CrossCode is a game that I've been keeping an eye on for a while now. Just from looking at it, the game oozed retro charm with its very 16-bit aesthetic and overhead Zelda-inspired perspective. Actually sitting down and spending some time with CrossCode reveals that there's a lot more to it. The game isn't simply a retro throwback meant to tug at our heartstrings through the powers of nostalgia. There are a number of modern day conveniences and design philosophies at work that a lot more depth to the experience.
The basic premise of CrossCode is that players take on the role of a girl named Lea who is trapped in a virtual world that is part of a popular MMORPG. It's all rather reminiscent of anime series such as .Hack and Log Horizon. Complicating things is that Lea has lost her memory, so she doesn't really understand much about the world that she's in. Luckily, she has the help of Sergei Asimov, a human in the real world who is communicating with Lea, trying to help her with her memory. From what I've played so far, he hasn't helped a huge amount and has been mostly helping Lea regain her ability to speak, as she's been affected by a glitch in the game whereby she can't talk. She may not be a brilliant conversationalist but it's a convenient way of pushing forward the silent protagonist.
As one progresses, they experience more of the world and Lea meets other players in the MMO. She has to keep her background a secret, though, as they think she's a normal player just like them, not a person trapped in the game. As she meets all of these people and they get to chatting, we see various nods to the MMO genre. What's nice about this is that dialog doesn't linger on jargon that is commonly associated with the genre. Instead, it's more about player attitudes and behaviors. It's a nice change of pace, as it seems like various shows or games that make reference to MMOs get hung up on language and spend little to no time looking at what makes the genre special in the first place: all of the different people who play the games.
In terms of actually going around and doing stuff, on a base level, CrossCode has a lot in common with classic Zelda games when the series was all about the overhead perspective. This can be seen through the various zones connected together that are teeming with monsters, often with treasure chests in hard to reach places, enticing players to figure out how to get to them.
Getting to said treasure chests, not to mention doors / passages to other zones is where we see the game come into its own, as platform puzzles play a big role in players getting around. There isn't any actual jump button when Lea explores an area, but when she comes to a ledge or a bit of ground that isn't much higher than where she is, Lea will jump automatically. With that, players can explore a given zone and try to figure out which ledges are of the appropriate heights and distances from one another to traverse to hidden or generally hard to reach areas.
Things become even more complicated in dungeons where the platforming becomes even more difficult and the puzzles more complex, incorporating moving pillars, and switches that have to be activated in very specific ways. It's also worth noting that dungeons are extremely large and can take over an hour to get through, usually with a very tough boss at the end.
There's also a fairly decent amount of character customization in CrossCode thanks to the game's talent tree. Branching into four directions, each specializing in different aspects (melee attacks, ranged attacks, health, and defense), the branches give players the option to enhance various base stats as well as unlocking new abilities. On top of this, players slowly learn different elemental abilities which can be treated as stances that Lea can switch between, each of which have corresponding branches on the talent tree that become available when she learns these stances. As such, even more customization is unlocked.
As mentioned earlier, the game's visuals are quite reminiscent of what one would expect to find during the 16-bit era, especially games that were showing up on the SNES at the time. Character and enemy designs are of the cutesy variety, while zones are fairly different from one another ranging from lush forests to snow-swept mountains to high tech facilities. One thing that really stood out while wandering CrossCode's world was how vibrant and colorful the aesthetic is, The colors really do pop off the screen.
Meanwhile, the music has quite a bit of synthy melodies going on that reminded me of Phantasy Star quite a bit. Being a huge fan of the music in that series, this suits me just fine.
At this point, CrossCode has been available on Steam's Early Access for a fair bit of time. There's already a lot to do in the game, so I'm getting the impression that it will be quite long when it's finally completed. As of now, the game is only slated for the PC and Wii U, but who knows, maybe it'll get brought over to other platforms in the future. It's certainly looking promising and will likely gobble up quite a bit of time for people who like Zelda-inspired action RPGs.
