So far, in it’s short existence, the Vive has had an interesting selection of games. These games range from literally nauseating to impressive, but most have the feeling as a tech demo at this point. Many Vive games have a lot of style and gimmicks, but lack in actual gameplay or even fun for a stretch of times. While the horror genre and arcade style games have shown us some virtual reality gems, what are other some other types of games that are worth the time and money that the Vive or, any VR system require? One of the more fun games I have played for the Vive recently is one called Diner Duo.
Diner Duo is an asymmetrical multiplayer game by publisher, Whirlybird Games. The game’s concept is simple; you and your partner are running a diner and have to keep the customers happy and served the correct food and drink in a timely manner. You achieve this by having one person, using the VR headset, be the cook and the other person using a traditional keyboard and PC controls running around the diner, taking orders and serving food and drink. The game closely resembles a two player Diner Dash in both its concept and mechanics if you are playing as the server and loosely resembled the chef level of Job Simulator if you are the cook. You can unlock hats and other cosmetic customization. If you don’t have or want to play with a partner, there is also a single player mode where you can see if you have what it takes to be the top chef.
I played single player and played the multiplayer with a partner and see if we had what it took to run a restaurant. As the chef, the controls were slightly clumsy and I tended to drop my fair share of food and it would occasionally take two or more attempt to grab the item I wanted.I also found it wasn’t obvious how to initiate some options, such as scaling the kitchen for the chef, but that didn’t inhibit the gameplay and could eventually be learned. I also noticed the table would knock ingredients out of your hands or the knife would get stuck while trying to cut cucumbers. While annoying, these quirks were not enough to stop playing and didn’t stop the fun.
As the server, I found the gameplay to be smooth for the most part and fun. As someone who has played Diner Dash type games in the past, this was more of the same. It took a minute or two to get the hang of the controls, but once I did, the levels flew by and a rhythm was established and I found myself loudly, but efficiently communicating with my chef and making sure to keep customers happy with plenty of pie during more chaotic times. The only hiccup I experienced as server was that during more rushed and advanced levels, if I wasn’t paying attention, it would be very easy to pour the wrong drink or give the food to the wrong customer unintentionally, leaving a customer who had been waiting longer getting progressively angrier.
Overall, this game is best experienced in multiplayer mode and is a much needed addition to the VR collection. The world of VR can be a lonely one, so more asymmetrical games are not only welcomed, but necessary in a library full of arcade or horror games. This game may not be the most complex and it has no narrative, much like so many VR games, but the multiplayer aspect it brings and the fun that comes with it makes it worth the money.
When I was younger, I played a lot of simple games. I clearly remember getting a CD with a collection of old games, including Dangerous Dave and Skunny the Squirrel games. In between playing Civilization games and Sims games and my NES, I played these quite often. These games weren’t the most sophisticated by any means, nor were they even great, but they made me smile and they were oddly relaxing and had short play times for when I wanted to play a game,, but didn’t have enough time to invest in a longer game (I was a busy kid with a bedtime, after all). After playing the Pirate Pop Plus, I can say, this game would have fit right in with those nostalgic titles I enjoyed in that obscure collection of odd computer games. It is not the most sophisticated, complex or story driven game, but it brought me a relaxing, enjoyable time.
Pirate Pop Plus is the newest title by 13AM Games, developers of Runbow and aims to recreate a classic arcade game from the late ‘80s. In this game you are the pirate, Pete Jr., who after waking up discovers that his arch nemesis, Bubble Pirate has trapped the local townsfolk in his devious bubbles. Pete Jr. must grab his anchor, and battle it out with Bubble Pirate to save the locals and of course, collect treasure. You pop bubbles without being hit and hurt by them all while being thrown off by Bubble Pirate’s anti gravity device that will send you flying around the screen. This is a game of endurance to see how long you can go and how many points and coins you can collect. You can use the coin to customize your portable game border. You can add stickers, change the color of the system, or you can try to test your skill on the “hyper” difficulty and see what new treasures await. You also can obtain weapons to shoot the bubbles more effectively and could save Pete Jr.’s life.
As far as simple games go, there are definitely worse games than this one. The gameplay was smooth with the exception of Pete Jr sometimes moving too fast or too far to make precise movem
ents and avoid bubbles or shoot my anchor correctly to hit the target. In spite of some flaws, this game still had me playing and trying to unlock my favorite colors and decals and even to see just how far I could go. Along with games like snake, Dangerous Dave and other repetitive simple games, this game is addictive. I feel some might get bored of the repetitive nature of the game and to some it may not be worth the money, as it seems like something to be played on the original Gameboy or an older cell phone, but for those who grew up with these types of games and looks back fondly on them, it is worth it for some quick, fun gameplay and cute pixel art.
Pirate Pop plus may seem out of place in 2016, but it is a game that is addictive and entertaining for someone looking for a quick fix after a busy day. While it may not be to everyone’s taste, I had a fun trip down memory lane, back to those days I explored little unknown games that were unique and quirky. This game has beautiful art, a love of old arcade games and plenty of things to unlock and scores to beat to keep you playing. If you can spare the $5 on steam, Wii U or New 3ds and enjoy old arcade style games, I recommend it, but unless you are a fan of this particular type of game, it may be a pass in favor of something slightly more fulfilling.
Rez Infinite is immensely difficult to review. It’s a daunting task, really. That’s not because the game’s bad, it’s not because I don’t have anything to say about it, to the contrary. It’s because I could talk about Rez for a lifetime and still not have said enough.
It shouldn’t come as a surprise that Tetsuya Mizuguchi is responsible for what may be the defining VR title of our time. In addition to Rez, he’s responsible for landmark games like Lumines and Space Channel 5, in addition to producing classics like Meteos and Every Extend Extra. Rez Infinite will define the best of PlayStation VR the way Child of Eden did for the Kinect.
Rez’s history is rich with talent on Mizuguchi’s level. After the development of Panzer Dragoon Saga in 1998, SEGA broke up the super talented Team Andromeda, whose members splintered off to Smilebit (Jet Set Radio), Polyphony Digital (Gran Turismo 2, 3, 4, Sport, etc), Artoon (Blue Dragon), and United Game Artists, the team ultimately responsible for the first Rez. Rez picked up where Panzer Dragoon left off – a gorgeous on-rails shooter with brilliant mechanics and sometimes blistering gameplay. What Rez did different was melding that style with pulsing EDM, seeking to inspire synesthesia within its players.
The pursuit of pure synesthesia is what’s driven Mizuguchi’s return to the series. Rez always pulled some fantastic tricks to make that feeling stick – packing a USB vibrator in the box, allowing users to connect multiple controllers to simulate a vibration experience – and Infinite pulls all the stops with fully redone models, 3D audio support, and crucially, virtual reality integration. Because of these changes, Rez has always been a uniquely engrossing experience, and the changes in the PS4 remake only amplify that immersion.
