Grandia 3 Review

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So after years of waiting, we finally got Grandia 3 in the UK via Playstation Store. It was a hassle to access the US Playstation store but regardless, I have finally finished it and quite frankly I’m quite glad I got to experience this game, even if it is a bit rough around the edges. What do I mean by this? Well it is pretty much the opposite of everything that made Grandia 2 so great in the first place.

Allow me to elaborate. When this game was first released, people were in uproar about it, some consider it the death of the Grandia series, others just consider it to be a mediocre title which was nothing more than a disappointment. Hey, that sounds like the perfect game for me to review. So I picked the game up and gave it a go. How bad could it possibly be?

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First of all, I would like to talk about the visuals of this game since they are a considerable improvement from Grandia 2. The world of Grandia 3 is certainly a looker, not the best looking game I’ve seen but it has certainly been given a makeover that stands out if you’ve played any of the previous Grandia games. It feels great to actually play a Grandia game with such great visuals. Sure Grandia 2 Anniversary Edition improved on the visuals somewhat and made them a lot easier on the eyes and actually made them quite likable but Grandia 3 really has a fresh new style that is unlike any of the previous Grandia games.

One thing I would like to note is that Grandia 3 feels like a much more open-ended game than Grandia 2 but don’t let this fool you, the game is every bit as linear as its predecessor though to be fair, you are able to backtrack this time around thanks to the game’s flight system which allows you to freely roam the world map in a similar way to Lost Odyssey in the sense that it is very restrictive and in a lot of ways kinda pointless considering the linear nature of this game.

Grandia 3 Flying around is kinda pointless

For a theme centered around freedom to roam the skies, you’d expect the game to deliver that feeling of freedom in its structure but sadly this is not the case, instead when you approach certain areas, you merely get a text box telling you about it, kinda like in Mass Effect. It’s such a shame since there is a huge world out there to fly around in yet you only get to explore a small portion of it. It’s such a shame really.

While we are on the topic of the game’s theme, let’s get straight to business and talk about the games laughable story. Where do I even begin? For starters after having played the legendary Grandia 2, it is easy to see how this game has come to receive such a negative reception. You would think that after playing a game like Grandia 2, the story would be exciting and fresh, sadly this is not the case this time around, the story of Grandia 3 is about as exciting as a baked potato.

Grandia 3 Trying really hard not to make a dick joke

Trying really hard not to make a dick joke

While Grandia 2 went off the beaten track with its protagonist, in Grandia 3, you are presented with Yuki who follows just about every single cliché in the book as a JRPG protagonist. His only standout feature is his love for planes… not that I consider that a good thing, rather It comes across as obnoxious more than anything else. Typically the game starts off with the protagonist, Yuki getting scolded by his mother Miranda for being too obsessive over his hobby.

But believe me, Yuki doesn’t get any sympathy from me. After crashing his plane like an idiot, he is left stranded in the middle of a forest a couple of miles from his hometown and encounters a young girl named Alfina… you know what this means don’t you? That’s right, get ready for some boy meets girl action in the form of yet another bland, uninspired romance that contributes absolutely nothing to the plot… hurray!

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Little did I know that the entire build up of Yuki’s character was about to capsize from here on out. Now Yuki must escort Miss Bigears to a place called Arcriff, a place of worship dedicated to communicating with the guardians. Sound familiar? Anyways the story starts getting duller and duller from there.

Put simply if you’ve played any JRPG, you’ve seen Grandia 3’s storyline already. It pretty much deflates into a quest for macguffins once you reach the halfway mark and by that point, the story never really evolves past that until you face the big bad evil thing at the end.

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To make things even more insulting, the only two redeeming characters leave the party early on in the story. This cripples the story as they are replaced by two dull characters who barely have anything to offer in terms of personality and they are mostly cardboard cut outs. In fact, these characters are so bad that you could remove them from the game and it wouldn’t change a thing.

Now in a game like Grandia, this is particularly worrying since the Grandia series has always revolved around its interaction between characters and with a cast of characters as dry as oatmeal, its efforts to focus on character interaction are pretty much wasted.

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The nature of the Grandia series remains unchanged however. Grandia 3 follows the same formula as the previous games. Its focus on NPC interaction is still an all you can eat buffet of narrative and the dinner scenes return to add more flavor.

You can tell that Game Arts were trying to focus on building a strong narrative as they continue to use the same tools that made Grandia 2’s story so engaging, it’s just a shame that the characters and the plot of Grandia 3 are so sterile otherwise it could have made for yet another memorable and engaging storyline.

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Where the game truly shines however is in its battle system. Like the previous Grandia titles, Grandia 3 uses an active time based (ATB) battle system with a heavy emphasis on changing the flow of battles through cancelling enemy attacks and manipulating the IP gauge to intercept enemy turns.

Grandia 3 enhances the system by rebalancing the game’s difficulty to make for a more challenging experience. In addition, the game adds new aerial combos in an attempt to mix things up. Sadly while aerial combos have their uses early on in the game, their effectiveness diminishes later on as enemies are given insane amounts of health and this tends to make many of the boss fights a slog.

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Fortunately many of the boss fights are varied, some of which can be quite difficult to figure out at first. The game keeps things fresh by offering plenty of devastating abilities to be used by both the player and the enemy. It is important to stay on your toes in all battles as you are usually outnumbered by multiple enemies and if your characters are widely spread out on the IP gauge, you may find yourself in a compromising situation if you make the wrong move.

Thankfully the game offers a wide assortment of abilities in the form of moves/magic to bolster your arsenal. Every ability is useful, you just need to find the right one for the job. That’s JRPG combat 101 right there and while many JRPG’s forget the significance of this, Grandia 3’s combat focuses heavily on making the player’s choices feel important. Add to that the need to manage SP more carefully (due to the lack of SP restoration items available) and you have a surprisingly deep combat system which offers plenty of variety to keep things fresh for the entire duration of the game.

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Character Management is different this time around. New moves are learned via leveling up rather than with special coins. Moves are enhanced at random. I personally dislike this as it can sometimes screw you over in battles since attacks will be pulled off instantly when a new secret method is learned (the process of leveling up moves) which can ruin a potentially well-timed cancel. I also dislike the randomness of move leveling. Grandia 2 gave the player total freedom with learning moves which led to several balancing issues, however this method is still preferable to the method used in Grandia 3, at least in my opinion.

Magic is pretty interesting this time around. While the spells in your arsenal are more-or-less the same, the method of learning magic has drastically changed from that of Grandia 2. On one hand it complicates the progression system, on the other hand it is a more balanced system that prevents players from acquiring high level spells too early. Magic eggs can be dropped by most enemies and are surprisingly very common, they can be used to enhance the effects of spells or they can be consumed to learn new spells. Abilities work the same way allowing you to equip skill books to increase the potency of specific skills or consume them to learn new skills. These can be equipped at any save point.

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In addition, there are higher level eggs available which can easily be acquired through mana egg fusion. This allows you to access powerful magic when you wouldn’t normally be able to. It is important to note however that characters have a set magic level depending on how high of a level they are. As such the system is balanced and you can never learn spells that are too powerful. To some, this could be seen as a bad thing, however mana eggs can still be equipped to increase the potency of spells to make up for this allowing you to grow stronger should you wish to.

Ultimately when comparing the gameplay of Grandia 2 and Grandia 3, Grandia 3 comes on top just by a small margin, this isn’t to say that Grandia 2’s gameplay was bad, many of the fundamentals that make Grandia 3’s gameplay so great were lifted straight out of Grandia 2, they have just been improved this time round which is expected of a successor. Sadly it is difficult to call Grandia 3 a true successor to Grandia 2 as it falls short in the department Grandia games are known for, story.

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Personally, I do not often prioritize story in videogames. Grandia 2 was an exception for me and I honestly didn’t expect Grandia 3 to be anything quite like Grandia 2 but the combat is ultimately what won over my interest in this game. While I disagree with some of the systems used in Grandia 3’s character management, the combat itself is actually quite engaging to say the least. As such I cannot say that my experience with Grandia 3 was as bad as many people make it out to be. To be honest I quite enjoyed it.

The music is what sealed the deal for me, despite this games shortcomings, it still has a solid soundtrack, not as good as Grandia 2’s but a solid soundtrack nonetheless. Add to that the eye-catching visuals and you have yourself an enjoyable game. That being said, I can understand the negative reception this game has received, as a Grandia game it is pretty weak and its linear story focused structure limits its potential. Add to that a couple of irritating songs and a few lackluster dungeons leaving you with just another run-of-the-mill JRPG which just falls short of being yet another classic PS2 RPG.

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Truly a work of art! Oh wait, that’s a mirror, never mind…

So all in all, Grandia 3 is not as bad as people make it out to be, while it is far from being a true successor to Grandia 2, it is still worth the experience. If you can find the game for cheap, give it a try. It’s not a bad game, just don’t expect too much out of it. Put simply if you’re starving for some JRPG action and you’ve played all the best, you aren’t doing yourself a disservice by playing this game, you should be able to find some enjoyment out of it. While this may come as a surprise to you all, I actually had a hard time tearing this game to shreds as much as I’d have liked to.

I really didn’t expect to like this game. Though the story may have been laughably bad and cringeworthy at times, I’ve definitely experienced worse (*cough*White Knight Chronicles*cough*). It gave me some good laughs at least… seriously what is with the blatant similarities between the story of Grandia 2/3 and Devil May Cry 4? Even the voices for Yuki and Alfina return to play the same roles in Devil May Cry 4 as Nero and Kyrie… plus why does the villain look so much like Ganondorf and why does he wear black patches on his face? Seriously dude, grow a beard or something. Plus what is with that wannabe Arngrim guy named Kornell? Why is he such a doofus? What is his purpose in the plot besides being comic relief? We may never find an answer to these questions. All I can do is give the game its final score.

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Seriously who the fuck is this guy!? What is his purpose in this game besides just being there?


Story/plot: Pretty Bad

Visuals: Good

Gameplay: Great

Music: Good

Lifespan: Decent Length

Would You Replay? No


 

Overall: Satisfactory

 


 

Value: £15.00

For a more in-depth look at the story, watch this video:

Postal 2 Review (Steam version)

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Postal 2 is an oddity among the FPS genre. While most FPS games released prior to the seventh generation were often constrained and linear in terms of progression, Postal 2 takes an alternate approach being one of the first sandbox shooters alongside Grand Theft Auto. Unlike Grand Theft Auto however, Postal 2 decided to do away with its top down origins and transitioned into a first person shooter. This makes Postal 2 pretty unique for its time since sandbox FPS games were very few and far between back in 2003.

In addition, the Postal series maintains a reputation of being one of the most obscene gaming franchises of all time. While the first game chose a darker, more grittier feel, Postal 2 opted for a more comical feel that takes great pleasure in mocking pop culture as well as the gaming industry as a whole. Usually I wouldn’t care for such humor but Postal 2 executes it so well that I can’t help but love it. This is due to the fact that the game doesn’t try to shove the joke down your throat, rather it throws you in to a world of extremities and your job is to navigate your way through it.

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Naturally as a rational individual or a crazed psychopath (usually the latter), you will often come into conflict with many of the angry stereotypes that populate this game’s world and they are all out to cause trouble. You will quickly wonder if there is any sanity left in the town of Paradise… or perhaps there never was. Nevertheless, you are given a list of errands to complete and how you get from A to B is up to you, this might sound like a chore at first but there are more to these errands than meets the eye… or not. You’ll just have to wait and see for yourself.

Like all good first person shooters, you’re going to need a large arsenal of weapons and Postal 2 doesn’t disappoint. There are many different types of weaponry available to you from the standard assault rifle to a can of inflammable Lynx Stynx which is used conjointly with a lighter to create a devastating flamethrower. There is also a wide assortment of melee weapons on offer for those who want to take a more up close and personal approach.

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It definitely has a strong aroma…

Some melee weapons even have multiple functions such as the machete which can be thrown at enemies like a boomarang allowing you to cut down enemies from afar, there’s also a powerful scythe which can cut down several enemies at once and be tossed at a herd of enemies waiting to be culled. Most are fairly standard swinging weapons though, some are more useful than others but there’s certainly no shortage of them around and they all pack a punch.

The game itself is pretty bog standard in its execution and doesn’t try too many ideas with its gameplay. Weapons are easy to use and have perfect accuracy. This may make the gunplay feel sterile to some but ultimately I see it as a good thing. Enemies are pretty brain-dead for the most part, they will usually respond to gunfire by standing in a stationary position and shooting you. This could have been detrimental to the gameplay had the game not had such a ridiculous premise to begin with. In a way, the AI fits in with what this game is trying to portray. Postal 2 is nothing more than dumb fun, there is literally nothing stupider than Postal 2 and that’s why it is so much fun to play.

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With all that being said however, it is easy to be overwhelmed with enemies and it is recommended to try out different weapons based on the situation. Most enemies will use the standard pistol weapon. Later on however you will find enemies who opt for a deadlier arsenal with weapons such as the assault rifle and explosive weapons such as grenades. How you approach enemies varies based on their weapon types as their strategy is always the same, stand in one spot and shoot or throw grenades. If you’re looking for realistic AI and gunplay, you’re not going to find it here.

On the other hand, those who just want to have a fun time mindlessly spraying lead into people’s faces will have a blast with this game. The satisfaction that comes with playing Postal 2 is the slaughter. You are given a huge sandbox with dozens of satisfying weapons to use at your leisure. They are all well-balanced for the most part (though the pistol’s usefulness doesn’t last) and they all pack a punch, particularly the explosive weapons. It is best not to think of Postal 2 as strictly being a first person shooter as you will have just as much fun utilizing the melee weapons and explosives.