Oh look, it's a video game blog. In an age rife with YouTube gamers something like this is almost quaint...
Showing posts with label Previews. Show all posts
Showing posts with label Previews. Show all posts
Friday, 9 September 2016
Tuesday, 29 March 2016
An Early Look at StarCrawlers
About a year ago, StarCrawlers slinked its way into Steam's Early Access and since then has been getting regular updates as it makes its way to becoming shipshape for a full release. In a world where science fiction themed RPGs are vastly outnumbered by ones with a decidedly fantasy shtick, this one certainly got me to raise an eyebrow when it came along. Moreover, it's a dungeon crawler, and as such had me instinctively reaching for my wallet. Of course, with it being unfinished, this excitement could have been premature if playing it revealed a game needing much more time in the oven. After pouring a fair bit of time into the game, that's certainly the case to a degree, but thus far it seems to be more a case of sorting out some of the text in conversations than any game breaking bugs.
This is a first person dungeon crawler with procedurally generated areas, so, right off the bat, one can see that exploring, fighting baddies, and collecting loot will be a big part of StarCrawlers. While there is an actual main line of quests with a story, most of one's time can be spent wandering futuristic corporate offices, derelict space ships, monster-infested mines, and the like without paying it much mind.
Players have a space station referred to as STIX that they use as a home base between jobs. It has basic amenities to help aspiring crawlers do their job better. There's a shop for buying, selling, and upgrading gear, a medical bay for patching up badly injured party members and resetting talent trees, there's a black market for playing a lottery to get gear of varying degrees of quality, and, most importantly, a bar.
The bar is where StarCrawler's main quest line advances and where players can find the job board to accept new missions to go on. Jobs are divided by difficulty and can be told apart by their color coding. Gray jobs are of a low level and will be very easy for your team to complete, green are also easy but not complete pushovers, yellow are slightly challenging with enemies a level or two above your party, and red are hard missions with much stronger enemies. As one would expect, pay and experience gets better and better the harder a mission is. Your reputation with various corporations will also impact what jobs are available. Obviously, if you've pissed off a particular faction, they aren't going to be offering you work. Also, most of these companies are trying to screw one another over constantly, so completing missions will put you in some of these factions good graces while steadily increasing the ire of others.
It's also possible to recruit new members for your team at the bar. These are actual individuals that are being hired, though, and not a class of character that can be recruited again and again. For example, once you hire Bob the Force Psycher, he's your Force Psycher. You've made a commitment to this guy. It doesn't appear to be possible to have multiples of a particular class in a party. Given that each class has talent trees with three branches this also means that one can't have two of one class in their group with each character accentuating a different branch of the tree, which is a bit unfortunate.
The classes themselves are pretty neat. More or less they follow typical RPG party rolls with tanks, damage dealers, support, and the like. However, there doesn't appear to be a bonafied healer. Protecting characters is performed more through covering them in shields and other buffs or just getting a soldier to tank harder, rather than belting out some sort of curative ability from time to time in order to replenish an injured party member's health. There are health packs one can carry around with them and use as needed, though, should traditional healing become necessary.
So far, there are eight different characters available. Players can recruit all of them eventually, but they must choose four to go on any given mission while the rest stay behind on the space station. Since the different recruits have three different branches to their talent trees, they can serve a variety of roles. Depending on one's disposition, some pretty adventurous builds can be had, but they also have some fairly traditional progress paths as well. For instance, once I saw that soldiers have a lot of tanky options to them, I chose to accentuate that rather than fiddle around with heavier damage options. Similarly, cyber ninjas can be very good at dishing out damage, so that's what I've been focusing on with that class.