Rez’s original campaign, the story of a hacker diving into a super-advanced AI named Eden to save it from a viral invasion, returns with the same remastered music which accompanied it in Rez HD, along with gorgeous new graphics and VR support for the whole beast. VR support totally changes the way Rez plays. For the first time, players can aim quickly by looking at a virus, or even turn around to see what’s coming from behind.
These new mechanics means bosses like Area 4’s Uranus feel totally different – it’s suddenly possible to turn around and see the gargantuan running body of Uranus behind you and take it down before it can get an advantage. Being surrounded by the digital machinations of Rez is at once overwhelming and a totally natural extension of the game’s original vision.
The original campaign isn’t alone, however. Mizuguchi has planted the seeds for a future with Infinite’s new Area X. Designed to take advantage of the PS4’s hardware, Area X is glittering, gorgeous, and designed first and foremost for VR. Area X is a beautifully rendered free-roaming journey through a world of cyber dragons, giant robots, floating cubes, and digital women.
Combining the scope of the level’s design with the immersion of virtual reality and an array of buzzing controllers pulsing with the music (or an entire suit) is an experience unlike any other. There’s a sense of scale inside the headset that video simply can’t portray. The necessity of looking around to examine every corner of your surroundings pulls you into the experience. It left me emotional, breathless, and ready for more.
The experience offered by Rez Infinite is nearly indescribable. Mizuguchi has said that the promise of VR is what pulled him back into games. Rez in virtual reality is a masterpiece. It rips you out of your reality and places you firmly inside a screaming machine, overwhelming your senses with thumping music and gorgeous visuals. It’s one of a handful of PSVR launch titles that will likely shape the medium of virtual reality for years to come. It’s stunning how different a 15-year-old game can feel in virtual reality, and if Area X is a taste of what the future of Rez – indeed, the future of all VR – might look like, I’m all in.
Considering it sounds like Bungie was hoping to have Destiny 2 out by now and Rise of Iron wasn’t originally in the cards, you’d be hard pressed to know it. In this expansion you venture into the plaguelands, a patrol area that overlaps some of the sections of classic Earth patrol with a new snowy theme. Along with the change in the weather comes signs of a vicious battle as well as strands of red vines called Siva, a nanite weapon that is growing out of control.
By this point with Rise of Iron being the fourth Destiny expansion, you pretty much know what you’re in for, but for gamers who haven’t taken the plunge there is quite a bit of content now. The first two expansions gave players quite a bit of running around to do through shorter stories in previous areas. Meanwhile The Taken King was quite a massive third expansion which added a large new play area, an alien ship to explore over Saturn.
Many of these expansions, including Rise of Iron, included strikes and raids. Strikes are missions you complete with a team of three which leads up to a boss battle and tends to have good rewards. Raids can include up to six players and include both puzzles and battles to keep everyone busy. So what really keeps people playing Destiny? We’ve all heard the complaints that it’s a grind and not much content is really added story wise in each expansion.
The experience itself is great! My friend and I finally buckled down and accepted that we’d have to place an awkward personal ad of sorts to find ourselves a group to play with. The raids don’t matchmake for you, nor does some other in game content. So we went online and begged random strangers to come to our rescue so we could run some of the earlier raids we’d missed. In less than twenty four hours we had a group.
It’s really spending time with these guys and running content to get new gear that keeps us playing. We socialize, have a good time, and enjoy the solid gameplay. It’s not exactly the same but in a way Destiny even brings back memories of StarSiege Tribes. You have these amazing double jumps instead of a jetpack and lots of great fire fights. The whole experience is fun and that’s what keeps us coming back and trying to get new gear and goodies to drop from replaying raids or other multiplayer sections.
Really I’m hoping the sequel will grab the MMO style of Destiny and expand it deeply. What I’d really like to see is constant character improvement. Typically when you go back into older areas in Destiny, your character gets scaled down a bit. You’ll still be a beast, but you can’t expect to one shot any old foes. If Borderlands and Destiny had a baby that kept the rewards and leveling coming, it would be a completely addictive experience. More so than what Destiny already is.
All that aside, the fact remains that what we do have is fun. If you’ve enjoyed Destiny in the past and have people to play with, you’re going to enjoy going through this latest batch of content. Story content does need to be detailed out more and I still dislike that collecting gear unlocks cards to read online. I want everything in my game itself. Give me a reason to visit the Speaker, the leader of the Guardians you play as. Let me filter through a list of his unlocked knowledge and read the text of those cards in game. Or better yet, when the card is about an exotic weapon, let me use my Ghost robot friend to scan the weapon and learn that data from them in my own inventory.
So what do you get in this pack? As mentioned above the plaguelands are an overlapping section outside the wall of the Cosmodrome on Earth. You can wander back into familiar areas and see what they’re like all battle scarred and Siva covered, but the new content holds up as well. From a destroyed shipyard with a massive tanker that seems split in two like the wall of a collapsed apartment building baring it’s rooms to the outside world, to more factory like complexes to wander through while having fire fights with upgraded Fallen warriors. The new enemy type are called Splicers which are basically cybernetically enhanced Fallen. They come with a new Shank as well, a flying robot enemy, which is electrically charged to explode when it gets too close. This comes as a disadvantage to them however since they can be destroyed to take out nearby regular Shanks as well.
The main story mission is fun as well, even though it’s sadly only two hours long. There is still more content on top of that though. Like quests to find new guns which do include spoken dialogue and story bits along the way, so saying the story really ends after two hours isn’t entirely true. Plus there is the strike, the new raid, and patrolling that new plagueland area. There’s also a new social area in the cold mountains where you’ll find the temple of the Iron Lords.
In short, it’s more Destiny. Somehow Rise of Iron jumps that hurdle of feeling like the same old thing and creates a familiar nostalgia that becomes an enjoyable experience. Fighting familiar enemies isn’t a rehash anymore, it’s your part of the war against the darkness. Exploring old content with new visuals isn’t a slog through reused assets, it’s a fun experience with new collectibles to find. If you’re still playing Destiny, you’re getting more of what you enjoy already. You’ve got your friends online to enjoy it with, and you want to take an evening off and go find more gear with those people.
Plus who knows what new events will be waiting for us! Will Sparrow League Racing make a return? What will the new Iron Banner be like when that relaunches? So is Rise of Iron worth the admission price? Well I’ve already spent more time on it than I probably should have, so I think that speaks to it’s value right there. It’s more of what you enjoy with new stuff to discover.
Pac-Man Championship Edition 2follows up on its predecessors with a strange proposition. Imagine you’ve grown accustomed to driving a car without brakes. You hit other cars, you die, so you learn how to avoid doing so. You follow the road, you swerve correctly, you do fine, right? Then, one day, your car suddenly has brakes. And, when you hit other cars, it takes a couple hits before you actually crash. This would be disorienting, right? Because you’d have to completely relearn how to drive that car.
