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A sweet dream come true – OlliOlli World review

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A sweet dream come true – OlliOlli World review

It took place at the Logfolk Graveyard. Honestly, a plaque ought to be there. I can intuitively recall the precise point in a game where time may suddenly become a dazzling, fizzing haze. Up until then, I had been flying around OlliOlli World, always happy, sometimes succeeding, sometimes barely making it. But then the optional challenge of “Advance trick through a Ghost” appeared in Logfolk Graveyard.

I adore ghosts so much. There are alternative challenges in every level here, but that ghost! I came to the realization that I really wanted to advance—that is, cheat through it! I had to do something I very never chose to do in games as a result. I was forced to take a step that seemed to violate a fundamental rule in a game like OlliOlli World. I needed to return. Returning to the training I had quickly completed hours earlier and overlooked, I wanted to fully comprehend these amazing yet terrifying concepts, so I went back to the core of the advanced techniques system. back to enable me to remove them.

The newest and most outrageous game in the amazing series of 2D skateboarding games is called OlliOlli World. The fundamentals haven’t altered for apparent reasons. Roll7 created a stick-flicking system back in 2014 that appeared to capture skating at the joints themselves—the knees and ankles, as well as the point at which the human body transforms into a living, breathing version of a vehicle jack or shock absorber. To fool someone, you grip the stick and then release it; pick a direction and see what transpires. Are you able to land it? Is it possible to connect it to more tricks? Is it possible to include a grab? Whatever.

Advanced maneuvers, however, expand on it with a hint of Street Fighter 2. Holding the stick, rotate it a quarter of a turn, or more. It is more difficult. Easier to accomplish quickly, as you’re in a hurry here all the time. harder to internalize, at least for me. That being said, OlliOlli’s heart is still, as I mentioned earlier, juddering, beating, and crunching here. Although you may still hit the button if you’re feeling particularly fancy, landing properly is no longer dependent on pressing a button. In other words, even if the push button may have changed locations, this is still a gorgeous thing on wheels.

But everything is enlarged! The first two OlliOllis were scrapbook flat, true two-dimensional objects. I believe the first one was pixelart, while the second was slick Hoxton ad agency vectors with Bonanza Bros backgrounds captured at the moment of a picture-perfect sunset. While this is going on, OlliOlli World introduces cel-shaded 3D to the scene. It features wacky, squishy, flappy figures that set off on a wonderfully absurd journey through landscapes that have the color of cartoon ice cream.

Although the universe is somewhat deviant from the 2D plane, the models and assets are 3D. During a run, there will be places when you may change directions, such jumping from one path to another, and sometimes the second route winds around and around the first. Half-pipes that propel you back along the same path but on an other thread will be present. You could sometimes zoom in and out of the screen, but reading will never suffer. Although the game is still divided into custom runs or stages, these stages are connected to form a narrative and a sequence of appropriately bizarre locations that you must traverse.

Pencil drawings merging with cartoon seagulls and thick, oaky woodlands is a wonderful execution. The industrial stage, where you can dodge poisonous sludge and sprint across manufacturing lines while occasionally skating on a moving platform, is definitely my favorite segment. Subsequently, there’s a sci-fi metropolis including some very epic drops and some vicious wall-riding chains. Conversely, the soundtrack has a squidgy, chirpy, cheeky, zappy quality reminiscent to the Wii’s OS music, as performed by Mr. Scruff and Moloko during the Statues era. The ideal music selection for the cocktail room of a Holiday Inn situated above Saturn’s rings, which is essentially where everything happens. More than that, though, are the sounds of moving boards and the gravelly thump of wheels on seamed concrete. An auditory delight. A delight.

A few of the runs stand alone as heart-stopping sequences that combine wall-dashes, obstacles, and grinds in a fitting display of terror and agility akin to Morse code. You already have a game with a great heart: a skateboarding, platforming, memory-testing epic. Add branching paths, creative screen furniture, and new talents – some of them provided shockingly late, like stair-riding – that send you back to earlier courses to reveal new pathways.

However, since these games are usually two games in one, this is a skate game. One example of this is OlliOlli World, where your initial goal is to complete each level. Then again, don’t you want to advance-trick via a Ghost? Optional challenges force you to view the level you just fought for as a set of new opportunities. Once you’ve passed that barrier, there are endless opportunities all around you in the globe. A combination of set platform obstacles that you must clear and spaces where you may express yourself by doing additional stunts, chains, grabs, manuals, and spins for bonus points make up these two games in one. Those spaces, oh! Locate them! Make them! (Remember them.)

