Showing posts with label Early Impressions. Show all posts
Showing posts with label Early Impressions. Show all posts

Wednesday, 9 December 2015

Early Thoughts on RWBY: Grimm Eclipse


Not too long ago, a game based on the RWBY series made its way onto Steam's early access doodad and I was kind of curious about it so decided to give the thing a try. The developers say that they're going for something along the lines of Dynasty Warrior and that is very apparent as the game throws tons of enemies at players in big groups to hacked and slashed through. There are only a couple of levels to try out so far, but it's about an hour of content so you're looking at around four hours if you want to get through everything once with each of the four characters.

Everyone does play fairly differently from each other. Ruby has her scythe and tends to swing it around in big arcs, making her more adept at taking down large packs of enemies herself. Weiss uses a rapier and attacks much quicker than the others. Blake has her sword but feels much better at focusing down single targets like bosses. Yang uses her fist weapons to punch everyone and can lock onto targets pretty easily.

Each character also has some sort of integrated gun in their weapon but I've not found much use for these things yet. There was one enemy type in the mines where it made a lot more sense to shoot at them from far away since they radiated a weird green goop and damaged for a lot on death, but other than that all the rest of the baddies needed to be dealt with up close.

The girls each have three special moves that consume bars from a meter at the bottom right of the screen. They're some sort of assortment of single-target and area of affect abilities with the different characters leaning a little bit one way or the other depending on the person. The meter itself most often gets refilled by either leveling up for a full recharge or by landing a certain number of attacks in a row without being hit by enemies for a trickle of recharges. There are a few other instances for this like when being revived by a team mate and from a few of the options in the talent tree, but these don't happen nearly as often.

Combat itself is very fast-paced as one would expect from a musou game. It's fluid with large packs of enemies to fight. There's about 10 different types of baddies so far ranging from weaker fodder that attacks in swarms to stronger ones that have much larger hit point pools, can defend themselves, and have special attacks. The levels themselves are fairly linear corridors so enemy encounters tend to be around certain areas where trouble breaks out and the girls have to fend off the creatures, or there will be an area that they get stuck in for a period of time and have to fight against several waves of enemies. There was also an escort mission trying to get a bomb on a mine cart to fall into a pit, which was surprisingly entertain considering how dull escort missions in games can often be,

This is all done in a straight up multiplayer environment where up to four people can play together. One person will be the host while everyone else hops on board. The game scales its difficulty on the fly as people join and leave the session, usually by adjusting the number of enemies spawning as best as I can tell. You can theoretically be in a situation where you're playing by yourself if you host your own game and no one joins, but I've found quite a few people playing and not run into this myself. It's actually a lot of fun playing with others in RWBY anyway. Also, more than one person can play the same character, as they don't get locked out as someone selects them. So, if you happen to really want to play as Ruby, for example, and someone else has her already, don't sweat it, you can play her as well.

One minor, annoying issue with the multiplayer is that if the host leaves for whatever reason the game will reset to the last checkpoint as it assigns someone else in the group to hosting duties. This results in having to redo some of a level, which is a bit of a drag.

Redoing content is also a thing if your whole group gets incapacitated, making it a must to try and help fallen allies back up by running up to them and holding down E until they're back on their feet. Interestingly, you can still fight while doing this and just need to focus on staying close enough to the person who is down while holding the E, which is nice when compared to other games where you might be forced out of combat to help the downed teammate. Also, there is an ability in the talent tree that significantly speeds up your ability to raise others that is totally worth unlocking.

Speaking of talent trees, there is a very simple one here. Each session, players start at level one on their character and gain experience points by defeating enemies, completing certain objectives, and finding little artifacts hidden throughout the levels. Once the character reaches a new level, they'll get a point that they can spend in the tree, which is divided into four sections, one for each of the girl in question's special moves, and another which is like a general quality of life section for stuff like health regeneration, the size of your special ability meter, defenses, and so forth. It's not much right now, but does give a little bit more customization options to the player, which is nice.

I should note that with the way experience points are awarded, it does seem as though it goes to whoever lands the killing blow on an enemy from what I could see while playing. There were cases where I'd be using a more single-target focused character like Blake and be tearing into a boss, do 60% of the damage but still not get any experience despite doing the lion's share of the work, then on another session I'd be on Ruby, dive into a pack of mobs that the rest of the group were on and gobble up a ton of experience from landing a bunch of killing blows. I'm not absolutely certain this is going on because it can be tough to see the little note that you got some XP, but it certainly seems that way.

So far, the game is looking pretty good. There are only two missions in this build of the game, one in a forest, the other spanning an abandoned city and some mines, but the environments look nice. The characters too look quite good. The show is a sort of CG anime, so it translates quite well to a game. I have noticed that the frame rate is a bit iffy right now and had to make sure my drivers were up to date in order for the game to run smoothly. It is in Early Access, so this doesn't really surprise me.