In Pac-Man Championship Edition 2, Pac-Man literally has a brake button.
Pac-Man Championship Edition 2 follows a recent tradition of modifying Pac-Man’s classic formula. Games like Pac-Man Battle Royale and Pac-Man 256 have proven that Pac-Man’s basic maze gameplay has a lot of unexplored depth, and the Championship Edition series has led the charge in showing off how interesting and unique Pac-Man can become.
As with its predecessors, Championship Edition 2 is gorgeous, with a blissful neon aesthetic and incredible techno music that will keep you going for hours of play. CE 2 takes advantage of its new position on next-gen hardware to deliver mind-bending visuals at a consistently high frame rate.
The game’s new 3D flourishes exemplify this, offering fluid animations as a new reward for skillful ghost busting. It’s not surprising that Namco’s sound team has outdone themselves, either, with clever sound effects and arguably the series’ strongest soundtrack.
In addition, fans of previous outings will find some of their favorite songs, like Pac Rainbow, left in tact, along with some series favorite mazes like Championship I & II, Highway, and Spiral. While the aesthetics remain the same, and callbacks to previous games will make series regulars feel at home, there’s a mountain of modifications to the gameplay that might not excite everyone.
From Pac-Man Championship Edition‘s release, Namco has shown it’s not afraid of changing Pac-Man in subtle ways. In the first Championship Edition, players initially play the game at the speed of the classics, collecting pellets and regenerating the maze’s layout as they collect fruit. DX changes things up a bit by allowing you to collect a “Ghost Train” rather than having to avoid the traditional four ghosts on the map.
Pac-Man Championship Edition 2 piles on new systems in a way that isn’t as satisfying as the natural evolution and simplicity found in the older titles. Pac-Man CE 2 adds, in no short order: Angry Ghosts, Boss Ghosts, a brake button, jumping, Ghost Routes, Runaway items, several new modes, and a compulsory tutorial just to cram all this in. It’s clear that Namco doesn’t want the series’ first proper numbered sequel to feel like a gentle iteration, but all of these revisions don’t gel with the simple gameplay of the original two titles.
Players who were looking for a game more similar to the original Championship Edition will be left out in the cold. CE 2 will feel more familiar to DX players who are used to chasing after Ghost Trains. In 2, rather than building up speed after collecting members of Pac-Man’s Ghost Train, the player starts off at full-speed, and any ghostly minions collected become trails behind the four main ghosts, Blinky, Inky, Pinky, and Clyde.
The challenge comes from chasing pellets at full-speed while avoiding both the roaming ghosts and their new trails. It’s a race against time, as before, trying to accumulate as many points as you possibly can before time runs out. At its strongest moments, CE 2 is a fast-paced score chaser that feels reminiscent of the gameplay offered by DX with some new and interesting twists.
Sometimes, those twists end up tangling up in one another and bog down the gameplay with undue complication. Changes pile upon each other and lead to series regulars needing to rethink their traditional CE play.
Grinding on the wall of the maze is still there, for instance, but because of Pac-Man’s increased speed and the unpredictable new behavior of ghosts, it doesn’t feel the same, and it’s something you typically want to avoid.
When eating ghosts, instead of going after the Ghost Train behind you in a satisfying finish, you’re sent on a frustrating chase after the four ghosts and their trains along Ghost Routes, colored escape routes that require memorization and constant attention.
New rules constantly interrupt basic tenets of gameplay put in place by DX, and while offering something new can be fun, the amount of relearning necessary might be challenging to those who have been playing CE DX for the past six years.
If all these new details weren’t aggravating on their own, they’re paired with new modes that only serve to highlight the game’s shortfalls. As in prior outings, the game is rife with unlockables, but rather than simply mastering each maze to seek rewards, players must conquer a new mode, Adventure. Adventure fails to deliver the classic, simple fun of the traditional score attack mode, and most players will likely avoid it altogether.
The new mode challenges players to complete several time attack missions in order to unlock Boss Battles, which are in themselves just a more challenging brand of time attack. Time attack isn’t very rewarding when failure is often found in having to battle stuff like Ghost Routes.
The process of completing stacks of time attack missions only to unlock even harder time attack missions isn’t rewarding, and if it weren’t for the promise of Galaga sprites for use within score attack, I probably wouldn’t have bothered. Within the context of 2, Adventure mode serves as an unfortunate annoyance.
Conclusion
By no means is Pac-Man Championship Edition 2 the weakest entry in the Pac-Man universe. At its best, Championship Edition 2 is fast and engrossing, pulling you in with engaging visuals and throbbing music. It’s a unique evolution on the classic arcade gameplay that you’d be hard-pressed to compare to its 1980 progenitor. Compared to its contemporaries, however, it lacks cohesion. At its worst, skillful play feels more like a wrestling match against new mechanics.
Pac-Man 256 and Pac-Man Championship Edition DX proved that you can iterate on the maze game formula without feeling overly complicated, without needing coercive tutorial levels, and without muddling what makes Pac-Man simple and fun to play. Mastery in titles like these is rewarded by a building sense of speed that motivates and excites.
Championship Edition 2 starts fast, stays fast, and ends with Pac-Man crashing into a wall of minions behind an Angry Ghost. If you’re ready to rethink the way you play Pac-Man, or you want to enjoy one of the best video game soundtracks this year, Pac-Man Championship Edition 2 is absolutely worth a shot, but you’d be remiss without playing stronger entries in the series first.
In a summer that has allowed indie games and smaller titles to shine and show what they are capable of, Sony has added one more title to that list before the fall rush of major AAA titles begins. Bound, developed by Plastic, has taken the spotlight and used it to tell an emotional, heart wrenching story and manages to do so in quite a short amount of time. This is a game that will hypnotize you and definitely leave an impact on some long after it’s over.
Bound’s strength is first and foremost in its story. In the game, you take on the role of a young princess who needs to navigate her world using the art of interpretive dance and elegant, flowing movement and ultimately save her world. The universe in which the princess resides is surreal and dreamlike, which fits with the narrative because we are exploring the mind, feelings and memories of a young woman and her past. As you explore, you are able to piece together her thoughts and relive her experiences through this princess and help her overcome some of her more distressing memories. This story is dripping in metaphor, but is not inaccessible to those not caring to analyze and break it down; it seeks to paint a clear enough picture with metaphor and surrealism that will help keep the player immersed in the mood and art rather than leave them lost and bored. There are both beautiful, slow, thoughtful moments along with hectic platforming depending on the story unfolding to help keep you
on your toes, so to speak.
Bound’s artistic style might take a little time to get used to, but once I let myself become immersed in the paper style, beautiful dance movements and bright colors, I was hypnotized. The dancing was some of the most beautiful animation I have seen in a game and really had me impressed with the small development team. I al
so very much enjoyed the puzzle piece style of putting together the young woman’s memories and how the pieces of the picture would gather and put itself together based on where you moved in the scene.
