Wednesday, August 5, 2020

Game #839: Marvel VS Capcom Infinite

 Should've saved this title for MvC 8.
 Marvel VS Capcom Infinite has a bad rep, but here and now I'm about to defend this game from scorned X-men fans, because dammit, it's a good game!

 Alright, so I really dug the new gameplay, not as much as MvC 3 mind you, but still. Which is quite curious considering I prefer MvC's 2 vs 2 over MvC 2's 3 vs 3, but whatever. Making combos is a zinch, and landing hits feels really good.

 I also dug the story mode, which received a lot of criticism, but I disagree and disavow it. It's short and dumb, just the way it should. I kept chuckling at how ridiculous and dumb the plot could get.

 The graphics are not as bad as everyone makes them out to be, and I really dug how beefy and chunky characters like Captain America and Black Panther looked. That said, some of the more human faces can look downright weird, like Dante's and Morrigan's. And as much as I dug these thick heroes, Haggar just doesn't look right. Still, I'll be the first to admit that the game should've gone for a cellshaded look, as this realistic style makes characters like Arthur and X stand out like sore thumbs.

 The roster is a huge mixed bag. Most people HATED this game because it didn't have the X-Men, which I think is ridiculous, and the Marvel side of this game is fine. The Capcom side however.... felt boring and safe. It doesn't help the fact that most characters return from MvC 3 and are pretty much identical to how they used to be. To add insult to injury, the game has a 30 character roster, less than base MvC 3, and even if you factor in the DLC characters we'd still be 2 characters short(if we take into account Shuma and Jill, otherwise they'd be matched). Although I'll admit that even though a lot of animations are recycled, most characters have at least one new move. All that said, I got to play as Jedah in 3-D, so I'm pretty satisfied, overall.

 I thought it was good, I thought it was fun. It's definitely not the best in the series, but it's still a fun time.

7.5

Monday, August 3, 2020

Review #838: Judgment

 I declare it guilty of being amazing.
 Judgment is Yakuza. It's a game that I'd hesitate to call a spin off, because, while it's an open-world beat'em up game, that is set in the very same town of Kamurocho, using the same engine and pretty much the same combat mechanics... it features none of the characters from Yakuza. Sure, the clan Tojo is here, and you might recognize a few very minor characters(ONO MICHIO-SAN!), this game is about an entirely different set of characters and a whole new set of problems.

 You play as Takayuki Yagami, a detective that used to be a lawyer... until the man he defended wound up murdering his girlfriend one month after Yagami managed to prove his innocence. Disillusioned with his own job and under a great amount of guilt, he left his profession to become a lawyer. This makes for an incredibly interesting main character. And it doesn't stop there, throughout this lengthy game Takayuki manages to surround himself with an endearing cast of characters that join him. There's Kaito, his partner in crime and an ex-Yakuza who is the muscles to Yagami's brains, there's Sugiwara, an ex-thief who has his own reasons for joining Yagami, Higashi, a Yakuza that respects Kaito, not to mention Hoshino, a rookie lawyer from Yagami's former firm, as well as Saori, another lawyer from the same firm. Every character gets his and her own time to shine, and since Yagami is not a Supreme God of Destruction, unlike Kazuma and most protagonists from the series, every character feels important. And it also made me wish I could play as the others! Look, I really liked Yagami, but his friends are just as great. On the other end of the spectrum, we have the villains, and they are a nice assortment of threatening bastards and dirty weasels.
 As for the game's plot, it begins with Yagami having to find evidence for a lawyer in order to defend a Yakuza in court from a murder he didn't commit. A murder that happens to be last in a series of brutal assassinations that leaves victims without their eyes. This game was made by the Yakuza team, so of course it ain't as simple as that, and the story pulls all sorts of twists and turns. To be honest, I think this is one of the best stories that have come out of the series, and the fact that we have an entire new set of characters and backgrounds means that they could explore narratives they couldn't with Kiryu and company, making for a very fresh story inside Kamurocho. I'll admit that anyone that has played Yakuza before will have an easy time figuring out which characters have are covered in plot armor and their "deadly wounds" are just for drama, but it's still a very intense and emotional story, I swear, it has a ton very powerful scenes that made the story so great. And it seems Sega of America had a lot of faith in the game's script, because they localized it twice! For the first time since Yakuza 1, you can play the game with a rather colorful dub... or you could go traditional, with the Japanese voice overs, and a more faithful set of subtitles. Necessary? Absolutely not. But it shows that even Sega of America put their A game with Judgment.