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The freedom to cause as much chaos as possible is arguably the strongest point of Postal 2. Freedom to roam also helps with this. Postal 2 is a semi-open world game which separates each location with loading boundaries. You are free to explore a huge chunk of the map early on and gain access to more locations as you progress through the game. There are tonnes of places to go and you are encouraged to go off the beaten track to find cool new weapons, munitions and cash to buy more munitions, armor and health pipes to keep you safe. Exploration in Postal 2 is certainly a very rewarding experience and finding new weapons is always refreshing.

Over the course of the game, you will be given numerous tasks you must complete in order to progress through the game. You can approach these tasks in many different ways. Do you want a blood bath? Do you want to abide by the law? Or do you want to take what you want and flee the opposition? Naturally this game encourages you to shoot as often as possible and you are given the tools for the job so you are encouraged to slaughter as many people as possible. However this is not the only way to play the game, it is possible to play through the first 5 days without even firing a single bullet.

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In addition, the game manages to break up a lot of the open-ended progression with some linear sections. I personally like this as it keeps the gameplay fresh rather than feeling like just another GTA clone as it kinda maintains the traditional feel of the FPS genre if just for a brief moment. One thing that can be annoying though is that they often strip you of all of your weapons and you have to find them littered around these levels and you will have to find them. Aside from that, these sections tend to offer more of a challenge as they often put you in a situation where you are handicapped due to lacking your equipment as well as encountering an overwhelming force of hostility.

Where the game falls short however is in the visual department. While the visuals are understandable for such an open-ended game released in 2003, they aren’t all that great to look at. Many of the NPC character’s heads are ridiculously huge and terrain has little to no detail for the most part. I’d say that the visuals are on par with the original Half Life (released in 1998) and there is a lot of similarity between the two but Postal 2 doesn’t really go anywhere with it. While this likely isn’t going to be a big deal for most people, I can’t exactly praise the game for its visuals.

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The same can be said for the music which is practically nonexistent save for a few jingles every now and again which can get annoying at times. In a way, this is probably one of Postal 2’s weakest points, the lack of music definitely limits the potential of this game, it would have been much more satisfying to listen to some metal music as you mow down hundreds of people with a scythe but it doesn’t even go there which is a shame. All in all, don’t expect a strong ambiance with Postal 2.

Another thing that bothered me was the incessant crashing issue that I constantly ran into, even after I upgraded my PC a few days back, I still experienced these crash issues in a 2003 game, this is absolutely unacceptable and arguably the biggest problem I had playing Postal 2. I can’t see them fixing this in the near future but it still affects the game in a negative way and it would be wrong of me not to mention it. Nevertheless I do not think that it is enough to completely boycott this game even if it is a major issue.

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The steam version of Postal 2 includes Apocalypse Weekend, this adds two extra days onto the main game of Postal 2 and is a very linear focused expansion with very little open-ended content. For those who enjoy the more linear sections, Apocalypse now is definitely worth a play but considering the fact that it is free on the Steam version, there is little point in going over it in greater detail in this review as it is completely optional. At the beginning of the game you can choose to play through the first 5 days or the whole week. Bear in mind that the retail version does not include this expansion, however the steam version is the cheaper option so for this review I will be covering the entire package found ion the steam version.

So ultimately, I get that Postal 2 is made by a small development team and while my review might be a little harsh on it, I do really love this game. I cannot however mislead people into thinking that it is a huge AAA title that people hype it up to be and as such I believe people should keep in mind that this is not a game that is going to blow you away with stunning visuals and revolutionary gameplay but rather it will give you a fun sandbox to ventilate your rage on countless innocent people with a few good laughs here and there. You can often find this game priced at 69p which is about equivalent to $1.00. This is an absolute bargain for this game and cannot be passed up. Of course I’d encourage you to support the devs by paying full price should you feel the need to but if you do see it on offer, you should absolutely give it a try.

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Story/Plot: Good (I base my score on the humor)

Visuals: Mediocre

Gameplay: Good

Music: Forgettable

Lifespan: (varies, main story is decent length but it is a sandbox game so it might take you a little longer)

Would you replay? Maybe


Overall: Good


Value: £25.00

Meanwhile at Activision HQ…

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SAG-AFTRA’s attempt to strike a deal with Activision’s CEO goes horribly wrong.

Hard Reset Redux Review

This game has been a very rocky ride for me and as a result I have put myself into a position where I find it difficult to review this game but here’s what happened. So I picked up the game on a sale for £11.00 and gave it a shot sometime just after it was released. I was excited to play this game as it was developed by people who were involved in the development of the legendary Painkiller and since People Can Fly don’t seem to want to make FPS games that aren’t published by EA anymore, I decided to give Hard Reset Redux a shot to see if I could get a taste of what Painkiller gave me.

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Now for starters, I want to make it clear that I did not have any lofty expectations for this game, I expected something simple and straightforward and that is almost what I got, almost. I started with the original Hard Reset which came packaged in with the redux. About an hour into the game, I saw warning signs. Hard Reset is what I like to call a horde swarming game in the sense that every single enemy in the game seems to move twice as fast as you and is impossible to outrun.

As a result, I knew where this game was going and quickly refunded it. Later on, I saw the game priced at around £4.00, so I decided that I owe the game another chance simple because I forgot to try out the redux version. Do I regret my purchase? Well considering the fact that I got the game for dirt cheap, I can’t say that I regret giving this game another try as I got my money’s worth with this game, at least as far as content is concerned.

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Hard Reset feels like a low budget version of Painkiller. It takes the fundamentals of Painkiller and doesn’t even give you half the level of enjoyment in almost all facets of the game. Heck it doesn’t even feel like Painkiller for the most part, it feels more like Serious Sam and I really dislike Serious Sam for having tonnes of HP sponge enemies who spawn in battalions and move twice as fast as you, leaving you with no choice but to keep backpedaling with the rocket launcher and pray you don’t backpedal into a wall.

Call me crazy but I really don’t enjoy the gameplay Serious Sam offers (at least the first game). Call me a noob if you want but honestly, if the game wasn’t so lazily put together, I would have probably had a much more enjoyable experience with it. Thankfully one thing that Hard Reset Redux does right is that it actually creates a pretty stunning looking world. Whether or not Hard Reset is better looking than Painkiller is subjective, I prefer Painkiller for its aesthetic style but damn, Hard Reset puts games like Deus-Ex Human revolution to shame with its visuals and they are set in the same type of universe which makes them the perfect comparisons.

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Everything from billboards, vending machine advertisements, all the way to the virtual screens that pop up as you approach objects. Everything feels seamless as you interact with terminals. It is undoubtedly pretty cool and really pulls you into its cyberpunk world. You can tell that the developers put quite a lot of effort into the level design in this game, particularly from an aesthetic standpoint.

What they didn’t put effort into however is the gameplay. Now I will say that the redux improves the gameplay drastically compared to the original with the addition of the new dash feature. This allows the player to essentially double their mobility. You can almost move as fast as Painkiller… almost. This makes for a more fast paced experience than that of the original Hard Reset and it really adds a lot to the fun factor of the game since you feel as if you have more control of battles. With the ability to dodge attacks effectively and avoid melee enemies easier instead of having to constantly backpedal away from them. You still have to keep your distance though as enemies still move rather quickly and their attack animations are very fast, some of which have pretty wide AOE’s.

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Now here’s where the problems start to appear. The weapons in Hard Reset Redux are interesting but the cool idea of having upgradable weapons doesn’t make up for the ridiculous control layout. I mapped the change weapon button to Q and E simply because it was near the WASD keys but couldn’t they simply make it possible to cycle through every weapon with the mouse wheel rather than having to press keys all the time?

Now I get that people like to hotkey specific weapons to the number keys and you can still do that… but why do we only get to swap weapon modes with the mouse wheel? Why can’t we swap the actual weapons with the mouse wheel? This is just one example of Hard Reset trying to be more complicated than it needs to be. Painkiller didn’t need to have two weapons with different modes, it just had lots of swappable weapons.

“Hard Reset is what I like to call a horde swarming game in the sense that every single enemy in the game seems to move twice as fast as you and is impossible to outrun”

The only explanation I can think of is that they are trying to be realistic. In this case then why not have a single gun instead of two guns and have that gun use both energy and kinetic firepower? Then we can cycle through every single upgrade a lot easier. To make matters worse, the redux adds the katana to the mix which is a near-useless weapon and you have to cycle through it every single time you want to swap to your kinetic weapon.

Weapon swapping aside, Hard Reset has all of the problems that Serious Sam has but worse (aside from having better aesthetics). The enemies have insane amounts of health. Some enemies have literally 400+ hit points and you can tell by using the smart gun. Every shot you do deals roughly 5-20 damage unless it is an explosive shot and it can take ages for the machine/plasma rifle to kill some of the tougher enemies in the game.

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One of these enemies in particular you will encounter right at the start of the game and these enemies will charge at you and were basically unavoidable in the original but thanks to the new dash function, you can dodge them easier but they are still a little annoying, even when you get the more advanced weapons, they are a pain in the ass to deal with since they have ridiculously large amounts of health and are easily the most annoying enemies in the game.

Now I do get where this game is going, I really do. The weapons are still pretty cool and can be fun to use and you really have to think about what weapon you are using. Some weapons are better than others however and two in particular are completely useless. These are the shotgun and the katana. When I play a videogame, I expect a shotgun to instagib any enemy at close range unless it is a really powerful one. In this game, even the smallest of enemies require 2-4 hits to kill with the shotgun even up close. This is inexcusable when you consider the fact that Painkiller’s shotgun 1 shots enemies with a close ranged shot of the shotgun and has a much faster fire rate.

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The katana is an impractical weapon… but you can’t help but use it because it is so cool!

In fact I’d say with the exception of the Shotgun from Serious Sam (the first one), this may well be the worst shotgun I have ever used in a videogame and I feel sorry for anyone who is naive enough to pick the shotgun upgrade first like I did because it is completely and utterly useless for the most part, especially since you will rarely want to get up close and personal with enemies in this game since they all move twice as fast as you and have very high attack speed.

The poor balancing of the weapons can make the gameplay feel a bit sterile at some points. Yeah sure there is enough variety to give it a pass but weapons like the electric mortar, while not completely useless were simply outclassed by weapons like the shock blaster which is the ultimate CQC weapon and you get the grenade launcher which is really handy at long range and is has a reasonable fire rate. the RPG is pretty good too even if it is slower as is the smart gun which is a homing weapon which shows the enemy health gauge.

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I regrettably never got around to trying out the railgun, and the mine layer gun (forgot its name) and this is because I could never afford to pick them up since the game was over before I even had the chance to give them a try. Sure I could have gone back to replay the game but I really didn’t want to go through it again. I get that the game wanted to reward players for finding secrets and trying to implement growth but it really does limit a casual players experience with the game as a whole and those impatient will probably want to move on.

In addition, these weapons are all acquired through the upgrade terminal, this element of choice can make for a very mixed experience for the player depending on which weapons they choose to start with. If they pick the grenade launcher and the shock blaster early, they are more likely to have a much easier time than if they picked the shotgun first. While I do appreciate that the developers were trying to implement some level of growth in the game, weapon modes were not the way to go I’m afraid… now upgrading those weapons is a whole different story. There are also combat gear upgrades which affect things like shields, radar and ammo capacity, some are more useful than others.

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Bosses are a mixed bag. Then again, Painkiller wasn’t much better in this department. The second boss of the game is an absolute pain in the ass to defeat simply because its attacks are completely unavoidable for the most part (even with dash) and the final phase is needlessly complicated as the boss doesn’t have a conventional health bar and if you didn’t get the smart gun early, you will be shooting for ages wondering when it will ever drop.

I will say though that later bosses were a lot less irritating… if a tad bit chaotic. I did like how you got tonnes of trash enemies to kill alongside the bosses though, it really made the boss fights more interesting than just shooting at them. The game focuses on destroying weak points and while the later boss weak points are destroyed quicker, the earlier bosses weak points take forever to destroy and it can get pretty ridiculous at times. I do think that this is partially because you have a limited arsenal and if you didn’t pick the best weapon modes first, you will have a much harder time.

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What is this?

The music in Hard Reset is pretty dull techno for the most part with a bit of metal here and there but to me it is lifeless and barely noticeable. It does its job but it just isn’t enough to really pump me up, nor is it enough to make up for the gameplay being sub-par.

Exploration in Hard Reset is decent and can be quite rewarding as there are lots of stuff to find and pick up including currency so it is a good idea to explore levels. There are plenty of interactive objects in levels such as explosive barrels and stuff and while it can be cool at times, I find that they throw in way too many environmental hazards which can really get in your way at times and cause more hassle for you than the enemy since they often detonate/discharge with a chain reaction which can deal very high damage to you.

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How do I get behind that fence? Shoot it? Nah, that would be too easy…

The story, while obviously not being the main focus of the game, doesn’t exactly go anywhere and by the time it starts going somewhere, the game is over. You learn about a lot of things but you never really get a big reveal at the end, instead the game just ends in an anti-climactic fashion as if there wasn’t a purpose to the game by the end of it. I feel like there should be more… but at the same time I’m thankful that the game ended before it overstayed its welcome. The story is presented in a similar comic book style fashion to Painkiller Resurrection which is amusing.

