven’t landed on another platform yet.  You also take fall-damage and have a very low amount of jetpack fuel to adjust and break your fall.  Unfortunately, you are not allowed to control the camera very much, which can be annoying at times, but it wouldn’t make sense in the context of watching a movie to be able to switch an angle at any time.  On the plus side, the platforming is designed well enough where this isn’t usually an issue.  For similar reasons, the game is very linear and there isn’t as much exploring to do as you might expect in a 3D platformer.

Combat gameplay is fun and light, and the weapon variety is also great.  Enemies and weapons alike keep the “B-Movie” aesthetic, where you can plainly see re-purposed household items or other everyday items, such as a vacuum cleaner or a puppy, being used as space-age weaponry and monsters.  As you have access to three different characters, their real difference comes in their special abilities.  Dick Starspeed is able to use landmines, Scarlet Nova has a running speed ability, and The Robot is able to use a time vortex ability.  All of the characters will gain more unique abilities you can use during combat and only cost a time-based cooldown, whereas your energy weapons deplete from an energy bar.

Upgrading weaponry, skills, switching characters, and other gameplay systems are accessed via in-game computer consoles.  While they show up often enough, it can detract from the “joy” of playing around with the progression systems and possibly even the “movie” aesthetic.  The systems aren’t very complicated, but it is sort of questionable why they give you 16 different weapons, but only allow you to have access to four at any given time before switching around at a console.  It would have felt better to be able to switch out weaponry through a pause menu (a prop closet?) since in-game consoles aren’t necessarily used in an intriguing gameplay fashion other than to be more props to put in the levels.  The in-game consoles bring up a game-based UI regardless, so the argument for being immersive doesn’t hold very much weight.  It might have also been more convenient to halve the variety of weapons and allow you to use them at all times; instead I just keep four random weapons and rarely trade them out.  Despite that, the variety of weaponry is still a nice part of the game.

Difficulty and challenges in the game are not too bad.  If you die, checkpoints are usually pretty close to where you could possibly die.  That isn’t to say you don’t need to play smart (as health is hard to come by), but the only real punishment for dying is wasting time.  Puzzles aren’t too trying on the intelligence and there’s only a few situations where you need to use one of your special abilities to get items or into certain areas.  There are also miscellaneous missions that aren’t easily earned on your first trek up and will require you to backtrack certain parts of the tower to complete.  One fun side-quest is jumping off the tower and skydiving into floating hoops, using the tower’s height to the game’s advantage.  The game can be pretty short as well, but its nice to be able to get through a whole game in a couple of days.

If you are a fan of classic film and games, you will get a blast out of The Deadly Tower of Monsters.  Even if you aren’t knowledgeable about older sci-fi film, it is a light, fun, and short game that is visually pleasing and humorous.  It is available now on Steam at a sale price of $9.89, and regularly priced at $14.99.

 

Message Quest (PC) Review

Developer/Publisher: Royal Troupe || Overall: 7.5

Heroes come in all shapes and size, and that’s precisely the problem in Message Quest. Published and Developed by Royal Troupe, Message Quest takes a step back from the usual hero’s story and focuses more on the one that literally delivers the hero’s call rather than the hero receiving it. Set in a land about to fall to ruin, the laziest member of the Order of Heralds must deliver an important scroll to an even more important hero in an attempt to save Avarange. The problem is that Feste, our main character, would much rather laze about than bother finding a hero who could be just about anybody. Thus leaving the player as both his conscience and fourth-wall-breaking audience member, you must goad, manipulate and eventually encourage Feste to complete his noble quest. The player will find a point-and-click adventure along the way.

Who Done It
Unfortunately, the answer to who killed Mr. Boddy remains
to be found.

The first thing you’ll notice about Message Quest is the art style. Bright tones and dark outlines give it a style similar to any stained glass window you’d find at a church, mosque, synagogue or personal shrine to your favorite anime character (I don’t discriminate).  Furthermore, each character has distinguishing features that are often exaggerated to easily tell them apart and add to their charm along with their mannerisms and random sound effects they make. As for the other sounds you hear, the music is littered with melodies that remind you of renaissance fairs or classic fairytales. Thankfully, despite the short length of the game, there are enough arrangements to prevent any individual song from going stale.

