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Review: Marvel’s Spider-Man 2

Developer – Insomniac Games Publisher – PlayStation Platforms – PlayStation 5 (reviewed) It’s that time once again. That time where we put down the latest movie or episode of the MCU, close any comic books you might have laid around, and it becomes time to leap headfirst into the best ongoing Marvel universe, the Marvel’s Spider-Man series created by the brilliant team at Insomniac Games. Not only have they out done themselves with a bigger and smarter game, it’s also one of the most accessible and inclusive experiences I have ever seen. My review will be a bit unique, and it will come across as a bit short and sweet I’m sure compared to my contemporaries. I loved the previous games, but I was very excited for this title for several reasons. PlayStation as a publisher has been growing more inclusive, especially for players with disabilities. The Last of Us Part One, God of War Ragnarök, each exclusive triple A title keeps raising the bar on options and features specifically designed to give players such as myself a deep and comprehensive experience. I don’t want to speak on this subject for my whole review, so instead I will hit key highlights and point everybody to the accessibility blog as it does a fantastic job of breaking down the nuances of each option and how they function. Check it out at the link here. Without diving into specifics, Insomniac Games has raised the bar on creating an experience that just about anybody can pick up and play. A game that features such complex combat skills, and more mechanics than most prestige cinematic games have to offer, it all feels manageable and under my control. I end up feeling powerful, and emboldened to experiment in a way I can’t with most other complex action experiences. Marvel’s Spider-Man 2 takes place sometime after the events of Miles Morales. In what is now customary fashion, we are briefly reintroduced to our main players, before setting off on an action-packed opening set piece with the Sandman. It’s the first time we get a dose of the real hooks of this sequel, the dual heroes, and the incredible web wings they can use to traverse with ease. As advertised, we get not just one but two capable webslingers who are equally capable of taking on baddies and stopping crimes left and right. Peter Parker and Miles not only share similar base abilities, but they also share suit upgrades, resources, and they even sport a combined skill tree. Their inputs are also shared, but once you move past those core shared items, these two heroes quickly differ in terms of move sets, powers, and of course, personalities. Peter is trying to find a steady job and figuring life out after Aunt May, while also juggling the sudden return of his best friend Harry and MJ. Meanwhile, Miles is starting at Brooky Visions Academy and is balancing a big school paper, and being Spider-Man. He also has Genke, Hailey, and his mother all providing a support system for him. The next 50 plus hours I spent were riveting, and without getting into spoilers, its everything you would expect. This version of Kraven, Venom, and the supporting cast of villains are some of the most creative interpretations of some classic characters I have ever seen. The way characters introduced in this version of Spider-Man’s world is so unique to these characters and story, which creates an excellent pace through the core story. I don’t want to go too deep into the main story, but suffice to say, its action packed, full of some great moments and outdoes the previous two games. The one aspect I do want to mention is the side content. It’s a pretty big step-up, even if most of them from a mechanics standpoint aren’t really groundbreaking, but the stories and characters involved in them tell growing stories that lead to some fun story beats in their own right. I want to spend a bit of time on one section in particular. I won’t once again, go into spoilers, but Hailey, Miles deaf friend and crush, really does sets an example of what Marvel’s Spider-Man 2 does best. It’s inclusivity, it’s really something special. Hailey has appeal, she is cool, she is well liked, she knows what she wants. She is a woman who just happens to be deaf, not a character who is only defined by their disability and nothing more. This means the world to me, as a deaf woman myself, it’s the best representation of somebody with my disability that I have ever seen. Look forward to a detailed column about her, and what she means for a writer like me, once the game is out in the wild and people can see it for themselves. Before I close off the review, I will touch on some other technical facets of the game. It of course looks phenomenal. I played in Performance mode for my entire run. The 60 frames per second and ray tracing were jaw dropping, especially when the big set pieces or nighttime scenes in the rain took over. The much-vaunted Symbiote powers truly separate Peter and Miles, and the sheer number of quality-of-life features packed in make the game such a breeze to play. If you are new to PlayStation, a disabled player looking for a blockbuster they can fully experience, or a returning fan, playing Marvel’s Spider-Man 2 is an absolute no-brainer and its easily one of my favorite open world games I’ve ever had the pleasure of experiencing for myself. Fully and without compromise, it really does feel like it was designed for everybody.

