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Showing posts with label xbox one. Show all posts
Showing posts with label xbox one. Show all posts
Monday, 4 April 2016
Hyper Light Drifter
Having been watching this game off and on since it was announced, I’ve been curious just how Hyper Light Drifter would finally turn out. It has some very eye catching visuals with very pretty pixel art that really helped the game to get its foot in the door, but it’s followed up with a Zelda-inspired experience filled with opportunities to explore and some reasonably challenging baddies to cross swords with.
There have been no lack of games to come along in recent years to go the pixelated route with obvious nods to games of the past. Some of these have been good, others not so much. HLD is definitely in the first camp. It’s visiting a lot of stuff we’ve seen before like the aforementioned Zelda series, but there’s just so much polish here. Combat is fluid and fast-paced, there’s a heavy emphasis on exploration and non-linearity, environments and characters hint at a massive backstory, and the aesthetic of the game is its own instead of just being another pixel art game that looks like something straight off the NES or SNES. This is the sort of game that serves as an excellent example of something that taps into retro games without feeling derivative; at the same time tapping into a lot of modern sensibilities.
At its heart, the game has a lot in common with old classic Zelda titles with its overhead view, combat style, and so much exploration. In fact, combat feels smoother and faster than anything I’ve ever come across in a Zelda game. Given what HLD throws at players, though, it’s easy to see this being a necessity. It’s definitely a challenging game. That being said, I think most people’s opinion of this will hinge on how much they’ve played old 8 and 16-bit games of this ilk. If you have indeed played a number of those types of games, HLD will seem reasonably manageable, though still fairly challenging, but those who haven’t may run into difficulty.
Enemies all have patterns and tells to their attacks. One needs to simply pay attention for a moment and watch the baddies do their thing while making use of the dodge button so they don’t get hit. It doesn’t take long to figure out what types of attacks enemies do and what sort of animation they perform before unleashing it so that players have the good sense to get out of the way. It only gets really intense when a room locks the player in and a bunch of enemies spawn at once to swarm the hero. In this case, things do get dicey, requiring some fancy footwork to dodge everything enemies throw at the player. Even then, it’s not insurmountable. The game doesn’t just drop players into these situations. It eases them in. Players are slowly introduced to the different enemies, and only after making it a fair way into a given dungeon do they find themselves in such situations.
Bosses too are a matter of learning patterns. If anything, I found these guys easier than some of the swarming incidents. They have very discernible patterns that don’t take long to learn, and it’s simply a matter of execution after in order to take them down. Really, these were the most reminiscent element of 16-bit gaming in HLD for me.
Your character also has a variety of unlockable abilities that can be purchased from trainers in the hub town of the game. While wandering around the countryside, players will gradually gather little yellow tokens and once they have enough they can be exchanged with the trainer for a new skill. These tokens are actually quite rare. They aren’t like coins that can be farmed to one’s heart’s content. They’re hidden in boxes and sometimes drop from enemies, but once they’ve been collected they never respawn. Also, once they’ve been spent there’s no turning back because the game automatically overwrites your last save after purchase, preventing save scumming whereby if players don’t like the ability they can just load up an old save and try something else. That just isn’t allowed here. As such, players need to think long and hard before buying a skill because once they have it that’s it, they’re stuck with it. If they want another they’ll have to head out into the wilderness and figure out where the rest of the hidden tokens are. So, in that regard there are some choices that have consequences in this game.
All the while, there’s quite a bit of exploration to be had. Players start in a hub town situated at the center of the world map with four exits: North, South, East, and West. From there it’s up to the individual to where they want to go. Generally each path leads to some sort of major temple where a boss is waiting to be defeated and some ancient device needs to be activated, but along the way there are no lack of detours to go on. There are a number of smaller power devices and keys that need to be found in order to get to a boss, so players need to wander around and find all of these as well, venturing down different paths. Some of these can be quite hard to find, and actually require you to run your character against the edges of an area. At some point, they may pop into a hidden passage tucked away behind a building or beneath a canopy of trees. They can be tough to see, but once found it’s quite satisfying, especially because they usually lead to useful goodies like more yellow tokens, health packs, or dungeon entrances.
