Publisher: Asphodel Quartet
Website: https://asphodelquartet.itch.io/blind-griffin
Genre: Visual Novel
Summary: A new job bartending at a speakeasy in the 1920s leads to you discovering magical ability and thus the need for a teacher.
Gameplay: Gameplay consists solely of occasional choices.
Style: The art and menus are all nice. The music is also, although the "tension" theme can get overplayed.
Story: The setting in a magical San Francisco speakeasy is interesting, as are the variety of characters that populate it. The game makes good use of the time period by using twenties' slang (and includes a dictionary for terms in case you get confused.)
While the story in all its permutations is engaging, it is also relatively short, and often feels like it could be longer. It's also frustrating that different choices lead to different endings without much rhyme or reason sometimes.
Conclusion: "The Blind Griffin" is a fun game in a neat setting, but has weaknesses in length and randomness.
Friday, January 26, 2018
Saturday, January 20, 2018
"This, My Soul" Review
Publisher: Agashi
Website: https://agashi.itch.io/thismysoul
Genre: Visual Novel
Summary: While recovering from emergency cryosleep, an android is your only companion.
Gameplay: You often have choices in dialogue and actions, which leads to a slightly different story and several different endings.
Style: The art is nice and distinct, but the occasional picture inserts don't seem to quite match the figures.
Story: The science fiction trope of getting to know an android is well done, with a nice pace as your character gradually gets better under his care. It does feel silly that a maintenance craft has all this stuff, and the initial disaster that starts the story feels like an ignored mystery. It can sometimes be frustrating to find out information when the android is reluctant to talk. Finally, a possible romance with an artificial lifeform that must obey stringent rules raises interesting questions about consent and sentience, but the game doesn't really delve into these.
Conclusion: Although not so philosophical and occasionally frustrating, "Alas, My Soul" provides an entertaining, well-illustrated, and sometimes romantic science fiction story.
Website: https://agashi.itch.io/thismysoul
Genre: Visual Novel
Summary: While recovering from emergency cryosleep, an android is your only companion.
Gameplay: You often have choices in dialogue and actions, which leads to a slightly different story and several different endings.
Style: The art is nice and distinct, but the occasional picture inserts don't seem to quite match the figures.
Story: The science fiction trope of getting to know an android is well done, with a nice pace as your character gradually gets better under his care. It does feel silly that a maintenance craft has all this stuff, and the initial disaster that starts the story feels like an ignored mystery. It can sometimes be frustrating to find out information when the android is reluctant to talk. Finally, a possible romance with an artificial lifeform that must obey stringent rules raises interesting questions about consent and sentience, but the game doesn't really delve into these.
Conclusion: Although not so philosophical and occasionally frustrating, "Alas, My Soul" provides an entertaining, well-illustrated, and sometimes romantic science fiction story.
Thursday, December 28, 2017
The Million Minor Issues of Mass Effect: Andromeda
As I said in my review, Mass Effect: Andromeda has an enjoyable main plot and characters. The sights of the new galaxy are vivid, and combat's fun. Yet there are so many irritations in playing this game, so many small bad decisions and design choices. Just a few of them and this would still be a great game, but with so many of them, Andromeda is dragged down to average at best.
I touched on many of these in my review, but I felt like ranting on for a bit about all of these missteps.
I touched on many of these in my review, but I felt like ranting on for a bit about all of these missteps.
Friday, November 24, 2017
"Mass Effect: Andromeda" Review
Publisher: Bioware/EA
Genre: RPG
Summary: As the colonists of the Andromeda Initiative arrive in that galaxy, Ryder must investigate possible habitable worlds, mysterious technology, and alien life.
Gameplay: With a new engine, Andromeda is quite different from the previous Mass Effects. Perhaps over-correcting for the use of the space bar for everything in previous games, every action seems to require a different key (and the initial bindings are awful.) There's also no manual, which adds to the confusion.
I found the maps in this game to be especially puzzling, with lots of twists and different levels. The map always starts out zoomed out to the biggest degree, too. It can be difficult to find locations even when selected you're following a chosen quest marker. You can also only add one secondary marker. With a lot of stuff to do, this can be frustrating.
The scanner first seen in Kasumi's DLC is now a main game element for Ryder to scan and examine things. It's nice to see this taken to its logical conclusion, but while there are some clever instances, it's over-used in the game.
