June 8, 2018

Wizard of Legend (Nintendo Switch) | Review


Posted on June 8, 2018 by Meghan Kass

When I first saw images of Wizard of Legend, I will be completely honest and say I rolled my eyes and groaned a bit. To me it seemed like yet another indie game using pixel art to try and cash in on nostalgic value and save some money by using a less involved art direction. I couldn’t see how the developer and publisher, Contingent99 could sell me on this game at all. I’ve played dungeon crawlers, I’ve played “8 bit” pixel style games and overall I just had a “been there, done that” attitude about it all. After I watched the trailer though, my feelings began to change and I became more excited to play it. I can say, playing it definitely was not the experience I first expected.

To say this game is some groundbreaking experience that completely changes the genre would be a bit hyperbolic. This game is very enjoyable, though. This game became so enjoyable for me, I even took my switch with my to my work and played it through my break while playing coffee.

This game is a great one to get on the Switch for the portability and the option to put it on a bigger screen if you want to play with a friend. The main idea of the game is simple; are a wizard going through a gauntlet to prove yourself.

You will first need to get yourself some equipment and weapons and spells from the main market  or you will be pummeled almost immediately. As soon as you feel sufficiently prepared for the dungeons, you transport yourself down and begin your challenge.

The dungeons are proceduraly generated along with its enemies.  What’s interesting about this particular game is the bosses you need to face are also procedurally generated and the environment is as well. If you are going to face the ice boss for instance, the floors you go through in the dungeon will also be ice themed. Every time you die, everything refreshes, but you keep your money earned which means you can make upgrades.

Be prepared to die a lot, because you will. These dungeons are difficult, especially if you are flying solo. This game goes much smoother if you are playing with a friend. It took me many deaths and collecting coins to get the right gear to get through dungeons. I will give the game credit though, it doesn’t feel like a slog. Yes, it can be frustrating when you are almost through and then die at the last stretch of a dungeon, but the levels generally go quickly so you it won’t take long to get back to where you were and if you upgraded, it might go even quicker, some of my favorite upgrades was the relic antiquated tabi which gave you a chance to evade and the Arcana Mentis Imperium which charms enemies into fighting each other. This game will give you a lot to collect and try out and play with. The controls on the Switch are smooth and easy to pick up.

The pixel art is standard and pleasing enough. The colors are very vibrant, which is what stood out to me the most, but other than that its all pretty standard design. That doesn’t mean its bad, it just means its fine.

Overall, this is an enjoyable game for someone craving a dungeon crawler that is good on the go or with a friend. I recommend this for the Switch over Steam personally for the portability alone, unless you only have friends with PCs you want to play with, in that case, choose Steam. Try it out and enjoy some good old fashioned dungeoneering.


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Major Quake Champions Patch Makes Fundamental Changes To Loot System, Adds Bots


Posted on June 8, 2018 by Rae Michelle Richards

Sabre Interactive and Bethesda released a brand new patch for Quake Champions yesterday that adds many features that the community have been asking for since the Open Beta last summer. Bots, further Champion adjustments and a fundamental redesign of how the tribolt weapon works. Despite all of the positive additions the one thing that’s been widely panned by the QC community is how skins are crafted and what “shards” can be spent on. 

Positive: Bots Now Exist But Not Like You Think 

Veterans of previous Quake games have always had offline bots as a fallback option for when a stable internet connection isn’t available or to spend countless hours practicing against in order to hone those twitchy fragging reflexes. QC’s developers have spent a lot of time working on the fundamentals of QC and while bots have always topped the list of requested features, only now nearly 12 months after the Open Beta are we seeing playable progress on them. 

For those hoping for offline bots to practice against will be disappointed that not only is Quake Champions still not playable without a connection to the central server but the first stage of QC bots cannot be used in custom games or parties. 

On the positive side, Quake Champion’s bots are pretty challenging. You can face off against one of them in the brand-new tutorial. Bots wil also be used fillout the roster of games where another player disconnected or there isn’t a high enough population to fill out a team roster. Bethesda has promised that adding bots to Custom Games with selectable difficulty levels will come in a future patch. 

Here’s Bethesda’s official description of bots:

BOTS GALORE – Want to hone your skill? Did some quitter bail from a game mid-match, leaving your TDM crew a bit short? Well, now Bots are here to save you. That’s right, the same kind of AI that will soon reach singularity and grow into our apocalyptic overlords now powers (optional) enemies in-game! Featuring a scalable skill level to help players practice and improve in training mode, Bots will also automagically fill slots in live games where needed. This small, first phase of the impending robo-pocalypse – in Quake form – supports Deathmatch, Team Deathmatch, and Instagib modes. More exciting updates on our road to Matrix-style Armageddon are scheduled to come soon!

Positive: Champion Stats Are Now Aligned 

Individual champion statistics are no more! Instead all of the available characters are divided into Light, Medium and Heavy and the heroes within these categories will share the same armor, health and speed statistics. 

Here’s the rundown: 

Balance Changes: In addition to the more on-the-surface improvements, Quake Champions is receiving some under-the-hood tweaks to improve the overall balance of the game. These changes include alterations to movement speed, health and armor stacks for Light, Medium and Heavy Champions as well as changes to certain weapon statistics and specific Champions abilities. 

Negative: Skins Can No Longer Be Crafted, Shards Are Only Usable For Loot boxes 

Oh dear… so this change is not “controversial”, it’s downright removing player’s ability to choose what kind of rewards that they want to work towards. Prior to yesterday’s update duplicates found within Backpacks or Chests (loot boxes) would reward players with “shards”. Saving up between 300 – 600 shards players could purchase pieces of a given skin set. While very grindy and still reliant on RNG loot boxes – which are predatory – did provide players with some agency on the type of things they could unlock through play. 

Under the newer system duplicates no longer provide shards at all and individual pieces cannot be crafted at all as well. Want that really cool Scalebearer skin or want to relive Quake III with the classic machinegun skin? Better hope it drops from a chest which you can only get with real money or by leveling up after a couple of hours. It’s all RNG.

Are you enjoying this latest Quake Champions patch? I’d love to hear thoughts on this latest update to Bethesda’s soon to be free-to-play online shooter in the comments. 

 


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