Thus, you elucidate an already complex environment. You explore for potential opportunities. You know, I’m aware of this emotion. (Many thanks to Edwin for priming me for this line of thought with his excellent recent work on warfare systems and poetry.)

This sensation. John McPhee, the author, refers to it as Draft No. 4. He is discussing writing. In a nutshell, because we are now reviewing a skateboarding game, this is what he says: “I put words and phrases in penciled boxes for Draft No. 4 after reading the second draft aloud and rereading the work three times. Draft No. 4 is the one I’m most enjoying right now in this process [by “process” he means writing in general]. I begin looking for more words to put in the boxes.”

Pay attention to the marked boxes. According to McPhee, these phrases “fulfill their assignment but seem to present an opportunity.” I believe that when we replace them, writing typically becomes richer and more really memorable or distinctive. You search for areas where you can perform a little unique task. A ruse. a guide to connect it to an additional maneuver, perhaps including a grab. a sophisticated ruse. Kindness. And the globe begins to widen. The sky has a little brighter sun.

All OlliOllis have this characteristic, but it also connects these games to the broader skate entertainment landscape. Consider Tony Hawk: an area to investigate first, but then an area to change as you go through it. Skate games as a whole are all about this urge to personalize things, to cover them with your human acrobatic scrimshaw. In terms of challenge as well as pure expressiveness, this is the genre to which it is frequently felt that all other genres should strive. In first-person shooters, we frequently choose the crucial route; yet, in skating games, as Oliver Sacks famously stated, we are all destined to be unique people. (It wasn’t about video games including skating.) What could be more prosperous than that? OlliOlli World is the best in its field.

In relation to wealth. Oh, the kind of poetry this game leaves in the notepad of the reviewer: Explore the universe of the small cloud. Triangles in blue. pink forms.

In chronological order: you have access to a few more modes in the cloud world. One allows you to create your own runs and distribute them via a postcode system; it functions much like a procedural generation tool. The other is a league structure that lets you team up with people and score each other as you advance in the rankings.

The stages on the map with blue triangles are optional. The pink forms are optional tasks. The primary goal of each level in the game is to reach the finish without restarting; checkpointing is fair and restarts happen quickly. There are also other objectives to do, and there are normal leaderboards along with “local heroes” who have points for each level they complete. Everything is cartoonish and filtered via pastel colors, which links back to the idea that the game is set in a real world with its own locations, famous people, and a charming narrative running through it all. Not to mention the incredible character builder, where you can always find new goods to unlock and may instantly create almost any type of person you choose by simply pressing the random button a few times.

Draft No. 4. I believe that OlliOlli World is a writing game—or, maybe more accurately, a rewriting game—but that may be because I write. To me, it also serves as a reminder that writing can be subtly tactile. The other day, I purchased a cheap fountain pen from an online store, and the process of using it reminded me somewhat of OlliOlli at its best. Specifically, the sentence! That feeling of shooting over the new paper’s surface and splattering a glossy wake that gradually seeps into the white earth. having some control, but not total control. Not every time. both the audience and the creator.

As it happens, however, this game is perhaps the ideal example of any activity that involves the joyful process of learning, several competency levels to go through, and a plethora of new discoveries to make and try out along the way. similar like writing, really. similar like skating, I suppose. That’s all there is to it: I like this game since it emphasizes exploration and learning. Furthermore, it’s possible that we can always attempt new things and that learning never needs to stop.

Sony’s flagship series, Gran Turismo 7, makes a triumphant return to its former glory, captivating fans with its impressive gameplay and features

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Sony’s flagship series, Gran Turismo 7, makes a triumphant return to its former glory, captivating fans with its impressive gameplay and features

Gran Turismo was the biggest thing in the past. If you went to a video game store around the beginning of the new millennium, you undoubtedly have fond memories of pausing to watch a Nissan GTR, the ultimate PlayStation 2 machine, slithering through a rain-soaked Special Stage 5 demo run as its headlights shone brightly through the puddles. Gran Turismo was the uncontested driving game monarch for a brief period of time.

Sony’s flagship driving series has seen several changes since its peak in the early 2000s, but it has never quite attained the same level of popularity. Gran Turismo 6 is a flabby, unfocused game that takes players from the Goodwood hillclimb to the moon. Gran Turismo 5 was an ungainly, lumbering, and never quite convincing trudge into the HD age. Its expanse was exhilarating, yet the innumerable jagged edges that might be discovered between were frequently annoying.

The inevitable next move for developer Polyphony Digital after that lumpy excess was to take everything apart and start again, which it accomplished with elegant determination in Gran Turismo Sport of 2017. This was the first Gran Turismo game that focused more on racing than driving, bringing iRacing’s methodical setup and style into the living room. As a result, the series has been incredibly popular and is backed by competitive, well-run racing and one of the liveliest virtual racing communities.

