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Shagger Says; Ravenlok. A Gamepass Review
Shagger posted a topic in Video GamesRemember when everyone was crying out for somebody take Alice in Wonderland, Minecraft and the Legend of Zelda and throw them all in together? OK, I don't remember that either, but the independent game studio Cococucumber based out of Toronto have answered the call anyway with this interesting little ditty that just launched on PC and the Xbox brand. Could have been better timing though, releasing this game to a world seething at Xbox over the disaster that is Redfall, but that's kind of why I wanted to both play and review this. I'm not particularly interested in stoking an already raging fire, what's the point? So I decided instead to have a conversation about a game likely to fall under the radar in the hope we might find a little gem here. And do we? Well, in all honesty, it's difficult to say. For £20, which is not exactly cheap for a game of this caliber, it is not a simple choice to buy this; Thanks to Gamepass, I paid no extra, but that's beside the point. There are things this game does very well, but also things, and major things, it gets a bit wrong. Ravenlok is a beautiful game, one of the most beautiful I've ever played, and I'm not exaggerating, just check this out: There are stylishly pixilated textures and blocky models mixed in with these smooth lines and vibrant colours that, frankly, should be a horrible contrast, but somehow it works, and I mean really works. The design is very creative, it literally looks like a dream. The detail is there as well, there is something to notice and admire on every part of the screen at any moment. There has also been no graphical anomalies or glitches of any kind that I noticed. There are obvious inspirations here, just take one look at this screenshot and tell me you don't recognise this immediately; But this game doesn't feel like a rip off, it feels like an homage and a joint understanding of what makes great creative design. The unique perspective the game helps give this game a visual identity all of it's own. The game runs great even on my mediocre hardware. Frame rates well into the 100's consistently. Sadly, at least on the Xbox Gamepass for PC version I played, there is no real graphics options. You can toggle V-sync on and off, set a maximum frame rate, switch between windowed and full screen, set the resolution and that's about it. Not that I consider this a bad port, far from it, like I said it runs beautifully and I really do not see anyone having trouble running this unless they get way too ambitious with very low end hardware. Here are the PC specs as listed buy Xbox. The spec's EGS list are less detailed, but pretty much the same. And by they, the game is not available on Playstation 4/5, Nintendo Switch nor any other PC store other the EGS, Just in case anyone was wondering. This game is on Xbox consoles, Xbox on PC and EGS. So, it's a great looking game ad you don't need a supercomputer to get best out of it, but that matters little if the isn't fun to play. and is it? Well, yes it is, but it's not without problems. The good stuff first. There is something unique in terms of how the came is presented. The best I can do to describe this game is call it a 3D side scroller. You view the game prom a perpendicular perspective, like a side scroller, but you the character through a 3D environment. You also have some limited ability to turn the camera around in any direction. The video below should help show you what I mean. EDIT: I apologise the audio quality in some of the videos. It appears my microphone picked up a load of background noise on some of them for some reason. This sounds like it should be a mess, but the developers knew what they were doing. This actually feels great to control and gives you a clear perspective of the environment. There are one or two areas with more depth where I did miss being able to turn the camera all the way round, but this is not a huge issue. I was using a controller and the default bottom mapping is well feels intuitive and makes the game easy to play. There may be one control there that looks a little odd, because it is: And yes, you can dance! Believe it of not, this actually works its way into the game mechanics. You use the dance to pick up specific collectables. This might be weak excuse to include this, but it's not worth questioning either. In the end, it's harmless, so I say just go with it. Anyway, the combat is simplistic, but satisfying. An attack, a block, a dash/dodge and special abilities you unlock through the game mapped to the shoulders and triggers. Not much more to say, what you see, is what you get: There is also options available to use potions and bombs from a menu accessed by pressing down on the d-pad, although this felt a little weird as you pressed down again to switch between bombs and potions. I think they set it up like this to minimise the chance of players using a bomb when you wanted a potion by mistake and vice versa, and that's fair enough, but it does take a little getting used to. However, it's also in combat that game starts to run into problems. I called the combat simplistic, but satisfying, and it is, but it's also far too easy. Normally, I wouldn't complain about a game's difficulty, but I do this time because this game does not have a way to change the difficulty. And I promise, I'm not being stupid, I looked everywhere. You can't set it at the start of the game and there is nothing in the options menu. Normal enemies are almost no threat outside of a select few times in the game whare they spawn in waves and in large numbers. Your attack speed and movement is significantly faster that anything else and your attacks interrupt enemy actions, so you can basically just attack constantly and