 

Message Quest is pieced by equal parts story and gameplay. The story section consists of a charming, but not too intricate, tale about Feste overcoming his laziness and being introduced to the virtues of hard work and responsibility. Unfortunately, it didn’t convince me that a lifetime of laziness can change in a story that probably played out over the course of a few days. Especially for a person who I had to literally drag out of their home to start the quest. There is also an interesting dialogue tree mechanic where you pick what each character in the conversation says, though in implementation I didn’t find it all that necessary considering it never really changed the story’s outcome. Still, there is a bit of fun in the tale and some nice references to other fantasy and classic tales as well. The characters are also amusing, though a bit one-dimensional.

Responsibility Stool
We need more virtue based furniture. I suggest the honesty sofa,
the loyalty table and the chastity bed.

The gameplay was really average at best and mostly consists of an assortment of jigsaw puzzles, and the usual point-and-click affairs of clicking on and manipulating objects in the background to advance the story. It’s hardly even difficult to lose track of your objectives, with the game having a convenient scroll at the top of the screen that tells you exactly what you are looking for, plus another button that shows you which items are clickable. The truly interesting bit was the odd battle mechanic this game featured. It more of a mental combat meant to deplete an opponent’s will and pump up Feste’s own will with a funny assortment of actions like jogging, making a puppy-dog face and playing dead. Though fun, it didn’t happen nearly enough for me to truly enjoy it.

Battle System
“Don’t make me pee my pants, woman!”

Overall, Message Quest is a pretty decent game that doesn’t quite hit all of its high notes. It’s very pretty, has a decent story and so-so gameplay. It’s also pretty short with it taking me all of an hour and a half  to complete, even as I took the time to explore my every option. To make up for the length of the game, the price point is befittingly lower, coming in at just under three dollars on Steam. While Message Quest isn’t necessarily ground breaking or a shining example of its genre, I can see it being the perfect video game chaser to play in between longer games since there is still some enjoyment to be had.

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

 

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).

 

GameTwist Slots (iOS) Review

Developer: Novomatic Games | Publisher: Funstage Games  || Overall:  8.5/10

GameTwist Slots is a slot game available on the iOS store.  If you want a no-fuss, varied slot experience, this may very well be up your alley.

Including 22 slots in all, you’ll start with 5000 credits and free reign on any of the slots you want to play.  As there is no progression system in the game, you won’t be met with any locks on any of the content.  Slots are easily downloadable at your discretion and you can select your favorites.  When you select a favorite, they will appear in their own tab where you can quickly select it as soon as you start the app.

Each slot has their own bonus games and art.  There are also special animated squares, depending on the slot’s theme, and many refer to something in popular culture, while others are more of a traditional slot theme.

Some of the slots available are:

  • Book of Ra Deluxe
  • Lucky Lady’s Charm
  • Sizzling Hot
  • Golden Ark
  • Gorilla
  • Royal Fruits
  • African Simba
  • Marilyn: Red Carpet
  • Wild! Roaring Forties

If you’re interested in slots games, GameTwist Slots has a great variety to add to your collection.

App Store Badge

 

 

Happy Fruits – Pub Slot (iOS) Review

Developer/Publisher: Mazooma Interactive Games || Overall:  8.5/10

Happy Fruits – Pub Slot is a fruit-themed slots game available on iOS.  As a single-themed slot, the experience revolves solely around the theme of smiling, jumping, happy fruit.  With some interesting bonus games, this slots game is one of the better slots games available.

As everything is Happy and Fruit themed, even the standard 10, J, Q, K, A letters are animated and smiling.  They represent different types of fruit, such as the Green J fruit, the Blue K fruit, and my favorite, the purple Q fruit.  They look so delicious, you’ll want to eat them!

Similar to other slots games, you’ll unlock features as you play.  Each level allows you to bet at a higher cap, and at level 5, Auto Play is unlocked.  You get bonus credits every level and as a timed bonus every four hours.  You start out with 2500 credits which can easily get you a few levels up just by itself.  Each bet will add XP to your player level, so higher bets will get you levels faster.

There are also several interesting bonuses.  The largest bonus is the three progressive jackpots that slowly grow as you play.  The pick-a-win multiplier, in which you choose one of three possible bonuses, multiply your bet by the one that is chosen.  The most frequent one I encountered was the Crazy Streak spin bonus in which you will be taken to a 3-slot game that rolls slots automatically.  When you gain three of a certain fruit in each of the allocated spaces respectively, you’ll attain the bonus that fruit type is assigned.  Once you get the killer tomatoes that require the bonus game to end, the rolls will stop and you’ll receive the payout.  This bonus game is pretty fun as you’ll see things slowly fill in and as you progress in levels you’ll be able to last longer against the tomatoes on average.