Review: Aliens Dark Descent

Aliens Dark Descent takes a fresh approach to the Alien franchise in the realm of video games. While the series has seen both terrifying brilliance and action-packed gameplay in titles like Alien Isolation and Alien: Fireteam Elite, this game ventures into the strategy genre by bringing xenomorphs into the mix. As the player, you assume the role of a leader commanding a team of Colonial Marines in unforgiving maps where death is permanent. This sets it apart from the typical first-person shooters or survival games, adding a touch of the strategic elements found in Firaxis Games’ XCOM series. The events of Aliens Dark Descent unfold twenty years after Alien 3, on the moon of Lethe. To combat a relentless xenomorph invasion, the Cerberus Protocol has been activated on this dark and desolate planet. You find yourself leading a team of Marines, forced to confront and halt the Alien advance after the Otago spaceship crashes just hours before the creatures’ attack. Your mission is to end the invasion and counter the xenomorphs, while also dealing with mercenaries, androids, and other dangerous elements from the Alien film saga. What sets Aliens Dark Descent apart is its persistent game world, where every action, modification, or death within a level has permanent consequences. Destroyed hatches remain destroyed, fallen soldiers stay dead, and their bodies remain on the field without any chance of resurrection. This permanence adds an intense layer of challenge and excitement to the experience, urging careful preparation before engaging in battle. You must carefully select a team of four Marines, equipping them with suitable weapons and gear based on their class. Once your soldiers are ready, you land on the game map and strive to eliminate any enemy alien presence in the area, aiming to safely return to the extraction point. The game’s graphics draw inspiration from the films, effectively displaying vital parameters, stress levels, team resources, and the enemy’s threat level. The higher the Marines’ stress, the greater the chance of missing targets during intense battles. The ability to slow down time, albeit not completely stopping it, allows you to calmly manage the situation before xenomorphs launch full-scale attacks. The aliens are constantly on the move, transitioning from patrol to relentless hunt when they detect prey. Battles in Aliens Dark Descent are intense shootouts against waves of xenomorphs in narrow corridors or rooms. You may need to strategically seal security doors and position turrets to defend critical points and prevent additional alien support. Fiercely defending against swarms of aliens, the four soldiers leave no room for convenient hiding spots. While you can set up camps in safe areas between battles, this option is limited to specific strategic points. Understanding the game levels’ structure is vital for survival. It looks fantastic, although some technical problems caused random bouts of slowdown. Nothing that ever made me lose a run, but it was good one the less. For the accessibility minded, this game was tougher to play than most, thankfully, screen indicators help when Aliens would attack, and the game lets you change the slow motion to a full pause. I’m not sure I would have been able to get through the game without it. Overall, Aliens Dark Descent is a great game, and a fun, but harrowing experience that fits the Alien name.