never get hit so long as there is never more that one or two enemies targeting you. As you can see below, it's a joke: And no, the "It's for kids" defence is not going to fly with me here. Being a kid doesn't make one stupid nor an invalid. The game is rated 7+ by PEGI, so this isn't a toddlers game. The youngest audience this aims for are old enough to have thier cognitive functions at least adequately developed to play a video game and want some challenge out of it. I've played games like Ori and the Blind Forest and Child of Light that are rated for a similar audience and can be challenging games if you want them to be. When I was 7, I was playing games like Golden Axe, a game that doesn't exactly pull it's punches. And did I complain? Yes! Of course I did, I was a kid, but that doesn't change the fact that was exactly how it was supposed to be. Besides, there's a difference between combat that's meant to not be too difficult and combat that's broken. This is the later. Thankfully, the boss fights do fair a lot better; You will be avoiding AOE attacks as they can do a lot of damage, blocking and tactical use of specials will be necessary at times, but I never really felt in great need of the bombs, but did use potions on occasion. The attack spamming that disables normal enemies doesn't work and they employ a variety of patterns, but they're still not exactly hard. I don't think I took more than 3 tries to bead any boss. This is made worse by the fact the game, even with me searching around and exploiting a lot, doesn't even stretch to 7 hours. There's another thing that annoyed me straight away, and that's was how sporadic the achievements were. There's an achievement for almost everything, including the most trivial things like wearing a hat, levelling up and even imputing your name. I'm not joking, the character in this game you name yourself, and you get an achievement for naming right at the start of the game. I have a habit of naming my save files and characters after my gamertag or something similar, which made the dialogue a bit awkward in the game when talking to my mum... So I decided to start again with something else... Poodle, yes, that'll do. Getting back to the point. You might look at those ridiculously easy achievements, the game's short length and the lack of difficulty and think, "Well this is a game for casuals, right?", and whilst I detest that term, you would have point. People who game more seriously might be put of by this and it would be hard to blame them. The quest system isn't perfect either. The quests themselves are pretty good, a good mix of puzzles, collecting/fetching and combat. The usual stuff, but the way they are organised is underdeveloped and impractical. There is no defined parameters for quest types, so you can't list side quests apart from main quests. Worse, you can pick up quests that are gated behind other quests with little to no clue what quests you can and can't do until you completed others. Take this screenshot, for example: The coloured boxes I added as an aid to make explaining this a little easier, they are not in the game. The Blue quest is gated behind the Red quest The Red quest is gated behind the Purple quest The Purple quest is gated behind the Green quest And the Green quest is gated behind the "Exotic Confectionery" quest selected here. And you have to figure that out on your own. It's possible to do so, the game isn't that cryptic or misleading, but it's an unnecessary frustration that could have been solved with better quest management menus and tools. Tagging an active quest is all but useless as well as the game has no map feature and nor hud indicators to tell you whare to go. The only thing the quest tag is good for is to keep track of quest objectives, and the quest menu is good enough for that. Without some kind of objective marker on the hud and no map, quest tagging is pointless. Just set the quest display on the hud to auto-hide, you don't need it. Music? Yes it's nice and suits the ambiance and atmosphere well enough. It's not the most memorable nor striking soundtrack, it's a more humble score. The music just went in there with a job to do and it did it well, there isn't much more to say. There's no voice acting, but sound design itself is solid with nice audio feedback in combat and well distinct sounds for actions performed in the game that feel appropriate and make sense. Again, not much to say, it's done well. That's what happens when sound design is done well, you don't really notice it. Now, I suspect at least some of the people who read this might be on the fence. The game looks great with fun controls, but has issues with difficulty and some inconveniences. So the swing vote might come down to the story. As you may guessed, this is very Alice in Wonderland. Our hero, who I named Poodle, has just move to this farm with the mother, father and dog. Whilst exploring her new home, she finds a mysterious mirror that transports her to a mystical land. Upon arrival, she meets a local named Finn who believes she is a hero of prophesy named Ravenlok (Everyone then just calls her that throughout almost the entire game, making me wonder why one had to name the character in the first place.) designed to save this last from the tyrannical and destructive rule of an evil queen. Poodle (yes, I'm sticking with it), with the help of many friends she meets along the way, sets off on her adventure to cure the land of the destruction the queen has wrought, end her reign and find a way back home. Yes, the narrative ain't exactly original or unique, but without spoiling it, it gets stronger that it first sounds as the game progresses. There's no voice acting, the narrative is all told through text boxes, but the way it's written makes it easy to digest and absorb with the dialogue happening in short, but effective bursts. It's paced brilliantly, not so slow that the story feels padded out, but fast enough to keep you invested without overwhelming you. There's an interesting enough cast of characters that help flesh out the world and make it feel real, although I think some of the backstories and motivations of these characters could have fleshed out a little more. The basic narrative is clichéd, but the story they end up with is stronger than I expected it to turn out and does keep you playing. If the game had been longer, this story might have suffered for it, so the game's short length is something of a double edged sword. Conclusion Hold on! Just one last thing before you go;