The roles that have caught my attention the most are ones with support capabilities and the caster classes. For the former, engineers and hackers have struck me as the most interesting. Engineers use spare parts like a resource (think mana) which they use to issue orders to their pet robot. Her talent tree is divided such that different types of robots will be made depending on which branch players spend points in. This can lead to a tank-oriented robot, a damage dealing robot, or a support robot. The nice thing about this is that as a result players can add more units to their party in the form of their robot while out in the field. Hackers, on the other hand, are very much a support class. Most of their abilities in battle are either damage over time attacks, crowd control / debuff skills, or applying various buffs to the party. These characters don't hit very hard, but over the long haul can be very helpful in a fight. As their name suggests, they can also be quite useful when hacking into various terminals and trying to disengage various security systems.
Looking at the casters, these are divided into two types: Force Psychers and Void Psychers. The former has powerful attack abilities and can shield party members. However, they have a very finite amount of force points available to them so battles need to end quickly or their usefulness begins to trail off quickly once they run out of force. Void Psychers are known for being slightly insane and have an enrage mechanic to play off of. Most of the abilities they use build up a void meter that counts to 100. Once it gets over 50, this character becomes increasingly unstable and there's a risk that they'll lose control, releasing a massive explosion of void energy that inflicts damages on all enemies and all allies alike. However, they also have abilities that consume this energy, bringing the meter back down. With that, players need to manage it, letting it go up and risk losing control so to unleash these abilities. It's a particularly dangerous situation because many of their best abilities require quite a lot of void energy to hit hard or even use in some cases. At the moment, I'd argue that Void Psychers feel a little bit overpowered. Once they get going, they absolutely demolish enemies, especially once they start getting to the strongest abilities in their talent trees. Even with the risk of running wild, as long as players are mindful not to get their meter all the way up to 100, the chances of this happening generally aren't that bad.
About the only major problem that I've run into while recruiting new members is that they come in at whatever level the rest of your party is at the time of the hire. So, if you recruit one and wait till later to get more (because these guys do cost a fair bit early on), once you recruit the rest and feel like using them as a B-Team the early recruits will be falling behind in levels. Worse still, random mission assignments match the average level of your group, so if you do have one or two characters that were recruited early, but kept on hold till later, they can become a liability on these missions since they're so far below the recommended level.
That being said, if the group is of a recommended level, the game does feel a little bit easy so far. My main team consists of a soldier, hacker, force psycher and void psycher, and these guys are demolishing everything that the game throws at them. About the only trouble they've run into are some of the more advanced security units that either hit really hard or constantly summon robots into a battle. Even then, the void psycher's miasma ability is a powerful area of effect damage over time ability that usually hits every enemy on-screen. Meanwhile, all of my party members have very good weapons and armor, so they can hit like a truck even when not using abilities. In fact, my hacker has a pair of blades at the moment that inflict a DoT of their own, plus her own DoTs, plus the miasma ability, so each turn enemies often take over 100 damage without my party even doing anything once all of those are up. With that, pretty much everything melts in front of this group. I've yet to come across a truly devastating foe in the game as a result, not even some type of boss, resulting in the game feeling like a bit of a pushover at the moment, even when doing missions of the hardest difficulty.
Loot in StarCrawlers has an easy to understand color coded system which has become prevalent in RPGs. Grey is common, green is somewhat rare, and blue is the rarest. As one would expect, the rarer the gear, the more powerful it is. There are only four slots on each character, so there isn't a huge amount of stuff to go around, just weapons, shields, armor, and accessories. Also, some attribute slots don't do anything at the moment since the game is still in development and just have the acronym NYI, which I assume stands for "Not Yet Implemented". By the looks of things, though, the developers do want loot to be a draw for the game as people hop into dungeons again and again in search of better gear.