As one wanders this world, it’s hard not to wonder about its past. Just from looking at the surroundings, it’s obvious that players are in some sort of post apocalyptic setting. There are ruined buildings, old broken down robots, and dilapidated cannons everywhere, overgrown with foliage, being clear remnants of a fallen civilization. With all of this, though, we don’t get much explanation of how all this came to pass or why we’re doing what we’re doing in HLD. This is a very intentional approach, as the game has no dialogue in it. Any time the player talks with an NPC, they aren't greeted with a text bubble. Instead, a window opens with a series of still images depicting a short story. It’s enough to get the idea across but leaves a lot open to the imagination. While it does leave the player with some questions, at the same time it helps build a sense of wonder about HLD’s world as one tries to fill in the blanks on their own.
Also building this sense of wonder is the game’s aesthetic, as it has some of the nicest pixel art to come along in the last little while. HLD’s graphics very much have a personality of their own in terms of character and enemy designs, environments, and even the color scheme. As mentioned earlier, far too many pixel art games simply mimic things we’ve seen in 8 and 16-bit consoles, but this one does its own thing, allowing HLD to clearly stand out from other pixelated projects available.
The music also helps to enhance the experience. It has a very analogue synth feel to it reminiscent of Blade Runner. The game has the same composer as Fez, so it’s easy to see the similarities between the two. It works quite well here with the generally mellow, whirring minimalism of the synthesizers building the sense of wonder and loss permeating through HLD’s world.
In the end, Hyper Light Drifter is a game people who like Zelda-esque action adventures should consider spending some time with. There have been plenty of other games to come along and provide similar experiences, but HLD is so much more polished while developing a personality of its own. The game is fairly challenging, but by no means impossible (if anything, I’d say that the Dark Souls series gives me more trouble than this did). With games like Dark Souls III, Quantum Break, and the HTC Vive coming out about now, there’s a chance HLD might fall between the cracks, but it’s a game that really deserves to be played. It just does so many things right, and looks great doing it.
Labels:
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pc games,
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Tuesday, 9 June 2015
Review: Shovel Knight (Xbox One)

I bought Shovel Knight originally on PC in the Summer Steam Sale last year in the midst of a purchasing orgy of akin to Shark Week. It quickly supplanted not only the games bought at the same time, but became my sole focus. There are very few games that can keep my attention for any appreciable amount of time, as the majority will get played for a stretch until they get unceremoniously dumped into the "to be finished later" pile. Having a very "pun"-ny sense of humor and an appreciation for odd visual choices in both character and level designs makes it a stand-out when compared against the typical battle for higher fidelity in all things.
Thursday, 12 March 2015
Preview: Mortal Kombat X (Multi-Platform)
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| Is it Mortal Kombat X or Mortal Kombat 10? It likely doesn't matter. After all, what's in a name, especially when it comes to Mortal Kombat. The series has proven that it's not afraid of trying new or unexpected things, like ravelling a story together that -- forgive me for saying this -- makes sense. So, what's new this time around? A non-linear storyline set 25 years beyond the events of the last game that features new characters, aged versions of familiar characters, and the progeny of some classic characters like Sonya Blade and Johnny Cage. |
Wednesday, 11 March 2015
Preview: Batman: Arkham Knight (Multi-Platform)
Monday, 9 March 2015
Review: Hand of Fate (Xbox One)
The continued expansion of the independent gaming scene has certainly made for some more interesting games than the usual AAA fare that just seems to iterate their releases to the point of stagnation.
Hand of Fate starts off with a simple storytelling system that traps the player into the familiar downward spiral of "just one more game" with its nasty difficulty.
You play a hybrid card game/action role-playing game against a card dealer who represents the Dungeon Master for a typical paper RPG. The drawn action cards represent your random encounters as you progress through your campaign. Some are the typical enemy encounters; some are with strangers who may be helpful or harmful depending upon your approach; and yet others are you trying to traverse the terrain blocking your path to victory.
Hand of Fate starts off with a simple storytelling system that traps the player into the familiar downward spiral of "just one more game" with its nasty difficulty.
You play a hybrid card game/action role-playing game against a card dealer who represents the Dungeon Master for a typical paper RPG. The drawn action cards represent your random encounters as you progress through your campaign. Some are the typical enemy encounters; some are with strangers who may be helpful or harmful depending upon your approach; and yet others are you trying to traverse the terrain blocking your path to victory.
Wednesday, 31 December 2014
Raving Rant: The Year in Review - 2014
Another year come and gone. The old saw about time flying when you’re having fun seems apropos for gamers. Especially when some of the stuff is not fun in the slightest. But it’s been interesting nonetheless. We’ve had all new heroes and villains, as well as some old familiar faces popping up, and it’s worth taking a look back to see how we got through it.