Some of you might not know about Gacha Club, a character-making game developed by Lunime, a studio led by Lucas Lee, or Luni for short. It's available for Android and iOS devices, as well as for PC (the official PC version is outdated and incomplete, so it's better to use an emulator like BlueStacks 5). It has a similar anime-esque style to Lunime's previous games, like Gacha Life, Pocket Chibi, Gacha Studio, etc., but the more recent the game is, the more content and customization it has, and Gacha Club is currently sort of the epitome of all that. Many people use Gacha Club to make YouTube channels, and I have one which is currently dead, and I'm thinking about bringing it back, with new and improved content. It's probably more practical and less laggy on my phone, but my video editing program is in my PC. The game doesn't have cloud saving for characters (or anything really), so where should I have Gacha Club installed?
Do you use your PC to watch movies more than TV?
melanie_marie27 posted a topic in PCI still use my TV (even though it sometimes "pops" on and off when my room gets too hot.) 😕 I love my TV, I just got really used to it and even though everyone is getting bigger and bigger screens, I've stuck with mine throughout the years. I couldn't use my PC to watch much of anything, it's simply too old. Which do you use more for watching movies.. PC of TV?
What year did you get your very first computer?
melanie_marie27 posted a topic in PCAnd more importantly, was it huge? Like with the big modem and everything... 😂 I got mine in 1999. I remember how exciting the concept of email was. It was the first thing I learned to do...and for a while, the only thing. How about you?
Shagger Says: Tales of Arise
Shagger posted a topic in Video GamesPC Game Review At long last, after well over 70 hours, I'm ready to publish my thoughts on Tales of Arise, the game that somehow manages to be longer than even the very series it's part off, or at least it felt that way at times. Not that this game was a waste of my time, far from it, but the first thing you need to know if you're interseted in this is you're in for the long haul; And that's with a great many side activities and challenges still to do, so the game certainly isn't lacking in content. But I'm getting well ahead of myself. Now my reviews are also knows be being similarly... em.. "detailed", but I'll do my best to keep it reigned in, but as you can imagine there is rather a lot to get into. So, get ready boys and girls, daddy has spoken and it's time to tell the tale of my experiance with Tales of Arise. Disclaimer Just a couple of things: Whilst I will not spoil the story, this review may contain some minor spoilers when the characters are described and the review will go into the initial set up for the story and the world of the game. Also be aware that there my be spoilers in the discussion through the thread responses as well. The game is rated "teen" with the ESRB, so the images, video and language used in this review will reflect that rating. I don't foresee any of the imagery nor video I'll be using triggering phobia's nor medical problems, but if you are prone to such conditions, please have somebody check before reading on. Performance and Graphics This being a PC game, it is important to get a sense of how well it runs so you can gauge how suitable your set up will be. Now, one of things that one has to understand about Japan is that Japanese gamers don't embrace new consoles as quickly as you might think. The previous Tales game, Tales of Berseria, did release on PS4 and PC, but technically those were ports of the PS3 version of the game as the game was actually only made for that console, and that's a game that came out as late as 2017. So really, it's no surprise to see Bandai Namco release this game that's barely meant to test a PS4 in 2021. So don't expect this game to push you GTX 3090 to the limit or anything, but in at least one way that's a good thing because you don't a powerhouse to run this thing. And on my hardware; The results were... actually not good as I expected. At max settings at 1080p,I was hovering between 50fps-70fps, but there were times in certain area's I was dipping below 40fps. But there were times I was running at over 90fps, it certainly wasn't stable throughout the experience. Yes, at least 95% of the 70+ hours I was playing this the FPS never really dipped to a point that I actually would have noticed if I wasn't looking for it, but it did happen occasionally. All this in a game that doesn't really justify this kind of hardware struggling like this given the overall graphical fidelity. This may be a 2021 game, but like I said this is NOT the equivalent of a PS5 game. This is a PS4 game. There was also some minor clipping issues and the hair looked it it was lifted out of a PS2 era Final Fantasy game, although to be fair that could be looked at as a stylistic choice as, like any Tales game, it's meant to look like an anime. Many of the lines and textures, especially on clothing, just looked that little bit fuzzy close up. The biggest issue though was the pop-ins. Every time I entered an area