The only weak point for Bound is in its gameplay. This is not a game for those looking for competitive play, heavy action or breakneck speed. This is a slow, emotional, artistic trip that focuses on the style and story rather than the gameplay. While this is not a bad thing, the platforming does suffer because of this.
I unfortunately encountered some broken platforms that would cause me to fall through them while jumping, even though it was clear I had landed on them, which would set me back a little, It was not enough to make me give up or get angry, but worth noting. I also found the moments you had to dance to hold back enemies to be slightly unfulfilling as you simply could just press whatever dance button you like with no reasoning or direction and it would all work the same in getting past whatever obstacle was in your way, but some might see that as a way to just express yourself and be more free in what you can do with this dream like world; i personally still enjoyed dancing in as many different ways as I could and dancing in as many different ways I was able to.
While Bound is not perfect, I still highly recommend it. For what few flaws cause it to stumble, it more than gracefully makes up for in its art and story. It’s short, sweet and worth the evening it will take to complete. Let the princess and her adventures sweep you off your feet.
Review written by John Edward Bridgman – follow him on Twitter at @JEBWrench!
Here is what you will see when you warp around in a system
Finally, after all the speculation, articles, and setbacks, Hello Games’ space explorer No Man’s Sky is here. We are finally able to answer the question, “What is No Man’s Sky?” And that answer is – a pretty good exploration and space trading game with minor crafting and survival elements.
It sounds pretty basic when framed in that way, and in words It’s not particularly elaborate. However a quick summary of its genre doesn’t encapsulate the experience well enough. If you’re expecting something different out of the game, or don’t care for what its core offering is, it’s not likely to draw you in.
The exploration itself is at once relaxing and fascinating, with ample opportunities for the game to surprise you with what it presents you. Expansive vistas, crystalline chasms, and vast plains of alien wildlife are all things I’ve spent time admiring. It does get a little repetitive the longer you stay on a single planet, but being able to leave fairly easily helps remedy that.
Starting off with a wrecked starship, the tutorial asks you to gather resources to make repairs to your shit, and ready the ship for spaceflight again. This servers as a tutorial and walks you through everything you need to do fairly quickly. It introduces the games systems and mechanics – primarily the implementation of crafting the game uses – while leaving you some room to tinker as you discover upgrading and modding your equipment.
There is a lot of this, going around the world scanning for resources
Inventory management plays a major role in the game. Both your starter ship and first suit have and infuriatingly limited amount of space. You can acquire additional slots and bigger ships through various methods as you explore, but starting out in particular you will run into full inventories fast. Until you find a trade uplink, your only option is to get rid of excess stuff permanently. This makes a lot of early game exploration feel hollow as you can’t keep any hi level resources you find due to a lack of space.
There is an interesting interaction involving the inventory system. When you use upgrades and mods to your suit and ship they occupy an inventory slot. Having to decide between the improvements to exploration and combat or carrying more stuff to sell is not irrelevant, and I found that I would hold off on useful upgrades until I had a chance to offload more of my goods.
As far as combat goes, it is not particularly great. On land, there are drones that analyze the environment, wildlife, and you, and if you seem to be threatening, they will attack. They don’t do much damage, and if you evade their line of sight long enough they will deactivate. The main thing the player can get from them is that they are made of Titanium which is useful. Shooting them down is easy even with the basic mining laser.
Naming the Animals is pretty fun
Space combat is a different story. Learning how to line up your shots takes some practice, and the nature of starship combat can make it really disorienting until you learn how to read and react to the on-screen indicators. Luckily, you can make repairs on the fly so it’s not unforgiving if you get in a dogfight without being certain what’s going on. You also are given some advance warning of incoming ambush, so you can fly off or warp to another location if you aren’t ready to fight.
Setting off to a new star system is exciting, and I have not lost that feeling of wonder every jump to hyperspace. While you start to notice some common set pieces on the individual planets – abandoned buildings, outposts, and production facilities offer you the same sort of thing on every planet, there are still some surprises to be found. Some of these I wish would be less frequent, because they lose a lot of effectiveness if you see them too much.
Survival elements are technically in the game, but they aren’t really worth worrying too much about. Almost every planet has something dangerous about it – whether it’s radiation or extreme temperatures. Players will have you have a meter that measures how much protection you have remaining and a warning will pop up when you are getting low. When that runs out, your life support lowers. Those two are basically your only concerns and they replenish easily. You recharge your life support with Isotope-type elements, which includes carbon (which can be gathered off almost anything that is alive). This effectively eliminates the survival aspect of the game. Your resistance meter is recovered by finding shelter, either in a building, cave, or your ship. Hopping into your ship takes care of most of your survival needs almost immediately.
The planets I have seen so far have been interesting and diverse in their traits, though I have seen individual elements repeat a few times. I can see them becoming repetitive after even more planetary jumps. However, foe now even the two most similar planets I’ve seen have felt different enough thanks to palette differences. Also interesting is that it took about eight planets for me to find an ocean. Even though I thought I had seen all the games engine had to offer, finding that ocean left me to wonder what else is in store. There are supposed to be over 1 billion randomly generated planets, with nearly endless possibilities’ the only barrier is time.
Some of the vistas in this game are absolutely jaw dropping
One of the most prominent and touted features is the ability to name and upload your discoveries. When you do so, you get rewarded in game for your discoveries with cash. This will help you to purchase larger ships or rarer resources. This is not a viable method of income, but it is fun to do. The trouble is twofold with this however. First, your name cannot be changed once you set it. If you make a typo or don’t like your decision later on you can’t change it. Second is there is just so much to name, and I find it difficult to upload something without naming it, as it feels like a wasted opportunity. You may not be bothered by this as much, but I feel that allowing you to alter names later on would remedy both if these.
The soundtrack is incredibly relaxing for the most part, though it gets intense during dangerous situations like combat. The ambient music that plays as you explore feels right and helps put you into the appropriate mindset to let your mind be drawn into the world around you. It enhances the game greatly, and honestly most of it works really great as relaxation music on its own.
While there is something going on in game on a galactic scale, there’s not really a traditional narrative. Instead, as you travel from planet to planet, and encounter more sentient lifeforms, you pick up on some of the history of the beings you encounter. Finding ruins and learning their languages lets you delve deeper into these histories, and I couldn’t help but find myself formulating theories on how events in history may have transpired. These micro-archaeological narratives are actually rather fun to work through. This is a for sure a player driven game. If you prefer a strong narrative driven game No Mans Sky is not going to be for you.
This is the closest you will ever get to finding a city
A little less fun with the alien languages are some of the puzzles. You will sometimes encounter malfunctioning systems that ask you for an action to repair them for a reward. These will come with an instruction in the alien language, so if you know the right words it’s trivial to solve, otherwise it’s guesswork. Along with those I’ve seen number pattern puzzles as well, so if you’re put off by those that will likely be a disappointment. Having the puzzles isn’t a deal breaker, but they do feel underwhelming.