If players are going to be replaying areas constantly, the levels and enemies better look good, and they do here. There are a decent mix of environments to explore, though it is recommended to read the description of a mission before hand to get an idea of where you'll be heading. Failing to do this could result in players going to corporate offices or mines constantly, and getting bored of seeing the same environments over and over. The levels themselves have a nice atmosphere to them with dim lights, various bits of furniture, computers, and equipment appropriate to their settings. They don't have a huge level of detail, but they get the job done. Enemies also look good, but their variety is a bit lacking at the moment. I've fought legions of the same types of robots, space mites, worm-thingies and the like without much deviation from this limited range of baddies. Hopefully we'll see more added by the time the game is complete because as it stands, things could get redundant if more enemies aren't added.
Given that the places players go to are procedurally generated, there's a bunch of variety in that regard. A lot of art assets are obviously the same, but going around the levels, watching out for traps, hacking into computer systems, and just generally exploring is good fun. There's a mini-map that plots everything out as you go, and it can be expanded to show everywhere the player has been, so it's easy enough to figure things out. Basically, it gives a nice, quick means for people who like first-person dungeon crawlers to get their fix and be on their way. I haven't come across a dungeon that's taken more than 30 minutes to complete yet, so it's a very in and out experience.
This is where the appeal will come while playing StarCrawlers: hopping in for a quick mission or two and hopefully getting some snazzy loot. It's quick and to the point with straightforward dungeon crawling and combat. My only real complaint right now is the potential for neglected characters to get left behind and have difficulty catching up level-wise unless players bring them one at a time on missions until they've gained some levels, which could get tedious in a hurry. As it stands, there aren't very many first person dungeon crawlers on the market, and certainly not any with a science fiction theme. StarCrawlers could be the game to fill that void.
Labels:
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Monday, 25 May 2015
A Short Walk Through The Long Dark
Growing up, my parents used to drag my sister and I along to go cross country skiing. The whole time, I really did not enjoy it, and it instilled a life-long disdain for the outdoors within me. I think that the problem was that my folks were out of shape, and as such very, very slow. My sister and I would go blasting along, only to have to wait for a good 10-15 minutes as our parents caught up. It was very boring. So much so that I would dream up far fetched survival scenarios if I were ever stuck in the wilderness in order to pass the time.
I think this may have been what got me somewhat interested in survival games years later. How would I forage for food? Where would I sleep? How would I repel the zombies? Well, maybe not the last one, though there have been no lack of games in the genre that have been eager to throw hordes of the undead at players. That's one of the things that really appeals to me while playing The Long Dark. It's just me versus nature. A harsh winter in the mountains. The biting wind. Seldom having quite enough food or fuel to be comfortable. The need to press on in hopes of finding a new shelter because the place you've been staying is fresh out of supplies. All the while, trudging through the snow hoping to find a place you're not even sure exists while jumping at anything that moves for fear a pack of wolves is stalking you. It's compelling stuff made all the better by the corpses I discover kindly staying dead.
I think this may have been what got me somewhat interested in survival games years later. How would I forage for food? Where would I sleep? How would I repel the zombies? Well, maybe not the last one, though there have been no lack of games in the genre that have been eager to throw hordes of the undead at players. That's one of the things that really appeals to me while playing The Long Dark. It's just me versus nature. A harsh winter in the mountains. The biting wind. Seldom having quite enough food or fuel to be comfortable. The need to press on in hopes of finding a new shelter because the place you've been staying is fresh out of supplies. All the while, trudging through the snow hoping to find a place you're not even sure exists while jumping at anything that moves for fear a pack of wolves is stalking you. It's compelling stuff made all the better by the corpses I discover kindly staying dead.
Labels:
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Survival
Tuesday, 4 November 2014
Hands-On Preview: Evolve (PC)
Evolve is one of the highly anticipated titles for 2015, and the game is now entering it's first widespread alpha. After some hands-on time there is a lot I love about the game and a lot that still needs to "evolve." so to speak.
For the uninitiated, Evolve is a four versus one game where the group pursues the alpha predator. It plays like a highly charged game of Cat and Mouse, with the monster getting a twenty second head-start to comfortably situate themselves in the wild, consuming various wildlife to grow stronger.