Happy Fruits – Pub Slot is an interesting slots game that has a unique bonus game and theme to offer to players.  If you are interested in trying out the game, it is available on the App Store.

App Store Badge

 

 

PixelJunk Shooter Ultimate (PC) Review

Developer: Q-Games/Double Eleven | Publisher: Q-Games || Overall: 9.5/10

Q-Games’ PixelJunk series has become one of my favorites over the past few years. Starting with one of my all-time favorite games, PixelJunk Monsters, any time a new PixelJunk game gets announced it has gotten my attention. A couple of years ago I had purchased PixelJunk Shooter on Steam and fell in love with the blending of puzzles with twin-stick shooter gameplay. While I was never a big fan of twin-stick shooters by themselves, PixelJunk Shooter elevates the genre to a new height by integrating fast-paced, unique, and well-designed puzzles. PixelJunk Shooter Ultimate, released in October, carries over all of PixelJunk Shooter 1 and includes PixelJunk Shooter 2, which continues the game in new and challenging ways.

The general goal of PixelJunk Shooter Ultimate is to complete stages by collecting diamonds and scientists. Each “episode” is segmented into five different stages, and each stage is divided into a certain amount of “scenes.” Each full stage probably can take anywhere from 20 minutes to 45 minutes depending on your ability to figure out puzzles. In most scenes, a lot of trial and error may occur, and you’ll have to memorize the order in which you do actions to succeed. This feeds into the idea that you want to be able to perfect your run through the scene to collect all of the diamonds, all of the scientists alive, getting out of the scene without dying yourself and in the quickest way possible. There is one boss per episode with six episodes total. Shooter 1 is the first three episodes, while Shooter 2 is the second three. Shooter 2 continues right where the first left off in terms of the story.

Most of the gameplay revolves around the liquid elemental aspects of puzzles. You’ll see lots of different types of liquid as you venture deep through the planet, all of which do various things to you and with each other when they interact. While you don’t have a health bar, per se, you have a “Heat Gauge.” The Heat Gauge hitting its max will spell your end, but you’ll be able to skate by as long as it doesn’t hit 100%, and even then if you somehow land in water you might recover. Your Heat Gauge will increase when you use special-fire missiles, get hit by enemy fire, or get close to Lava. You’ll be able to cool down by submersing yourself in Water, and while in water you are able to infinitely spam your missiles. Water and Lava, are the primary elements you’ll encounter in the game, and when they interact, it creates rock that you can blast through with your lasers. You won’t be able to swim through Lava usually, so that is one of the many kinds of simple puzzles you’ll see in the game. Where it gets complicated is when you should do these things and how they affect other parts of your current puzzle, and this kind of decision making is integral to the experience of the game. You’ll also be able to use “Suits” in certain scenes where they are available, which will change the rules in how you interact with these elements in unique ways. This keeps the gameplay fresh and varied. Each Episode ends with an exciting boss battle that primarily focuses on combat rather than puzzles, but you’ll still have to remember what you’ve learned, as they do usually use the elements you have become familiar with.

At first I was worried I wouldn’t be able to carry over my progress from the previous game. I had practically completed the whole game at this point, but hadn’t gotten to the end. Fortunately, you can load a save from PixelJunk Shooter 1 if you have it already on Steam. This allows you to continue right from where you may have left off. Those of us who had played the first game will notice immediately that there have been various UI improvements and a simpler way of knowing you’ve collected one of the objectives in each of the scenes. This helps when you inevitably have to go back and replay stages you didn’t do too well on. Also, diamonds you’ve already collected do not appear anymore, as opposed to the previously where you had to collect a total number larger than you had before so that it would count as more diamonds. This makes it easier to collect diamonds and doesn’t require you to memorize where all of them are across the whole stage.

A new art style known as the “Ultimate” art style is the default in this version of the game. The art has been upgraded to give it a more 3D look and benefit from effects such as lighting. The “Classic” art style is still available, which has a more hand-drawn, flat 2D look. While I personally prefer the Classic art style, the Ultimate art style still keeps the general charm of the art and looks pretty neat. I found myself actually playing in the Ultimate art style after a little while to benefit from the extra effects they added in. As a result of this newer art style it does seem to have upped the minimum requirements of your PC a bit. Music has an upbeat/jazzy/electronic feel and fits in very well. Music is always one of the strong points of PixelJunk, and this game is no exception. Music will also fade out as you get closer to a boss, to give it a feeling as if something big looms near (and it usually does).