Scanning is also used for crafting, as scanning various objects will provide research data for weapons and armor. These can then be crafted if you have found enough of the required materials. With lots of steps and requirements and levels of the same equipment, I found this system finicky and not fun.
There are also puzzles involving sudoku-like rune-matching sequences, although these are sometimes not necessary and can be skipped. I mostly found them pretty fun, beyond a few especially irritating ones.
Another addition is the use of jump-jets that allow the character to jump heights and distances. This is used in exploring as well as combat, as Ryder will often to need to get over obstacles. This is quite fun (although I have to wonder why it never caught on back in the Milky Way.)
Long-distance travel on planets is again handled by a tank, the Nomad. There is some strategy in figuring out the best path and method of using its traction drive and jump-jets to get Ryder were they need to go, which can be frustrating. The Nomad also has no weapons, so you need to jump out whenever a fight starts. This can also be irritating.
Classes are gone from combat, as Ryder can learn any ability. Only three abilities can be selected at a time, however. Different types of ammo and shielding are consumable, and squad members can no longer be directed to use their abilities. Pausing can't be used to line up shots or abilities but is just for switching guns or adding a consumable.
Overall, I dislike the combat changes. I miss the variety and replayability offered by the different classes. And I miss the strategy involved in commanding allies to make strategic attacks.
Style: I mostly played Mass Effect: Andromeda on an under-specced computer, but the scenery of the new galaxy still looked spectacular. Andromeda offers lots of fantastic visuals and lighting. There are nice little details like armor becoming sandy on a desert planet or frosty on an icy one.
However, facial animations are extremely awkward and some clothing seems flat compared to other textures. Whole-body movements, though, can sometimes be well done, with some nice fluid motions I haven't seen before.
Story: The game has to do a lot of justification to explain why and how all these colonists come to the Andromeda system, and it almost manages it. Ultimately, however, I found myself wishing they'd just gone with the Reapers as an excuse (or better finished a certain sidequest regarding this matter.)
Ryder's beleaguered explorer is a nice contrast to the professional soldier of Shepherd. I found the female Ryder more compelling; the voice acting made me spend much of the game wanting to give her a hug. Male Ryder seemed too casual (even given I was playing him more so.)
Ryder has a backstory involving their family, providing an additional emotional element. This is well done, but I wished I had more opportunities to define my Ryder. There weren't many occasions to explore Ryder's history or choose their opinions about their past, family, or current events.
The party members and other characters are also mostly well-defined and interesting (favorites will differ, as usual.) Party members each get personal quests, which are generally good and occasionally excellent. There are a nice selection of romances available as well.
With so many quests and so much required of Ryder, pacing is odd. Whereas I never had a problem with completionism in Dragon Age: Inquisition, the Andromeda plot provides an urgency to many quests that Dragon Age lacked, meaning the main plot felt kind of lost in the shuffle.
This is a pity, because the main plot is much better than the filler missions, which tend to involve a lot of running around without much resonance. The ending is satisfying (and further quest-going is integrated well.) There are a few loose ends and further possibilities, which makes me sad that at the very least it'll probably be a long time before I get to play again in this galaxy.
Andromeda does surpass its predecessors in that it has an overarching theme. While tying into the motifs of exploration and new beginnings, Andromeda is about legacy: what we take from our parents and ancestors, and what we do for ourselves. Much of the game ties into this nicely.
Conclusion: Mass Effect: Andromeda has an engaging story in an interesting galaxy, but is beset with many minor irritations (in fact, I think I'll make a separate post just to rant about them all.) It's sad to think of the missed potential, but there is still much to be enjoyed.
Genre: RPG
Summary: As the colonists of the Andromeda Initiative arrive in that galaxy, Ryder must investigate possible habitable worlds, mysterious technology, and alien life.
Gameplay: With a new engine, Andromeda is quite different from the previous Mass Effects. Perhaps over-correcting for the use of the space bar for everything in previous games, every action seems to require a different key (and the initial bindings are awful.) There's also no manual, which adds to the confusion.
I found the maps in this game to be especially puzzling, with lots of twists and different levels. The map always starts out zoomed out to the biggest degree, too. It can be difficult to find locations even when selected you're following a chosen quest marker. You can also only add one secondary marker. With a lot of stuff to do, this can be frustrating.
The scanner first seen in Kasumi's DLC is now a main game element for Ryder to scan and examine things. It's nice to see this taken to its logical conclusion, but while there are some clever instances, it's over-used in the game.