I apologize for the trite history lesson, but Gran Turismo 7 places a lot of importance on history. This is essentially a full-fledged celebration of 25 years of Polyphony Digital’s franchise, bringing back legendary tracks like Trial Mountain and Deep Forest along with a 20-hour single-player campaign and customizable cars. These references are so abundant that at times it feels like you’re playing a grandiose Gran Turismo 2 remake a la Demon’s Souls, except with all the color and vibrancy of the late 90s glory turned back on.

But it’s much more than just Polyphony Digital’s 25th birthday celebration. The intense nostalgia here has a pointendess, and it’s a play for everyone who was put off by the show’s more erroneous turns later in its run. As a consequence, we have the most approachable, unrestricted, and simply delightful Gran Turismo yet—in my opinion, Gran Turismo has never been more refined or focused.

Fortunately, none of these takes away from the quirkiness and charm of the series, which are fundamental to Gran Turismo 7. The campaign is framed by a world map, from which you can visit a roster of circuits that are gradually unlocked (and a fairly generous roster at that, with Gran Turismo Sport’s tracklist bolstered by returning fantasy tracks as well as the likes of Daytona), shop for new and used cars, add a few extra horsepower to your ride, or participate in side missions or license tests.

But the café sits in the center of it all. There, you’ll run across Jeremy, with his sly smile that pierces your cheeks and is always prepared with a few facts about the automobile you’ve just acquired, and you’ll meet old auto fanatic Chris, who is always eager to check out whatever vehicle you’re in. Tom Matano, the man behind the original Mazda MX5, was telling me the other day about a wedding in Texas where the bride and groom were joined in marriage by their shared love of his legendary roadster.

Gran Turismo: the visual novel may be the most unexpected of all the numerous paths Polyphony Digital has taken the franchise in over the years. Perhaps even more unexpected is how brilliantly Gran Turismo 7 handles it, lending its campaign a unique personality of its own. In the same café, you’ll also run into the friendly-looking Luca, who hands you menu books with tasks like getting specific licenses, winning specific races, or, most of the time, amassing specific automobiles. When you bring them back, one of the rarely-visited designers will likely give you a little history lesson or perhaps some insight.

It lends warmth and a solid core to Gran Turismo 7’s campaign, despite its tendency to be unduly prescriptive. The main campaign follows a narrow path, and you only get a little more freedom later on when you learn about the joys of customizing a vehicle. That being said, customizing typically consists of bolting on as many extras as you can until you reach the Performance Points cap for the race you’re going for.

Gran Turismo has always allowed for customization, but now that it’s back, it’s handled quite differently. Gran Turismo has historically drawn influence from the real world of racing, but this time the strategy looks more closer to the real-life performance balance that keeps sportscar fields clustered together, with the eventual lap time calculated and taken into consideration. To put it succinctly, it’s more simulation-based, which also means that your tweaks will yield more noticeable benefits. As a result, you’ll feel the advantage of those carbon brake discs you installed to counterbalance the turbo that’s driving you crazy fast. Though it’s never nearly as flexible as Forza and offers less options overall, it’s still pretty focused and the things that are included have a purpose.

Money is scarce early on in your Gran Turismo trip, so you’re forced to notice it. The campaign has a certain thrifty quality that initially works in its favor by making you thoughtfully examine every new improvement and make sure you enjoy every new automobile you save up for. Because of how meticulously every detail is rendered in Gran Turismo 7, each car seems like a standalone event. The fabrics and plastics in the cockpit are remade with the perfect amount of shine, and the genuineness of the material is also palpable.

I’m a modest man with nothing more in my drive than a broken-down Toyota, so I have no idea how realistic it is to the actual thing. However, what truly strikes me about Gran Turismo 7 is how each car seems true to the genuine thing’s character without ever veering into caricature. The level of detail in the light cluster model, the engine note, and the handling qualities are all examples of the care and attention that has gone into each one. That is to say, nothing feels quite as good as blasting around Goodwood at 240 mph in a pukka prototype. That’s why you should definitely throw a Mini Cooper about. Gran Turismo 7’s rendition of the mk3 Supra flawlessly captures the lolling boatiness of the vehicle, so even my beat-up old Toyota gets its due.

Gran Turismo 7 benefits greatly from a few minor upgrades, such as a dynamic cockpit camera that eliminates the sterility of the past and makes every physical feature appealing to the user. In addition to the DualSense controller on the PlayStation 5, which allows you to feel springs compress under weight when you lean into a turn and gives each car’s brake pedal a unique feel, from the hefty punt necessary for a race car to the unnervingly gentle touch of steel brakes. As a result of this, each new automobile you get seems like a unique occasion.