 As for the game... it's Yakuza. The entire game takes place in the city of Kamurocho, in which you have the ability to freely roam around, interacting with different minigames or stores, as well as battling thugs who don't know any better. There are a ton of sidequests you can partake in, as well as interact with specially designated NPCs that you can befriend by following their usually silly mini-story. Most of the mini-games from previous games return, however, it seems that the budget was either lower than usual or the famous actor that plays the main character was too expensive, because the hostess bars are gone as well as the Karaoke mini-game, the latter one actually stings a bit since Karaoke's been one of the best parts about Yakuza. I'll die on that hill. As for the Arcade machines, Virtual-On was replaced with Fighting Vipers.
 Takayuki is an interesting fighter because he has two styles he can switch between: Crane and Tiger. Crane is built around fight crowds while Tiger works great for single enemies. And, y'know, at first that's true, but for whatever reason Tiger has a lot of unlockable moves, while Crane has none, thus Tiger becomes way more powerful and way more useful, with Tiger you can even unlock a very powerful, timing based attack('Flux') in which you let go of the attack button at the right time for massive damage. There's a Heat gauge, now called EX, that builds as you land and receive damage, which can be used to pull off EX moves(Super moves) or enter EX Mode, in which you can dodge-cancel your attacks, as well as become faster and stronger. With a few upgrades in tow you can also get brutal Triangle-mashing attacks for both styles. One thing to keep in mind, although only for random fights that happen outside of the main story and side story missions, is that Takayuki follows the law, so if you take too long in a fight the police will come and arrest you! I played the entire game in normal and the police never came, but it is something to be wary of. Overall, I'd say the combat is a step forward within the Dragon Engine, Takayuki is very nimble and flashy, which can take a bit of time getting used to since Kiryu was more straightforward with his fighting style, but once you get used to Tak's animations it becomes as fun, and I'd say even more fun, as always. If there's something to complain about is that enemies have a knack for blocking your attacks mid-combo, making your attacks bounce off and leaving you open for their counterattack, which isn't very nice.

 Mortal Wounds is a gimmick that will probably annoy a few people, I didn't care too much about it to be honest. Y'see, Yagami is no Kiryu, thus getting hit by a boss' super move or by a gun(Even if shot by a common enemy) will reduce Yagami's maximum life points, and there are only two ways to heal this damage: Using a medikit, which is rare and/or expensive, or going to the underground doctor for a check-up, which is slightly less expensive. I felt like this mechanic added nothing to the game, although I'll admit it made me learn to respect a boss once it entered it's powered up phase, but I also didn't feel like it was too annoying. That said, I'm a bit of a completionist so I had money to spare most of the time and if I was unlucky I'd have to visit the doctor every time I started a new chapter, since I probably got a few mortal wounds on the previous chapter's boss.
 Side content is when the game falters a bit. As per usual, side stories is where most of the silly, ridiculous and sometimes slightly offensive humor resides and... they are fine. I laughed out lough a couple of times. But... Takayuki is a detective, and they had to build that into the game. Moments in which you have to examine crime scenes or whatever are fun. Moments in which you have to present evidence or find a person that matches a description? All of them are fun and make sense. You even get a nifty little drone you can fly around, fly in races or sometimes use it to take photo-evidence from places you can't reach. And all of this is fine. But, and it's a huge but, the game has an excruciating amount of poorly made tailing sections. They are SO slow. A few days ago I complained about Ghost of Tsushima's, but boy, I didn't know how good I had it. So, not only are they slow and boring, but it's also ridiculous how dumb they are, you can pretty much run up to your objective's face and as long as the gauge above the screen isn't full they won't recognize you. They are so silly too, because your objective will sometimes walk around in a circle around a block because why not waste your time, or sometimes you'll go through a huge chunk of Kamurocho, slowly walking behind them, only to end up close to were you started. Man, I HATED tailing missions. There's a new lockpicking minigame, which is actually fun, but there's also a mini-game of... sorts in which, sometimes, when approaching a door, it will be locked, and you have to pick the right key. There's no penalty for picking the wrong key besides wasting time, and there's no thought process behind picking the right key. It's just there because I don't know.