To be honest, I am kinda conflicted with this game. I don’t exactly want to hate Hard Reset or the Redux, I am just a tad disappointed I really couldn’t get as much juice out of it as I anticipated. What I will say is that Hard Reset Redux is certainly a playable game and a vast improvement over the original but whether or not that makes it a good/bad game depends on how much patience the player has. I believe to truly enjoy this game you will need to play through it twice since new game + carries over all of the weapons. I will say though that it is not even in the same league as Painkiller and I shall continue my search to find a worthy match-up to it. Until then, Hard Reset Redux is going on the finished pile.


Story/Plot: Mediocre

Visuals: Great

Gameplay: Mediocre

Music: Forgettable

Lifespan: Quite Short

Would You Replay? Personally, no but if you do manage to enjoy the game then it has a new game+ so maybe.


Overall: Mediocre


Value: £5.00

Such a great shame really. I wanted to score this game a “Satisfactory” at least.

How to control your backlog and spending habits in gaming

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As a reviewer, I often find myself overwhelmed with the responsibility to buy and play lots of different games and as such I am left with a huge backlog of games just lying around waiting to be played… but then a new game catches my attention and I drop everything just to play it. Then I get fed up again.

Now you must understand that I have been writing on the Destructoid C blogs for 3 years now. I used to be a proactive writer, I would take a pick out of a game that took my fancy and just throw out a review. However, the quality of them was appalling among other things. To make a review is pretty easy if you think about it, all you need to do is write what you’re thinking. However it’s not easy to make a solid review. In fact the moment you start improving as a reviewer is the moment when you start to realize that it is hard work.

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Sure there are a lot more harder things to do but reviewing is considered a hobby to me. Unfortunately with this mindset, I have to become a lot more close-minded. Since this isn’t my job, I’m not going to play every single game on the face of the earth and throw out a review… though I may occasionally try something new, I want to stick to writing about games that I am passionate about or manage to gain my full attention and considering the fact that the gaming industry is changing for the better, I have to change to adapt to that, as a writer.

In any case, how is this relevant to controlling your backlog/spending? Well you see in the latter half of the seventh generation, I hit a massive burnout. Games just stopped coming out (games that I cared about anyways) and I had to change myself as a gamer, I had to be open-minded and explore new areas of gaming which I hadn’t before. In a way, I had grown as a gamer, I had grown away from my nostalgia barrier that led me down a narrow path in gaming. I feel better as a gamer for doing that and to be honest, I don’t think I would have become inspired to write without that.

With this however came its own issues. Though I am often careful with my money, I came to the point where I simply couldn’t turn down a cheap deal. If there was a game that interested me even a little, I would buy it without a moment’s hesitation. This had it’s fair share of ups and downs. I got to discover new games that I otherwise would have never tried but I also picked up some dreadful games that I simply got tired with.

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Despite what many people believe, I played Painkiller on a whim and guess what? I loved it!

I’m a cynic, I hate what the gaming industry has become and this changed my perception on gaming but it was more than just that, the industry’s change affected the games available. It is the end of 2016 now and games have been great this year but the past few years have been utterly dreadful, it was like a gaming drought. Trying to find a top quality game was a nightmare. Many of the top rated games I have reviewed are from past generations. Those days were good, it wasn’t until 2010 where things started going wrong.

I still say that 2011 was the worst year for gaming since the videogame crash, only 1 game released in 2011 managed to entertain me and that was Kirby’s Adventure Wii. Everything else was horrifically bad or just mediocre. 2012 wasn’t much better, Farcry 3 was probably my game of the year and that’s not saying much considering the fact that the game was an open world shooter with a dubstep soundtrack… ehhh.

The biggest question was “where are all the JRPG’s”? We had our Tales, we had our NIS shovelware along with a few others which were equally as bland. Seriously why do the Hyperdimentional Neptunia games still sell? Those games depress me because they take away all the passion and the effort that went into old school JRPG’s and instead these games are released every single year and as such the quality of those games takes a nose dive (at least in my opinion).

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Sure Exist Archive may have re-used assets and all that but at least they were trying. Most JRPG’s of recent years don’t even feel like they are trying to impress us. Someone has to give all those lazy JRPG devs a boot up the ass so we don’t get shit like Time and Eternity anymore, that game was an insult to all JRPG fans.

Sorry about my soapbox rant but I’m trying to get you to understand why I felt the need to spend money when in truth you really don’t. I was prepared to give anything a go because I was lost in the massive labyrinth of gaming. I was desperate, I needed a game, anything to keep my passion inflated, a passion that I knew still existed after I was reminded by Grandia 2. There was still something there… the world just moved on and abandoned passion but I hadn’t given up, even now I’m still confident that we will someday see rainfall again in the gaming industry, Star Ocean 5 gave me hope, hope that I had been praying for years.

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Grandia 2 re-ignited my passion for gaming

In fact it amazes me that games such as Halo can be considered classics now, yes I’m talking about Halo 3. How can a game like that be considered a classic by today’s standards I cannot fathom… but it is, it has been nearly 10 years since it was released. The state of the gaming industry completely blinded me of just how much time had passed, it was a depressing time for me and possibly for many others. Heck I was on the “Gaming industry is dying” bandwagon at one point, even people like Razorfist mentioned it in one of his videos during the dark days of the year 2013… that was a terrible year for a lot of reasons… and for gaming also.

Now that we have hit the eighth generation, as bad as the modern consoles are, there is still hope for change. A fresh start, something the industry has needed for a while. Now it has come to the point that there are far too many games coming out that I simply can’t keep up, I just have to buy them all, I owe it to myself and the readers to do so… or do I?

Not only does buying lots of games cost money but the more games you buy, the less invested you become in them. Here’s one of the reasons some of us younger gamers are possibly suffering from this gaming “spending spree” and what we need to do to prevent it is:

1. Think back to when you were younger…

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It sounds so simple doesn’t it. For some, it may work better than others. If you were spoiled as a child, this may not be the way for you, if you are an older gamer, this may also not be the one for you but if you are in your 20’s like myself and think back to your childhood, you will remember the small selection of games you owned and how dedicated you were to finishing them. They were all you had and you made the most of them. Be is Pokemon Red/Blue Legend Of Zelda Ocarina Of Time or for the older gamers perhaps it was Castlevania.

We valued our games back then because we didn’t have the ability to purchase them ourselves, we were funneled gifts from our parents at xmas or our birthdays and those were usually videogames (for those who were lucky). We were all excited back then. I remember the excitement of getting not only a Gamecube for my birthday but also A Playstation 2. Those were the best consoles I played in my life (well besides the SNES which was before my time but we’re talking about my childhood here). I had so many great moments on both systems, especially the Gamecube. There were so many games to play… but I couldn’t play them all. All I had to play was Smash Bros and a few other games. It wasn’t until way later where I looked back and tried out other games such as the legendary F-Zero GX.

So try to remember those moments and be responsible for your spending. I don’t care how well off you are. Be responsible for the psychological impact that buying tonnes of games brings and try to pick and choose your games. I know it’s hard for the more dedicated individuals out there such as myself but remember, gaming isn’t going anywhere, you can always pop round at a later date and play them when they’re cheaper, sure you’ll miss all the craze but for single player games especially, it may be for the best. However you might want to:

2. Avoid using digital distribution services like Steam/GOG/Humble Bundle

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My Steam Library is chock full of unfinished games

Ah the temptation of steam sales. That moment when you realize just how cheap games can be. The moment when you find out that just about everyone can be a gamer regardless of how poor they are. Not only that but you can also help charity’s through gaming too? It sounds like heaven doesn’t it? Well… it’s kinda cool at first, however you don’t want to overdose on this trend. Remember, these are digital games, they cannot be sold off when you’re done with them (though you can refund them on steam but that’s not what I’m talking about) nor can you keep them on your shelf as memorabilia. These games are the equivalent of an economy flight to Benidorm, a cheap break-away but it gets old after a while.

As a PC gamer, reviews are more important than ever because there is so much choice. However you cannot just read reviews that say “this game is awesome” you have to be 100% sure that you are prepared to play the whole way through because only then will you get your money’s worth. If it helps you can:

3. Play games with a shorter length

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Need For Speed Carbon may be short but it keeps me engaged better than any other game in the series.

For the casual audience, this is your best bet. Games like Child Of Light are great, yet small diversions away from the gaming ghetto bringing back the quality of old games at the cost of its length. Sure I would have liked it better if the game had an epic final dungeon at the end but to be honest, I was glad that it was short. It gave me the quality I was looking for without the investment required, plus it was a challenge.

However it can be difficult to know when games are short or not. If you’re looking for more detailed information on length for any game I reviewed, just leave a comment. I will tell you a more detailed explanation. For the most part I will only cover it if it’s relevant to the game overall such as Exist Archive: The Other Side Of The Sky. However, I have and can not play every game out there so relying on me isn’t always the best bet. I can only try my best after all. As such one thing you really need to do is:

4. Do your research!!!

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Spec Ops: The Line wasn’t a bad game, it just wasn’t for me.

Do you really want a game? Do you want it enough to work for it? To find out if it’s really worth your hard-earned money? Reviewers like me exist for a reason, demos exist too, so do forums and wiki’s. Look up everything you can about the game. Watch lets plays if you have to. I’ve always had a saying that you shouldn’t just read 1 review, you should read 50 because every review is different, if there was truly a definitive review out there, I wouldn’t be writing reviews to begin with.

If you aren’t wetting your pants with excitement, consider waiting. Sure you might not get that pre-order bonus but chances are it will be available as paid DLC later on anyways and if not, it’s not like you missed much. However wasting £40.00 on a game you get burned out on isn’t worth it and you want to get the most out of your money. You may also want to consider doing some price comparison, if you can find the game considerably cheaper elsewhere, you may re-think whether or not the game is worth giving a go, however don’t forget that price isn’t everything and that you also have to control your backlog. Make sure it’s a game that you can dedicate your time to finishing, it doesn’t matter how long it takes, just finish it!

Finally the last and most simple way is:

5. Take a break from gaming

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This doesn’t mean you have to quit gaming, maybe your gaming lifestyle needs adjusting… or perhaps you need to bring a few friends over or just consider doing something else with your time for a while. Consider what I do as being a “productive gaming hobby” I’m not playing anything as I write this, I’m doing this simply because I would rather spend my time writing rather than gaming right now. Even the most die-hard gamers know that gaming 100% of the time isn’t fun, you have to break it up. I don’t care how you do it but you need to change every so often. Heck it could be as simple as playing 2 games as once and going back and forth. Be warned though as this can cause more backlog issues. As such, Pick a game that you have already beaten and try replaying it again. That way you can play both familiar and new games so you have a mixture.

Variety is the spice of life, its never fun to be doing 1 thing constantly every single day, though some people would disagree with that (I.E MMO gamers) but the majority of gamers want something more from gaming rather than something to sink time into. Games need quality to make the experience memorable. It’s why I hate on games like Legend Of Dragoon so much (you probably won’t know that unless you read some of my old Destructoid blogs though), that game was ridiculously long. It wasn’t a bad game by any means but it over-stayed its welcome. It took years for me to finally complete it. Never again. Oh and also:

6. Know your limits

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I want to play God Hand, I really do, but if it’s going to be another masochistic game then I’m just going to have to pass up on it, at least for now. Sometimes you just want a nice relaxing game that you can just pick up and play rather than something which is going to kick your ass on a consistent basis. Think people! Before you pick up Dark Souls 3, think for a moment, are you truly prepared? Do you truly seek a challenge? Or are you simply starved for a new game and like the look of it? If the latter, put it off. I swear if you can’t handle those types of games it is often the best idea to just save them for later. There’s a time and a place for game like that, moments when you feel like you’re up for a challenge.

Games like God Hand and Devil May Cry are designed with replay-ability in mind, they are designed for players who want to invest time into the meta-game and constantly learn. F-Zero GX is the same, by all means as much as I love to preach about it, don’t just dive straight into it if you aren’t ready. F-Zero GX may be the best racing game ever but to truly embrace the awesomeness that F-Zero GX is you must develop patience and determination to get through it. Until you attain those qualities you are unfit for the task. Playing F-Zero GX is a reward in itself, a reward you should savor for a time in your life when you’re feeling like a winner. A time where you’re motivated to experience a true adrenaline rush. Of course you don’t want to hold off on getting F-Zero GX by any means, get it as soon as you are ready for some hardcore action. Heck if you really can’t cope with hard games, just play it on Novice. It’s not that hard.

So keep this in mind when you are considering purchasing games. Don’t just purchase something because everybody else is playing it. Find out whether or not the game is going to be valuable to you first. Read reviews (not just the ones on mainstream sites like Destructoid/IGN), research as much as possible, pay close attention to trailers and you may notice a few things that may alter your experience for better or worse.

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Don’t make the same mistake…

Have a great new year everyone… and don’t forget to keep your wallets sealed during the January sales unless there is something you absolutely must have.

Painkiller Review

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Have you ever had those moments where you are just fed up with the ever-growing complexity and heavily story driven titles of the modern era and you want something which goes back to the roots of gaming and revitalizes the simplified formula of the FPS genre? Luckily for you, the gaming gods have brought fortune upon you this day. Big guns, big bosses and big levels filled to the brim with cannon fodder, just waiting for you to bring them pain. This is Painkiller, Painkiller is nothing else. Painkiller is a game where you walk the path to hell and leave no survivors in your wake.

The story of Painkiller is simple, you are a bad motherfucker who has been ordered by god himself to slaughter the demonic generals, luckily for you he gives you a licence to kill so of course you pick the easier option. Total genocide, yes you heard me. You are going to deliver the entire demonic race their last requiem in the form of lead… lots and lots of lead. Now you know the story of Painkiller, you are free to press the “ESC” key with every wonderfully voice acted cut scene to save yourself the needless exposition you so tire of and don’t worry, the story doesn’t even make much sense anyways so you’re not missing much, they just decided to incorporate a free B movie in with the whole package, feel free to watch it if you like but it has nothing to do with Painkiller.