things in the environment such as trees and textures on buildings as cliffs would pop in within a period of about ten seconds or so after entering a new area. The things is, the load times for me were actually very short, so it looked like you're being thrown back into the game before the textures have had a chance to load into the environments properly. It's not enough to ruin the game, but is enough to notice. Despite these performance issues, this still manages to be a beautiful game. It's rich, colourful environments are marvellous and varied. I loved the animations, especially in combat, and world has this hand built feel. In terms of the art style and palate, it's gorgeous. I just wish some of these performance issues weren't there. The main character models look good as well with plenty of options to customise thier appearance. Many of these items are obtained through quests or finding owl mascots hidden throughout the game. You can even equip the current weapons and armour with skins of your old equipment which is a nice touch. Overall, it is technically a bit last week and at least for me on PC is marred by one or two technical issues, but it's still a real treat for the eyes. Important for a game you're going to have to stare at for over 60 hours to complete and probably closer to 100 hours to 100%. Combat and Exploration This is the point where everyone who writes reviews or guides on these types of games really earn thier money because the key to every good JRPG is having a combat system that is far easier to use then it is to explain. So by reading this section and necessitating it being here, I just want you to know that I hate you. I have played a little bit of Tales of Zestira and Tales of Symphonia, but the only other Tales game I've played extensively is Tales of Berseria, and as whilst Tales games have thier subtle differences, the philosophy of combat is very similar each time. That philosophy being two fold; The characters run around in combat saying the names of the moves thier using for... reasons. It's about a combination strategy and skill based processes. Here is clip of the combat I captured. Check it out, then we'll break it down. First, the battle screen itself; I was using a controller, so I'm building what I say off of that. Firstly, there are three choices on how to control this game; Manual where you move the party leader and control thier actions (That's the way I played). Semi-auto where you control the actions of the party leader, but not thier movement. Full auto where you only control the boost attacks and QTE based attacks, effectively turning Tales of Arise into a full-on strategy game. The right shoulder button is used to attack normally, where as the right trigger is used to dodge. Normal attacks have standard power and no special effects or elements, but also don't use up souls to be performed (check the image for the "Souls Gauge"). Artes are special attacks that do additional damage and/or carry special effects, such as elemental damage. Depending on thier power, they can cost from one to three souls to perform. If your character runs out of souls, they are unable to use any more arts for a time and have thier regular attacks more easily interrupted, so avoid that at all costs. Souls will recharge over time, but can also be charged with certain good combat practices like dodges and counters if that character has the right perks. That little souls gauge may not look very conspicuous, but it is at the heart of everything you do in combat. I mainly played as Alphen (The iron Mask) in the game. He has an additional aspect to his combat that consists of charge attacks with the burning sword. By holding down the assigned control, he unleashes powerful fire based attacks at the cost of said attacks hurting himself in the process. Friend or foe alike can be strong or weak against certain attacks, so select what artes you want to use wisely for the combat environment. In regular combat, there basically two types. Astral Artes. Basically, this worlds equivalent of magic. These are elemental attacks that need charged before they are used then strike at a distance. Martial Artes. These are the physical special attacks, but can be elemental as well. Over time, and accelerated by stinging combos together, a character can charge up a boost attack (see the picture tor the boost attack indicators on the bottom left of the screen). You can still use a a character's boost attack even if they aren't in the main party by holding down the left trigger. This is also how you access your alternate set of artes for the character you're currently controlling. You can use these powerful attacks simply to do damage or help string combos together, but they can also be used tactically as each characters boost attack has a unique effect on certain types of enemies or enemy actions: Alphen unlashes a high damage attack with the burning sword that can stop an enemies' action and down them with enough charge (drains own health). Shionne can shoot flying enemies out of the air to ground them and make then vulnerable for a short time. Rinwell can interrupt enemy astral artes and absorb thier power, allowing for an immediate counter attack. Law's devastating punch can "break" enemy armour, lowering defence. Dohalim can tie swift, agile enemies down, making them easier to hit. Kisara's can use her shield to stop dangerous enemy charges that can't other wise be blocked. This knocks the enemy down and leaves an opening for an attack. The player has to make a choice to use boost attracts or save them for then they can be at thier most useful, but by being too sparing with them one runs the risk of missing a chance to use them when a more opportune time only comes around when the attack would have had enough time to recharge anyway, effectively wasting it. They