GamerGate
I’m going to get this one out of the way right now. I spoke at length on it earlier, and I’m not going to beat a dead horse, but this is probably the single biggest story of the year. I wish it wasn’t. Arguably, the shitstorm that is GamerGate is still ongoing, although it’s now down to a dull roar. A certain segment of the Internet is being incredibly shitty to a few particular women, and pretty much anybody of a certain degree of visibility who calls them out on it. I don’t agree with Anita Sarkissian’s work, I don’t agree with her positions, but I will defend her right to make them and distribute them. People are, likewise, free to disagree with her and not support her if they choose not to. But this shit has gone way too far for way too long.
GamerGate
I’m going to get this one out of the way right now. I spoke at length on it earlier, and I’m not going to beat a dead horse, but this is probably the single biggest story of the year. I wish it wasn’t. Arguably, the shitstorm that is GamerGate is still ongoing, although it’s now down to a dull roar. A certain segment of the Internet is being incredibly shitty to a few particular women, and pretty much anybody of a certain degree of visibility who calls them out on it. I don’t agree with Anita Sarkissian’s work, I don’t agree with her positions, but I will defend her right to make them and distribute them. People are, likewise, free to disagree with her and not support her if they choose not to. But this shit has gone way too far for way too long.
Friday, 21 November 2014
Review: FIFA 15 (Xbox One)
The annual release of sports titles continues!
FIFA 15 is still quite fresh in my mind having just a few months ago taken a swing at the World Cup title – but the EA team does not sit on their laurels and they continue to improve their masterwork. With the mid-year release, the improvements over last year's title are not as drastic as most iterations but that's not to say that there aren't any. Graphically and aurally, FIFA 15 is pretty much the same game as last year: still looks amazing, the sound from the crowd noise to the in-game commentary are top notch. No disappointments here, at best minor nit-picky points.
FIFA 15 is still quite fresh in my mind having just a few months ago taken a swing at the World Cup title – but the EA team does not sit on their laurels and they continue to improve their masterwork. With the mid-year release, the improvements over last year's title are not as drastic as most iterations but that's not to say that there aren't any. Graphically and aurally, FIFA 15 is pretty much the same game as last year: still looks amazing, the sound from the crowd noise to the in-game commentary are top notch. No disappointments here, at best minor nit-picky points.
Wednesday, 12 November 2014
Review: Halo: Master Chief Collection (Xbox One)
Halo defined the original Xbox. It single-handedly brought people to the machine, secured Bungie the respect of a world-class developer, and changed the lives of gamers everywhere.
While the original lacked online play, Halo 2 followed it up with the anticipated online play and a wonderful single-player campaign. Then Halo 3 and Halo 4 extended the universe and drew more players to the franchise. Bringing these titles back to life on the Xbox One is something I have been looking forward to since the announcement, and I'm happy to report that this does not disappoint.
This package contains all four main Halo games and this is the first time that Halo 2 has been available in high definition.
While the original lacked online play, Halo 2 followed it up with the anticipated online play and a wonderful single-player campaign. Then Halo 3 and Halo 4 extended the universe and drew more players to the franchise. Bringing these titles back to life on the Xbox One is something I have been looking forward to since the announcement, and I'm happy to report that this does not disappoint.
This package contains all four main Halo games and this is the first time that Halo 2 has been available in high definition.
Thursday, 6 November 2014
Review: Sunset Overdrive (Xbox One)
Starting the game up I wanted so badly to love Sunset Overdrive. After all, I'm a huge Insomniac fan, with standees of Ratchet & Clank throughout my basement and I proudly wear the achievement of completing every single game in that series (even the mobile one). I never really got into Resistance (although I'm still willing to give it a proper try) and for some reason, Fuse hasn't even made it into one of my machines even though I own it. Come on, Insomniac, give me something to love if you aren't giving me the Ratchet and Clank HD remake until next year.
I closed my eyes and started to play. (Then played with my eyes open after that.)
Wednesday, 13 August 2014
Preview: Skylanders Trap Team (Multiplatform)
Tuesday, 12 August 2014
Review: EA Sports UFC (Xbox One)
It's been a few years since my last crack at a UFC game, the original Undisputed made by THQ. There have not been many revolutionary new changes to MMA since then, besides the popularity increase of the sport, of course. Any time you switch companies, you are obviously going to switch engines and likely design philosophies. I was a little disappointed to hear that the Fight Night Boxing team was going on hiatus to work on this franchise – I've always enjoyed that franchise and will look forward to it's return down the road.