 As good as the combat in this game is... man, it's the story that really makes it stand out. It was so amazing that every time a new development happened I forgot all about the horrible tailing missions. If this game didn't have those segments this could've easily become my favorite game in the series. Still, what this game manages to prove, as if Binary Domain didn't already, that the Ryu Ga Gotoku Team are still capable of producing exciting and interesting stories outside their comfort zone. And yes, you could argue that this game still features Yakuza, and it does, but trust me, it's a very different tale.
 8.5 out of 10

Wednesday, July 29, 2020

Review #837: Loaded

 Lock and load, baby.
 While this was the first time I've ever played Loaded, I was actually quite familiar with the game's sequel, Re-Loaded, because when I was a kid, whenever we went to this particular store I'd always spend time looking at PC games, so I'd always come across the PC version of Re-Loaded, and, of course, the comic-book like art always piqued my interest. But I digress, this is about the first game in the duology, so onward and forward.

 Loaded is a top-down twin-stick shooter that released before the PlayStation go its analog sticks, so... yeah, I'll delve a tiny bit deeper into the controls later, for now what you need to know is what the game is. You get to pick between 6 different freaks(More like 5 freaks and 1 'hot' babe, it was the 90's, whatcha gonna do?) and I've got to say, I love the game's art. I love the official art, which looks straight out of a magazine such as 2000 AD, and I love how the game itself looks, having simple 2-D sprites over simple, crude 3-D environments. Each character has a different basic gun, a different bomb as well as different durability and speed levels, so they do feel somewhat different. The game is 15 levels long and it can be played with another player, which is pretty neat. Oh, and the sountrack is phenomenal, heavy rock all the way through, and it fits SO well.
 So how does a twin-stick shooter play without analog sticks? Well... it tries. X shoots wherever you are looking at, and you can hold L1(Or any button, since controls are 100% customizable) to strafe. My hands got cramps after a while when playing this game, something no other game managed to pull in recent memory. Enemies are vicious and love to swarm you while rotation around you, but most of the time, running while strafing and shooting backwards worked really well. When the game is at its best, it is AMAZING. Rock music blaring around you, exploding enemies into chunky showers of blood while the framerate struggles to keep up the pace.... it feels SO good. Yes, the framerate tends to tank a lot in this game, but in a game this hectic it kinda works in its favor. Again, when you are clearing entire rooms of enemies that are shooting at you at the same time... it looks glorious, and the slowdown makes it feel more epic.

 Sadly, the game isn't at its best most of the time. Levels are very... 90's PC game, very Doom. It's a labyrinthine set of corridors and rooms that require you to find the right key to progress. There's a map in the game, but it's useless because it's actually a mini-map, so you'd better remember where you found the blue keycard door. Oh, and you have to choose between the minimap or your ammo/life gauges, toggling between them by pressing circle. While the game is so unbelievably fun when you are blasting enemies, it turns into a boring lull when you are running through empty corridors looking for the door you missed or the door you can now open. A few levels actually have infinite enemies, which also get a bit annoying, particularly because you can actually run out of ammo, turning your gun into a weak pea shooter. And yeah, the game is on the tough side, even the easiest difficulty setting, 'Gamers are Fairies'(It was the 90's...) can get quite tough.
 Loaded is alright. I think it's worth a look for those that are curious, but it's easy to see why it never became a household name. And, in the game's defense, it can be a whole lot of fun, like grin-inducing fun, it's a shame that it has so many moments of aimless searching for doors that totally kill the pace and momentum the game game's best moments attained.
 6.5 out of 10

Tuesday, July 28, 2020

Review #836: Killzone Shadow Fall

 So, basically, it's like space nazis, right?
 Well, Mercenary was the gateway drug into this series, so I said... why not just jump straight to the end with Killzone: Shadow Fall? This game was a launch game for the PS4, I mean, first-person shooters where in vogue during the PS3/X360 generation, might as well start off this generation with another one, right?