You’ve been given a satisfying tour through Gran Turismo’s history and maybe even learned a few things about cars along the way. By the time the credits roll, after a thrilling race that’s one of countless nods to the series’ history and that may have given me a little lump in my throat, you’ve been treated to a satisfying experience. Gran Turismo’s passion for the car, conveyed via all of its meticulous detail and its numerous bizarre outbursts, might be so contagious that you could have fallen in love with them.

There are also some enjoyable surprises in store if you’re returning to Gran Turismo after a break. Similar to Gran Turismo 7, which still has all the advantages of Sport, including the same daily races and focused, enjoyable racing, its multiplayer mode is the greatest in its class on consoles. For example, it now has one of the easiest to use livery editors available, allowing you to easily make your own or use community-generated artwork in what is essentially an integrated trading paint system.

Like how, thanks to significant enhancements made to Gran Turismo 7, automobiles no longer sound like irate vacuum cleaners, and how, in my opinion—and I still find it hard to believe—this is one of the most amazing audio driving experiences available. Gran Turismo 7 is still fairly reserved when it comes to engine growls and aggression, but what really stands out is the fidelity, which is best conveyed through 3D audio. For example, you can hear the gentle patter of rain falling on a rooftop while driving the Tokyo Expressway, or, for those of you who enjoy ASMR, the gentle tinkle of a loose dashboard.

Gran Turismo 7’s open-armed yet realistic handling, camera that leans in with you, DualSense feedback system, and the straightforward craftsmanship that goes into each car make for an incredible driving experience. Not to mention how ridiculously beautiful it all looks, which has caused me to spend just as much time taking photos as logging kilometers. With the razzamatazz of the first-party exclusive, this is Gran Turismo as spectacular as it has ever been. It also features raytracing, which I have never really appreciated before but is available in the replay and photo modes, where I spend a lot of time immersing the cars in their surroundings.

Though it should be noted with some care that this is still a Gran Turismo game. Damage is almost nonexistent, and the range of cars still feels small and antiquated (maybe I’m just bitter that my favorite Lotus hasn’t made the cut, but there are plenty of Toyotas to console me, even though I don’t understand why the Le Mans winning vehicle from that marque isn’t in the game). It features many of the same absurdities and frustrations, the most egregious of which is undoubtedly the microtransactions that can be used to buy in-game items. This is problematic since, in Gran Turismo 7, the grind is the entire game once you’ve rolled credits.

A few of the new features are a letdown; for example, Music Rally, the only option available on the main menu other than the World Map, which houses every other Gran Turismo 7 activity, is a clumsy take on a classic checkpoint race set to music that at least showcases Polyphony Digital’s quirkiness; similarly, the Music Replay feature, which syncs replays to music, is adorable but unimportant. Similarly, the newly implemented weather effects are excellent, although they are only available on 10 songs and lack some of the realism that was first suggested. And how I would have dearly for B-Spec to be back.

Though certain unfulfilled promises and absent features seem to be part of the contemporary Gran Turismo experience that fans have come to anticipate, this seems like the first Gran Turismo in a long time that is deserving of being a modern blockbuster, with appeal that extends well beyond cultish car enthusiasts like me. It is an opulent, strikingly beautiful object that, above all, manages to keep its enthusiast’s heart beneath the graphical display and tries its utmost to turn anybody inside its orbit become a vehicle fanatic. Is it once more the driving game king? Gran Turismo, which offers approachable driving that looks really stunning, fits neatly with titles like Assetto Corsa and iRacing, but the genre is now too wide and varied to make such a statement. Is this Gran Turismo the greatest one yet? There’s no actual question about it.

Stranger of Paradise: Final Fantasy Origin critique – a low-quality Soulslike game that conceals unexpected intricacy

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Stranger of Paradise: Final Fantasy Origin critique – a low-quality Soulslike game that conceals unexpected intricacy

Serenoa Wolffort, the main character of Triangle Strategy, appears to be nothing less than a prince from a storybook when you first encounter him. He rides in to save his fiancée from robbers. The lady in issue, Frederica, is being married to Serenoa on a political level as part of a new peace agreement between the three nations of Glenbrook, Hyzante, and Aesfrost.

Even though salt is still fiercely guarded, the pact aims to restore diplomatic ties and commerce between the areas thirty years after a conflict for salt, a resource that Hyzante owned fully. It all transpires quite differently, of course. The unwavering Serenoa, devoted to both his throne and the people of the Wolffort area, quickly reveals himself to be flawed and ill-prepared for the several tough choices he must make.