No Man’s Sky manages to be both ambitious and expansive, but restrained. It’s a game of moments that can draw you in enough to push you through the more repetitive parts. When its formula works it’s outstanding, and when it doesn’t, the cracks show. It doesn’t really have much to offer people who aren’t interested in the things it does; it isn’t likely to be the game to make exploration and crafting your thing if they’re not already. However, I highly recommend it to anyone who does enjoy this style of play. It may also be worth playing if you are inclined towards space, as it creates some amazing moments as you soar through the stars.
This is a review of the PlayStation 4 copy of No Mans Sky Which was provided by Sony for review.
After following id Software’s DOOM revival for more than two years I finally got the chance to chew through the lengthy campaign for this reimagining of the 1990s FPS classic. While the reception of the game’s multiplayer component have been met mostly with jeers the single player surprised critics and fans alike. Now that the game is available at hefty discounts should you reenlist with the United Aerospace Corporation or sit this one out?
Unlike the over decade’s old Doom III this new DOOM is well aware of why fans are going to be playing this game’s single player: to brutally murder hordes of demons in several different spectacular splat fests, collect an ever expanding array of over the top weapons, sprawling levels and at the end of the adventure do battle with a larger than life CyberDemon that commands the forces of Hell. The developers didn’t try to fit the existing DOOM franchise into a new mold – in contrast to Doom III’s survival horror inspired design decisions, this new DOOM embraces its gory roots and plays it up with an almost comedic effect.
One again dawning the iconic green armor of one of the FPS mainstays..no not Master Chief… but the grandfather of all other Space Marines DoomGuy. Throughout the 9 – 12 hour campaign (it took me about 10 hours to beat single-player on the medium difficulty) DoomGuy will explore several different compartments of the UAC facility on Mars where a portal to hell has caused hundreds of the damned to flood the halls of this technological wonder. Unlike other titles in the DOOM series this particular game doesn’t begin with a version of the UAC Mars Facility prior to the demonic invasion – instead, DoomGuy will pick up a pistol within the first 15 seconds of beginning the single player and immediately starts slaying Demons to pumping rock music.
Destroying the forces has never felt as satisfying as it has in 2016’s DOOM, this has a lot to do with just how id Software has improved upon the combat systems of old to make them fresh while keeping in things like the over the top violence that makes this reimagining distinctively DOOM. Typically the DoomGuy will take on encounters of 5 – 10 demons with several more waves spawning once the previous group has been destroyed. Unlike other games in the franchise, enemies will flash bright orange or blue if you’ve defeated them quickly enough. Rushing forward and clicking the right stick while this flashing animation will have the DoomGuy perform a “gory kill” – which can range from ripping off an enemy’s arms and beating them with them or ripping out a demon’s entrails and feeding them to them. Yes they are gruesome, and they do get repetitive but the gory kills can provide absolutely necessary extra health to DoomGuy during the middle of an encounter.
The other thing that makes the combat in this game so satisfy in the weaponry. A lot of the DOOM classics return – the pistol, the shotgun, the super shotgun, the pulse rifle and the BFG 9000 to just name a few but iD Software has once again outdone themselves by adding a bevy of secondary modes and modifications for each weapon. While playing challenges will passively be completed throughout the campaign awarding “weapon upgrade” points that can be spent on your arsenal. A standard set of enhancements will be available right from the get-go, such as enhanced magazines and quicker reload speeds but what really makes the weapon upgrade system so robust is the inclusion of modifications. By locating weapon drones in each level DoomGuy can unlock a set of modifications for each weapon. These modifications range from placing an explosive barrel underneath the shotgun to equipping the heavy machine gun with a scope – giving you options that allow you to deal with both up-close groups and far away targets. One of the best parts of the weapons modification system is that once you’ve unlocked multiple of them for a single weapon you can easily swap them with the press of the D-Pad.
With its focus on quick paced combat and first person platforming, it might not sound like DOOM is a game that you’d want to play for the story but id Software has actually spent a considerable time crafting the world of DOOM. Upon completing levels players will unlock dossiers on iconic enemies like the Pinky Demon, Cyber Demon, Hell Knight, Imps ,and others – these dossiers not only flesh out the traits & mechanics of these enemies but also does quite a lot to inform players about the societal structure of hell. Particular attention should be paid to the in-game narrative cutscenes and hidden PDAs contained in the levels because the sci-fi narrative about a mysterious corporation helmed by the first sentient artificial intelligence. For what could have been a throwaway narrative designed to simply introduce reasons for the DoomGuy to slaughter the minions of Hell, I found the narrative quite engaging.
DOOM’s single-player is a damning critique of the 4-hour campaigns we’ve seen in other FPS titles, whether that was id Software’s intention is debatable. What is clear is that they’ve taken the time to craft a very detailed science fiction universe for a franchise that is known more for splattering demon’s brains against the wall than it is for its storytelling. By marrying an optional rich world. gunplay that provides dozens of tools and upgrades to explore, the series’ trademark gore and large levels with dozens of secrets iD Software has managed to create a campaign that is nearly double the length of its competition and demands to be replayed. Finding all of the secrets can be daunting and failing a demon encounters on higher difficulties a few times can be frustrating but none of that detracts from just how slick of a package that DOOM’s single player is.
Do your neighbors annoy you? Do you like killing? If you answered yes to either of these, you might like Party Hard. Ill set the stage for you. You’re a masked serial killer just trying to get some sleep. Its 3am and your neighbors are really, really, loud. So you kill them, all of them, while they party.
That’s basically the whole game. But its all wrapped up in a really great package of pixely carnage action. It also has a ton of environmental things to play with. So Enviroment + killing + stupid neighbors = a fun action game. It all seems pretty simple I’ll admit but what it adds up to is more than the sum or its parts.
The game doesn’t have so much of a story as it does a singular purpose. Stop the noise. But this isint madness interactive (vaunted flash game of the 00s), no your not going to be blowing people away with a vast array of weapons and explosives. Instead its all about the planning, patience and carefully laid traps.
Look at all these loud people. Better kill them all
Gameplay
Each level starts off with you outside a house full of excited partying people. These people are all busy with their own stuff, they are drinking, getting lewd, smoking drugs. Whatever you do at parties. Your job is to kill them all. But this isn’t hit man, you don’t even have a gun. You’re going to need to kill them with smarts, and well laid traps. Rather than brute force.
So how do you kill them then? Well there are a lot of options. You can set up traps, you can stab people, you can lead them to poison themselves. There are dozens of ways. Levels get more difficult as you go, primarily by having more people around you, and less traps. A good example of one of these traps is setting a stove to blow up, or poisoning the keg.
Each level also has random events that trigger when you are on the level. So you might get a dark coated man who gives you an item, or there might a drug deal in the back that provides chemicals or weapons. The cool thing is that these seem to be random, and so you can end up having almost anything happen in almost any level. You can expose the drug deals as well, and this also casuses chaos, with the police showing up and shooting everyone.