Review: Company of Heroes 3

Developer – Relic Publisher – Sega Platforms – PC, Xbox Series S|X, PlayStation 5 Company of Heroes is a tactical RTS that inspired Dawn of War, The Valiant, Halo Wars, and many other RTS titles. It featured two seminal classic RTS titles, and after a long time, the third game in the trilogy hit earlier this year on PC. Now it’s on consoles a few months later, and the biggest question is always how it fares on a controller. It does fine and delivers the best military themed RTS on consoles to date. Company of Heroes 3 comes with the usual assortment of modes you would expect from a fully featured RTS. Like its predecessors, it contains a fun story-driven campaign featuring extensive story elements and narrative moments. It also features a comprehensive campaign that resembles something out of Total War rather than its style of games. A vast map based on Italy that mixes long-term turn-based decisions mixed in with real-time combat to create something truly unique in the RTS space. Each mission features small-scale tactics with small squads in brutal tactical skirmishes. So far, even early on, the game will test your skills and tactical decision-making on the fly with varied objectives. Company of Heroes is not about sitting back, building a vast base, and pumping out a massive army to win. Tactics are king here, with missions often starting with limited units. Thankfully none of the challenges comes from poor performance or a poorly done console port. Considering the vast options, the control scheme has been pulled off quickly and becomes second nature after a few hours. Training mode is helpful and recommended as it will ensure you are calm as soon as a battle starts. Every button on the controller gets used, but thankfully, you can pause battles and issue commands in real-time, making the game perfect for the console and excellent for accessibility-minded players such as myself. In addition to the different factions, you also have Commander group powers. They are varied, offer other tactical options, and even content that can significantly change the gameplay. In the Italy campaign, these decisions are long-lasting, so think ahead if you want to give yourself a fighting chance. Company of Heroes 3 is a beauty, but sometimes, the units can get lost in battle. It’s not a big deal. As I mentioned, you can pause the game, but it can cost you a unit when a massive fight occurs across multiple fronts. Performance-wise, the game runs well, but there is a bit of slowdown when things get busy in a crowded city area with a lot of destruction, but it doesn’t hamper the core moment-to-moment experience. If you’re looking for a fun but deep RTS, you can’t do much better than Company of Heroes 3. The console ports are great, and the game is still receiving frequent updates and new content, making it an excellent choice for seasoned veterans or console newcomers alike.

Review: Redfall

Developer – Arkane Publisher – Bethesda Platforms – PC, Xbox Series S|X The basic premise of Redfall revolves around an unusual and dangerous situation in the town of Redfall, Massachusetts. The town, once known for its idyllic charm and quaint surroundings, becomes the center of a supernatural crisis when a mysterious ancient order accidentally unleashes a plague that turns the residents into bloodthirsty vampires. As the town descends into chaos and darkness, players take on the roles of a group of diverse and skilled survivors who are immune to the vampire plague. After the release of Prey, the concept of a multiplayer-driven game from Arkane Studios was exciting, but the final product leaves a bit to be desired. The main objective of the game is to team up with other survivors, either in single-player or co-op mode and battle against the horde of deadly vampires that have overrun the town. Players must strategize, explore, and fight their way through the vampire-infested landscape to uncover the secrets behind the origins of the plague and find a way to stop its spread. The Redfall campaign took us around twenty-two hours to complete, and the overall experience is pretty baffling. Even as late-game scenarios slowly started to introduce a dash of variety, so much of the game was just, there. I enjoyed it to a degree, but it was certainly nothing close to the level of immersion and atmosphere you’d expect from the creators of Prey and Deathloop. The campaign experience offers a freely explorable sandbox structure with areas of the town of Redfall, across two distinct locations The game presents challenging battles against various vampire foes, with bosses providing intense and well-crafted duels. However, often, the AI would frequently fail, and what should be intense and interesting scenarios prove lackluster due to a vampire lord getting stuck behind a mailbox or a garage door. The basic concept of a vampire invading suburbia is fantastic, but the actual moment-to-moment execution lets the premise down. As the story progresses, the lore and story of Redfall does go into some interesting places. Vampire gods, even pharmaceutical companies, and more all get intertwined with some decent lore-building and story concepts. However, maybe due to a rushed or co-op nature, it tells the story in awkward motion comic scenes, and the production level consistently fails to reach the studio’s previous heights. To make matters worse, the game suffers from frequent bugs, crashes, and a lack of polish across the board. Menus are very clunky, considering its a looter shooter, and the skill trees for each of the interesting heroes is bloated with meaningful tiny percentage stat buffs. Furthermore, the co-op fails to deliver anything other than the novelty of playing with friends, I didn’t hate Redfall during my review period, as I found it entertaining enough to fully finish the campaign and still play another one with a friend of mine. Still, it certainly doesn’t stand alongside some of its previous blockbuster titles, such as Prey, Deathloop, and Dishonored. Review copy given by publisher.