The voice acting is actually decent as well thus far, but they are just getting the voice actors from the show, so this probably shouldn't come as a surprise. The girls don't actually say very much right now, though, other than some quick comments when they kill monsters, find goodies, or enter new areas. Much of the talking is done by whoever the person overseeing a particular mission happens to be.

With that, this little bit of RWBY that is available thus far in Early Access is pretty fun. The combat is fast, the characters are varied, and the aesthetic is nice, While there isn't a lot of meat on the game's bones just yet, it is making a good first impression. Often times when I grab something on Early Access, I get it, play it for a while, then forget about it. With Grimm Eclipse, I actually find myself looking forward to future updates with more content being released so that I can try it as soon as possible.

Monday, 30 November 2015

Gocco of War: If You Like PSO, You Need to Try This

If there's one online, lobby-based game that will always hold a special place in my heart it's Phantasy Star Online and all of the subsequent follow ups that it got. I just loved logging into the hub cities, picking up a quest, finding some people to do it with, then heading out to smack around monsters, get items and materials, then find ways to improve existing equipment or get new gear. It's a simple process, but very enjoyable.

Sadly, nowadays Sega doesn't seem to think Westerners want to play PSO games, so we're stuck patching PSO2 so that it's in English since it looks like the game will never get an official release in this region. Sega's gonna Sega, so we're left fending for ourselves.

Recently, however, an interesting little game just showed up on Steam called Gocco of War, and it hits all of the right buttons for fans of Phantasy Star Online. It's a lobby-based co-op game where players pick-up a quest, then warp to the zone its in, shoot / stab all of the baddies, complete mission objectives, and get various materials from chests strewn throughout the area. When the quest is completed, you'll get some bonus gold, some badges, and get plopped back in the hub city.

From there it's a question of hopping right into the next quest, going to the shop to buy stuff, or depositing the materials at the crafting vendor where you can combine them to either make rarer materials, articles of clothing and so forth, or consuming them to upgrade weapons. These all cost gold as well, but the basic gist is that players get to craft quite a lot of stuff through trial and error between missions. A lot of it is aesthetic, but it's fun nonetheless.

Clothing is pretty much just there for looks as far as I can tell. The only things that affect combat are upgrading weapons and equipping badges that are rewarded at the end of the quests. Badges actually help a fair bit and players can have more than one on at a time. It's a bit of a grind to get them all (something that I'm nowhere near doing yet), as there are 1,600 of them and they are rewarded somewhat randomly after finishing a quest based on performance and the difficulty setting selected when at the quest giver.

When on missions, combat can be toggled between ranged and melee. Personally, I prefer to stick with guns so to keep enemies at a safe distance, and only go melee when I'm getting swarmed and using my sword is the only viable option. Melee does hit for more damage all things being equal, but there is more risk involved.

The nice thing is that this is totally co-op, though, with both an online and offline mode. When online you select a lobby to go to, each capping at 32 players, then when on a quest a total of four players can go together. When in the quest, you get to share rewards, so there isn't any bickering about who gets what. Just hop in, blast stuff, have a good time, and call it a day afterward. If you want to play offline for whatever reason, that's perfectly viable as well. When doing these quests, you'll often find NPCs that will come along and help, so you can still get some wingmen for the mission. It's very carefree and enjoyable regardless of playing online with others or going offline by one's self.

Aesthetically, it's a very cute game with characters sporting a decidedly chibi look, bright colors, and monsters that look almost like plush toys. The music compliments this as well with bouncy, happy tunes playing in the background. It reminds me of something that I'd expect to see during the height of the PlayStation 2's popularity in this regard, and given that it's one of my favorite consoles, I'm just fine with that. My only qualm right now with the visuals is that the frame rate needs work. As it stands, it's a little choppy. The developers are constantly making tweaks to the game, and they've said that 60FPS is on the to-do list, so I'm hopeful this will be addressed soon, as it's about the only thing in Gocca of War that bothers me at the moment.

In the end, though, I'm quite impressed with this game from what time I've spent with it. As someone who really, really likes PSO, this game is a welcome entry on Steam. It's nice that the developers are continuing to support it and there's even plans to add new quests and zones in the future, so there could be even more to do. For now, though, I'm content to enjoy the co-op experience while farming materials to doll out my character. If you consider yourself a fan of Phantasy Star Online, it's well worth trying out Gocco of War. It's the closest thing to a spiritual successor to PSO that I've seen in years.

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.

Monday, 29 September 2014

An Early Look at Lords of Xulima


Retro-styled RPGs are certainly becoming a thing of late. There have been no lack of crowd funded projects going that route and several small teams have been throwing their hat in the ring as well. I'm certainly all for it being a fan of these sort of games. Today, we'll be taking a look at Lords of Xulima, which is also trying to tap into many of the things folks find appealing about RPGs of old.