The police are as much of a problem as a help in this game, when you start killing people. So once you kill people with your knife, the most basic of tools, you will be able to expand out to more exciting things. Like setting down a stun bomb you got from that strange in the overcoat, or poisoning the keg.
The game features a great soundtrack of intense EDM music. Exactly what you would expect at a party I suppose. The game really feels methodical. You cant just run in and start stabbing everyone. Careful planning and attention to available environmental traps is important.
The game is played from the top down, similar to that other slaughter fest that is Hot line Miami. If Hotline Miami is a game of speed, this is a game of chess. Its slow and methodical. It has some hectic moments sure, I misplaced kill can result in you running after someone trying to stop them setting up the alarm. But those are rare moments. Most of the time your going to need to carefully plan out where and when you kill people.
Hitman penalizes you for killing, this game rewards you. In each party there will be a large number of people, your job is to kill them. You can set rooms on fire, blow things up, use poison whatever, doesn’t matter. As long as they end up dead. I found myself mostly stabbing people because that was easiest. I also used a lot of poison and one or two explosive traps, since those tend to get a larger number of people at once.
Just about halfway through now
Is there any story?
The games story plays out in between each part, where a hard boiled detective will try to track you down. Each of these little vignettes is a refreshing breather from the intensity of the part with its nonstop EDM music. Both the cut scenes and the game are in a pixel style. I like the pixel style because it plays down the gore a bit. Partiers can still explode in to pools of red blood and bits of things, but since they are pixelated its less offensive.
This is a punishingly difficult game, several times I ended up getting caught and losing the level. This results in a total start over, no check points. On a level where you might have to kill 40 or 50 people it can take 20 minutes to carefully lay everything up.
Each level is well designed, with a lot of rooms with doors that close, exit points, and traps for the party goers. Sadly this is where we start to end up with a problem. Levels are different in layout, but all of the goals are the same. The game has one one goal, and you are the lone agent of that goal.
The Games first level tell you the controls, there are three you can see them all on screen here.
The verdict
I do have to say at least one bad thing about every game, so for this one I am picking its length and lack of diversity. Though the levels change, most players will quickly fatigue with having to kill two or three dozen people without being caught. Killing so many works well in games like Hot Line Miami because of the frantic pacing, but this game features a much slower methodical approach. Much time is spent simply waiting. Waiting for one person to walk away from the group to kill them. Waiting for a planted bomb to be in just the right place to go off. Waiting for the police to arrive, search, and then leave. It is for sure a waiting game.
There are also some great moments as well. When you plant the bomb in the right place, and it kills half a dozen partiers, when a cop car screams up and kills 4 or 5 with no care at all. Some moments feel fun and unplanned. One level featured a meth lab in the back, and totally with out my prompting a fight broke out there. This fight caused a fire, which killed many people. Through it all the DJ partied on.
There is even some room for humor, subtle jokes abound. My favorite is the ability to make the protagonist dance to the frantic techo that’s going on all around him as he kills his way through the game. I found myself often just sort of standing and listening to music. Sadly the game has a few bugs that make it more difficult to play. Invisible phones have got to be the worst of all of these, as party patrons use phones to summon police. So, if you don’t know when they are coming, you will lose every time. Over all for the price point I think this game is well done and would recommend it.
Other than the eternally slow pace, I have very little bad to say about this game. Glitches can (and presumably will) be patched later on. Many people will no doubt take the timing of my review to be poor in light of recent events. However, I do not believe that this is a game of the type that promotes violence. Its cartoony aesthetic and lack of any realistic violence make it much less a murder simulator and much more just a fun game. Over all I give this game a buy it rating, it is out now on IOS Android, PC, PS4 and Xbox One.
Brokenjoysticks was provided a copy of the PC version for review.
Is Mountain a form of modernism or a screensaver? On one hand, Mountain offers a serene landscape and a breathtaking view of a mountain. On the other hand, it ages and becomes its own identity. Mountain lets you look at all sides and the more you look, the more it grows. What sets this mountain apart from other games? A game that offers no control of the outcome, but draws you in.
Mountain was created by David O’Reilly and is a relaxing simulator where its art is defined as not just art, but art horror. Why is it considered art horror? The art is understandable but why horror? We will go into that a little later. If you are a fan of the movie Her, then you might have seen David O’Reilly’s work. The game’s the main protagonist plays are a collection of his works. Unfortunately, those games you cannot play. So instead, David O’Reilly gives us Mountain, a small taste of what he has stored up in his head.
When we think about games we think of a range of things: full controller support, saving, music and sound effects, progression, character design, story, begin and end, protagonist and antagonist, etc.. While this game has some of those elements, it boasts a whole new mindset to instill into the player.
Upon entering the game you are greeted with a very lush and green hill top. Sound effects in the background of blowing wind or chirping birds may come up and clouds blowing past. You spin this hunk of land and you see nothing but a normal looking mountain . You look underneath this massive landmark and you see gravel and foundation. This mountain is floating in space and is surrounded by an aura to keep in the atmosphere.
Overtime, it may rain or snow, but you soon realize that is just a common thing that happens naturally. This is everything you see in the first minutes of game play.
Once you realize that you can’t do anything but look at this monument, you leave it on in the background thinking you might have just bought a screensaver.
Suddenly, a thought pops up in the upper left-hand corner. Some omnipresent being is having a thought while observing.
As the time passes and music cues in, you start to realize things that were not there before. Your mountain starts growing new things and evolving into its own identity.
This is one of the game’s unique features. Once you start the game, you cannot start it over. Each mountain is unique to the gamer. As it slowly spins, more things show up on it. The longer you have the program running the older the mountain becomes.
My mountain is in its infancy, so there is a giant toy block to represent its age. At night, little pixies dance in the trees. It has an adorable look to it. If the day is clear, then the omnipresent voice might type how it wishes to share this with somebody. When the day is rainy and dreary, the voice might express matching emotions, which gives you mixed feelings of who this lonely person is.
After every new dawn, you are greeted to a chime and the game saves for you making sure you did not lose any progress as you leave the game open. Thus, the cycle continues.
What makes this game different from other simulation type games. I think it has something to do with an underlining story and you are the audience watching it unfold. Instead of naturally progressing the game yourself, you are reading this story as it is happening, almost like raising a child.
I think that is where the horror comes in. For new parents, it is a crazy ride and you don’t know what to expect. The danger and fear around every corner and not knowing what will happen next. You may have limited control, but you just have to take it day by day. The messages you get are an inner monologue and interpretation of what a child may be thinking as it sees the world through its eyes. The mountain grows as it ages, like a child would and if you stop watching for a moment something amazing might happen. Art is supposed to be interpreted several hundred ways and this is what I see.