Review: Star Wars Jedi: Survivor

Developer – Respawn Publisher – EA Platforms – PC – Reviewed, PS5, Xbox Series Respawn’s Star Wars Jedi: Fallen Order was a classic action-adventure game that sometimes buckled due to technical issues. If Respawn was given a second chance at tackling a single-player action game, what could they do to change and learn from that experience? Star Wars Jedi: Survivor is the culmination of that lesson and delivers a stunning sequel worthy of their legendary track record.  In this third-person action-adventure follow-up, players once again play as Cal Kestus on his quest to rebuild the Jedi Order after the events of Order 66 and Revenge of the Sith. Cal’s journey involves platforming through deadly tombs, wall running, and facing off against the Empire. Cal rebuilds his connection to the force as players progress, and the cast of allies and enemies evolve past their archetypes.  While Star Wars Jedi: Survivor doesn’t introduce anything revolutionary or novel to the third-person action-adventure genre, it’s still an incredible experience to play. Respawn’s refinement of the game mechanics is evident in combat, with hints of Sekiro and the older Dark Forces games, and world design and core gameplay loop that harken back to Metroid Prime.  Cal’s journey takes players to various planets; each location is long, varied, and satisfying. In addition to swinging lightsabers, Jedi: Survivor spends a fair amount of time with its story. The multi-faceted characters, including enemies, and the back-and-forth Cal develops with the town and people of Koboh but add a sense of purpose and coziness to the high stakes a Star Wars story usually deals in. Survivor is right up there with KOTOR, X Wing vs. Tie Fighter, and Jedi Knight as one of the best examples of using a licensed property to tell a great tale that makes sense for video games.  Although there are a few issues with the game, such as inconsistent framerates on PS5 and slight PC stuttering in the open world, Survivor performs far better than Fallen Order did at launch. Enemies still have questionable AI, but it helps the Stormtroopers feel accurate to the lore if nothing else. One of the drawbacks of exploration is the rewards, with the vast majority of exploration leading to cosmetic items that feel inconsequential, which was also an issue with the first game. Accessibility is probably the game’s most considerable improvement, with EA and Respawn offering many options designed to smooth the experience for players like me. Turning off fall damage, automatic completion of quick time events, and more all help the experience feel like a fun but still tense adventure. It was nice to have a game with this combat style and a difficulty modifier that doesn’t punish casual players like me. While the game doesn’t move the genre forward meaningfully, it’s still an excellent game that I highly recommend to any Star Wars fan. It’s the next great Star Wars single-player game that many of us have been waiting for since the original one surprised all of us.