Scanning is also used for crafting, as scanning various objects will provide research data for weapons and armor. These can then be crafted if you have found enough of the required materials. With lots of steps and requirements and levels of the same equipment, I found this system finicky and not fun.
There are also puzzles involving sudoku-like rune-matching sequences, although these are sometimes not necessary and can be skipped. I mostly found them pretty fun, beyond a few especially irritating ones.
Another addition is the use of jump-jets that allow the character to jump heights and distances. This is used in exploring as well as combat, as Ryder will often to need to get over obstacles. This is quite fun (although I have to wonder why it never caught on back in the Milky Way.)
Long-distance travel on planets is again handled by a tank, the Nomad. There is some strategy in figuring out the best path and method of using its traction drive and jump-jets to get Ryder were they need to go, which can be frustrating. The Nomad also has no weapons, so you need to jump out whenever a fight starts. This can also be irritating.
Classes are gone from combat, as Ryder can learn any ability. Only three abilities can be selected at a time, however. Different types of ammo and shielding are consumable, and squad members can no longer be directed to use their abilities. Pausing can't be used to line up shots or abilities but is just for switching guns or adding a consumable.
Overall, I dislike the combat changes. I miss the variety and replayability offered by the different classes. And I miss the strategy involved in commanding allies to make strategic attacks.
Style: I mostly played Mass Effect: Andromeda on an under-specced computer, but the scenery of the new galaxy still looked spectacular. Andromeda offers lots of fantastic visuals and lighting. There are nice little details like armor becoming sandy on a desert planet or frosty on an icy one.
However, facial animations are extremely awkward and some clothing seems flat compared to other textures. Whole-body movements, though, can sometimes be well done, with some nice fluid motions I haven't seen before.
Story: The game has to do a lot of justification to explain why and how all these colonists come to the Andromeda system, and it almost manages it. Ultimately, however, I found myself wishing they'd just gone with the Reapers as an excuse (or better finished a certain sidequest regarding this matter.)
Ryder's beleaguered explorer is a nice contrast to the professional soldier of Shepherd. I found the female Ryder more compelling; the voice acting made me spend much of the game wanting to give her a hug. Male Ryder seemed too casual (even given I was playing him more so.)
Ryder has a backstory involving their family, providing an additional emotional element. This is well done, but I wished I had more opportunities to define my Ryder. There weren't many occasions to explore Ryder's history or choose their opinions about their past, family, or current events.
The party members and other characters are also mostly well-defined and interesting (favorites will differ, as usual.) Party members each get personal quests, which are generally good and occasionally excellent. There are a nice selection of romances available as well.
With so many quests and so much required of Ryder, pacing is odd. Whereas I never had a problem with completionism in Dragon Age: Inquisition, the Andromeda plot provides an urgency to many quests that Dragon Age lacked, meaning the main plot felt kind of lost in the shuffle.
This is a pity, because the main plot is much better than the filler missions, which tend to involve a lot of running around without much resonance. The ending is satisfying (and further quest-going is integrated well.) There are a few loose ends and further possibilities, which makes me sad that at the very least it'll probably be a long time before I get to play again in this galaxy.
Andromeda does surpass its predecessors in that it has an overarching theme. While tying into the motifs of exploration and new beginnings, Andromeda is about legacy: what we take from our parents and ancestors, and what we do for ourselves. Much of the game ties into this nicely.
Conclusion: Mass Effect: Andromeda has an engaging story in an interesting galaxy, but is beset with many minor irritations (in fact, I think I'll make a separate post just to rant about them all.) It's sad to think of the missed potential, but there is still much to be enjoyed.
Saturday, September 30, 2017
"Mass Effect 3 Citadel" DLC Review
Publisher: Bioware/EA
Genre: RPG
Summary: Shepherd faces a mysterious attacker while on shore leave on the Citadel.
Gameplay: The DLC features plenty of combat against tough enemies in unique environments, including a segment where Shepherd is alone without armor and weapon choices.
There is also a casino segment that involves distracting guards and hacking cameras with careful timing. And after you've completed the combat missions, Shepherd is free to roam the new section of the Citadel and take part in casino gambling, arcade games, and the combat simulator.
Style: I've always liked the giant city on a space station that is the Citadel, so getting to see more of its neon-lit shops and particularly its dark under-workings is a treat. Anderson's apartment is nice and stylish, too, and can somewhat be decorated according to Shepherd's tastes.