For a game that is only $0.99, I recommend giving it a shot. See what bundle of joy you can create and leave a snapshot in the comments below!
2011 was a big year for a lot of people. Many huge events happened that year, so it can be forgiven if you didn’t notice Flying Wild Hog publishing their love story to old school atmospheric cyber punk shooters, which they called Hard Reset. The game was a love story to the old slower paced atmospheric shooter. No regenerating health, a boat load of weapons, and a complex story that involves tons of cut scenes in a comic book style of narrative. Now they are back with Hard Reset Redux.
This game has a story but if you asked me what it was I wouldn’t be able to tell you, not because the story wasn’t good, but because I was way too busy killing robots with the games insane array of weapons to pay attention to it. I am reasonably sure most gamers could entirely skip the cut scenes (and no doubt many will) and still derive the same amount of intense enjoyment that I did from blasting robots and giant bosses.
Look at the size of this one!
If you have ever playedPainkiller, or you are familiar with the work of people can fly (bullet storm), then you can expect a lot more of the same out of this game. Its basically a simple formula played out well in an expansive world that we really don’t get to know much about. Hordes of enemies swarm our protagonist who has but a load of guns to beat them back with. These guns are fantastically unique, and none of them really just “shoot bullets” but instead might shot lightning, homing rockets, or even create a mine that site on the ground waiting for an enemy to come.
What you will not find in this game, is cover, regenerating health, or any of the other trappings of most modern shooters. This is a classic FPS, one that had it come out in the late 90s would have been called a Doom clone. You are big, strong and fast, you have many weapons, and must kill many enemies. Are you getting the idea yet? That is what this game is, it’s a classic scifi romp through the long hallways of shooter history. At a time like this that’s full of generic yearly installments off the same set of games, this type of game play is so refreshing.
Enemies in this game are vicious, one of the biggest improvements from classic to redux is enemy AI, placement, and types. Players of the original hard reset redux will remember enemies chasing them across entire levels. That still happens. I can’t count the number of times I retreated desperately looking for a health pick, running back towards the levels start. Only to take a shot in the back from a pursuing enemy. AI is restless but not plagued by the problems it had in Hard Reset. Most of which were simple clumping issues. Often I would run in to a room of 20 or 30 enemies and simply be hard stuck, having to kite away and try to pull one or two at a time to kill them.This has mostly been fixed in the new game. I no longer feel like I have to pull enemies, kiting is still very necessary, but that’s just the kind of game this is.
You can shoot Chain Lightning from the NRG
Most of your time is going to be spent going back and forth and shooting. That being said I still died. Like a lot. Not Dark Souls level, but way more than most FPS games. I consider myself to be pretty good at FPS games. Hard Reset Redux made me reconsider that notion.
Though many players may think at the start they get only two weapons, the game actually provides a huge diversity of weapons via the “modes” these two guns can change in to. The CLN (read like clean) and NRG (energy) are the two bases of your arsenal. On top of this you get sort of like mods, where you upgrade the guns to shoot grenades, rockets, rail gun shots, chain lightning, or shields. There is a dizzying diversity of different things your two base guns can do. The modes for the guns are able to be changed on the fly, so there is really no worry of being locked in to one weapon. I found myself mostly using the rail gun feature of the NRG weapon and the rocket launching capabilities of the CLN.
This ended up being my play style but some players may opt for better or more configurations or just to try different things sometimes to kill larger swarms. Redux also adds a super powerful melee attack in the form of a “cyber katana”. I found it next to useless, but some players may appreciate the classic melee style combat system of slash, slash, slash. It is a really cool weapon, but I feel its totally unneeded.
Upgrades to the gun are unlocked with the games in game currency “nano” which you get for killing stuff. Dead enemies drop a wealth of items, which shine with pretty particle effects. Drops are quite abundant, and I really appreciate that in each of the games levels there is at least one Doom style secret room, usually full of armor and nano. There are no shortages of money sinks in this game either. Frequently you will encounter terminals that offer you upgrades, to your gun, health, shield, and armor.
The bulk of the game can’t be played without grabbing some of these upgrades so killing the hordes of enemies has a real tangible feel to it. Each upgrade makes you a little bit stronger. While its not that satisfying major power boost like you would get with say, Diablo III, it still feels good.
Boss fights are major productions, like Zelda but with guns. I was actually able to capture a whole boss fight at PAX east, and you can see that video here. I didn’t get to play that boss fight but what I got from watching it was the sense of scale, the player is this lone warrior left, fighting the huge mega army of almost never ed
The major attractor here is going to be the old school run and gun gameplay. If you were a fan of say Doom, or Star Wars Dark Forces, this game is going to feel like home. Its easy to settle in here play a level or two and forget that its 2016, where most shooters have to have regenerating health, and a classes you select from the start, and multiplayer.
The game never sells itself out in this respect; you get what’s on the box, a shooter in the style of old school shooters. There aren’t any turret sequences, there aren’t any escort missions, this is a game devoted to the art of old school shooters. If you like me enjoy the feeling of playing a walking human tank, then this game is going to be right up your alley.
I often found myself feeling giddy after each fight, as I would run around collecting the glowing leavings on my just finished carnage. The Redux version of the game has a brand new graphics engine, and it shows. Textures are tighter, lighting is a bit toned down (it is after all cyber punk) and the AI is much improved.
Slow movement form the original redux has been removed, and the player now zips around a rate somewhere between Master Chief and Doom Guy. Players now move faster than the robot hordes, and so its easier to kite enemies. There is also the silly cyber katana to use if you get in close.
So if your looking for an old school shooter, that feels right out of blade runner, has a cool diversity of weapons, huge boss fights, and an awesome world, Hard Rest Redux is probably for you. If you were a fan of Pain Killer or Serious Sam, this is the type of game you will love. These games have become few and far between with the prominent style of shooter switched over to the more modern cover based or fast COD like shooter, so its refreshing to see a AAA effort at an older style. I think this game is worth playing even if you played the first version. That’s just how much difference the upgrades have made. Just be prepared for a few frustrating moments of crap I died again, and some massive hang ups at boss fights!
THROUGHOUT STEAM’S SUMMER SALE, I WILL BE REVIEWING GAMES THAT ARE RIPE FOR THE PICKING. THESE GAMES ARE HIDDEN GEMS THAT I THINK WOULD BE WORTH YOUR TIME AND HARD EARNED LUNCH MONEY. SOME GAMES WILL BE NEW AND SOME WILL BE OLDER TITLES, BUT ALL GAMES WILL BE ON SALE AND THAT IS TRULY WHAT MATTERS. SO WITHOUT FURTHER ADO, LET US MEET OUR NEXT CONTESTANT!