Review: Wild Hearts

Developer – Koei Tecmo Publisher – Electronic Arts Platforms – PC, Xbox Series S|X, PlayStation 5 Deutsche Rezension geschrieben von Rebecca Ellis. In der Gaming-Welt gibt es Titel, die ein ganzes Genre dominieren, so wie Monster Hunter das Koop-Monsterjagd-Genre beherrscht. Wild Hearts greift die Essenz von Monster Hunter auf und fügt genügend Innovationen hinzu, um ein einzigartiges Erlebnis zu schaffen, das für sich allein steht. Das Spiel findet in einem Fantasieland namens Azuma statt, das stark vom feudalen Japan und einer Mischung aus japanischer Mythologie inspiriert ist. Spieler können ihren eigenen Charakter erstellen und dabei ihre Pronomen, Frisuren und Körpertypen auswählen. Im Gegensatz zur Monster Hunter-Serie sind die Rüstungsdesigns unabhängig von der Figur, die Sie erstellen, gleich, wodurch das Problem der Sexualisierung weiblicher Rüstungen umgangen wird. Das Spiel zeichnet sich auch durch einen narrativen Schwerpunkt aus, bei dem den Spielern Verbündete vorgestellt werden, die ihnen während ihrer gesamten Zeit in Azuma zur Seite stehen. Wild Hearts bietet Spielern die Möglichkeit, sich auf ein großes Abenteuer voller Gefahren und Spannung einzulassen. Das Spiel spielt in einer riesigen offenen Welt voller üppiger Wälder, weitläufiger Wüsten, hoch aufragender Berge und tückischer Ozeane, die die Spieler nach Belieben erkunden können, es sei denn, sie werden zuerst von einem Kemono ausgeschaltet. Im Verlauf der Geschichte interessieren sich die Spieler zunehmend für die Rolle der einzelnen Charaktere in der Erzählung. Die Monster des Spiels, Kemono genannt, sind an die Natur gebunden und stehen in direktem Zusammenhang mit dem Marketingslogan „World Gone Wild“. Wild Hearts bietet acht verschiedene Waffen mit unterschiedlichen Spielstilen, jede mit tiefgreifenden System- und Mechanikebenen. Spieler können verschiedene Strukturen und Fallen konstruieren, die ihnen im Kampf helfen, und mithilfe eines speziellen Handschuhs namens Karakuri ihre eigene Welt aufbauen. Spieler können im Online-Modus gleichermaßen Fortschritte machen und werden in der Host-Version von Azuma anwesend sein. Die technische Seite des Spiels hat mit inkonsistenten Frames sowohl bei der Leistung als auch bei den Auflösungsoptionen auf Konsolen und erheblichen Störungen, Verzögerungsspitzen und seltsamen Fehlern bei der PC-Version zu kämpfen. Wild Hearts ist eine sinnvolle Alternative zu Monster Hunter mit einem Endspiel, Story-Beats, leistungsstarker Rüstung und neuen Waffen-Upgrades. Das Spiel bietet außerdem kostenlos eine Roadmap für neue Kreaturen und Mechaniken für Endgame-Spieler. Trotz seiner technischen Probleme ist Wild Hearts ein würdiger Herausforderer für die besten Spiele in diesem kleinen, aber überfüllten Genre. In the world of gaming, there are titles that dominate an entire genre like Monster Hunter does the co-op monster hunting genre. Wild Hearts takes the essence of Monster Hunter and adds enough innovations to create a unique experience that stands on its own. The game takes place in a fantasy land called Azuma, heavily inspired by feudal Japan and Japanese mythology mixed together. Players can create their own character, choosing their pronouns, hairstyles, and body types. Unlike the Monster Hunter series, the armor designs are the same regardless of the character you make, sidestepping the issue of female armor sexualization. The game also features a narrative-heavy focus, where players are introduced to allies who will be with them for the entirety of their time in Azuma. Wild Hearts offers players the opportunity to embark on a grand adventure full of danger and excitement. The game is set in a vast open world full of lush forests, expansive deserts, towering mountains, and treacherous oceans that players are free to explore at their leisure, unless a Kemono takes them out first. As the story progresses, players become interested in each character’s role in the narrative. The game’s monsters, called Kemono, are tied to nature and directly related to the world gone wild marketing slogan. Wild Hearts features eight distinct weapons with various playstyles, each with deep layers of systems and mechanics. Players can construct various structures and traps to aid them in combat and build their custom world using a special gauntlet called the Karakuri. Players can progress equally in online mode and will be present in the host’s version of Azuma. The game’s technical front struggles with inconsistent frames in both performance or resolution options on consoles and significant hitching, lag spikes, and odd bugs on the PC version. Wild Hearts is a meaningful alternative to Monster Hunter, with an end game, story beats, high-powered armor, and new weapon upgrades. The game also provides a roadmap for new creatures and mechanics aimed at end-game players, free of charge. Despite its technical issues, Wild Hearts is a worthy challenger to the best games in this small but crowded genre.