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Eat my shotgun you whore!!!

So with all that aside, with everything Painkiller has to offer does it manage to deliver a solid ass kicking experience worthy of being a timeless first person shooting experience? Hell fucking yes! The core elements which make Painkiller so great are not so simply defined in one word. After all, a game such as Painkiller cannot possibly have a straightforward explanation as to why it is one of the greatest shooters of all time and quite frankly there is a lot for me to cover in just the gameplay elements alone.

For starters, one of the first things you will notice almost immediately in Painkiller is the movement… that is if you have played an old school first person shooter before. If you haven’t, don’t worry you’ll master the technique in no time. It’s called bunnyhopping. Bunnyhopping is the ability to essentially increase movement speed by jumping allowing you to dodge bullets and weave through your enemies as you gun them down. Now bunnyhopping is very easy to learn but difficult to master. This is what separates the men from the boys in Painkiller. You see in Painkiller, bunnyhopping is a big deal.

 

“Painkiller is a game where you walk the path to hell and leave no survivors in your wake”

 

Unlike most first person shooters, Painkiller takes bunnyhopping to the next level as it pretty much doubles your movement speed. This means that as long as you are moving, you are nigh untouchable. Of course you will still have a lot of enemies to contend with and you will still get hurt… a lot but bunnyhopping effectively will minimize the pain you receive allowing you to deal more pain in return. This leads to some crazy looking gameplay which is a feast to the eyes and is without a doubt the most satisfying experience you will ever have in a first person shooter.

The game starts off quite simple as you are pitted against only melee enemies who are harmless from a safe distance, however they will pose a threat to you if they get close. The levels will slowly become less open and more closed in forcing you to manage your movement more diligently. This means lots and lots of bunnyhopping, using your increased level of agility to avoid their lethal attacks, get behind them and introduce them to your makeshift barrel blaster.

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However things begin to get tougher fast. Eventually enemies will begin to fire projectiles at you. This is where things begin to get tricky. Enemy projectiles can be avoided however it is not at simple as just weaving through dozens of melee enemies gunning them down one by one. This time you will need to fight fire with fire and bring out the trusty stakegun taking them out from afar before they get another chance to gun you down. Best of all, after you’ve stuck their corpse to the wall, you can pull out your trusty painkiller and launch it at them repeatedly in order to mug them of their demonic riches in the form of jewels which come flying out of their ass each time you pull the trigger.

As you can see, the arsenal of weaponry available to you is far from the conventional military apparatus. You are granted weapons worthy to only the most fearless of genocidal psychopaths, each with their own unique function which allows you to take those pesky demons by surprise. The Painkiller is a weapon which you can always rely on. At first glance it is almost identical to Link’s iconic Clawshot from the Zelda series but then… wait, hang on a minute, Painkiller came out in 2004, Legend Of Zelda: Twilight Princess came out in 2006 so technically the Painkiller came first so suck it Nintendo and suck it hard.

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Anyone up for some laser tag?

Of course there’s more to the Painkiller than meets the eye, sure you can launch it just like the Clawshot in Twilight Princess but it also doubles as a portable blender which you can use to slice and dice your enemies and make delicious demon smoothies. OK, I lied, they’re not delicious, they’re disgusting and that’s why they all need to die.

Naturally like any first person shooter, you’re going to need a real gun and boy do you have some serious firepower in your arsenal. The first being your weapon of choice for a huge portion of the game, the shotgun or as I like to call it a double-barreled massacre device designed with the sole purpose of deporting demons straight to hell. As an added bonus, this double barreled recipe for disaster comes with a buckshot duplication device allowing you to shoot a single shell out of two barrels. Better yet your destructive double barrel slinger of doom is fitted with liquid nitrogen so that you can shatter them in a single shot.

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Later on you will acquire the legendary stakegun, a weapon originally used to kill vampires. Well guess what? It kills demons just as effectively if not more. You can use the stakegun from any range and impale their worthless bodies with a pointed stick burning as it approaches them at an insane velocity which will cause so much shock and pain towards the enemy that their limbs will come flying off the moment the hit connects. If you’re lucky, you can also impale them to the nearest wall and keep them as trophy’s. In addition, your makeshift stick launcher is fitted directly onto a grenade launcher so that you can bring fireworks to the party, just fling it in the direction of the nearest group of demons and watch their body parts soar.

Of course there are other weapons available to you but I will not spoil the fun for you, have fun discovering them for yourself. All you need to know is that you’ll be well equipped for your journey along the borders of heaven and hell which spans across 24 levels filled with dozens of enemies, destructibles and secrets for you to discover. Though these secrets serve as a distraction from all the intense action you will be facing, they only go towards helping you increase your body count within the realm of purgatory. Put simply if your finger isn’t constantly tapping the lmb and the space bar, you aren’t playing it properly.

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With all that said however, purgatory is home to some iconic landmarks that you will pass through on your journey. Purgatory is home to many historic locations which have found themselves sealed within due to their connection with implications that were caused there in the realm of the living. You will pay a visit to many forsaken lands and bear witness to the remains of the terrifying tragedies which partook there. Other locations will have you gaze in awe as you embark across forbidden and unholy lands of grandeur. Every place has its own story to tell, a story left unwritten, a story that guides you along a linear path and to your destiny. You cannot control the path destiny has weaved for you, you can only control the field of battle. That is the fate of all who pass on to the realm of Purgatory. It is up to you to piece this story together… that is when you aren’t fighting for your life.

You will find yourself isolated in these desolate lands as very few are fated to walk the path to heaven or hell and many of those who are misfortunate enough to do so often fall into damnation. With only you and your destructive arsenal at your disposal, you are left with no other choice but to keep on killing because everything is your enemy in this game and everything must die no matter what. How you go about doing these deeds is up to you. Though the demons are greater in number, the odds are in your favor. The path will open up with every foe you slay and it will guide you to your next destination, you will never lose your way in Purgatory… but there is no escape.

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Uh oh… looks like we angered the locals…

Every demon you slay makes you stronger. Every soul you consume gives you life. You will kill your enemies and devour their souls to become stronger and when the time comes, they will become the prey. If you just happen to acquire 66 souls you will receive the ultimate power known as demon morph. A power which will grant you with a powerful scream, an echo which tears apart all the unfortunate victims who dare to oppose you. To add insult to injury, you are also granted temporary immortality so the more that oppose you, the more devastating your powers will become.

Did I forget to mention that Painkiller is accompanied with a badass heavy metal soundtrack? Of course it is, what else are you going to listen to as you gun down masses of demonic fodder? The music is quite possibly the lifeblood of Painkiller, together with the endless, chaotic and downright sadistic gameplay it makes for an exhilarating experience. There are countless metal tracks to listen to with many different styles to choose from. I am no expert but I’m pretty sure any metal-heads out there will be able to appreciate the level of diversity in the music of Painkiller.

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The music is so good it makes me wanna do this.

As you can see, there is a lot to like about Painkiller, most would say that is perfect in every way. Unfortunately, as good as it is, Painkiller does have one notable flaw. The boss fights in Painkiller are huge and very powerful… too powerful. While some bosses are great, others are too great. Certain bosses are immune to bullets and require you to find their weakness.

Some bosses can also deal a lot of damage to you which can sometimes be difficult to avoid. This can often be troublesome when you are low on health and as it is impossible to acquire souls in boss fights it can result in a lot of cheap deaths. Nobody said Painkiller would be easy… this is purgatory after all. Luckily for you, tarot cards give you superhuman strength enabling you to kill most bosses is under 2 minutes.

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I think I’ve found your weakness buddy

To walk the path of Purgatory is to walk the path of judgement, your only hope is to kill everything that moves but no hope will ever be enough, you will never find the true path to heaven, the only known thing that lies in wake is your demise but how long will you survive the endless gauntlet of purgatory? Will you ever find a way out of here? Or have you been subjected to eternal damnation? Though you may never find an answer to these questions there is one thing for certain, many demons will be harmed in the process and you will keep on fighting till every last one of them is dead. This is Painkiller, this is your destiny, our destiny, we must all walk this path in life, the only question is, when will you walk the path of damnation?

Quite frankly there isn’t a better time to start, pick up your copy of Painkiller right now, whether it be a physical retail copy, a digital Steam copy or a DRM free digital copy. It matters not how you approach it, all routes lead to the same path and you will follow that path until the very end. Will you survive? Or will you be damned forever? One thing’s for sure, if you don’t start now, it may be too late for you, you must play this game and you should play it as soon as possible for everything is at stake, this game is the definitive fast paced, adrenaline inducing first person shooter and if that sounds even remotely interesting to you, it should be illegal for you not to play this game.


Plot/Story: Wait, Painkiller had a story? Sorry I completely forgot, what is this story?

Visuals: Exceptional

Gameplay: Exceptional

Music: Excellent

Lifespan: Decent Length

Would you replay? Hell yes (I put emphasis on the word “hell” for a reason)


Overall: Exceptional

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For a more serious, in-depth analysis of the game, watch this video.

Value: £40.00+

Purchase Painkiller (PC DVD)

Need For Speed 2015 Review

Oh boy… where do I even begin with this game? First I’m just going to say that Need For Speed 2015 is the best NFS game in the past decade but I shall cease my praises there. Why? Because Need For Speed 2015 is a train-wreck… or should I say “car-wreck”.

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Now before we get to the meat of the problem, I want to talk about my history with the NFS games. Now I started with Underground 2, not the best game in the series I must say but it does hold a lot of merit. For one it had some very deep tuning and some of the race events such as URL’s were pretty fun… whilst others such as street X and drags… not so much, not to mention the annoying rubber band AI in every race. However the car customization and the free roam more than made up for its shortcomings, plus aside from the scummy AI, the races were mostly enjoyable.

Then we got Need For Speed Most Wanted, arguably a step back from Underground, especially in the customization department. The AI was better but the handling of the vehicles was far worse. Every single car in that game handled like a truck going at high speeds and they might as well be trucks seeing as half the time is spent smashing up cops getting milestones. Speaking of the cops, they were everywhere, you couldn’t free roam without triggering  a pursuit, it’s near impossible. Where the game ultimately flopped for me was the lack of tuning and customization. However I will not doubt that Most Wanted had some crazy pursuits and was damn fun the whole way because of them and the races were still not all that bad.

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Then we had Need For Speed Carbon, the follow-up game to Most Wanted and my favorite game in the series. This game seemingly did everything right. The cars handle great and the handbrake lets you drift around like a god. Races are fun and the enemy racers do not have rubber band AI, this is proven by the fact that your crew member ally does have rubber band AI, presumably to keep up. Sure it can be annoying but it does help you most of the time and it is funny to see them crash at random and somehow catch up to you in seconds.

The pinnacle of what made Carbon so great wasn’t just the racing, it was also the customization. Carbon let you place unlimited vinyls on your ride and gave you autosculpt which let you adjust the body parts on your car to make it truly unique. Now while they didn’t have stuff like wing mirrors, spinners, neons, lights, hydraulics and trunk decor like they had in Underground 2, they still had a great assortment of options and the fact that you could actually apply and fully adjust limitless vinyls more than made up for it in my opinion though I do not discredit what Underground 2 did in terms of customization and it still holds up today… but so does Carbon… in a different way.

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Now Need For Speed 2015 strives to take the series back to its roots and it does just that which I will give credit for. However, the execution is absolutely downright atrocious. Before I want to bring up the design atrocities however, I wish to talk about the biggest atrocity of them all, the always online DRM, courtesy of Electronic Arts of course.

Now what makes always online DRM a big problem… other than the fact that it makes the game impossible to play without internet? Simple, what happened to Need For Speed World? Can you still play it? No you can’t, why? Because it had always online DRM that’s why… but that is the very nature of all MMO’s so it is somewhat expected to have it. However Need For Speed 2015 is not only a multiplayer game, it is also a single player game and as someone who bought this game second hand for PS4 and doesn’t have PlayStation plus, naturally I’m going to be playing by my lonesome.

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Thankfully there aren’t any microtransactions this time round. I guess EA couldn’t profit from them enough and got complaints. Still, the always online DRM is not a good trade-off

However Ghost games reassured us that you do not require a PlayStation plus subscription to play alone so it’s fine… no it’s not! The fact that the game doesn’t require PlayStation plus to play it alone is not “acceptable” it’s to be expected because if they did make you pay for PlayStation plus then they’d lose money since people like me without a PlayStation plus subscription couldn’t play it anyways and considering how crap this game has been, perhaps it would have been for the best. Then again If they did charge for PlayStation plus to play this game solo then I would have been even more pissed off simply due to the fact that it actually happened in the first place and it would encourage Sony to encourage other third parties to do the same with their games to force their shitty service down our throats.

However we are getting side-tracked here, the core of the problem is the always online DRM and the fact that it gives Electronic Arts the power to shut the game down after 30 days notice which we would have absolutely no control of which is the most unethical thing Electronic Arts could possibly do. Seriously I would take microtransactions any day over always online DRM for this very reason, I don’t want to be left with a disk that serves as nothing more than a coffee coaster later down the line. I want a game which I can play time and time again, like Need For Speed Carbon (which I still play by the way).

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The worst part of all this is the simple fact that the car customization, while somewhat limited is actually pretty damn good. It took the limitless vinyl options from Carbon alongside the cool body options from Underground 2 and melds them together. Sure the system isn’t perfect as there is no real symmetry as to speak of rather you can simply copy one side of your car to the other side but when designing cool hoods you really have to be accurate because there is no symmetry option like in Carbon. Also autosculpt is nowhere to be seen which is a shame. Add to that the fact that many of the best cars have next to no customization and you have some reasonable car customization which can be a lot of fun.