ONE FINGER DEATH PUNCH PLATFORM: PC, XBOX 360, IOS, ANDROID DEVELOPER: SILVER DOLLAR GAMES
PUBLISHER: SILVER DOLLAR GAMES & MOBIRIX (ANDROID, IOS)
RELEASE DATE: MAR 3, 2014
MSRP: $4.99 SALE: (50% OFF) $2.49
One Finger Death Punch is not your typical action & beat ’em up game. It is much, much more than that. This gory and fast paced game has one of the most simplistic controls for any game. There are two buttons you need to push for ultimate glory; left key and right key. One Finger Death Punch was Microsoft’s Dream.Build.Play grand prize winner in 2012. If you read my last review, this makes two games that Microsoft truly helped this project get off the ground. created by the team at Silver Dollar Games, this is their first game created and they certainly set the bar high for themselves. Let us dive in and see what makes this game so grand and soon the student will become the master.
THROUGHOUT STEAM’S SUMMER SALE, I WILL BE REVIEWING GAMES THAT ARE RIPE FOR THE PICKING. THESE GAMES ARE HIDDEN GEMS THAT I THINK WOULD BE WORTH YOUR TIME AND HARD EARNED LUNCH MONEY. SOME GAMES WILL BE NEW AND SOME WILL BE OLDER TITLES, BUT ALL GAMES WILL BE ON SALE AND THAT IS TRULY WHAT MATTERS. SO WITHOUT FURTHER ADO, LET US MEET OUR NEXT CONTESTANT!
DUST: AN ELYSIAN TAIL PLATFORM: PC, MAC, LINUX, XBOX 360, PS4, IOS
CREATED BY: DEAN DODRILL DEVELOPER: HUMBLE HEARTS
PUBLISHER: MICROSOFT STUDIOS COMPOSER: HYPERDUCK SOUNDWORKS
RELEASE DATE: AUG 15, 2012
MSRP: $14.99 SALE: (80% OFF) $2.99
Dust: An Elysian Tail is an Action-Platform-RPG. Dean Dodrill, a self-taught animator and illustrator. Other than the soundtrack and ADR, as well as a few parts in the story, Dean programmed and designed the whole game. Dodrill submitted his concept to Microsoft’s Dream.Build.Play Challenge in 2009 and won. He would spend over three years following the competition to bring this game to life. With his release, Dust: An Elysian Tail was met with universal praise. High scores across all outlets and even Steam community gives it an Overwhelming Positive rating with over 12,000 reviews. So does Dust: An Elysian Tail live up to this grade? Lets find out!
It is that time of the year (For our Northern Hemisphere readers). The days are long and school is out! The sun is shining and….STEAM IS HAVING THEIR SUMMER SALE?!
Okay, enough with the cheese. Let us get down to the meat and potatoes of this sacred occasion.
Throughout Steam’s Summer Sale, I will be reviewing games that are ripe for the picking. These games are hidden gems that I believe would be worth your time and hard earned lunch money. Some games will be new and some will be older titles, but all games will be on sale and that is truly what matters. So without further ado, let us meet our first contestant!
Koihime Enbu is one of those games that surprised me, I was offered the chance to review it by the publisher Degica and honestly was planning on taking a pass until I saw some of the still images that went with its PR packet. I am a huge sucker for cute girls, and this game is full of them. So I booted it up. I was expecting sort of Tekken vibe, and was rewarded with a satisfying and easy to get in to fighter that does lack some depth but is still fun. There is a lot here to explore and with so many really great characters to play, each of which has a unique visual vibe. 13 Unique fighters make the game feel fresh and diverse.
Full disclaimer I am not an expert at fighting games, I lose to all of my friends regularly in Street fighter, Mortal Combat, and Soul Caliber, so I am literally the worst when it comes to skill at fighting games. This became important when I learned that this basically a non-technical fighting game. While you can do air combos, blocks, recoveries, and even reversals, this isn’t Street Fighter 5. Air combos are really important at higher levels but you can play with out using them and still do all right.
The basics are pretty standard fighter, the characters are all girls, who come from a VN with the same name in 2007. The art style is absolutely beautiful, the colors are bright the models are alive. the stages are diverse. I can easily recommend this game just from its amazing art style. Each girl has a unique weapon and they span from generic swords to a set of heart shaped hoops. There is a lot of diversity both in character models and environments. Each of the character models is technically 3d so you get some nice side effects as your characters move around and fight, but since they exist in 2D space these are more like hints of depth than any actual depth.
The game offers Story mode, arcade mode, vs, training, and online mode. I dove pretty heavily in to the Story mode, which is fully and beautifully voiced in Japanese with English subtitles. There is a story but like most fighting games, the story is mostly about something you no doubt will not care about at all. Primarily it serves as a beautiful rest and transition period between the fights. I cant say i was at all invested in the story, or that I even played the VN this game hearkens back to (I don’t even remember 2007). The story is mostly fluffy and I am reasonably sure that I absorbed none of it at all, but it was very well voiced and each in between segment took several minutes to watch.
Enbu is a 4-button fighting game with 3 core attack buttons (low, medium and high), and another button being used exclusively for throws. The throw button can only be used after you hit a stun, The games simple buttons are nice for people like me who are not really very good at fighters with complex control schemes. This control scheme mapped well to the Xbox controller I was using. Each of the three main buttons went to X, A and Y, and grab went to B. The layout felt pretty good, as my fingers spent most of the time pressing the two buttons on the left and bottom of the controller, and much less time on the right side, which for someone with small hands is harder to reach. The triggers are also used providing an easy press for multiple buttons. I thought it fit pretty well to use the Xbox controller even with its notoriously horrible design when it comes to fighting games. All of the buttons are mapable but I am not the type of person to spend any time remapping the buttons for comfort.
I spent the vast majority of my time in game watching the games amazing character models move and attack and just exist in the games bright vibrant world. I was sorely missing the standard fighting game tutorial, but honestly this game does all right with just button mashing and skin of the teeth reactions. I will never call myself a great player of fighting games, and anime fighting games tend to be even more specific in their needed buttons, thankfully this game does not have that problem. Combos and special moves are the same set of buttons for every character. While this made me quite happy, I think many harder core fighter fans will find this lack of diversity boring. I like it because you can move across all of the characters with very few problems. Super and special moves are all executed via a simple combo of buttons and assist calls are done with just a single button combo (half a circle and the throw button).
The game does lack the depth that you will get if your chosen fighter is say Street Fighter. But, for someone like me this is the perfect game to just jump in to and have fun with for a few hours. The game includes the necessary social and multiplayer modes. I dipped my foot in to them, got smacked in the face a bunch and decided it was not for me at all. However, if you like competitive online multiplayer, it does exist here. The one drawback of this being such a niche fighter is that since its launch the online community has taken quite a dip, and other outlets have reported that it can take over 10 minutes to find an online match.
If you see this game below its current price of $39.99 I would say pick it up. at 40USD I can’t recommend it unless you are a big fan of either anime fighters, or cute girls beating each other up, but if it was more like 30USD it would be an instant buy for me. Make your own decision on this one based off of how much you really like anime fighting games.