Story: The main story of "Citadel" (not a good name, but I suppose a more accurate one would be something like "Friendship!" and that would be hard to sell.) is a lot of fun. The villains are intriguing and surprising, which is especially refreshing after obvious yet supposed shocking betrayals and annoying game-aided villains like Kai Leng.
Lots of the fun comes from the humor. It's great to see your crew willing to crack jokes, especially after the dourness elsewhere in Mass Effect 3. It's fun just to see all of your crew. Citadel goes all out to offer different options and lines depending upon your love interest and various other choices you've had Shepherd make.
This is particularly impressive when Shepherd throws a party and the guest list depends on who Shepherd invites (and who's alive and available, of course.) Then further conversations vary depending on what kind of party you throw, too.
Besides the main missions and the party (which doesn't have to immediately follow) there are opportunities to meet and chat with past and present crew, plus all the entertainments of the new Citadel section. Various overheard comments keep up the humorous nature of the DLC.
Conclusion: Citadel is just very enjoyable. The combat is good, the story is entertaining, and it offers a lot to do while giving you a lot of choice.
Genre: RPG
Summary: Shepherd faces a mysterious attacker while on shore leave on the Citadel.
Gameplay: The DLC features plenty of combat against tough enemies in unique environments, including a segment where Shepherd is alone without armor and weapon choices.
There is also a casino segment that involves distracting guards and hacking cameras with careful timing. And after you've completed the combat missions, Shepherd is free to roam the new section of the Citadel and take part in casino gambling, arcade games, and the combat simulator.
Style: I've always liked the giant city on a space station that is the Citadel, so getting to see more of its neon-lit shops and particularly its dark under-workings is a treat. Anderson's apartment is nice and stylish, too, and can somewhat be decorated according to Shepherd's tastes.
Story: The main story of "Citadel" (not a good name, but I suppose a more accurate one would be something like "Friendship!" and that would be hard to sell.) is a lot of fun. The villains are intriguing and surprising, which is especially refreshing after obvious yet supposed shocking betrayals and annoying game-aided villains like Kai Leng.
Lots of the fun comes from the humor. It's great to see your crew willing to crack jokes, especially after the dourness elsewhere in Mass Effect 3. It's fun just to see all of your crew. Citadel goes all out to offer different options and lines depending upon your love interest and various other choices you've had Shepherd make.
This is particularly impressive when Shepherd throws a party and the guest list depends on who Shepherd invites (and who's alive and available, of course.) Then further conversations vary depending on what kind of party you throw, too.
Besides the main missions and the party (which doesn't have to immediately follow) there are opportunities to meet and chat with past and present crew, plus all the entertainments of the new Citadel section. Various overheard comments keep up the humorous nature of the DLC.
Conclusion: Citadel is just very enjoyable. The combat is good, the story is entertaining, and it offers a lot to do while giving you a lot of choice.
Saturday, September 16, 2017
"Star Wars: Knights of the Old Republic" Review
Publisher: Bioware
Genre: RPG
Summary: You must aid the Jedi in their quest to defeat the evil Darth Malak and his Sith army.
Gameplay: The game's system is based on the D6 Star Wars roleplaying system--closely enough, in fact, that I was able to base my first character pretty closely off an old character sheet. Every character has attributes, skills, and powers. Character class influences powers and which skills are preferred, while attributes give bonuses regardless.
Combat is fairly simple, but has enough odds and ends to keep it from being dull. There are melee and ranged weapons, but unfortunately no easy way to switch between these without going to the equip screen. You can throw grenades, choose to dual wield, or choose to use special attacks like rapid shooting or power attacks. The Jedi also have various powers to harm, heal, and buff.
The various weapons and armor in the game have understandable categories of abilities but with some interesting and unique examples, too. A few are upgradeable for even more variety, but these are few enough that crafting isn't overwhelming.
You can also plant mines (if skilled enough in demolitions) or use stealth to find your way past obstacles if invested in that skill. There are also hackable computers and droids, too, all of which often means a variety of choices in solving quests. And there's your character's powers of persuasion, too (again, given points in the skill and wise choices in dialogue.)
Then there's the side games. The occasional turret shooting game isn't skippable, as far as I know, but overall I enjoy it. The racing side game can most be ignored or indulged as you prefer, as can the blackjack-esque card game Pazaak. Overall, there is plenty to do besides combat.
Style: Naturally, Knights of the Old Republic makes use of the usual elements of the Star Wars setting: starships, lightsabers, robes, etc. There is a bit of a different spin on things since it's set thousands of years earlier than the movies (but don't expect things to look too primitive.)