However, all this is single-handedly crushed by the always online DRM. Why? Well lets look at it like this. You spend hours of hard work trying to make the coolest looking car and suddenly, EA announces that they’re shutting the servers down. Thirty days later, all your hard work goes down the drain and your game disk is a coffee coaster, anyone up for a game of frisbee? Bonus points for those who manage to hurl it into the balls of the person who decided that always online DRM was such a good idea.

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Now that all of that has been said, let’s talk about the gameplay which is complete and utter trash. Here’s why. Remember Burnout 3? It was a fun game that let you smash into cars and send them into walls where they go flying in the air. That was fun and all… until you crashed. Now to make things less gloomy, Burnout 3 let you control your car as it flew up into the air allowing you to land it directly in front of an enemy car which would give you an aftertouch takedown and refill your boost bar for a second wind.

Sadly the same annoying crash cam is in Need For Speed 2015 (and has been used in other games in the series which are far worse) and all it does is bugger up the races to the point where the player simply gets frustrated. Now before you start blaming the Burnout series for starting it all, remember that this is Need For Speed, not Burnout. Burnout’s mechanics were designed around the crash cam and made things fair for those who crashed a lot and the fact that you could control your crashes and move your car and get takedowns mid-crash made them less annoying since you could bounce back easily.

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You’ll spend a long time in first place… until you crashed then you’ll be pushed all the way to the back of the pack.

In addition, the boost system allows you to easily catch up to enemies fast so you can take them down and have them crash instead. It’s more of a Mario Kart style experience in the sense that it’s all random nonsense but that’s what it’s supposed to be. It’s random but fair and very rewarding to those who enjoy smashing up other racers.

In this game however, you can’t even take other racers down and the crash cam has no interactive options whatsoever and all it serves to do is to put you 4 places behind instantly, usually straight to last place unless you are very lucky. This is because of the horrifically infuriating rubber band AI, I cannot stress how annoying the AI in this game is, it’s super easy to pass but if you make a mistake, you are way behind them. In other words, just keep driving fast and they’ll never catch up to you… unless you crash in which case they will all catch up to you. Certain events on the other hand do have pretty frustrating AI in the sense that they are nigh impossible to pass. Fortunately with the right vehicle and tuning you can speed past them with minimal effort.

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Once again, like in Carbon, the Dodge Viper is the king in this game, it’s fast, accelerates well and its handling, being fully customizable and all handles pretty well. However it doesn’t matter how fast your car is. One traffic car or bollard will send you straight to last place. You may also be sent to last place if your car hits a railing on its side at high speeds. The silly thing is in Need For Speed Carbon, not only does none of this happen but if it does you could easily maneuver out of it and stay in top position.

“You spend hours of hard work trying to make the coolest looking car and suddenly, EA announces that they’re shutting the servers down”

Ghost decides that instead of having a panic button or letting the player maneuver out of there themselves, they instead have to watch a short clip of their car spinning out or rolling over… even when it’s physically impossible to do so. If your car touches a railing at high speeds it will crash even if it just slightly clips the wall a little, it’s not like you can just stabilize your car, the game makes sure you lose control of it in favor of its epic crash scene that no one cares about.

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The crash cam is so blurry it simply isn’t worth showing it

I mean it doesn’t surprise me considering the fact that Ghost is made up of former Criterion devs but can they really be this stupid as to put it into Need For Speed 2015 after the poor reception Need For Speed Most Wanted 2012 got for doing the same exact thing? Yes they can be and they are.

Now I’m not going to discredit the effort the devs went into to truly making this a Need For Speed game worthy of anyone’s attention and sure it does bring back the good ol’ Need For Speed style but not in the way we had hoped and this is simply due to the fact that Ghost weren’t paying enough attention to the fan base and insisted on carrying on with what they did with Most Wanted 2012 and bringing back the horrendous crash system and also by their lack of effort on designing good AI that isn’t cheap.

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The world map is still large and there is a little bit of exploration value to be had. There are also plenty of race events, too bad they all suck.

However I can’t put the full blame on Ghost games, sure they are a little bit stupid but that’s only because they decided to work under Electronic Arts, a company that is far from stupid. Seriously if you’re stupid enough to work under such a shitty publisher, it is no surprise that you would make so many stupid design decisions with your games. Ghost games aren’t the biggest culprit here though.

The biggest culprit and the very reason why I bought this game second hand is Electronic Arts themselves which suffice to say, just happen to be one of the worst things that have happened to gaming period and one of the scummiest publishers too. Fuck Electronic Arts and if you bought into their EA access bullshit then you are a severely deluded individual and you really have no right to complain about how terrible this game is.

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Fortunately for me, I couldn’t give a damn when I reviewed this game because people deluded enough to buy the game day 1 aren’t even worth my time. However my apologies to those who have been waiting patiently for this review. Please understand that I didn’t want to waste too much of my personal funds on this game and don’t think I’m going to suck on EA’s dick for a review copy, sorry it’s not my style. So hopefully those who have held off on the game for this long are reading this and can be reassured that their patience shall be rewarded because it is highly likely that you won’t be buying this piece of shit game and if you don’t I don’t blame you. If you’re curious I cannot stop you but I do believe that your enjoyment won’t be much better than mine.

Now I’m not going to lie, the game does do things right, it does. However the issues the game has are just downright unforgivable and being an Electronic Arts game, it doesn’t deserve your time or money. Whether you want to buy the game or not is up to you, I’m just telling you what you’ll be in for when you do and that goes for all of my reviews. However for the love of god, I beg that you do not buy this game digitally or on PC because that means more money goes to this scummy publisher.

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Oh don’t think I’m finished yet people, I’m only just starting to rip this game apart. The storyline of this game is an absolute joke and not in a funny way. You will cringe as you watch all of these terrible cut-scenes and it’s not in the same cheesy yet charming way that Need For Speed Most Wanted and Carbon did, instead it throws a bunch of unlikable characters at you who you don’t grow invested in and they do nothing but throw “bro” culture down your throats and make all kinds of cheesy gestures and fist bumps when you really don’t give a fuck.

You see, Need For Speed Most Wanted’s story worked because people didn’t play nice. The characters, save for a few were a bunch of ghetto punks who want you out of town and want you out of their territory this threatens the player into wanting to be the best racer they can and prove that they are better than those punks. Many of the best Need For Speed games followed this and while it is an overused concept, it works and it works really well, it motivates the player and motivation is the goal of every videogame storyline, at least based on my philosophical viewpoint.

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The story of Need For Speed 2015 doesn’t seem to have any purpose, it’s just there for the sake of being… there. Sure having real race car drivers is cool and all (even though I’ve never seen or heard of any of them being not into cars and all that) but is it really even needed? What is my motivation in the story? To race with my cool “bro” friends and being told how sick I am when I win a race after retrying it countless times to actually get the win due to the shitty crash cam? Hell no. Now that’s not to say that this is all there is to the story because it’s not. There is a separate side-story called “Eddies challenges” where they bring the main villain from Need For Speed Underground back to challenge all the racers in Ventura Bay (the fictional city of the game) to several races where they all race against him in the finale.

Now in theory this is just what the game needed… except it isn’t. In fact it’s the complete opposite. Eddie is about as threatening as a stick insect, while he does make some derogatory statements towards you and the other racers, he does so in a way that is so cliché and boring that you really don’t give a shit, he was a rushed baddie who didn’t really end up being that much of a bad guy by the end. In fact in his losing speech when you beat him, he is actually a good sport… unlike Razor who threatened to hunt you down and refused to give you the keys to your BMW M3 GTR which he took from you at the beginning of the game. It really makes for a lame villain who is completely forgettable. Even Darrius, as lame as he was compared to that of Razor was more interesting and memorable. Even Caleb was more memorable. Even the original Eddie from Underground was more memorable.

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This is made so much worse by the lack of boss races in the game. Sure there are 1 on 1 races but you can hardly call them bosses. There are too many of them littered everywhere to be called a boss race and even the final race with Eddie, you are pitted with several other racers and Eddie just happened to be in last place the whole race. So much for him I guess. On the plus side you do get his Skyline for beating him. Too bad it’s useless since you can’t customize it like you could with the boss cars of Most Wanted and Carbon. Plus by that point you’ll have already got yourself a Dodge Viper or a Ferrari so you really don’t need his car, same goes for all the icons cars which are all shit except from Moroshi’s Lamborghini which I will admit is pretty cool looking, too bad he can’t drive it for shit, I saw his car crash into a wall more than any other car.

Cop chases have returned and quite frankly they shouldn’t have bothered putting them in. The cops in this game are nothing more than a nuisance, if you’re driving a reasonably fast car, you can outrun them in seconds. If not then don’t worry because the cops are not very aggressive and are very easy to trick. In fact the cops are so bad that I had a lot of trouble doing the outlaw missions simply because I couldn’t keep the cops on me for long enough. I had to sit there and wait for the cops to come for me just so they could catch up.

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This is literally the highest level of aggression you will ever see from the cops in this game

On higher heat levels, the cops deploy roadblocks and spike strips. Roadblocks are pretty lame this time round, many of them consist of nothing but weak barricades you can break through like paper, others are unbreakable and will cause you to smash your car. At the highest heat levels there are spike strips around and while they aren’t that annoying in pursuits, they can be very annoying in races since they slow you down to a crawl and it’s very difficult to notice them because the roadblocks aren’t easy to see this time round since there is basically nothing there.

I miss the ability to smash cop cars and smash into pursuit breakers to shut them down. Now cop cars cannot be immobilized and if you hit one you are better off colliding into a wall because it doesn’t do anything to them. All you can do is run away, what’s the fun in that? To make things worse, each time you encounter a cop, the screen flashes red very fast, this is an epilepsy waiting to happen. The annoying thing is that it happens all the time and it doesn’t feel good on the eyes. Couldn’t they have found a better way of alerting the player that cops are nearby?

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And finally the visuals and the music. What is there to say really? The cars look good I suppose but this was to be expected from a AAA racing game in 2015. The music is forgettable though they did bring back a few oldies from other NFS games in Eddies challenges including tracks from Carbon (not the licensed tracks). The environments just feel all blurry with all the rain. It just isn’t tasteful to me and it doesn’t make any of the locations stand out. I miss all of the cool neon lights from Underground 2 and Carbon it made the cities more memorable. I can’t say that Ventura Bay is anything close to the word memorable. I will say though that it is still better than shitty Fairhaven from Most Wanted 2012.

So overall what should I say? Should I say that I’m disappointed or should I say that I saw this coming? Because the answer is both. I knew this game would be a train wreck but that doesn’t change the fact that it’s a train wreck. It just goes to show that you can’t trust EA’s game’s anymore, they have been milked to death and I just hope that some Indie dev will one day get the funds to be able to get the licences for some real-life cars and bring us a street racing game in the same vein as this one. Otherwise we can only rely on Rockstar (because Juiced and all the other street racing games don’t have free roaming), the sole competitor of Need For Speed and believe me, with GTA Online in the state it’s in, they haven’t been in my good books recently and to me it just seems that they’ve given up on the Midnight Club series.

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Just as long as there are no microtransactions or DRM I’ll be happy, just give us another Midnight Club game Rockstar, I’m all for giving people second chances and I will give you another chance if you would stop milking GTA to death and start to make some more Midnight Club. Otherwise I’m going to miss the street racing genre. It is one of the most fun sub genres of the racing genre and it’s sad to see it fall beneath EA’s greed.

I would give this game a more lenient score if it wasn’t for the always online DRM because it does do some things right but the always online DRM single handedly destroyed all the respect I could have had for this game. Rest in peace Need For Speed, you were fun while you lasted… but your body has rotted in the morgue for long enough, it’s time to put you in your grave… for good this time.


Story/plot: Awful

Visuals: Decent

Customization: Good (this score is rendered worthless when you consider the DRM)

Gameplay: Bad

Music: Forgettable

Lifespan: Decent length

Would You Replay? No and if I did I’d have to do it on a separate account because of the DRM.

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Overall: Pretty Bad

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Value: £0.00 (when the servers shut down, your disk is a coffee coaster)

Duke Nukem Forever Review

It’s been 20 years since Duke Nukem 3D and as such Gearbox have decided to re-release it. However the Duke Nukem series hit an all time low as far as ratings were concerned with it’s latest installment Duke Nukem Forever. As such I thought I’d dive straight into it, yet another Humble Bundle game that came with The Darkness II.

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Now I haven’t played much of the Duke Nukem series. I remember only playing a demo of Duke Nukem 3D which was a pretty sizable demo. Should I have picked it up? Maybe… however I ended up getting this instead. Regardless I had fun playing it back then. It had some cleaver secrets and some pretty well designed levels for its time with lots of iconic venues. Of course I didn’t get to play all of it but I just loved using weapons like the Ripper to mow down enemies, those were my best moments playing Duke Nukem, shooting things and exploring the levels. The same could be said about all FPS games really.

So when I picked up Duke Nukem Forever I wondered to myself “How bad could it possibly be?”. I dove straight in and was almost immediately introduced to a boss fight who couldn’t even hit me because I was constantly circling him as he repeated the same attacks over and over again. This is when I realized that Tryptych didn’t really give a fuck about the game’s AI, they added very little variation with the boss fights so much so that they felt stale and uninspired.