 The game picks up after Killzone 3, but you play as an entirely new character, Lucas Keller. Fact is, if you try to dive into the series with this entry... it won't be easy following the lore and the setting, so I actually had to google a few details. Like what were the Helghast and if they were human or not and why they hated the humans, or Vektans since Vekta seems to be the series' choice planet. So... yeah, if you want to understand what you are playing, some extra curricular reading might be necessary. As for the story in this game... it has a few interesting twists, but overall? Forgettable. You play as a Shadow Marshall operative and one things leads into the other and next thing you know both the Vektans and the new Helghast, now forced to share Vekta with Vektans, end up fighting over a new deadly weapon that could wipe out the other race entirely.  In the game's defense, it makes up for the story with some beautiful environments, like, seriously, they are not as detailed as the ones in Ghost of Tsushima(Comparing a launch game with what could be the PS4's final exclusive, nice!) but they are well made and quite appealing. And y'might as well enjoy the scenery, because it seems like the game even forgets about a few characters and what not.
 Gameplay is what you'd expect, it's a modern first person shooter with regenerating health, although it does add a few wrinkles to the formula all of its own. For instance, while you are limited to carrying only two weapons, as per usual, you can't drop your main assault rifle, which can turn into a sniper energy gun by pressing down on the d-pad. It's an interesting decision, to say the least, only being able to swap your secondary weapon. You also get a Drone called OWL, which you can use to hack enemy alarms or a few plot-related computers, as well as to aid you in battle. Swiping on the joystick's touchpad lets you pick between Attack, Stun, Shield and Zipline, and then you execute the action by pressing L1. Yes, it takes a bit of getting used to. Attack has the OWL attack whomever you target, and then it'll just stay in battle alongside you, Stun can, well, stun enemies but it's also one of the few ways you can destroy enemy shields, Zipline lets you Zipline below you, which has few combat related appliances and it's mostly done to progress through levels and Shield which creates a shield in front you, useful when there is no cover close by. I'm not gonna lie, managing the drone with the touchpad, while keeping track of enemies during a fight is a lot to get your mind around, particularly on the early levels, but by the second or third level it should feel a bit more natural.

 In this game, the directional pad is used for secondary, but important, functions. Right is used to activate a Radar, the longer you hold down the button, the larger the area it will cover, but if you hold on for too long it will overheat and alert every enemy. After you use the radar, enemies will remain highlighted through walls for a short while. The Radar is a very useful tool, so you'll get a lot of use out of that one. Down is used to swap between modes with guns that allow it. Up is used to highlight where you should go next. Left is used to heal. You can carry up to two Adrenaline packs, and they are quite useful. If you use one while you are hurt you can skip the wait for your health to regenerate, if you use it while healthy, you'll slow down time when you aim for a bit, or, you could use them as extra lives. The OWL can take damage, and after it takes enough damage it'll go offline for a few moments. If your OWL happens to be online when you die, and provided you have an Adrenaline pack on you, it can revive you on the spot, which never ceases to be useful. There's a very weird caveat with these functions, you can't use them while moving. There's a bit of an exploit, if you start using the radar and THEN move, you can, but you can't trigger these things once you are moving, which is pretty lame. Another little issue, but it's probably my fault, I kept wasting Adrenaline Packs since sometimes I'd mix up the radar and Adrenaline pack buttons(Left and Right).
 Here's the skinny, throughout the first few levels I kinda didn't like the game. It was easy to get murdered, and the drone seemed like a hassle, plus, movement was kinda weird, Lucas wouldn't climb a ledge if I jumped at it, oh no, I had to be at a certain distance, not next to the ledge, and press X when the prompt appeared on screen. Levels were also too large and a bit confusing, and the very first chapter made a poor impression when I died 3 times because I did exactly what the game told me to do("Crouch and come here", and I'd do that but a drone would kill me, Child Lucas, even though I followed instructions to a tee). But slowly I finally understood how to play the game, and wouldn't you know it, I started to have a lot of fun with it. Firefights were intense, but a fun intense, I died quite a few times throughout my time with the game, but it was always fun....