can't be treated as too precious. Near death (and at a certain point in health for some larger enemies), the cursor in the middle of the screen will charge up blue by combos against that enemy. When full, you hit any of the Boost Attack controls for any party member you have selected as if it were a boost attack. That party member will team up another member of the party to unleash a boost strike, a devastating finishing move where the developers really get to show off thier animation skills! These are one of my favourite things in the game. They are so satisfying and fun to watch. Even after seeing them dozens of times, they just don't get old. There is one last thing to talk about in combat within Tales of Arise. For each character it's slightly different, but by satisfying certain combat conditions, the character can enter overdrive mode. In overdrive mode, the character no longer has a souls gauge, but instead a timer that ticks down. During this time, the character has effectively an infinite amount of souls, so the can string as many arts together as they want. At any point during overdrive, but obviously best saved right to the end of it, the character can perform a mystic arte, the most devastating arte any character has that deals massive damage. It's not all good news though, enemies can enter overdrive mode as well, so watch out. Healing is a different matter. Only Shionne and Dohalim can use healing arts and they cost cure points (indicated on the middle right of the screen). Each time one of them heals someone, the CP goes down and does not recharge. There are perks that help CP recharge later in the game, but only by very small amounts. The only ways to recharge CP is through specific consumable items or by resting. Trust me, you DO NOT want to be in a situation where you are out in the middle of a combat area when your CP has run out because healing items aren't a common drop and are expensive to buy from merchants. This is particularly annoying when Alphen is in party (and for much of the game, he HAS to be there) because his best attacks cost him health, so he gets healed frequently whether you try to avoid it or not. Cure point are also used to perform certain actions while exploring the world like healing injured NPC's and and opening up new paths. Sometimes this worth it, sometimes it not. It's very frustrating when it's not. Despite some frustration with how healing works and also how the lock-on system feels next to useless at times, the combat in Tales of Arise works very well. It really does mix demands for strategy and skill very well and is very satisfying. The game is also challenging as JRPGs go and that's good because I have found that to be a problem with some games of this type in the past. Combat is supported by a simplistic, but none the less varied and easy to use levelling system. You earn both EXP that levels your characters and Skill Points to spend on a skills board for each character. Each "ring" unlocks either at certain points in the story, by doing specific side missions or meeting certain other conditions within the game. Each new ring grants you one of it's mixture of skills, perks or passive abilities, you then use SP to purchase the others. Each ring you complete grants an additional perk or stat boost. Now, there is nothing at at all wrong with this system, it's fine, but there's something that really bugs me about it. In most RPGs, higher level enemies are worth more experience, and the same is true here. In most RPG's where the amount of EXP or whatever the equivalent of SP is that is earned in each fight remains the same, but the demands for EXP and SP for the player also go up, meaning takes more amd mre experinace cach time to level up and earn new perks and abilities. You get to a point where it's just not worth fighting enemies at that level anymore, but if the players are willing to sacrifice enough time to grinding, it can be beneficial. However, this is not the case in Tales of Arise. When you get to be 2-3 levels higher than the enemies your fighting in a certain area, the amount of EXP and SP they give off starts to drop rapidly, making grinding pretty much pointless. This means the only way to level more effectively is to boost EXP and SP earning somehow. You can do that through cooking certain food recipes and.... that's about it. This can only get you so far. This is annoying for three reasons: If players want to grind, they should be allowed to, it's thier right. This will make endgame levelling for the very toughest of challenges very difficult. It's possible that BANDAI NAMCO did this simply to give players the incentive to move to the next part of the story by nerfing grinding, and maybe that's the right thing to do. However, one look at the DLC and it's immediately clear they're doing the right thing for the wrong reason. That is some supreme bullshit. You can't grind, but you can do that. Exploration is what it is in the game. You can find chests with new equipment in them, money, crafting materials and so on. It is a nice game to explore with good level design in the various open hub sort of style with mytiple paths and of area's off the min path. So yeah, that works. Like I touched on earlier, characters perform thier own unique "Map Actions" at the cost of CP to open up new paths that are sometimes necessary to get to the next area or to open optional paths to find chests or crafting resources. Speaking of the crafting, this is minimalistic, but deep enough to matter in Tales of Arise. You take your resources to blacksmiths and other tradesman and merchants to make new weapons and accessories for your party. Likes I said, there isn't that much to say, but it's a fairly easy thing to say on top of, so I like the system. The crafting of accessories is quite fun as you can make items significantly