Review: Terra Nil

Developer – Free Lives Publisher – Devolver Digital Platforms – PC Terra Nil is a unique strategy game developed by Free Lives, which presents players with the task of restoring a barren, lifeless world to its former glory. The game is set in a post-apocalyptic world, where all civilization has been destroyed, and the planet is now a dead, desert wasteland. Players must use all the resources they can find to rebuild the planet, including water, soil, and other natural elements. The game is divided into four stages, each with unique challenges and objectives that must be completed to progress. In the first stage of Terra Nil, players must locate and activate the four energy nodes scattered throughout the map. The challenge of creating life can be difficult, as the map is large and the nodes are well-hidden. Once all four nodes have been activated, players can move on to the next stage. The second stage of the game challenges players to restore the water cycle. Players must locate and repair the various water sources throughout the map, such as rivers and lakes, and then construct water pumps and generators to harvest and distribute the water. This stage can be challenging, as players must carefully manage their water resources to ensure they have enough to sustain their growing civilization. In the third stage of Terra Nil, players must restore the land by planting fields, forests, and other vegetation. This stage requires careful planning and management, as players must balance their resources to ensure they have enough water, soil, and sunlight to grow their crops. The game’s final stage challenges players to build a self-sustaining civilization by constructing a city and infrastructure. This includes buildings such as housing, schools, hospitals, factories, roads, and transportation systems. Players must carefully manage their resources and balance their needs and wants to create a thriving civilization. Terra Nil also benefits from a fantastic audio and visual presentation that matches the barren world and the life it is given at any moment. The high-resolution art style opts for a more realistic approach rather than a typical pixel-based look. It comes together with the stunning OST to create a harmonic and pleasing aesthetic to the strategy underneath the surface. Overall, Terra Nil is an engaging and challenging strategy game that challenges players to restore a lifeless world to its former glory. The game’s unique mechanics and beautiful graphics make it a must-play for fans of the genre.

Review: Tchia

Developer – Awaceb Publisher – Awaceb, Kepler Interactive Platforms – PS4, PS5, PC (Reviewed) The opening of Tchia was a fantastic introduction to a world full of charm, intrigue, and a fun, colorful gameplay space. You play as young Tchia, a young girl growing up and living with her father before an evil doer captures him and leaves Tchia to figure out how to save him and mature. That incredible opening set of moments is what jump-starts this fun-filled adventure. Tchia is quickly introduced to the concept of soul jumping, and before you know it, you can possess coconuts, objects, animals, and everything in between to explore the islands she calls home. Tchia resembles a throwback to older action-adventure titles and has clear inspiration from games such as Breath of the Wild, but it never feels derivative or like an also-ran of those adventures. It has its ideas, novelty, and themes, and that holds for the game’s runtime. The game’s visuals are great on the surface and in the small details. It is fast-paced, it doesn’t wallow in tropes, and, most important, it maintains a great pace from start to end. It may sound like I’m talking about the story, but I’m speaking more about Tchia’s visual language. Each new item you soul jump is seamless and fun to use and look at. The islands have an openness just begging to be explored. The music is fun, and more importantly, you can feel the culture the developers were imprinting on the game with every musical section and lyric on screen. Tchia also maintains an incredible pace, as its story is well told and feels wrapped up at the right time. You can freely explore and find many things to distract you, but the game never gets bogged down with endless filler or sidequests that go nowhere. This game is great to play with children, and there’s even a toggle to hide some of the more mature and dark scenes from the narrative, which works well to keep the story impactful but safe for the whole family. This game is paced in a way that makes it perfect for adults or children. My daughter loves watching the game; its bright, detailed characters and worlds belong right up there with Disney animated films in terms of quality and presentation. At around 15 hours, Tchia is the perfect length. Tchia’s ode to the heritage and culture of New Caledonia shines through and feels insightful and informative without feeling like a documentary at the same time. Awaceb has created a game that captures the spirit and joy of a young girl braving the world, and it must have for families looking to game together.