 Almost always fun. The last few levels kinda took a slump downward. Chapter 8 features a horrible 'free fall' section. It looks amazing, because all sort of ruined buildings and debris are falling around you, and it looks amazing, but it's such an annoying section to play because it's so hard to avoid everything. I almost gave up on the game right there and then. Then, in chapter 9, there's this part in which you go into space through a weird blue-energy draft thing, and I got to the top, and the entire environment was completely glitched out. I restarted the checkpoint and... everything around me was glitched. It made no sense, I had no way of going where I needed to be, and the entire environment was glitching out of existence. I restarted the section, instead of the checkpoint, and for whatever reason, while the game has you on a set course INSIDE this object... you are supposed to climb it from the outside. But it's so easy to get inside, I don't get it. Near the end of this chapter comes a brutal shootout that, for the first and only time in the game, actually was the wrong kind of intense. I managed to beat this section by finding a cranny I could hide in to restore my health, while my OWL attracted enemy fire and I popped my head out to deal damage every now and then. And then comes the final, tenth chapter.... and you are given an entirely new set of tools, while removing adrenaline packs and your OWL. And it's a stealth section. It made no sense to shake things up SO much for the final chapter in the game, and it as needlessly hard. Honestly, it made a otherwise decent game finish with a whimper.
 Killzone Shadow Fall is pretty good, but it's also a bit weird. But I can commend it for doing their own thing. For instance, a normal radar would've been much more convenient, but. y'know, they wanted this weird overheating radar because why not? And I like that, they didn't really care about what was convenient, or how the game could easily overwhelm you at first. Now, I'm looking forward to seeing what the rest of the series can offer.
 7.5 out of 10

Sunday, July 26, 2020

Review #835: Ghost of Tsushima

 Assassin's Creed Ninja
 It's been a while since Sucker Punch released anything, hasn't it? But they mark their return with Ghost of Tsushima, an open world action-stealth game that is pretty much Assassin's Creed but with Samurai, or rather, ninja. Yeah, that's right, I said it, this is not a Samurai game, but a Ninja game

 The game is set in a 13th century Japan, during which Japanese forces thwarted an invasion by the Mongul empire. You play as Jin, the last surviving big-name Samurai after a Mongul attack, and he, as the lone survivor, must now rescue his captured Uncle and free Tsushima from the Mongul. But a honor-bound Samurai can't hope to match the Mongul forces who knows no such limit, so he'll have to learn to fight without honor. Kill the enemies while hiding under the shadows, poison them as if he were another bandit and exploit every advantage in his favor. The internal struggle within Jin between everything he considered sacred against his very survival is a very interesting story. That said, the story is incredibly predictable, I figured out that I would have to fight a certain someone, as well as a certain character dying as soon as I met them. It does have its moments though, and Jin's trusty allies are very compelling characters themselves, thanks in no small part due to the fact that they even get their own sets of missions that develops them. All in all, it's a mostly solid plot, with a few low points here and there, but a few high points that make up for them.
 The game plays pretty much exactly like Assassin's Creed. You get a huge open-world to explore, and each act opens up a new section of Tsushima to explore. Besides your main missions, the game is filled with side activities to find and items to collect. There are 18 hot springs that extend your life bar, 18 Bamboo button-pressing tests to upgrade your resolve, about 49 fox shrines to find that'll give you more charm slots as well as the best charm in the game, 15 Shrines to platform your way to the top for great charms, 19 Haiku to compose for headbands(This are silly, as you must pick three verses between three options and no way of knowing what comes next, so they can end up being quite nonsensical), 23 Pillars of Honor to get new sheathes for your Katana and Tanto, a ton of encampments and villages you must free from Mongols as well as side missions from NPCs. And those are the ones that matter, there are also Mongol artifacts to find, caged crickets, Mongol records and banners that you can collect if you just can't avoid that dopamine rush you get every time you get a collectible. Oh, and let's not forget, this is an open world game, so of course there are all sorts of materials, like wood, bamboo, flowers, iron and gold that you can collect from the environment in order to upgrade your equipment or get dyes for your armors. Open-world tropes, this game's got you covered. While Jin isn't as nimble as an Assassin or an Infamous hero, there are multiple ledges spread throughout most mountains so that you can climb then one way or another, as well as a trusty horse that'll find you every time you whistle. Lastly, the more you open up the map, the more places you'll be able to fast travel to you'll get.