more powerful than what you would ever find. You can even dismantle old gear to further customise new items. I don't know what it is about Tales games, but food is always a prominent thing in them. This game isn't quite as obsessed with it as Berseria was, but it is there. You cook a variety of recipes to gain temporary augments to your party that include the likes of small EXP boosts, higher item drop rates, boosts to defence and so on. Each character who cooks said dish will add thier own effect to it to boost it the effect or increase the length of time it lasts. A small, but useful feature none the less. You'll be wanting to rest at campsites and inns as frequently as possible to recharge your CP anyway, so you may as well take advantage of this feature. There even comes a point where you can fish or run your own ranch in the game to gather ingredients or stock to sell. With so much to the game and so much variety, these was always gonna be good and bad tings in the core gameplay, but overall these things are handled pretty well by what you can tell is a team further developing what they had previously from other games trying to make it just a little bit better than last time. I say they succeed, but it is not without flaw. It's a fun, satisfying game saturated with content and things to do where each new mechanic is drip fed over long period and with great tutorials, so you never feel overwhelmed. Story I'm not gonna go too deep into this because I don't want to spoil it, but this is what the game is all about. Arise takes place in a setting divided between the medieval world of Dahna and the advanced world of Rena. Three centuries ago, the Renans based on Rena's artificial moon Lenegis invaded and conquered Dahna, subsequently enslaving the population and dividing the land into five isolated realms, each ruled by a Lord: The barren and scorching Calaglia, dark and cold Cyslodia, the fertile plains of Elde Menancia, the windy mountains of Mahag Saar and the rainforests of Ganath Haros. Periodically, the "Crown Contest" is held to decide which among the five Lords is chosen to become the next Renan Sovereign, based on the amount of astral energy extracted from Dahna's population and environment stored on the Master Cores in each Lord's possession. Each Lord has his or her own way to harvest astral energy from the enslaved Dahnan population, but ultimately it all revolves around controlling them to manipulate natures elements to draw astral energy from the life of the slaves, the natural world or from Dahna itself. One Dahnan slave, known as "The Iron Mask", meets, by a chance a mysterious Renan woman named Shionne, who enlists the Iron masks help and works with a local resistance movement against thier oppressors. Her motive may be unclear, but what is knows is that "The Iron Mask" is uniquely gifted to help her. She has been cursed since birth with what she calls her "Thorns", a strange magic that causes pain to anyone she touches, except the Iron Mask who feels no pain at all. This gives Shionne the opportunity to let the Iron Mask use some of het astral abilities to combat the Renan. Thus they are now set on a path to end to rule of the Renen Lords and liberate the Dahnans from three centuries of oppression. Any more than that and we would be getting into spoiler territory. On the face of this, this story sounds simplistic, especially compared to the very dark and complex morals of Tales of Berzeria, but as it goes on the story does grow into something deeper and more complex. I still wouldn't say its as good as Berseria, but it has great characters and memorable moments throughout. It's also beautifully paced with some superb voice acting from a veteran cast of performers and a epic sound track that even reminded me of Back to the Future at one point. It's not as mature as Berseria, that doesn't mean it's childish. Each time time you go a new place, you go there with excitement as you genuinely have little to no idea what to expect. What we have is by no means the most dynamic story you'll see in a video game, but it's never dull or strung out, which is impressive for such a long game. And you could play it again if you wanted to, especially with new game plus available, you will get your moneys worth out of this. The story is told through a mixture of cut scenes, skits and dialogue in the open gameplay, which is nice rather than just having is done one way and like I said, it's well paced and relatively easy to digest. Whether you like the story itself or not, and I can understand either view, what can't be denied is the way the story is told. It's clear, the emotions are clear without being over the top and things aren't as "over explained" as I find anime and JRPG's often are. All good stories, no matter how outlandish the worlds they are set in, have undertones to connect them to our reality and this is no different. The theme of freedom and control over over people offers lessons to be learned. I admit it's not as morally complex and Tales of Berseria nor a game meant only for only for older audiences like The Last of Us, but Tales of Arise is more subtle with it's message and that works in it's favour. For a games bearing the word "Tales" in it's title, it needed to be strong here, and it is, it just could have been a little more "grown up" for possibly. Conclusion
We Happy Few
fantanoice posted a topic in Video GamesAnybody interested in this game? I watched the trailer and it looks really neat. It's a survival-horror game where you live in a town that is trying to escape the past by taking, "Joy," a drug that leaves them in a blissful state, oblivious to the horror around them. Unsure if I'll get it at launch because I'd like to see if it gets ported to Switch. If I do get it at launch or it doesn't get ported then I will probably play on PS4.