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That was the first thing that stuck out like a sore thumb to me, that and the simple fact that each time the bosses health bar reaches zero, you had to perform a quick time event execution sequence to finish them off. Needless to say, I didn’t know this at the time and as such I kept fighting it and fighting it till I finally realized what I had to do.

Then the game immediately dropped all of the action in favor of some walking simulation nonsense which exists solely to show just how much of an egomaniac, narcissist Duke is and how everyone and their mother knows and worships him as if he is some kind of god. Funnily enough, I actually enjoyed these sections more than I did the actual game. Why? Because of the level of interactivity in each of those sections. I swear I spent hours just drinking soda out of a vending machine just to see how much of a mess I could make on the floor. That and I love vending machines. Why couldn’t they make the ones in DOOM do something?

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Honestly I felt like I was playing two different games at some point. Watching Duke fanny around with pretty much everything is ironically far more satisfying than anything the combat had to offer, so much so that it appeared that the developers knew this and as a result they reduced the level of combat to a minimal. This time instead of fighting tonnes and tonnes of enemies, you are instead thrown into long-ass physics puzzle sections only to encounter brief combat sections every now and again and then returned to the puzzle solving and the occasional walking around and interacting with nonsense stuff. Then you’re thrown into a turret section where you are severely punished for fucking up and finally vehicle sections which were also pretty satisfying IMO.

However the meat of the game, I.E the combat is where Duke Nukem Forever falls flat on its ass. Now the two weapon limit is annoying in itself but I would have been able to cope with it if the weapons you were given didn’t have such limited ammo capacity. Honestly this wasn’t an issue back in Duke Nukem 3D due to the weapon carry limit which is arguably the biggest complaint this game received simply because each weapon has such limited ammo that you are forced to swap between new weapons every so often. This wouldn’t be so bad if they didn’t make so many of the weapons situational. The railgun for one is near useless in a game like Duke Nukem Forever as it is a single shot sniper in a game where you supposed to be up close and personal with the enemy. Even Painkiller’s sniper rifle managed to adapt to this style of gameplay but the railgun feels misplaced.

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Other weapons such as the Freeze Ray and the Shrink Ray feel needless, those weapons were originally designed for experimentation purposes to go alongside the huge roster of weapons at your disposal in Duke Nukem 3D but would I seriously swap one of them with the Ripper/Shotgun? Hell no. To add insult to injury, most bosses are immune to bullets and any other non-explosive weapon so it’s important to keep an explosive weapon with you at all times.

In addition you also have access to Pipe Bombs and Trip Mines. Trip Mines are basically useless in most encounters because the enemies just appear and you often end up blocking your own routes. there are even times where the enemy has walked directly into the laser and still lived and in the end I have to shoot the mine to trigger it manually. Pipe Bombs are still useful thankfully and can pack quite a punch against regular enemies. They can also bounce off of jump pads which look like a combination of a flytrap and a rotten cucumber.

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Movement in Duke Nukem Forever is pretty standard, you can dodge most bullets and avoid most melee attacks with ease. Explosives however are near impossible to avoid completely. I find that explosive attacks often end up being in a Leningrad esque scenario in the sense that it’s kill or be killed. Now this would have probably been more acceptable if it wasn’t for the horrible regenerating health mechanic that this game shoehorns in. I mean seriously did you need to cover at all in Duke Nukem 3D? No you just shot your way through everything and dodged everything. In this game however you are hit with high AOE blast radius attacks which deal a fuck ton of damage.

Octobrains are the worst for this because they have way too much health and deal way too much unavoidable damage with their explosive breath attack (or whatever it is) which deals insane damage. There really isn’t much balance in terms of the enemy strengths and weaknesses from what I have seen. Octobrains are pretty resistant to the Ripper, the Shotgun is useless because they like to stay as far away from you as possible, rockets and grenades are useless because they fire them back at you and the Shrink Ray is useless since you can’t squash them and makes an already small, fast moving target even harder to hit. Plus the Freeze Ray lacks the range to even reach them.

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Most enemies on the other hand will die to pretty much anything except bosses which to me feel all the same. Shoot them get into cover, shoot their minions, leave cover, shoot them again, rinse and repeat. Sure they try to mix them up with certain fights but the lack of cover makes these fights really annoying and the way you are forced to play against these bosses is just nonsense, especially in a Duke Nukem game. The new alien weapons on offer feel rather gimped in comparison to returning weapons and many of them have limited ammo capacity.  Some of them are pretty strong but  you’ll never rely on them because it’s difficult to find ammo for them and other weapons do the job better in general.

It seems what they were trying to do is make it so that certain weapons are better against certain enemies but the two weapon limit ruins this completely. It they didn’t have this two weapon limit I believe the enemy encounters wouldn’t be so uninteresting because there would be so many ways to experiment with lots of different weapons at your disposal and you’d be encouraged to try them all.

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I made a point of trying to stick with the Ripper and the Devastator for as long as I could because there would occasionally be ammo crates littered around which gave you access to infinite ammo, you would keep these two weapons around for this reason. However I found myself trying to conserve as much ammo as possible in most sections which was a pain, even trying to melee certain enemies to try and kill them. Yes that includes meleeing an Octobrain.

It just doesn’t feel right, I want to put my finger on the LMB and mow enemies down fast but instead I fire the ripper in short bursts which was not as it was intended to be used for. I didn’t get any satisfaction from any of the weapons for that reason which is a huge problem in a first person shooter like Duke Nukem Forever.

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The Level Design is decent for the most part… if a bit linear. A lot of the locations felt uninspired as opposed to that of Duke Nukem 3D. You find yourself in the same bland offices with the same bland tunnels and wreckage for most of the game, it likes to throw the same at you a lot and there isn’t as much variety as I would have liked. Granted Duke Nukem 3D has a lot of levels that look very samey the levels are only that way because of their thematic style and it is consistant. However when you are on the Duke Dome mission in Duke Nukem Forever, most of that mission is spend wandering around wastelands of wreckage and construction sites and it gets old seeing these areas when in reality you want to see what’s going on inside the Duke Dome that the level is supposed to revolve around. Funnily enough once you finally reach the Duke Dome, the level ends.

The biggest annoyance for me was the puzzles. I could cope with the rest of it but the puzzles were just boring. Some of them were straightforward and simple but just took time to do such as filling up a crane with barrels to re-balance the weight. I find that the game threw way too many puzzles at you and it’s just needless. They weren’t even that hard and quite frankly I’m pretty thankful for that. Nevertheless it’s more busywork the player has to do to reach the next shooting section and even that wasn’t much to look forward to.

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Quite frankly I had the most fun playing through the walking sim sections and funnily enough I was looking forward to see more of them but eventually there comes to a point in the game where you no longer have any of these interactive moments kinda like in Bioshock Infinite, heck It’s as if most 2K games just love to have these walking sim sections in them. This wouldn’t have been so bad if the actual gameplay wasn’t so monotonous. The sad thing is that the best level in the game turned out to be nothing more than a dream which is hilarious as it just goes to show that even Duke himself is getting bored with this game and it shows.

I spent hours playing the snooker minigame trying to get that ego boost and I ended up getting more engaged in that and all the other minigames on offer than I did with any of the shooting sections. I had a lot of fun playing air hockey and the pinball game was intense and pretty cool. There was also the whack-a-mole game in which I used far more reflexes than I did in any of the shootouts. The dream section only lasted so long though and you couldn’t revisit it or any other area like it for the rest of the game.

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Occasionally there were a few other distractions littered around levels and the odd restrooms where you could piss about in (literally) but aside from that is was just walking through repetitive levels, solving puzzles and shooting baddies, trying to keep your ammo stocked up. I swear that I spent the vast majority of the game searching for Ammo for my guns simply because I wanted to keep my Ripper in my inventory and didn’t want to swap it for anything else.

Visually speaking, the bright lighting kinda felt a mid misplaced, unlike in Duke Nukem 3D where it was always night time which added this cool lit up city vibe, Duke Nukem Forever is brightly lit outdoors 95% of the time  and it made the visuals feel lacking in the variety department. A lot of the visual appeal shown to us in Duke Nukem Forever’s original trailer showed this dark urban environment that I felt was lacking in Duke Nukem Forever.

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Bright lighting and a dark cloudy sky… not the best combination.

Only inside buildings did you ever see any dark lighting which was a shame. Regardless the visuals aren’t as bad as people make them out to be, there are some nice locations and some dull locations. I find that later on in the games the levels become really dull and samey though.

Additionally the game also seems to have a few minor characters and I mean minor characters. It’s a shame you didn’t really get to see much out of them though as Duke was the central character of the game and even though I understand that they were trying to get that one man army vibe that Painkiller gives, these minor characters just feel as if they were shoved in there in order to take the piss out of modern shooters when it only serves to make them the same… if not worse.

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It wouldn’t have been so bad if there was some banter between Duke and Dylan but a lot of the time, Duke just stands there and listens, he doesn’t ever communicate with his team when he is battling alongside them. If anything it’s a missed opportunity on Gearbox’s part.

It would have been cool to have given Duke a cool side-kick who would have given Duke someone to natter to during some of his missions rather than just nattering to himself which is quite amusing to be honest. I guess deep down, Duke isn’t much of a sociable person, if fact despite being an alpha male stereotype he appears to be socially awkward in most situations… unless he’s talking to one of his “babes”.

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Dylan seemed like a cool guy to me. Shame he was completely shadowed by the Duke.

The music in the game is pretty forgettable minus the theme song of course which never gets old. There are a lot of tense tracks that appear at random in certain sections but for the most part there is nothing but silence. There are also remixes of the Duke Nukem theme song in the ambiance as well as some classic jingles which play in the elevator which anyone who played Duke Nukem 3D will remember.

All in all as a shooter, Duke Nukem Forever works… it just doesn’t work very well. It feels like a very watered down shooter with minimal satisfaction. To be fair I can see the appeal die hard Duke fans can get from this game as Duke is still for the most part the same Duke, you’re still facing the same enemies and you still get the same legendary quotes. They just threw it all into a very bland modern FPS which tries to function more like an old school FPS at times. However it fails due to the use of modern mechanics which leads to the game being a clusterfuck at times. Still if you want more Duke Nukem, there really is no harm in playing this. It’s not the worst FPS out there and is definitely far better than the horrendous Red Faction was IMO.

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Tough choice…

I recommend trying it only if you’re a die hard Duke Nukem fan as you will get something out of it so long as you keep your expectations low but even then I really mean it, the game still feels very sterile even to the most die hard fans however I do honestly believe that die hard Duke fans will be able to appreciate this game and will definitely enjoy the many throwbacks this game has especially the walking sections since a lot of it is pretty much a tribute to Duke himself and the game still works as a shooter. For everybody else, just wait for the 20th anniversary remaster for Duke Nukem 3D.


Story/Plot: Decent

Visuals: Decent

Gameplay: Mediocre

Music: Decent

Lifespan: Quite Short

Would you replay? No


Overall: 20160920201056_2


Value: £5.00

Purchase Duke Nukem Forever (PS3)

The Darkness II Review

Well I didn’t expect to be playing this game. The Darkness II was a random punt of mine, I got it from Humble 2k Bundle so it was dirt cheap and the game looked interesting enough to get me to pick it up.

Anyways, The Darkness II is a First Person Shooter based on a comic book series which I don’t know anything about, despite all this, I didn’t have too much trouble following the story, even if it was a little crazy. The story sets you as a guy named Jackie who suffered a traumatic experience and became possessed by a powerful force known as the darkness. Naturally this makes him a badass anti-hero and like all good badasses, he is practically the Godfather of the local Mafia.

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Unfortunately for him, the darkness inside him attracts trouble and as such he has to deal with an enemy faction known as the Brotherhood who seek to harness the powers of The Darkness for themselves.

Now the only issue I have with the game’s storyline is that they don’t really build on the whole “mafia” family thing, perhaps they did in the original game but if you jumped into this game without playing the original the pacing of the game is very concise and this is very much to its detriment for newcomers trying to experience the complete story but those who played the original game might appreciate this since they don’t need all the extra exposition.

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Despite this the plot itself is very straightforward and easy to follow but for newcomers such as myself it may lack a certain level of depth that you come to expect from most games. Still, I don’t think story is particularly important in these types of games however, it’s easy to tell that The Darkness II tries to deliver a solid narrative experience and while the narrative does its job, it feels kinda rushed. Even those who are fans of the original may realize this pretty quickly as the game doesn’t last that long to begin with.

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You will frequently encounter these monologue sections where Jackie talks about himself and The Darkness. It doesn’t really connect to the story in any way though.

Visually, the game is pretty good, there are lots of vibrant colors in this game similar to that of the Bioshock series, if you have played any of the Bioshock games then you will know what to expect here. Needless to say, the game still has that dark tone in order to reflect on the whole “darkness” theme this game is going for. You can tell that the developers wanted to make you feel like the darkness and not just some random dude with a pair of handguns.

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In a way you could say that The Darkness II opts for a similar visual style to Shadows Of the Damned in a lot of ways and you wouldn’t be far from wrong. You could also say that it feels similar to Painkiller in a lot of ways however because of the focus on the narrative, the visuals don’t give the game the same feeling as Painkiller as they were opting for a completely different approach. Still I do like this visual style and it really befits the comic book world that they’re trying to replicate.

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There really isn’t much to say about the music, it was just… forgettable I guess. It’s mostly just ambient sound which doesn’t really work with a narrative driven game like The Darkness II even though I saw the reasoning behind it, it just doesn’t do anything for me, nor does it stand out. Then again, that’s just my opinion so make of that what you will.