For the uninitiated, Evolve is a four versus one game where the group pursues the alpha predator. It plays like a highly charged game of Cat and Mouse, with the monster getting a twenty second head-start to comfortably situate themselves in the wild, consuming various wildlife to grow stronger.
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Wednesday, 13 August 2014
Preview: Skylanders Trap Team (Multiplatform)
Monday, 11 August 2014
Preview: Call of Duty: Advanced Warfare *Hands-On*
Last week, Activision held a press event to unveil Call Of Duty: Advanced Warfare's multiplayer in San Francisco. Activision flew us out to get a first glimpse at the game's multiplayer, prior to it's "official" unveiling at Gamescom. The Developers talked about the new features in multiplayer and gave us some hands-on time with the game.
Saturday, 12 July 2014
Preview: Destiny (Multiplatform)
Unless you've been sleeping for the last fifteen years or so, it should be a point of common knowledge that Bungie makes some really excellent shooters. They did it with the Marathon series, they did it again with the Halo series, and they're looking to make the hat trick with Destiny. Bungie faithful have been following the project closely and with their public beta test coming up, it's shaping up very impressively.
Friday, 4 July 2014
Preview: Tales of Xillia 2 (PS3)
If fan fiction and official releases are any indicator, there are some fictional worlds that we just can't get enough of, even if the stories of the original heroes have long since been finished. Such is the case with Tales of Xillia 2. A direct sequel, it takes place a year after the conclusion of the first game, but gives us a new story set in the brave new world that was created. Since it is a new story, a new hero with all new problems is introduced, though some old friends from the first game will be showing up.
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Thursday, 3 July 2014
Preview: Evolve (Multiplatform)
When Turtle Rock Studios put out Left4Dead, they not only made shooters interesting again, they redefined the “zombie apocalypse” scenario in a delightfully demented fashion. It wasn't just about blowing away zombies, it was about working with your buddies to make it to safety. Now, Turtle Rock is giving the sci-fi “bug hunt” scenario a similar shot in the arm with Evolve.
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Thursday, 26 June 2014
Preview: Blood Bowl II (PC)
There is nothing at all whimsical about Games Workshop's Warhammer setting. Humor, if it exists, is bitter and fleeting. Blood, thunder, and death are the three great constants which every being lives under every day. Entertainment must be cheap to obtain and easy to consume.
Fortunately, there is one thing that makes all the pain and suffering worth it: watching other people experience it on the playing fields of the Blood Bowl League. For all the senseless violence and constant warfare between Humans and Elves, Orcs and Dwarves, Chaos and Order, it's nice to know that some purpose can be found in two teams lining up to throw around a spiky ball and beating the living hell out of each other for points.
Wednesday, 25 June 2014
Preview: Mordheim: City of the Damned (PC)
When most people think of Warhammer, they think of the massive armies, the giant tables, and the punishing costs to their wallets in terms of figures and paint. But Games Workshop has explored other avenues for their grim fantasy setting in the past, and one of them has been a cult classic: Mordheim. Instead of grand strategy, it's more tactical, more intimate, and combined with role-playing game elements incredibly more personal. Rogue Factor has taken this little known game and translated it to the PC, and it looks phenomenal.
Tuesday, 24 June 2014
Preview: The Witcher 3: Wild Hunt
I want to know precisely what sort of raw meat the developers at CD Projekt RED are being fed on a daily basis, because whatever it is, it's giving them some absolutely fantastic powers which are being used to create what looks to be the must-have action RPG for next year. I didn't think it was possible, but this thing looks better now that it did a year ago on what was disclaimed as an alpha stage project. For the press demo at E3 2014, CD Projekt RED took us through a new adventure, likely part of the main quest line.