discount The Last Roman Village 67% OFF for 1.97$
Twin Stone Studio posted a topic in Video Game Dealshttps://store.steampowered.com/app/998830/The_Last_Roman_Village/
DrakeWars – the first free-to-play strategy collection game
drakewars posted a topic in Gaming ForumDrakeWars – the first free-to-play strategy collection game where YOU own everything in it. Here’s a few things you should know before you get started. First-up, all content is player-owned. Most games have a closed, managed economy. You put in time and money, and you play within the system. You have some fun, but the developers control everything in it. In Drakewars – everything you build, develop, evolve, and battle is YOURS - not ours. You can keep it, you can customize it, you can give it away, or you can take it out of the game into the real world. It’s your property – and you can do whatever you want with it. Next – at its heart, DrakeWars is an economic strategy game. You can breed, evolve, and customize dragons through careful strategy and management - but you’re the one designing all the content. Finally – this game is all about unlimited customization. We’re talking MASSIVE- with over 1 billion possible Dragon builds. When you take those Dragons into the PVP Arena against other players - that’s over quadrillion ways to win (or lose!) So, if you love a good challenge and like to keep what you play - welcome to DrakeWars. You’re in the right place.
horror New upcoming sci-fi horror survival game
horror_man posted a topic in Gaming ForumHello! I'm the creator, writer, music composer and game designer of Devil's Punishment, an upcoming sci-fi horror survival game based in a scene of a book I'm currently writing. In this game you take the role of one of the prisoners that are sent to fix a malcunction in an underground communications facility in the year 3036. Here's our latest development footage for the game: https://www.youtube.com/watch?v=phyUoD8-pJY Want to know more about the game we're developing? Then head to our gamejolt page here: https://gamejolt.com/games/devilspunishment/391190 Any commentaries or feedback is greatly appreciated.
Alyxx posted a topic in Video GamesCheck out my full review of Anthem on PC here: https://www.vgr.com/anthem-pc-game-review/ Have you played the game yet? What are your thoughts?
horror Devil's Punishment - An upcoming Sci-Fi Horror Game
horror_man posted a topic in Video GamesHello! I'm horror_man, project leader of an upcoming horror game called "Devil's Punishment". We're a small indie team of about 12 people that's creating this game, and we've been working on it for a couple of months. The development of the game has reached a state which can be shown to the public, and we've decided to share our game with you all! What is Devil's Punishment? Devil's Punishment is an upcoming sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book scene, where a group of prisoners are left behind in an abandoned underground facility. The game would play similar to Dead Space (but in first person) combined with Penumbra and SCP: Secret Laboratory. In this game we aim to focus in the cooperation of players and PvE. And not only that, we're also trying to create something that's fun, innovative, very challenging and of course very scary. In Devil's Punishment 1000 years have passed since the collision of an asteroid with the Earth. Luckily, before this asteroid impact, a small portion of mankind was saved in a giant spaceship that was launched into space and the crew of it was preserved for all that time. Now after all that time the spaceship finally has got back to the Earth, but there are some people that were able to sneak inside the spaceship the day that mankind was saved. Those same people are now prisoners and are used as cannon fodder for very dangerous tasks. In the game you take the role of one of these prisoners and you are sent to fix an unkwown issue with an underground communications facility, in there you'll find the horrors that lurk in this new Earth and you'll have to try to escape the underground facility alive. The game is currently in development, as I said before, but you can follow our progress and know more details about the game, like some of the mechanics of it, pictures and the lore behind the game, in our gamejolt page here: Click me Any commentaries about the game are greatly appreciated!