 Combat starts off interesting but ends up formulaic. You get two attacks: Fast and Strong, and you can also dodge, block and parry. Block and Parry have their own skill trees, so you can eventually unlock perfect versions of those, relying on timing, that will make them even better. The only reason you aren't block or parrying all the time is that attacks with a red glint on them are unblockable and must be dodged. You can also help yourself in combat with quick weapons, such as Kunai, Sticky bombs or even a stone to put fire on your blade. You also have Resolve, which fills as you parry attacks and kill enemies. At first, resolve can only be used to heal yourself, but if you're an explorer you'll find quests that will grant you new uses for your resolve, mostly in the form of powerful new attacks. Now, here's where it gets formulaic: You'll eventually unlock four 'stances' and each stance is strong against a specific type of enemy: Shields, Lances, Swords and Brutes. Not facing enemies in the correct stance will have fighting an uphill battle, which means that battles just turn into selecting the right stance and then mashing triangle until you break the enemy's defense and then mashing square, while being mindful of incoming attacks. You could also take a more defensive approach and wait for them to attack and parry into an opening, the time window is pretty generous anyways. Either way, the combat is decent, and it looks and feels intense, but it's nothing special. As for the challenge, if you screw up you can get yourself killed quite easily, but it's not a hard game at all and death is quite forgiving. One thing is true, however, it doesn't matter how brainless the combat gets, it remains entertaining from beginning to end. The animations are stylish and swift, and everything feels intense and violent, making combat not get as boring as it should.
 Other forms of combat come in the form of Stand Offs and Duels. A stand off can be pulled off when first approaching a group of enemies, which will initiate a minigame in which you must let go off the triangle button as soon as an enemy attacks, which will instantly kill an enemy and refill a ton of your resolve. They will try feints to make you mess up, and if you do, you'll be left with a sliver of health to try defend yourself. Duels on the other hand, are special and more dramatic one-on-one fights against bosses. These are cool, at first, but every single duel enemy fights exactly the same, from the very first duel in the game to the final one. Well, I lie, the big bad of the story actually has his own style, mostly because he fights with a halberd instead of a Katana. To get an edge in battle you can equip charms on your sword, for all sorts of benefits, such as getting a bit of health back every time you kill an enemy(This charm NEVER left my sword), as well as find and equip various armors with special properties to give you an advantage on different fronts.