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The game does have a few ambient quirks in the game’s hub area, the mansion and while exploring this hub is somewhat enjoyable, I wish a lot of the events that occur there don’t have any relevance to the game’s story which is a shame, I was hoping everything would tie in. It is nice that there is a cool looking hub area though as it was fun to explore.

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Gameplay wise the game is rather innovative though this is sometimes to the game’s detriment which I will get to later. Regardless there are lots of different ways to mow down your enemies. Not only do you have guns which can shoot enemies but you also have powerful demonic tentacles coming out of your body. These can be used in all kinds of different ways and it adds a lot of variety to the game and allows you to play in all kinds of different ways.

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Like with most modern FPS, there is a leveling system in the form of skill trees which you can use to put points into each of your skills. I do think the skill trees work quite well in this game as the darkness allows you to experiment with different playstyles and as such the skill trees allow you to enhance these playstyles based on personal preferences, that being said, while the skill trees do let you focus on a specific set of powers, it doesn’t take away from the experimentation the game has to offer.

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Of course the game likes to throw different types of enemies at you and each one responds to each playstyle differently, certain playstyles work better than others in certain situations. Some encounters can be dealt with quickly when the right tools are available, some can be quite tricky if you don’t know how to approach them. There is a lot of thinking on your feet in this game and this would have been great if the game wasn’t so incredibly clunky.

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First of all I’d like to talk about the controls. If you are playing the PC version, by all means play with a gamepad, the keyboard controls are poorly optimized and it shows. This game is almost as complicated to play on a Keyboard as Freespace, there are so many keys you will need to press spread out all over and this can make things chaotic in the heat of things.

This game loves to overwhelm you a lot but unlike the story, the pacing of the gameplay is actually quite slow. Jackie himself moves at a snail’s pace and though there is a sprint button, the controls are so bad that you’ll never use it effectively.

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Additionally there are a few annoying features that this game brings to the table. The first one being the heart consumption system. While this is a wonderful idea in concept, it doesn’t work very well simply due to the fact that you have to constantly press E to consume souls *cough* hearts (sorry, I’ve played too much Painkiller) and doing this in the heat of battle is essential if you want to stay alive. This means you are constantly mashing keys aimlessly to keep up with the overwhelming gameplay.

The second and quite possibly the biggest annoyance is the light system. Basically if you approach any light, your screen will blur out and you will lose literally all of your abilities (including the ability to eat hearts) for as long as you are in it. This gets even more frustrating when they throw in enemies which have torches to completely disable you. The worst part of this is that to kill them effectively you have to shoot out the tiny little torch in their hands, this can be rather irritating when you’re in the middle of a huge gunfight as you need pin point accuracy to do it.

The light! the liiight!!!

The light… the liiight!!!

The biggest problem with it though is that it breaks up the gameplay. It makes it so that nearly every 2 steps there is a light illuminating the path and it’s very difficult to tell what is light and what isn’t. Some lights can only be destroyed by destroying generators, some lights can’t even be destroyed at all. The worst part is trying to locate all of the lights as they can sometimes be in very hard to find places and of course not all of them can be destroyed anyways which is extremely frustrating since you are constantly searching for them, even in the middle of battle.

I mean sure, I do get the gist of the whole “light” idea, it fits the concept perfectly but it isn’t executed all that well in the gameplay. A lot of the times you will find the game to be a bit too overwhelming for these reasons. Jackie’s slow movement speed makes dodging bullets a pain and it usually comes down to an “act before you think” scenario, similar to Leningrad in Painkiller, the only difference being that whereas Painkiller’s gameplay is very fast paced and fluid, The Darkness II’s gameplay feels very sluggish. and this can often make the game very frustrating.

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However these flaws are still outweighed by the game’s strengths and I do think The Darkness II was an enjoyable romp for the most part. The darkling sections were a nice change of pace as they favored a more stealthy approach which I personally think that this game befit better to be honest and the game’s variety makes it really fun. if you consider yourself to be a fan of games Like Shadows Of The Damned, I’d give this a try as it has a very similar style going for it. Though the game may be sluggish and frustrating at times it manages to keep the player engaged through its variety, if you can get past its annoyances, you will probably enjoy The Darkness II’s gameplay a lot.

All in all, The Darkness II is an enjoyable romp that will last you for about 4-5 hours, its short length may be off-putting but if you can pick it up for under £5.00 it’s definitely worth a punt. I personally wouldn’t spend any more than £20.00 on this though due to its short length bit I do think you will find some enjoyment out of this.


Story/Plot: Satisfactory

Visuals: Good

Music: Forgettable

Gameplay: Satisfactory

Lifespan: Too Short

Would You Replay? No


 

Overall: Satisfactory

 


 

Value: £10.00

 
Purchase The Darkness II (PS3)

Why? Why is Painkiller my favourite First Person Shooter of all time?

I have been debating on what video content to do for the site and as such I came up with this idea. Why is a series of videos that I may release on the odd occasion about particular games and their mechanics. I will usually talk about why videogames are designed the way they are and why they appeal to us and many more.

Considering the nature of this series, It may take some time to see some uploads, there is no exact schedule or anything. This is just a way for me to discuss things vocally rather than in writing when I need to get something off my chest.

Of course I will still be doing written content that doesn’t fit in with the “Why” theme but I do this in hope that it will give the site more flavor and will allow people to see things in action as I talk.

In this episode I talk about Painkiller and why it’s my favorite FPS to date. The bulk of the video cues in at around 5:00 so skip to that point if you are wanting to see some actual gameplay.

I hope you enjoy this new format and if not feel free to leave feedback.

Apologies for my desktop fan… something you’re going to have to put up with i’m afraid :/. And yes I say “you know” a lot, I didn’t exactly have a script, just a bunch of notes so I tend to say it a lot as a means of connecting things.

Gggmanlives’ Youtube Channel: https://www.youtube.com/channel/UCKlUrYO3i9MDlL45Ia6j5EA

Star Ocean: Integrity And Faithlessness Review

Ah finally I get to reveal the truth about this game. After all the negativity and all the incessant whining from Japanese fans over a pair of underwear, we can finally get down to business. Star Ocean 5 is indeed the return of tri-Ace and Square-Enix’s relationship and I can say with confidence that it doesn’t disappoint. As a fan of tri-Ace, I commend this game for its efforts to bring the JRPG genre back to life.

Now with all that considered, let’s get straight to it. Star Ocean 5 is basically a giant floating blob of fanservice to all Star Ocean fans, this can be interpreted both positively and negatively but I see it in a positive light, there are tonnes of throwbacks here and there and you can see that the devs are trying hard to bring that Star Ocean magic back into the series.

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Welch returns to cause some more mischief…

However things could seem a little too familiar, many of the enemy designs resemble past Star Ocean games and also many of the music is re-used from previous Star Ocean games. Personally this didn’t bother me so much as I like to listen to old Star Ocean music. The enemy designs didn’t bother me much either, it merely helped maintain that Star Ocean feeling.

Another thing you will notice very quickly is that many of the moves from previous Star Ocean games return. Pretty much every attack in the game is re-used from older Star Ocean titles. This isn’t exactly a bad thing since the Tales series does exactly the same. And several attacks look slightly different from they used to.

 

“Star Ocean 5 is basically a giant floating blob of fanservice to all Star Ocean fans”

 

That aside, let’s get into the bulk of the game. The story is in Japanese so I didn’t understand a word of it, the cast of characters are quite different this time round. Many of them are highly experienced combat veterans which is a nice change from the usual teenage kid saves the world having had zero combat experience (I’m looking at you Fayt Leingod) and it really gives the cast a strong feeling of importance as if they belong in the story as opposed to being put there due to circumstances in the plot.

The story revolves around planet Faykreed, a single planet. I can see why they went with this though and I believe the plot is the main reason why. The game starts off almost immediately in a conflict which expands over the course of the game, the game revolves around this conflict and as such it’s befitting that the story revolves around a single planet for that reason. As a result, the scale of the game’s storyline is a lot smaller than Star Ocean Till The End Of Time but the execution is done rather well.

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“Who ate the last piece of my pie? Was it you!?”

This brings me to the seamless cutscenes. This is where a double-edged sword comes into play. On the plus side, the cutscenes blend in really well with the gameplay rather than taking you out of the gameplay experience in a way many traditional cutscenes do. On the negative side, due to the third person perspective of Fidel it can be difficult to position the camera in a way that lets you focus in on the cutscene. In other words it’s trying to create a Half-Life effect by essentially putting the player into Fidel’s shoes and watching the story from his perspective rather than watching a traditional cinematic cutscene where the player feels detached.

As such, the seamless cutscenes are somewhat of an acquired taste. As you go through the game you grow to appreciate their significance more once they start playing around with new ideas. The game likes to throw them at you quite often and during these scenes you can walk around so long as you stay in the designated area. However there is a new emotes feature you can make use of which is a nifty novelty. The devs obviously intended for the players to make their own fun with the cutscenes and offered tools to do it with. The question is, is it enough to keep the player’s interest?

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The answer is simply… it depends. Whilst many of us appreciate the flashy CGI cutscenes, those that don’t can usually skip them. The biggest problem with the seamless cutscenes is the inability to skip them. This can be troublesome at certain points but for the most part they aren’t long drawn out and if for some reason you’re getting bored watching them, you can force Fidel to do all sorts of nonsense to keep you amused. Personally I had a lot of fun with the emote system but considering the fact that Star Ocean 5 isn’t an MMORPG it could be considered to be somewhat out of place. Then again we are talking about Star Ocean *wink* *wink*.

Another thing that sort of feels very MMO esque is the questing system. Like the seamless cutscenes, these side quests have both positive and negative implications. The obvious negative implication being the fact that questing can be kinda bland. On the other hand the bulletin board keeps everything together in its respective area which cuts out all the monotonous running around town in search of quest givers or trying to find that particular NPC you need to give that item to.

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There’s so much content in this game that you’ll never be board.

One thing that may bother people is that many of the content acquired throughout the game is locked behind sidequests. This includes skill books which are used to learn new battle skills and item creation professions. As a result you will have to spend a lot of time backtracking to different areas fighting mini-boss encounters and finding certain items to obtain new skills and abilities. So to get the most out of Star Ocean 5, you will have to spend a considerable amount of time doing side quests and backtracking. Then again, Star Ocean has always features a lot of backtracking through its private action system.

Speaking of which, private actions return but this time they are a lot easier to access. To access private actions, you merely need to approach a whistle icon in town where your party splits up and by approaching that party member, you trigger that private action. You no longer need to leave town or use a guide to find private actions though you may still want to use a guide to get certain character endings. I personally tried everything in my power to get any ending besides Miki’s, needless to say, I failed and ended up paired up with my least favorite character, looks like the Japanese language barrier trumped me that time.

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Miki appears to get very excited when you trigger her PA’s, shame I don’t feel the same way…

In addition to traditional private actions, certain private actions trigger on the road, kinda like skits in the Tales series only this time you don’t have to trigger them and watch a bunch of character portraits chatting amongst themselves. Instead the private action plays out as you are moving, kinda like seamless cutscenes but you are free to move and even battle during them. Obviously battle will cancel them out. As such you can enjoy these PA’s at your own pace and if you so wish you can take a break from exploring to see their expressions.

Item creation is back and is better than ever. Star Ocean 5 has in my opinion the best item creation in the series. Whilst it mostly sticks to Star Ocean 4’s item creation at first, over the course of the game you will unlock the classic Star Ocean 1 and 2’s item creation… with a twist. As such you get the best of both worlds here. The regular item creation is just like Star Ocean 4’s only this time you no longer have to visit Welch every time and can perform item creation straight from the menu which is handy. Also you don’t have to spend SP on invention or find recipes any more, rather you learn new items by simply making them.

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At first all the items are hidden behind question marks so you don’t know what you’re getting but once you unlock it will reveal what it is and you can make more of it should you wish at any time. Like Star Ocean 4, item creation requires you to gather certain components and use them to create a single item. Over the course of the game however you are able to unlock a new item creation system called the lottery.

The lottery is basically Star Ocean 1 and 2’s item creation where you put items into a pot and get a new one out. This time however you can use just about any item you please and you use up to a combination of 6 items from your inventory. You can have them randomly picked for you or you can choose them manually. Once you’ve selected your items, you can throw them into a pot (or in this case a bunny) to obtain a new item. However be careful not to throw important items in as they may be lost forever and you never know what you’re gonna get, it’s completely random depending on the items you use. The lottery system is fun to experiment with and you may end up getting an item that you can use in regular item creation to create the item you wanted. If you’re lucky, you may also get a new piece of equipment that is better than the one you had before. Of course you will get duds a lot of the time but that’s why they call it a lottery.

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Up to six items can be placed in the pot. Choose wisely!

Item synthesis is back also but is split up between multiple skills, one for weapons and armor, another for accessories. Like Star Ocean 4 you can apply factors to your equipment using any item in your inventory or combine certain items together to create a new and improved one. The system is very much the same as previous titles and whilst it may be nothing we haven’t seen before, it’s still refreshing that they brought it back in all it’s glory. As such there are many customization options for equipment available to you.

Visually, the game is fantastic. Whilst the overall aesthetic style is inherited from Star Ocean 4, there have been some huge improvements made. For starters, the first thing I noticed in the game was how impressive the game’s draw distance was. Whereas Star Ocean 4 tries to cover up a lot of its empty backdrops with white fog and clouds, Star Ocean 5 adds more detail to the game’s environments making them more vast and as such is contributes towards improving the game world’s sense of scale.

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Considering the fact that the majority of the game takes place on one planet though and there aren’t too many areas on that planet, the game’s world isn’t as large as the visuals would lead us to believe. However each location is very detailed.  I found it quite odd that the desert area had constant rain though. Isn’t a desert supposed to be piping hot and dry?