Xulima is an overhead isometrically viewed RPG with first person combat sequences. There is a very obvious level of influence from classic role-playing games like Ultima and Wizardry as well as more modern offerings such as Divinity and Legend of Grimrock.

Wednesday, 27 August 2014

Taking a Peak at Malevolence: The Sword of Ahkranox (PC)

visiting a village
Villagers!
The very first computer RPG that I ever played was Wizardry: Proving Grounds of the Mad Overlord. My dad and I would take our party into the maze and map our way around there while fighting all sorts of monsters and hoping we didn't accidentally step onto a teleporter. Good times were had, and the game imbued me at an early age with a taste for role-playing games presented from a first person perspective. From there, I went on to search out other such games like this, eventually absorbing myself in the likes of The Bard's Tale, Might and Magic, and Eye of the Beholder. So, when I found out about Malevolence: The Sword of Ahkranox, an RPG of similar ilk currently in development, I knew that I had to check it out.

Thursday, 7 November 2013

Blackguards Early Access Impressions (PC)

Jeff's been fiddling around in turn-based strategy game Blackguards since it hit Steam's Early Access recently, and gives some early impressions of what's planned for the game.

Monday, 30 September 2013

Arma Tactics Quick Impressions (PC)

Usually when people think of Arma, people think of really in-depth tactical shooters.  Now the series has a turn-based strategy offshoot, and it's a surprisingly casual affair.  Jeff gives some brief thoughts on the game after futzing around in it for a bit.

Wednesday, 25 September 2013

Underrail Early Access Impressions (PC)

Isometric RPGs were a big thing back in the day with games like Fallout, Icewind Dale, and Baldur's Gate leading the charge.  Recently Underrail appeared on Steam's Early Access service, and it looks to be trying to recapture some of the magic from those titles, especially Fallout.  Jeff's spent a bit of time fiddling around in the game and gives some early thoughts on what he's come across so far.

Monday, 16 September 2013

Legend of Dungeon Quick Impressions (PC)

Have a hankering for a new roguelike to run around in, bonking baddies over the head?  Considering Legend of Dungeon?  After spending some time with the game, Jeff gives some early impressions of what he saw.

Thursday, 5 September 2013

MirrorMoon EP Quick Impressions (PC)

Tackling space exploration and puzzle solving while going for a rather unique aesthetic, MirrorMoon EP quietly made it's way to Steam the other day.  Jeff has spent some time with the game, and gives some early impressions of it.

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.

Thursday, 22 August 2013

Sir, You Are Being Hunted Impressions (PC)

Jeff takes a super early look at Sir, You Are Being Hunted, the PC survival game where you're the lone human on a group of islands, trying to find a way off while being hunted by a bunch of gentlemen robots.

Friday, 10 May 2013

Video: StarDrive Impressions (PC)


I'm a sucker for space 4X strategy games, so it was only a matter of time before I took StarDrive for a spin. Find out more about the game, and some of my early thoughts on it in the video above.  ^_^

Wednesday, 15 August 2012

Symphony Early Impressions (PC)

Mr. Nash takes a look at this music based shoot 'em up where the levels are made from players' music library.

Wednesday, 8 August 2012

Wanderlust: Rebirth Early Impressions (PC)

Today Mr. Nash takes an quick look at Wanderlust: Rebirth, a retro-styled action RPG for the PC with a lot of emphasis on replay and coop multiplayer.

Tuesday, 31 July 2012

Early Impressions: Kung-Fu Strike: The Warrior's Rise (PC)

It came out a while ago for XBLA, and has now made it's way to PC.  So, Mr. Nash takes a look at the latest version of this fast action martial arts brawler.

Wednesday, 25 July 2012

Oniken Early Impressions (PC)

Today we're taking a quick look at Oniken, an action game for the PC with an 8-bit retro shtick to it.

Wednesday, 18 July 2012

Video: A Virus Named Tom Early Impressions (PC)

Mr. Nash takes an early look at upcoming PC puzzler A Virus Named Tom, and tells us a bit of what to expect from the game.

Thursday, 12 July 2012

Video: Acceleration of Suguri X-Edition Gameplay Impressions (PC)

It's a game that probably slipped under a lot of people's radars, but Mr. Nash seems to like it.  Acceleration of Suguri X-Edition combines the competitive versus element of fighting games with the speedy blasty action of a shmup.

Sunday, 8 July 2012

Video: Phantasy Star Online 2 Gameplay Impressions (PC)

With the free to play MMORPG recently having come out of beta in Japan, Mr. Nash tells us a bit of what to expect while playing it.