Review: Wo Long: Fallen Dynasty

Developer –Team Ninja Publisher – Koei Tecmo Platforms – PS4, PS5, Xbox One, Xbox Series S|X, PC Die Nioh-Titel waren großartige Spiele des Entwicklers Team Ninja. Die Mischung aus Charakter-Action und bestrafendem Schwierigkeitsgrad sorgte für ein einzigartiges Action-Erlebnis, das es seit der Xbox Ninja Gaiden-Serie nicht mehr gegeben hat. Team Ninja übernahm Elemente, die von Dark Souls und seiner legendären Serie Ninja Gaiden inspiriert waren. Es verfügte über ein robustes Beutesystem und eine hervorragende Mischung aus Fantasy und Geschichte. Wo Long entscheidet sich für eine schlankere Vision von Nioh und widmet sich gleichzeitig der Welt von Three Kingdoms. Wo Long spielt vor den Ereignissen der Bildung der Drei Königreiche, kurz vor dem Ende der Rebellion der Gelben Turbane. Anstatt als berühmter Tiger-General zu spielen, erstellen Sie einen vollständig anpassbaren Charakter mit einer umfangreichen Palette an inklusiven Optionen. Dieses Story-Element ist auch die bedeutendste Weiterentwicklung des Spiels im Vergleich zu den vorherigen Spielen. Mit einer so beliebten klassischen Geschichte, die man ausspielen und in einem neuen Licht interpretieren kann, ist Team Ninja die beste Geschichte in einem seiner Action-Showcases. Vorbei sind die lebenden Waffen und Yokai-Formen von Nioh. An seine Stelle tritt das Wo Long Magic-System. Es gibt über fünf einzigartige Zauberschulen. Feuer, Erde, Metall, Wasser und Holz sind alle hier. Jeder verfügt über mehrere Spezialfähigkeiten und passive Fähigkeiten. Eine neue Verteidigungsmechanik, die Parade, verankert außerdem die zentrale Gameplay-Schleife. Mit jeder Waffe können Sie parieren, was regulären Angriffen und Bossangriffen entgegenwirken kann. Dies kann sogar Fernkampfangriffe und nicht blockbare Angriffe stoppen. Dadurch können Sie gegnerische Angriffe als Ihre eigenen abfangen und auslösen. Dies ist für die Wiederherstellung und den Aufbau der Moral von entscheidender Bedeutung. Wie die Ni-oh-Titel dienen diese Ergänzungen nicht nur der Spannung und dem Flair, sondern sind entscheidend für echte Fortschritte. Wo Long erhöht den Schwierigkeitsgrad erheblich, und wenn Sie die Magie- und Pariermechanik ignorieren, wird Ihr Lauf ziemlich schnell beendet. Diese neuen Systeme integrieren sich in alles aus den vorherigen Spielen und verleihen dem Kampf eine unglaubliche Tiefe. Als wiederkehrender Veteran haben mir die neuen Gameplay-Mechaniken dabei geholfen, eine neue Lernkurve zu schaffen, und es war eine sehr willkommene Vertiefung eines Kampfsystems, mit dem ich vertraut geworden war. Für neue Spieler könnte es meiner Meinung nach schwierig sein, denn die schiere Menge an Mechaniken, die Wo Long auf einen einwirkt, kann ein wenig einschüchternd sein. Wie die Nioh-Titel verfügt es nicht über mehrere Schwierigkeitsstufen, um sicherzustellen, dass alle erfahrenen Spieler teilnehmen können. Der Kampagnenaufbau wird vertraut erzählt. Sie bewegen sich auf einer langweilig aussehenden Karte und durchlaufen zentrale Missionen und Nebenmissionen, die von Story-Zwischensequenzen begleitet werden. Im Gegensatz zu den Nioh-Spielen hat Ihr benutzerdefinierter Charakter im Kampf eine ziemlich ausdrucksstarke Stimme. Lebensqualitätsmerkmale gibt es in Hülle und Fülle. Die vielgeschmähten Coop-Erlebnisse von Nioh wurden erheblich verbessert. Das Spielen mit Freunden ist von Anfang an viel einfacher und der Koop wurde auf drei Spieler erweitert. Wo Long ist eines der besten Actionspiele, die Team Ninja gemacht hat, und eine einfache Empfehlung für alle, die eine Herausforderung suchen. The Nioh titles were great games by developer Team Ninja. Its blend of type character action and punishing difficulty created a unique action experience not seen since the Xbox Ninja Gaiden series. Team Ninja took elements inspired by Dark Souls and its legendary series Ninja Gaiden. It had a robust loot system and a superb blend of fantasy and history. Wo Long opts for a more streamlined vision of Nioh while embracing the world of Three Kingdoms. Wo Long takes place before the events of the formation of the Three Kingdoms, set near the end of the Yellow Turban Rebellion. Instead of playing as a famous Tiger General, you create a fully customizable character with an extensive suite of inclusive options. This story element is also the game’s most significant evolution from their previous games. Having such a beloved classic story to play off of and interpret in a new light gives Team Ninja the best story in one of their action showcases. Gone are the living weapons and yokai forms of Nioh. The Wo Long Magic system takes its place. Over five unique magic schools are present. Fire, Earth, Metal, Water, and Wood are all here. Each has several special abilities and passive abilities. A new defensive mechanic, the parry, also anchors the core gameplay loop. Each weapon allows you to parry, which can counter regular and boss attacks. This can even stop ranged and unblockable attacks as well. This will enable you to catch and unleash enemy attacks as your own, and it’s critical for restoring and building morale. Like the Ni-oh titles, these additions aren’t just added for excitement and flair but are crucial to making real progress. Wo Long ramps up the difficulty quite a bit, and ignoring the magic and parry mechanic will end your run rather quickly. These new systems fold into everything from their previous games to create an incredible layer of depth to the combat. As a returning veteran, the new gameplay mechanics helped establish a new learning curve, and it was a much-welcome layer of depth to a combat system I’d grown comfortable with. New players, I feel, might have a hard time because the sheer amount of mechanics Wo Long throws at you can be a bit intimidating. Like the Nioh titles, it doesn’t have multiple difficulty modes to ensure all players of skill will be able to participate. The campaign structure is told familiarly. You move around a bland-looking map and advance through central and side missions bookended by story cutscenes. Unlike the Nioh games, your custom character has a pretty expressive voice in combat. Quality of life features abound. The much-maligned coop experiences of Nioh are vastly improved. Right out of the gate, playing with friends is much easier, and the coop has been expanded to three players. Wo Long is one of the best action games Team Ninja has made and an easy recommendation for those looking for a challenge.