Triangle Strategy borrows heavily on Yasumi Matsuno, the man behind Final Fantasy Tactics and the Ogre Battle series, in its approach to warfare. Triangle Strategy, like Tactics, examines the reasons for a medieval society’s struggle for resources as well as the results of it, along with all the political intrigue akin to that in Game of Thrones.

The fight scenes themselves are a pleasure, but they’re also fairly uncommon, so there’s a strange disparity between them and the dense narrative. Although it makes sense to not have a battle every few minutes, I could have used more of it because fighting is frequently far more interesting than merely seeing Triangle Strategy’s numerous cutscenes of diplomatic talks.

Nevertheless, they function effectively. The combat takes place on an isometric grid and is turn-based. A character has the ability to move and act during each round. At the conclusion of every round, you must also choose which way a character should face. This is because strikes from behind result in an immediate critical hit, while attacks from the flanks allow for follow-up attacks that can have disastrous results.

In the meanwhile, some activities require TP, including magic and special attacks. Characters have fixed movement ranges and qualities. For example, heavy-set knight Erador can absorb more blows than most and drives opponents away with his shield, while Prince Roland of Glenbrook, mounted on his horse, can go rather far and strike multiple adversaries in a straight line with his lance.

Because of the combination of each character’s special abilities, the constantly scarce TP points, and some excellent map design, the maps also frequently feature obstacles and elevation that, while not offering cover the way they do in the XCOM games, for example, can still be used to your advantage. As a result, combat is excellent, often taking me a good hour per encounter. RPGS tactics work best when they make you stand back and consider things like: can I get my healer near enough to a wounded party member in time? Is it better to use my TP to attack more adversaries in the future round or to fire a ranged spell now? Triangle Strategy succeeds splendidly in that regard.

It’s also consistently hard; in fact, so hard that Square Enix and Artdink decided to eliminate permadeath and offer many difficulty settings after hearing comments from the initial trial. Even yet, you will still receive experience points and the opportunity to try again if you lose a combat.

Since there aren’t many encounters in the campaign, mentally practicing simulated fights that are accessible in your encampment can also help your characters reach the necessary level. Here, you can gain more experience and try out a couple scenarios that aren’t available as part of the tale elsewhere. Because just the characters in your current party get experience, it’s a terrific method to level characters you may not have utilized enough. It’s also a great opportunity to just test out new skills for your characters.

Triangle Strategy offers a large number of playable characters, therefore this is important. There are really so many that I haven’t been able to unlock them all in one game, which is probably on purpose (the system determines who you unlock and when discreetly). I must admit that I find the amount of variation in the abilities each character possesses to be fascinating. Having said that, managing it gets challenging beyond a certain roster size. Although I’ll agree that several characters I didn’t utilize in the first playing were difficult to level up, Triangle Strategy isn’t much different from Fire Emblem in that aspect.

Range is good, but Triangle Strategy’s characters might have benefited from stronger personality definition. As it is, they frequently feel more like placeholders for debates or groups of people than like unique people. Despite having unlocked various optional side tales, I know very little about some of them. My main issues with Triangle Strategy are this, the erratic English voice-over (a Japanese version is available), and the fact that its lovely character graphics is limited to menus. I would have appreciated something a little more involved.

Triangle Strategy might become monotonous because to the campaign’s alternating cutscenes, fights, exploration, and decision-making sections. Cutscenes lasting more than an hour frequently occur after a battle. You are frequently brought back to the global map, which is helpful if you’ve had enough of listening to the tale and would like to play a few mental mock battles. However, I’ve played visual novels that extensively involved their players, much more so than Triangle Strategy.

Interspersed with the action are exploration periods that let you to explore a small area of Serenoa. Here, you may gather materials, spend quiet time with your friends before fight, and even scout out potential battlegrounds. These sequences offer good chances to admire Triangle Strategy’s stunning 2D-HD aesthetic, which combines 16-bit and 3D components in a manner reminiscent to Octopath Traveller. Fire and lightning effects are stunning, the air is frequently thick with tiny dust particles, water pools shimmer in the sunlight, and the grass gently sways. Because you can always see the edges of the locations, they resemble little dioramas, and seeing 16-bit characters in a game like this is a simple, nostalgic joy that frequently reminds you of the game’s spiritual ancestors.

I’ve also invested a lot of work in leveling menus after combat. You level characters and weapons separately in Triangle Strategy. In general, both approaches affect the same numbers; however, character leveling is uncommon and requires a unique item (think Fire Emblem: Three Houses), whereas weapon leveling allows you to improve particular attributes, such HP, which vary depending on the character, using resources like stone and wood. Interestingly, though, since material costs and upgrade costs increase with each unlock, you will never have enough money to update everyone. It’s a system that takes some getting accustomed to, but this allows you to further distinguish characters; two spell casters with almost identical beginning stats will feel very different from one another.