Despite the now-older graphics, it's still a delight to see the dark roots of Kashyyyk or a space station orbiting Yavin 4. Graphics and sound combine for some excellent atmospheric settings.
Armor and clothes, alas, aren't all that interesting, but there are some neat unique pieces. Weapons are awkwardly constantly carried, and all headgear always worn--especially unfortunate when the game starts a long Bioware trend of weird and awful headpieces.
Story: Knights of the Old Republic excellently captures the feeling of Star Wars. In fact, it may be my favorite piece of Star Wars media. It has a fantastic twist (I think I was spoiled about it before I first played and I still loved it.) But even besides that, there's a lot that works well in this story of redemption, choice, and the nature of evil.
Most of the characters are fascinating and fit well in the context of the story. The two romances are so tied into the story, in fact, that they feel extra epic. This is especially impressive given the choice in planet and quest order. The story manages to flow pretty smoothly no match which order you choose.
Conclusion: Knights of the Old Republic is one of my favorite games (sometimes, depending on my mood, my straight-up favorite.) It simply has so much go right. There's no part of the game I dislike, no bit I have to grit my teeth a bit and get over with. And there's so much I love--the characters, the setting, the story, the sound of a lightsaber igniting...a true classic.
Genre: RPG
Summary: You must aid the Jedi in their quest to defeat the evil Darth Malak and his Sith army.
Gameplay: The game's system is based on the D6 Star Wars roleplaying system--closely enough, in fact, that I was able to base my first character pretty closely off an old character sheet. Every character has attributes, skills, and powers. Character class influences powers and which skills are preferred, while attributes give bonuses regardless.
Combat is fairly simple, but has enough odds and ends to keep it from being dull. There are melee and ranged weapons, but unfortunately no easy way to switch between these without going to the equip screen. You can throw grenades, choose to dual wield, or choose to use special attacks like rapid shooting or power attacks. The Jedi also have various powers to harm, heal, and buff.
The various weapons and armor in the game have understandable categories of abilities but with some interesting and unique examples, too. A few are upgradeable for even more variety, but these are few enough that crafting isn't overwhelming.
You can also plant mines (if skilled enough in demolitions) or use stealth to find your way past obstacles if invested in that skill. There are also hackable computers and droids, too, all of which often means a variety of choices in solving quests. And there's your character's powers of persuasion, too (again, given points in the skill and wise choices in dialogue.)
Then there's the side games. The occasional turret shooting game isn't skippable, as far as I know, but overall I enjoy it. The racing side game can most be ignored or indulged as you prefer, as can the blackjack-esque card game Pazaak. Overall, there is plenty to do besides combat.
Style: Naturally, Knights of the Old Republic makes use of the usual elements of the Star Wars setting: starships, lightsabers, robes, etc. There is a bit of a different spin on things since it's set thousands of years earlier than the movies (but don't expect things to look too primitive.)
Despite the now-older graphics, it's still a delight to see the dark roots of Kashyyyk or a space station orbiting Yavin 4. Graphics and sound combine for some excellent atmospheric settings.
Armor and clothes, alas, aren't all that interesting, but there are some neat unique pieces. Weapons are awkwardly constantly carried, and all headgear always worn--especially unfortunate when the game starts a long Bioware trend of weird and awful headpieces.
Story: Knights of the Old Republic excellently captures the feeling of Star Wars. In fact, it may be my favorite piece of Star Wars media. It has a fantastic twist (I think I was spoiled about it before I first played and I still loved it.) But even besides that, there's a lot that works well in this story of redemption, choice, and the nature of evil.
Most of the characters are fascinating and fit well in the context of the story. The two romances are so tied into the story, in fact, that they feel extra epic. This is especially impressive given the choice in planet and quest order. The story manages to flow pretty smoothly no match which order you choose.
Conclusion: Knights of the Old Republic is one of my favorite games (sometimes, depending on my mood, my straight-up favorite.) It simply has so much go right. There's no part of the game I dislike, no bit I have to grit my teeth a bit and get over with. And there's so much I love--the characters, the setting, the story, the sound of a lightsaber igniting...a true classic.
Thursday, August 31, 2017
The "Mass Effect 3" Ending Rant
There are many explanations and diatribes about the issues with Mass Effect 3's ending, but this one is mine.
Subscribe to:
Posts (Atom)