Overall, it seems like there is about 20 hours’ worth of gameplay on your first play-through. To get perfect scores on each level, it will probably take you a lot longer since you’ll most likely miss a lot on the first time through. You’ll probably be forced to replay previous levels if you don’t have enough diamonds to unlock the next stage, so it won’t really be something you’ll avoid completely, anyway. There is also a sense of accomplishment in completing a whole stage perfectly. There is also enough variety that going back and replaying a stage won’t feel cumbersome.

As far as alternate game modes go, there is a local co-op mode and an online multiplayer mode. The online multiplayer is based more on competitively completing objectives and unlocking gear as you progress. Unfortunately it doesn’t seem to be very popular, so it is hard to find anyone to play with in the League mode. However, you can play online with a friend who owns the game, so this mode isn’t completely a loss. I don’t put much stake in requiring a multiplayer mode for my games so it is easy for me to ignore it. It was disappointing to not be able to try it out at least a couple of times, though.

Shooter’s formula is simple yet the design is complex and multilayered. You’ll be forced to master the basic formula, and then be challenged when the rules change and the formula gets thrown out the window. Some levels are fast paced, while others focus more on puzzles, and yet others focus on defeating enemies. PixelJunk Shooter Ultimate is one of my most favorite games in the past few years, and is highly recommended.  It is available now on Steam.

 

Roulette Live Casino (iOS) Review

Developer/Publisher: AbZorba Games || Overall: 8.0/10

Part of the AbZorba suite of casino games, Roulette Live Casino is available for the iOS.  A simple, easy to play Roulette game using the AbZorba Avatar system, Roulette Live Casino is a perfect way for a beginner to understand the basics of the table game.

Once you sit at a table, it is easy to bet on the spots you for the next spin.  While Inside Betting on numbers directly will pay out the most, they are the least likely to hit.  Most of your bets should be spread out, and on the category-type Outside Bets, such as Black, Red, 1st 12, 2nd 12, etc.  There is a Help option that teaches these terms and how they are related to their payouts, so you’ll be able to know what you’re betting on.

The game will allow you to play with other people and you can see what bets other people do.  No one competes with each other, but you may be motivated to try and get a better total win than others on the table, or engage with them socially.  The options to place bets are simple taps with your finger, and you can also easily wipe your bets or place the same bets again with the on-screen commands.  There is a timer in the bottom corner that will inform you how much time you have for the current bet.

Roulette Live Casino also utilizes the same Avatar system as their other games, and you can make some fun custom combinations as well as opt to buying a “Hero” with Diamonds.  Chips are earned through regular play.  In-app Purchases are available for both currencies.

Roulette Live Casino is a nice roulette game for your iOS devices and if you are interested in learning the ropes of roulette.

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GameTwist Casino (iOS) Review

Developer: Novomatic Games | Publisher: Funstage Games  || Overall:  9.0/10

GameTwist Casino is a multi-themed slots package.  Unlike some similar multi-slot apps, there is a progression system that requires you to level up to unlock more slots.  Starting out with 20,000 credits and three slots unlocked, you’ll gain levels and progress through the slots available.

As variety is one of the important aspects of GameTwist Casino, it is important to note how many slots there are.  There are currently 25 slots available, each unlocked every couple of levels at the lowest levels.  The highest slot is currently unlocked at level 160.  The progression system allows you to focus on the a smaller subset of slots as you unlock more, but not at a slow enough rate where you don’t feel like you lack the variety the game intends to offer.

You’ll unlock your 10th slot at around level 15, which is easily attainable after spending a little while with each of the slots you’ll unlock up to that point.  The gaps between unlocks grows as you get higher in levels.  The GameTwist Casino lobby is also easy to use as you can download the slots one at a time, and easily choose which one you are interested in playing.  Every level gained nets you a bonus, as well as the four hour Timed Bonus.

The art in the slots games is nice, and there are many 3D animations that enhance the general experience.  When a large win happens, big letters such as “BIG WIN” will appear which ups the excitement factor.  The user interface for the slots are consistent so you won’t have to “learn” anything new when you open up a new slot.

Some of the slots available are as follow:

  • Book of Ra deluxe
  • Gorilla
  • Sizzling Hot
  • Reel King
  • Lord of the Ocean
  • Marilyn Red Carpet
  • Golden Ark
  • African Simba

GameTwist Casino’s generous starting bonus allow for a lot of play to get used to and unlock many of the initial slots.  To get all of the slots unlocked, it will take a time commitment.  If you enjoy slots games, it can be fun to unlock the slots, as they feel like a reward when you attain the level milestone.

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