Triangle Strategy is a powerful, frequently captivating story about medieval warfare that stands proudly beside the video games that influenced it.

Regarding choices, occasionally the story’s circumstances will force the reader to choose a choice. Serenoa will provide the Scales of Conviction in these situations. You must attempt to convince each of his retainers of the course of action you have selected after they make many suggestions and discussions. After that, there will be a vote, and the tale will somewhat change to reflect the outcome.

As an illustration, the first choice is whether Serenoa ought to send a diplomatic delegation to Aesfrost or Hyzante. The majority of these choices don’t immediately affect the plot, therefore they aren’t brought up again until the plot converges. Even so, they present various perspectives on the actions that transpire and provide an incentive to re-play the game in addition to the main objectives of discovering all the characters and obtaining the three endings.

They continue to be a standout in part because of some excellent writing. Though I’ve played a number of games where you have to make choices about the plot, Triangle Strategy’s interpretation of the feature is intriguing. All of the decisions are significant and obviously involve careful consideration of their implications. I’m asked whether to ally with a possible enemy in one situation, and whether to sacrifice a portion of a town to ward off the enemy in another. There are no obvious means to persuade any of your retainers to differ with you; they are all opinionated.

Gaining more knowledge via investigation can sometimes be the difference between winning someone over to your point of view and sometimes not. From a narrative perspective, it is worth so much that instead of choosing between an aggressive and a polite alternative, as other games would have me do, I carefully considered each of these choices and the conversations they sparked.

Triangle Strategy does an excellent job of illustrating how complicated a subject war is, and how it affects trade, the general public, and, given the medieval setting, more ethereal ideas like honor and loyalty. It is unfortunate, though, that despite its thoughtfulness and elegance, some events are revealed far too early. Triangle Strategy even addresses slavery thoughtfully and avoids using contemporary racial allegories, which elsewhere frequently seem awkward when extrapolated back to fantastical settings.

The fact that there are no “good” endings in Triangle Strategy also intrigues me. Even while the game ends harshly for you as the player—my first playing ended after 36 hours—the task of leading a nation is never completed, and there is never a perfect way to accomplish it. This is a contentious choice for a fantasy game since, as a player who is accustomed to some degree of success, my initial thought was, to be honest, mild disappointment. Nevertheless, it improves the game. Because of all of this, Triangle Strategy is a dramatic, frequently captivating story of medieval battle that can stand proudly beside the games that inspired it, despite its frequently glacial pace.

Stranger of Paradise: Final Fantasy Origin critique – a low-quality Soulslike game that conceals unexpected intricacy

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Stranger of Paradise: Final Fantasy Origin critique – a low-quality Soulslike game that conceals unexpected intricacy

Despite the confusing wording, the story difficulty on default makes this the easiest Soulslike ever, yet the fighting is still rather deep.
I’m afraid you won’t find any logic or purpose behind the protagonist Jack’s constant rage when he pulls out a smartphone-style gadget to play nu-metal from the aughts during a sincere moment. (The song is never heard again.) Stranger of Paradise, a dark retelling of the original Final Fantasy, is odd, to be sure, but it leaves you completely perplexed as to how it came to be rather than surprised or amazed.

This is more complex than simply Tetsuya Nomura’s worst protagonist in a long time. The most of what Jack says can be summed up as “I have to kill Chaos” and “Where is Chaos?” with barely a trace of personality or humor to make up for it, even if the game’s creators may squirm at the memes that have been going viral since the game’s announcement. I am Jack’s total absence of character. However, his friends don’t do much better in his defense.

Stranger of Paradise is a B-tier film in comparison to the opulent production standards of Final Fantasy 7 Remake. Although I can tolerate a campy, trashy comedy, a large portion of the presentation made me chuckle unnecessarily. Despite being an action game, I advise sticking with Resolution Mode because Performance Mode’s graphics are distractingly blurry and struggles to maintain a steady 60 frames per second. There are also poorly edited cutscenes where audio cuts abruptly, poor audio mixing where dialogue is overpowered by the music, and other issues.

And then there’s the script itself, which is comically awful. Either vague jargon or confusing grunts and false-start umms and hmms are employed by characters to communicate; the latter is a typical but equally annoying voice-acting technique in Final Fantasy. To be honest, the first 8-bit JRPG was scarcely renowned for its intricate plot, with four Warriors of Light teaming up to purge Chaos from the planet (though Stranger of Paradise ultimately gains five). But if you render the same scene in incredibly lifelike 3D cutscenes, you’ll have to suspend disbelief over the tallest mountain when our original Strangers first meet, give them no character growth or purpose, and then immediately go to cheesy fist bumps like best friends.