Review: Atomic Heart

Developer – Mundfish Publisher – Focus Entertainment Platforms – PC – Reviewed, PlayStation, Xbox Atomic Heart is a first-person action adventure in alternative Russia propaganda-soaked insanity that follows a mysterious protagonist and his increasingly poor opinion of robots. You must figure out what went wrong, as AI has gone rogue and threatens a weird Russian utopia not too dissimilar from something out of Bioshock Infinite. As you would expect from a straightforward synopsis, the game doesn’t waste time getting started. After a short story introduction, you’re thrust into the world of Atomic Heart, Trading in the 40’s WW2 era for 50’s style robot synth that’s all the rave these days. The quick-to-action cinematic approach affects everything. The story was the biggest strength, as the bulk is given to you right up front and more near the game’s end for most of the 15 run-times, exchanges or random dialogue between you, your glove, and some mysterious allies. Extensive audio diaries and tapes can be collected and listened to while you’re exploring, which is a great feature. On the gameplay front, Atomic Heart feels like a faster, more combat-heavy variant of Wolfenstein. The most significant change, outside of the surface similarities, is that the game’s core structure is radically different. The game operates out of a hub area, where you can pick up NPCs and other side missions. You can move into one of three districts. This area, limited in size, is fun to explore. They are built more comprehensively, with many more secrets to find and uncover. Despite what some may think about stealth and its mechanics in previous other shooter games, it is possible, with careful play and your abilities, to get through large chunks of the game with proper stealth and silent takedowns. It’s necessary as well because Atomic Heart is a challenging game. When stealth goes wrong, and trust me, it most certainly will, the game becomes very hectic. Reinforcements come pouring in, and the action is fast and frantic. Careful use of your melee weapons, off-hand powers, and ranged weapons is vital. On top of this, it’s possible to specify your upgrade points into each weapon with a litany of upgrades that significantly impact the look, feel, and power of each weapon. Performance-wise, the game runs great, and I’ve had no issues with the PC or either console. It’s a beautiful game with a bombastic art style and memorable set-piece moments. Overall, Atomic Hearts is an enjoyable experience and introduces several new mechanics. I won’t mind showing up in the inevitable sequel if it does well. Atomic Heart is an easy recommendation if you’re a fan of Wolfenstein, Bioshock, or immersive first-person shooters.