 And you'll want some advantages, because besides how samey it can get, combat has a few issues. For instance, there's no lock-on or targeting system, so it's up to you and the right analog stick to try to keep up with every incoming attack. Remember how I mentioned how, while the game is overall pretty easy, one mistake could get you killed quite quickly? Well, when fighting groups of enemies they love to swarm you and attack you while you are attacking one of their buddies, and it's impossible to keep track of everyone. Switching stances mid-combat(R2+Any face button) can sometimes be spotty, because sometimes, quite uncommon to be honest, R2 won't bring up the stance select menu so you won't get the stance that you need. Oh, and the Stand Offs? This is an open world game, so you may come across a group of enemies at any time. Stand offs are one of the very few places in which you can't turn the camera, and the game is so rich in foliage and the such... that it's quite easy for shrubs, sticks and grass to actually cover your enemy, giving you no way of seeing if they are feinting or attacking!
 While the game chides you at first for using underhanded methods to win, such as showing you flashbacks between Jin and his Uncle when you first backstab someone and when you first use a poison dart against an enemy, stealth is a key element of the game. Jin can blend in tall grass, use a Asassin's Creed-like eagle eye to spot enemies around him, as well as all sorts of tools to help him, such as a wind chime to attract enemy attention. Jin also gets two types of bows to deal with enemies from afar, and a blowgun to use poison or berserk status-inducing darts. Did I mention this game borrows a lot from Assassin's Creed? Very late in the game, at the end of the second act, you'll unlock Ghost Stance. By killing 7 enemies without getting hit you'll be able to press L3+R3 to enter a super state in which you can kill three enemies for free, with high chances of terrifying enemies around you afterwards.

 As for the missions themselves, they are pretty much what you'd expect. Sometime you'll have to murder someone, sometimes you'll have to defeat some enemies, sometimes you'll have to track enemies... it pretty much feels like missions you'd get in Assassin's Creed, even the boring 'trail enemy from behind' objectives! On the other hand, this is easily Sucker Punch's most cinematic game, whenever a story scene plays out it's a pure treat. The camera angles, the voice acting, the music, everything is on point. The game is filled with beautiful scenery to marvel at too, this is easily one of the games I've taken the most screenshots of.
 The developers were so inspired by the Assassin's Creed template that they also kept bugs and glitches in the game. Nothing too game breaking, but for instance, every now and then your ammo will disappear. It seems that some sidequests forget about your enhanced capacity upgrades, so it'll bring down all your ammo counts to the default capacity. Another issue is that sometimes the game won't realize that you are actually not in combat, and thus it won't let you fast travel. But by far the biggest bug happened during one of Norio's sidequests, the final one. Every time I followed him, the game would teleport me to an enemy catapult a bit far away, which would make me lose the mission with no way to get back to Norio. I feared for my savefile, because I even reset the game, but I realized I could abandon the mission. So I went to the catapult on horse and as I neared it... the game, once again, teleported me right next to it, but since I wasn't on a quest, I was able to destroy the catapult. When I tried the quest again I was able to finish it just fine.

 Ghost of Tsushima is a very solid open world action-stealth game, but it's nothing you haven't seen before. It ticks every single box and follows every single trope these games contain, but, in the game's defense, everything it does it does really well, without really excelling anywhere. But what it lacks in depth it makes up in style, what it lacks in originality it makes up in quality. Now, then, I'm ready to return to the world of Infamous.
8.0 out of 10

Saturday, July 25, 2020

Review #834: All Kamen Rider - Rider Generation 2(DS)

 Nope, not gonna reuse the Henshin tag line.
 A few years ago, when I first got the PSP, I played All Kamen Rider: Rider Generations 2 and it was swell. Well, here I am, playing the same game but on the DS, so I'll make it short and sweet.

 This game is a very simple, but very fun beat'em up game. You move from left-to-right laying waste to every enemy that comes in your path. You've got weak combo strings, strong attacks, special moves, super moves and Rider moves, although, to be fair, most characters are pretty samey. Regardless, it's a fun time. Everything I said about the PSP version still holds water for this one
 Differences between versions: For starters, the HUD is different., since the PSP had a wider, bigger screen, you get a less cluttered screen, and the graphics in this one are a bit choppy, the sprites get very pixelated, and there's a lot of slowdown. It doesn't get in the way of game, but most of the time you'll feel like you are playing under water. Healing items are now used via the touchscreen. But it does have one upside, however, it has virtually no loading times. Neither version of the game is better, but for my money... I think I'd stick with the PSP version, I can handle loading times, and once you look at the crispest version of the game there's no going back. That said, the DS version isn't a poor alternative, it still plays great, but it doesn't play or look as smoothly as the other version.