The gameplay is Stranger of Paradise’s savior, though. Although the mainstream Final Fantasy games have already begun to focus more on real-time action, this spin-off is dedicated to the intense, Souls-style combat that is the hallmark of developer Team Ninja, the company that created Nioh and Nioh 2. Yes, Stranger of Paradise’s fighting is essentially the same as Nioh’s, albeit with a few tweaks that make it less savage. After all, this is the first game in the genre with customizable difficulty, offering an additional casual option in addition to the normal “story mode.”

It is refreshing to have the option to complete Stranger of Paradise’s campaign in a fraction of the time of a typical Soulslike, as someone who has enjoyed spending countless agonizing hours in Elden Ring’s harsh and dangerous world and believes that conquering those challenges is essential to its design. That time would have been spent on a slow and brutal journey of death and mastery. You may argue that God of War is more similar to Dark Souls, especially when it comes to killing enemies with extravagant finishing moves. I am also the seething, crystallized fury of Jack.

It is not only a reworking of Nioh’s Ki gauge that powers these fanciful glory kills thanks to the Break system. It’s also employed in an interesting Soulshield technique where you may hold for a much larger window at the expense of your Break gauge, rather than parrying with precise timing. When you parry successfully, you can instantly charge in with a counterhit and replenish a magic meter used for special attacks (which is assigned to the right trigger by default and replaces a standard powerful attack). It’s unfortunate that while playing in story mode, this tactical rhythm of parrying, countering, and special strikes is quickly undermined by the ability to just carelessly hack and slash.

In addition to other concessions, a Soulslike’s typical brick barriers are lessened regardless of difficulty setting. Like in Final Fantasy 7 Remake, text alerts you to opponent special attacks so you may prepare without having to watch their animations closely. These are also color-coded; purple text may be absorbed with Soulshield to provide a limited instant ability, while red text indicates unblockable assaults like grabs.

Character progression, on the other hand, is an interesting fusion of Final Fantasy’s job system—which features deep skill trees that lead to even more jobs being unlocked—and Monster Hunter, where your power is based on your equipped gear rather than your level—allowing you to switch between two jobs at any time. If you choose the former, you can start a quest much below the suggested level and still have a chance of finding the necessary gear that the first few monsters you face will drop. Though the latter does necessitate leveling up, you don’t have to worry about losing runes or souls upon death, and you may even use the anima crystals that are rewarded upon mission completion to fast-track career levels.

I find it almost admirable how reckless Square Enix is when it comes to its own past, and I’m not sure how much of Stranger of Paradise was meant to be humorous. Is it only laxity or is it irreverence?

Given the advantages of multiplayer, comparisons to Capcom’s game make more sense. Parties have the added benefit of sharing a pool of three phoenix downs, which allows you to auto-revive (teammates may also revive each other with a spare potion), making fights much more forgiving. While playing solo, you already have two competent AI companions.

But Stranger of Paradise has some of Nioh’s drawbacks as well, such as an excessive amount of stuff that you’ll have to constantly change out and disassemble between missions. Nothing endures, and even the goofy costumes lose their appeal as soon as you notice the same armor types being reused in larger quantities or with different colors.

Not to be outdone by FromSoftware’s worldbuilding, the mission-based stages also have a set format and you can always see a door or ladder that will come up as a shortcut later on. Each of the dungeons is actually based on environments from games across the series, despite the fact that this is a reimagining of Final Fantasy 1 and shares some of that game’s beats, such as the trek to the four crystals guarded by four fiends and the recreation of the iconic title screen where silhouettes of the Warriors of Light look back over at Castle Cornelia in the distance (your sojourns in the city itself are less inspired, unfortunately). Though it also makes this universe much less logical than it already is, it’s a pleasant touch of fanservice when you identify a dungeon matching the themes of Final Fantasy 7’s Mako Reactor, or an underground tomb with similar traps as Final Fantasy 12’s Tomb of Raithwall.

I find it almost admirable how reckless Square Enix is when it comes to its own past, and I’m not sure how much of Stranger of Paradise was meant to be humorous. Is it only laxity or is it irreverence? Even if you felt the Final Fantasy 7 Remake departed from the original storyline, there appeared to be a reason and a plan behind it. In contrast, Stranger of Paradise seems like a poorly thought-out fiction that has been allowed to plunder the back catalog.