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.
Monday, 21 July 2014
Review: Contrast (Xbox One)
As Canada's top video game collector, I have a lot of games. I have more than 15,000 of them to be (mostly) exact. So one thing I am never at a loss for is what game to play next because I have an endless supply of them. So, when I turned around to play the Xbox One version of Contrast right after finishing the PlayStation 4 version you have to appreciate how significant that is for me.
Contrast is a Canadian-developed indie game that stars Dawn, the imaginary friend of Didi. Didi lives with her mother in the 1920's. A precocious little child, Didi guides you along in a world of shadows. Where Dawn seems to exist in the "real" world and can shift in and out of the shadows, the majority of the game's characters exist only in the shadow world. The story is about Didi and her family and it's hard not to tell you more about that without giving away too much.
Contrast is a Canadian-developed indie game that stars Dawn, the imaginary friend of Didi. Didi lives with her mother in the 1920's. A precocious little child, Didi guides you along in a world of shadows. Where Dawn seems to exist in the "real" world and can shift in and out of the shadows, the majority of the game's characters exist only in the shadow world. The story is about Didi and her family and it's hard not to tell you more about that without giving away too much.
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.
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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co-op,
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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.
Friday, 11 April 2014
Review: Plants vs. Zombies: Garden Warfare (Xbox One)
In 2009, a tower defense game came out that had plants defending their gardens from zombies, a ridiculous premise that worked surprisingly well. The overhead or side view works well in this kind of tower defence game, so there were those who were skeptical when PopCap Games announced that they would be releasing a third-person shooter game based on the franchise. Skeptics, relax.
While this isn't anywhere in the league of a Call of Duty or something similar in size, if you just want to have some sit-down fun this game is exactly what the botanist ordered. There are various modes and while the graphics won't blow the lid off of your Xbox One, they are quite decent and clearly charming at the same time.
While this isn't anywhere in the league of a Call of Duty or something similar in size, if you just want to have some sit-down fun this game is exactly what the botanist ordered. There are various modes and while the graphics won't blow the lid off of your Xbox One, they are quite decent and clearly charming at the same time.
Monday, 30 December 2013
Feature: The Year in Review - 2013
As the year comes to a close, looking back at everything that happened, I'm slackjawed. I'm having a hard time thinking of a more momentous year in gaming. It has been just such a wild ride, I’m torn between relief at having made it through in one piece and anxiety that all of this is mere prelude for an even more incredible year. So, without further ado and in no particular order, the highlights of 2013 (at least as far as I go):
LucasArts Shuts Down
This isn’t like the closures of 38 Studios or Troika. This is akin to Pontiac or Oldsmobile going away. For years, LucasArts was the premier game development studio. Despite being started by George Lucas and kept as an adjunct of Lucasfilm, LucasArts made a lot of original games that had nothing to do with Star Wars, even after Lucas’ decade long moratorium expired. But with the acquisition of Lucasfilm by Disney, LucasArts became expendable and was quickly shut down despite having two new Star Wars games in the pipe. In related news, Disney inked an agreement with EA to produce new Star Wars games for the next decade. The shadow of the Dark Side has fallen over us.
LucasArts Shuts DownThis isn’t like the closures of 38 Studios or Troika. This is akin to Pontiac or Oldsmobile going away. For years, LucasArts was the premier game development studio. Despite being started by George Lucas and kept as an adjunct of Lucasfilm, LucasArts made a lot of original games that had nothing to do with Star Wars, even after Lucas’ decade long moratorium expired. But with the acquisition of Lucasfilm by Disney, LucasArts became expendable and was quickly shut down despite having two new Star Wars games in the pipe. In related news, Disney inked an agreement with EA to produce new Star Wars games for the next decade. The shadow of the Dark Side has fallen over us.
Tuesday, 3 December 2013
Review: Madden 25 (PS4/Xbox One)
1989 saw the official end of the Cold War and is also marked as the year that the World Wide Web was conceived. It is also the first year that John Madden Football hit the pavement in a big way (technically the first release was in 1988, but don't tell anyone). The game was available on MS-DOS machines (PC's), the Commodore 64, and the Amiga. If you are not sure what those platforms even are, you need to do your gaming homework.
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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