 What can I say, I had fun coming back to this game. It's still a very charming and entertaining Kamen Rider game, and the huge 57 character roster is a big, big selling point. Although I won't lie, I stuck to my boy Kiva for most of the game again. Not a bad way to spend an afternoon!
 7.5 out of 10

Thursday, July 23, 2020

Review #833: Naruto Shippuden - Ninja Destiny 2

 You name it and Dream Factory will get a random dungeon generator in it.
 For the longest time I thought that Naruto Shippuden: Ninja Destiny 2 was nothing more than a stripped down port of Clash of Ninja, I even looked at videos and it looked really similar. But I was wrong, a Sober Dwarf video taught me that the Ninja Destiny sub-series of games were developed by DreamFactory, the guys that made Tobal and Ergheiz! And while this is a one-on-one 3-D fighting game that looks a lot like Clash of Ninja, it's a very different game!

 The game has a small but acceptable number of modes: Story Mode, Single Player(VS CPU, Survival, Quest Mode) and Wireless VS. The story mode goes from the Rescue Gaara arc up to the first time Naruto and Sasuke meet. It's very abridged and very boring. It has a very small top-down Konoha town you can run through in a few chapters of the Story, completely unnecessary but totally amusing, as well as a few segments that, while still played on a top-down view, are made up of randomly generated areas, with random encounters that trigger one-on-one fights against generic ninja. Survival and VS CPU are pretty much self explanatory, but then we've got Quest Mode which is a mode made up of 30 randomly generated floors, in which you can level up your character and collect helpful items you can use mid-fight. It's also very, very boring.
 The basic roster is made up 22 characters, which as you can easily figure out, are not enough to cover the basics. Oh, and three of those are Naruto and his Kyuubi forms. We're missing characters such as Hinata, Kiba, Shino, Ino and Choji, although in the game's defense, they hadn't had any fights during this time in the manga, so they would've had to make up techniques for their now grown-up selves. If you are good enough, or learn how to exploit the CPU, you can unlock the 12 original, pre-timeskip characters from the original game. Oh, yeah, unlocking characters can be a bit of a pain. One-tailed Naruto needs you to beat the story in the 'Difficult' setting, which is incredibly unfair since some fights in that mode have you dealing scratch damage to the bosses. Unlocking the pre-timeskip characters requires beating 15 enemies in said difficulty setting on the Survival mode. Honestly, I just mashed Y with basic Naruto and pressed L when necessary, and, somehow, I unlocked everyone. Well, mostly, y'see, Four-tailed Naruto requires beating the 30-floor dungeon with all 10 available charaters. I finished it with Sasuke and it was SO DAMN BORING that I don't even care about four tailed Naruto anymore.

 Thankfully, in the fighting the game really shines. You have a weak and a strong attack that can be comboed together, each character has different combo strings, and you also have different attacks depending on which direction you press alongside either button. Y is used to jump, because up and down on the d-pad are side-steps, and A can be used to pull off your super move when your chakra gauge is full... or you can use 50% of your chakra to teleport behind an enemy, it can be used defensively, to avoid damage or to avoid a combo, or offensively, to extend some combos or just to exploit an opening, which adds a lot of freedom into how you tackle a fight. The lower screen can be touched to use support items, each character gets six different items before a battle.
 While Naruto Shippuden: Ninja Destiny 2 has mediocre content, the actual fighting is actually pretty good. The L-teleport mechanic lends itself to some very fun and exciting fights, and the game looks quite good considering it's a 3-D DS game, with fine animations to boot. It's not the most competitive of anime fighters, even a cursory glance reveals that some characters(Sasuke... just like in Clash of the Ninja Revolution for Wii!) are undeniably better than others, with better combo potential and tools, but for a handheld game it's tolerable. Still, while I'm willing to be forgiving on fighting games that have great gameplay but poor single player modes, that just won't fly with a handheld game, which lives and dies on said content,
6.5 out of 10