Monday, 4 November 2013
Catching Up with Assault Android Cactus
Over the summer a fun little twin stick shooter called Assault Android
Cactus appeared on Steam's Early Access service. It features a team of female
androids out to stop hordes of robots from running a muck in various
locales, each girl with her own pair of unique primary and secondary
weapons. The game isn't really setting out to reinvent the genre in any
grand way, but it has some little tweaks to the gameplay and a very
nice aesthetic, making it a game to watch out for. I did a video on our YouTube channel discussing the game shortly after it became available,
but since that time there have been a few updates to it and I feel it's
high time I took a moment to revisit the game.
Monday, 23 September 2013
Feature Preview: Skylanders Swap Force (Part III)

Last week, Sidd was in Albany, New York to take a tour of developer Vicarious Visions studio. During the trip he got a chance to talk to the developers and get some hands on time with the game. In our first two feature articles (Part I, Part II, we took a behind the scenes look at the game talking about everything from the character creation to how the story was crafted. In this third and final article gives us some hands-on impressions of Swap Force for the Xbox 360.
The Skylanders series has garnered a cult-like following over the past couple of years and has sold millions of copies worldwide, which is to say nothing of the number of toy sales that has generated.
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Friday, 6 September 2013
Paranautical Activity Preview (PC)
Like randomly generated environments? Like old school FPSes? Then you may want to keep an eye on Paranautical Activity for the PC, as it has a bit of both going on. Jeff gives his thoughts on the current build of the game below.
Labels:
Early Access,
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Indie,
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Steam
Monday, 2 September 2013
Forced Alpha Preview (PC)
With it recently appearing on Steam's Early Access, Jeff takes an early look at Forced, an action arena game with some puzzle elements tossed in.
Friday, 30 August 2013
Hands-on Preview: Skylanders SWAP Force
Skylanders is a series that has garnered a cult like following over the past couple of years and has sold millions of copies worldwide, which is to say nothing of the number of toy sales that has generated. Skylanders can be best described as a toy-game crossover that at first glance seems like it's primarily aimed at children, However, if you dig a little deeper, you'll quickly learn that Skylanders offers something cool to players of all ages.
Sunday, 25 August 2013
Hands-on Preview: Killzone Mercenary (PS Vita)
The Vita is no stranger to shooters; however, their quality had left something to be desired. Both Call of Duty: Black Ops 2 Declasified and Resistance, two commercially successful franchises on the PlayStation 3 were both slammed by critics for being poorly made by nStigate Games.
Guerilla seeks to change that with Killzone: Mercenary.
Wednesday, 21 August 2013
Preview: Call of Duty Ghosts Hands-On
On August 14, 2013, Activision held a press event in Los Angeles to unveil Call of Duty: Ghosts multiplayer to the world. Activision flew me out to LA along with dozens of other journalists to see the reveal in person and get some hands on time with the Xbox One version of the game.We were able to play a couple of the game's new multiplayer modes including Cranked and Search and Rescue.
Cranked is loosely based on the Jason Statham movie of the same name. Cranked is a new take on team deathmatch whereby your players movement and reloading speed increase as you build up a kill streak. The only catch is that once you start a streak, you have thirty seconds to kill your next opponent otherwise you explode. Cranked is very fast-paced fun and as the timer ticks down the last few seconds it successfully pumps up the adrenaline.
Quick Notes: Call of Duty Ghosts Multiplayer Details
On August 14, 2013 Activision unveiled Call of Duty Ghosts (CODM) multiplayer to the world. A summary of the press conference is below:
Call of Duty Ghosts Multiplayer Reveal Trailer
The multiplayer premiere trailer was shown with an unreleased Eminem song called "Survival" playing in the background. A short clip of Eminem came on afterwards where he talked about his new song and his collaboration with the Franchise.
Call of Duty Ghosts Multiplayer Reveal Trailer
The multiplayer premiere trailer was shown with an unreleased Eminem song called "Survival" playing in the background. A short clip of Eminem came on afterwards where he talked about his new song and his collaboration with the Franchise.
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