The character designs have been outsourced and are designed by freelance artist Akira Yasuda, who is recognized for his work on the Street Fighter games and they look great. The main character, Fidel is probably the best designed protagonist I’ve seen in a while in terms of visual appeal. Victor looks pretty rad too. The character models are a mixed bag though, Some of them are great, others are a bit off. Emmerson’s head looks a tad too small outside of the CGI’s and Miki… well she looks odd in general. Fidel still looks fine though as does Fiore.

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Overall I’d say the visuals are pretty impressive, at least compared with most other JRPG’s these days. I think they made a good decision to keep the choice of art style colorful and vibrant rather than trying to make it look realistic. It really gives it that Star Ocean flair. In addition, unlike Star Ocean 4, the characters don’t look like weird dolls anymore (aside from perhaps Miki).

Visuals aside, lets talk about the combat. Tri-Ace made the huge mistake of returning to Star Ocean Till The End Of Time’s horribly archaic battle system. Thankfully that’s the only word I could possibly use to describe the battle system of Star Ocean 5. It’s not all doom and gloom though, there has been some improvements. Now in case you don’t know, Star Ocean Till The End Of Time’s combat was abysmal. With the horrible CP cap, difficulty spikes aplenty and of course the dreaded MP death along with the HP cost for special attacks, Star Ocean Till The End Of Time gave me an experience best forgotten, gameplay wise at least.

Star Ocean 5 attempts to fix the system and it uses many simple yet effective methods in an attempt to do so. One method is to simply allow normal attacks to cancel into normal attacks. This way you aren’t stuck with only special cancels. This adds a little more depth to the gameplay as certain specials are long drawn out and you may wish to use a faster normal attack instead, especially if you think the enemy is about to attack you.

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Another improvement is the balancing of the characters. No more useless characters like Adray or Mirage, every character is useful this time round. In fact I found myself switching between characters a lot and thankfully due to the game’s guard system, this worked like a charm. What is the guard system you ask? Remember the fury gauge in Star Ocean 3 which let you guard attacks when it was at its max? Well that awful feature was scrapped and replaced by simply adding a manual guard function. This allows you to block weak attacks and almost all magic attacks which is pretty nifty if you ask me.

Once you have guarded and attack you can unleash a guard counter by letting go of the guard button right after being hit. There is a reasonable time frame but you have to let go of the guard button almost immediately. It does take a while to get used to but once you do it becomes a really fun mechanic and adds a fun new approach to battles. Rather than playing 100% aggressively like in previous Star Ocean games, you can now experience a more defensive style of play. Whilst Star Ocean 4’s blindsides were cool and rewarding, they were rather easy to pull off as you could pull off a blindside before an enemy could get a chance to hit you. In Star Ocean 5 however, guarding requires a lot more precision.

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You see by holding down the guard button, you can maintain a guard for as long as you want. However the enemy will usually read this as an opportunity to hit you with a strong attack. If you are hit with a strong attack whilst guarding your guard breaks and you lose a portion of your reserve gauge. So it’s important to read your opponent carefully and guard their attacks only when necessary. Enemies with blue auras around them are often preparing to attack you with a strong attack so be sure to move out of the way if you see one coming your way.

The reserve gauge is essentially the replacement of the bonus board. However, like in Star Ocean 3 it is a bar this time round. The reserve gauge is accumulated simply by attacking enemies. However it is depleted if you get guard countered or ko’ed. It may also be depleted if you are attacked during an attack animation. Accumulating additional reserve rewards you with bonus experience, sp and fol.

Once the reserve gauge fills up one of its bars you are able to unleash a special reserve rush attack. These attacks are basically the Star Ocean equivalent of Valkyrie Profile’s soul crushes and deal devastating damage to enemies (aside from Miki’s which heals the entire party). It’s cool that they implemented this feature as I always loved the soul crushes in Valkyrie Profile and it’s nice to see a similar concept used in Star Ocean.

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Like in most JRPG’s, it’s important to give the character an extravagant pose before using their ultimate attack. Just so you know that shit is about to get real.

Unlike Valkyrie Profile however, reserve rush attacks don’t show up on a separate screen. Instead they blend into the rest of the battle allowing you to keep the fight going as the reserve rush piles damage into the enemy. As such you could say that reserve rushes are the polar opposite of rush combo’s from Star Ocean 4 as instead of simply showcasing regular attacks on a separate screen, you are able to use unique attacks on the same screen.

The biggest change however is the fact that you control 6 party members in battle and as such you can swap between all of them to make unique combo’s. I personally didn’t have a main character this time round. Instead I cycled between characters and used each one periodically. I mostly stuck with the three dudes: Fidel, Victor and Emmerson though I occasionally swapped to the ladies for some support when needed.

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This brings me to another issue that was fixed from Star Ocean 3. Usually when you switched characters, the character would run up to the enemy in order to perform an attack. This could not be canceled out. In Star Ocean 5 however it is possible to cancel this run up through guarding which cancels out the attack completely. This is extremely handy and can be a life saver at some points.

Another improvement is the removal of boss staggering. Though this could be considered a negative. Bosses will no longer be interrupted by attacks. However with proper usage of the guard mechanic, it’s not likely that they will be able to hit you with a quick attack unless you let them but this is where the strategy comes in. You have to be able to read what the enemy is about to do. As for weak attacks, they aren’t used to interrupt bosses, rather they are used to exploit short counter windows. Strong attacks are used for the same purpose as always, to break down shields. As such, dodging and positioning yourself is very important and you can use it in conjunction with weak attacks for some quick hits.

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This means that you can no longer stagger lock bosses which was an issue that plagued the rest of the series. Now you have to think a bit more and use counter windows to your advantage. On the plus side, this feature only serves to make cancel bonuses all the more rewarding. If you can get a 200% cancel bonus on a boss without getting hit, good job but it’s not that easy. In Star Ocean 3, you could get cancel bonuses easy, all you needed to do was button mash and spam. In Star Ocean 5 however you have to be more calculated as enemies can hit you mid combo which causes your reserve gauge to decrease so you have to be careful with how often you stack attacks and wait for a counter window.

As a result there is a lot more thought process behind Star Ocean 5 compared with the rest of the series, even with the game’s rush mode, Star Ocean 4 still had the ever exploitable staggering but only for a certain period of time. However when an enemy entered rush mode you would simply run away from it until it’s rush gauge depleted then you would wail on it again which was kind of an exploit since the rush gauge was somewhat flawed even if it was a better concept than Star Ocean 3’s fury system.

So Star Ocean 5 manages to do a lot of things right with its battle system despite it’s limitations, so much so that many of its shortcomings are outweighed by the good parts. Needless to say however, the combat system remains somewhat archaic to a degree considering the fact that we’re still using MP for specials (well at least it’s not HP like in Star Ocean 3) rather than AC like in the Tales series. In other words, the Star Ocean series has a bit of catching up to do to keep up with this generation’s standards.

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All that aside however, the combat is still just as fun as the rest of the series, you could even consider it to be the best in the series. I would personally mark it on par with Star Ocean 4’s battle system. I think any Star Ocean fan will find enjoyment out of this system. If you can have fun by simply replaying old Star Ocean games, you will have so much fun with this game, especially if you enjoyed Star Ocean Till The End Of Time.

Now I want to touch on seamless battles a little bit. When you get into a battle, there are no transitions. Instead you are given the option to either attack or block to initiate a battle. If an enemy hits you, you will get surprised and the battle starts so you must be careful as you approach enemies and make sure you get the first move. Once the battle starts, a red ring appears around the field, running into that ring allows you to escape battles but there’s a timer. One thing that could be considered a minor annoyance is that when playing characters other than Fidel, they may end up outside the ring at the start of the fight, setting off the escape counter. It’s only a minor gripe though and if you do run away you merely have to wait some time to re-initiate the battle so it’s all good.

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When the battle ends a results screen appears in the top right of the screen and you are immediately free to move. There is no fade out or loading screen’s in between battles, they start almost immediately. Certain battles may even take you off guard at some points as they are blended in with the seamless cutscenes. Certain battles will give you specific objectives where you have to protect someone as well and as such, battles can get quite difficult later on in the game.

In addition you may occasionally be accompanied by guest characters who will help you in battle. This brings me to what is quite possibly my favorite feature in the game, war battles. War battles are a somewhat frequent occurrence where large scale battles take place in a designated location.

During war battles you can freely move around the map as the battles are waged and can engage into battle simply by getting in range of the enemies and instigating them by using either the guard or attack button. In other words there are several battles going on at once and you are accompanied with NPC soldiers to assist you, very much like the siege of Castle Prevant in Infinite Undiscovery only on a much broader scale. These battles are quite the spectacle and really show off what the game’s seamlessness is capable of as it makes the battles feel more exciting.

Another new feature is the roles system, this allows players to not only provide certain bonuses but it also allows players to alter the character’s AI behavior in battle. As such the AI is vastly improved from Star Ocean Till The End Of Time and no longer will you have to put all characters on manual control due to the fact that the AI likes to recklessly charge towards an enemy. One of thing things that annoyed me the most with Star Ocean Till The End Of Time was the simple fact that Sophia’s AI had to be one of the worst healer AI i have ever had the displeasure of witnessing in a JRPG.

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There are 5 categories for roles. One for offensive, one for defensive, one for healing and one for support. The final category is just for stat boosts among other things that do not affect your character’s AI.

Roles can be used for more than simply changing the AI behavior, certain roles have specific abilities that apply certain effects to the characters in battle. These effects can be pretty dangerous if you don’t know what you’re doing. I ended up accidentally playing through the majority of the game without obtaining any experience from monsters and I had to do sidequests and farm gathering points just to level up. However my lack of Japanese caused me to be completely oblivious to this fact and as such my characters were only around level 60 by the end of the game. It’s like sealstones in Valkyrie Profile 2 taken to a whole new level of dangerous.

Now as I mentioned before, the music of this game includes tracks from Star Ocean 3 and 4, if you haven’t played those games I urge you to give them a try (even though Star Ocean 3’s gameplay is godawful, it’s worth it for the story). The music from those games are as good as ever and with the exception of a few tracks, the majority of the tracks tie in well with the game

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As for the new tracks, Motoi Sakuraba has put a lot of work into developing new ideas for his future projects as shown in Exist Archive. The soundtrack of Star Ocean 5 is a little bit more familiar though and really gives off that Star Ocean feeling. You’ll realize very quickly that the music maintains the series the standard of quality the series is known for and while there isn’t as much of it as we expected (Sakuraba is a pretty busy guy these days, seriously they should get Noriyuki Iwadare to work with him as he did the music for Radiata Stories and the legendary Grandia 2) the music we got is top notch.

You can feel the effort that was put into the music and you can also feel the struggle that Sakuraba has gone through to make the soundtrack as good as it can be. I think by now, music composition has become more of a challenge than ever for Sakuraba as he has a lot of reputation behind him that he needs to maintain and this means experimenting with new ideas and new approaches.

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It’s amazing how the soundtrack manages to remain so familiar but feel so different at the same time. The mixture of Violin, brass and alluring techno is the style Motoi Sakuraba went with for this game. The brass often stands out as being somewhat overpowering whereas the violin is very technical. The techno really brings out the sci-fi effect, especially when accompanied with the brass.

As will all tri-Ace games, there’s a bonus dungeon at the end and like the other games in the series there are two more unlockable difficulty levels for completing the game. The game itself is rather short but doesn’t outlive its welcome. There are several diversions available throughout the story such as the cathedral (the replacement for the series’ more conventional arena) which pits you against a gauntlet of enemies and finally a boss to obtain a reward at the end. There also of course plenty of side quests to do via the bulletin board and private actions. As a result you’ll generally spend around 40 hours or so which isn’t bad by any means.

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Those intent on rushing through the main story may be disappointed by the game’s length. I’d say the main story is on par with that of Infinite Undiscovery’s main story in terms of play time so if you don’t mind a short JRPG, you should be satisfied with what this game has to offer. I for one am glad the game was short as it meant that I could get to this review a lot quicker. Still I took my time and played through around 37 hours worth doing sidequests and stuff and had a lot of fun doing so, so much so that I was getting a bit lax on my analysis hahahaha. It is a long time since I’ve enjoyed a proper Star Ocean game, I wanted to make the most of it and I got what I came for.

So if you’re wondering whether or not Star Ocean Integrity And Faithlessness is for you, it all depends on what you’re looking for in a JRPG. Are you looking for a long adventure with lots of filler? You won’t find it here. If you’re looking for a game that’s short but sweet and intend to play through some of the game’s side content, I’d definitely recommend this game to you. In other words, Star Ocean Integrity And Faithlessness is the opposite of Exist Archive in the sense that rather than trying to shove as much filler into the game as possible, it aims to bring top quality content in small quantities to keep the budget costs down.

As such I believe they made the right decision with this game and though many will disagree with me, I think that Star Ocean 5 is a top quality game that didn’t get enough time to blossom but it’s definitely on the right track and I can see a potential for a Star Ocean 6 in the making. So just ignore all the irrational hate, give this game a go and I promise so long as you don’t set your expectations too high, you will enjoy this game a lot.

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Plot/story: Satisfactory

Visuals: Exceptional

Music: Great

Game play: Great

Lifespan: Quite Short

Worth replaying? Yes

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Overall score: Great

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For more about Star Ocean 5’s story click here warning: may be small gameplay related spoilers!!!

Value: £40.00+

Purchase Star Ocean: Integrity and Faithlessness (PS4)