But for those who are only interested in the fighting, there’s still enough of colorful and trashy action to be enjoyed, particularly if you play it like a ride at a Final Fantasy theme park and get to bash a recognizable bestiary (Bombs! Courels! Malboros!) for brightly colored goodies. If anything, it may argue in favor of Soulslikes (Soulslites?) who are less demanding and more accessible. You may also simply think, “Bullshit,” and turn away, just like Jack did.

A magical feast for the senses – Kirby and the Forgotten Land review

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A magical feast for the senses – Kirby and the Forgotten Land review

When Masahiro Sakurai first sketched a few stumpy arms, large feet, and flushed cheeks on a small pink blob, he was responding to a call from Nintendo to create a game that would appeal to all players; a game that, like the endearing Kirby, would have no sharp edges and be a haven for those who thought Mario was a bit too masochistic. Since then, Kirby has offered a lighthearted and carefree take on adventure, showcasing breezy platformers in which falling over a ledge is never a threat—instead, you can just inflate yourself and float away.

If it weren’t for the hard work of the designers at HAL Laboratory, who consistently come up with fresh concepts to keep you interested, such grace would be dull. At its finest, Kirby offers a parade of shiny new toys to play with, minigames to pass the time, and foes to swallow in order to get their abilities. The maximalist approach aspect of their magic makes them abundant.

Which helps to explain the new concept in Kirby and the Forgotten Land—it’s just a matter of wondering what would happen if Kirby could take up even more? In the mouthful mode, you may speed from one place to another by swallowing complete cars, a large bouncing ball of water that shoots jets, and vending machines that spew out cans. It’s true that this Kirby game has racing elements.

The fact that this is Kirby’s first true 3D experience to date—quite amazing, considering how long the series has been running—is the catalyst for many of the game’s smaller ideas, of which Mouthful Mode is one major one. Even while there’s the comfort and warm sensation of playing a 3D platformer that’s as liberal and innovative as anything from the genre’s golden period, the end product is a very different feeling Kirby game from what’s come before. The gameplay of The Forgotten Land is very similar to what may have happened if our collective dreams of a three-dimensional Kirby had come true during the GameCube era.

Which is, of course, excellent praise; in fact, there is no greater praise if you have a certain tendency. Contrary to some misconceptions around its unveiling, Kirby and The Forgotten Land is a magnificently classic platformer that isn’t even partially or fully open world. Rather, it is an assemblage of self-contained levels that are grouped together according to themes on a globe map that is gradually revealed. Ice levels exist! Levels of the beach! Fairground elevations! All of this was presented, somewhat weirdly, with the light post-apocalyptic overtones that accompany the narrative of the Forgotten Land (which I won’t reveal here other than to say it’s a great way to see some old favorites in a new light).

HAL Laboratory is able to pack a ton of secrets into each level thanks to the extra dimension. In fact, the real challenge lies in discovering its secrets and using new abilities to explore unexpected places to find treasures rather than just getting through each level (even on the ‘Wild Mode’ harder setting, which will be one of the easiest games you play this year). There are several Waddle Dees hidden throughout each level that need to be rescued, and then there are requirements to be fulfilled: locate the hidden container! On top of two trains! Grab hold of every poster to reveal more. A certain quantity is needed to reveal the boss encounter in each location. It implies that, while it’s never a chore, going through stages again is kind of required.

And those bosses get into battles! They are multi-stage, imaginative events that are unmatched anywhere else. You may revisit them in the hub world of Waddle Dee Town or indulge in a boss rush there in the colosseum. This area has a delightfully tense mini-game reminiscent of a root beer tapper, as well as gacha units where you can spend the gold you’ve earned in-game on hundreds of souvenirs, including a bed for Kirby to rest in. As usual, what makes it all so interesting is the attention to detail in seemingly commonplace aspects, like the cutscene viewer, which is a genuine theater where an usher tells you to take a seat while the projector spools up.

These sorts of distractions may be found in a surprisingly sophisticated Kirby game, where blueprints for advanced weapon types can be located and unlocked by winning stars in the smaller, more intricate treasure runs that are dotted throughout each actual level. A craft-based Kirby game! Not exactly, though; as always, it’s done with the slightest touches, encouraging exploration of earlier levels rather than a full-on grind.

As a result, I’ve never played a more giving Kirby than this one, and even once it’s all finished, there are still more reasons to play it again than I can think of. That’s partly to unlock its mysteries, partly to bring a co-op partner along who’s accessible the entire time, or partly just to linger longer in its comforting glow. From its charming opening song, “stuff your belly and nap awhile,” to its hilarious ending, Kirby and the Forgotten World has the ability to instantly uplift your spirits.

Though it’s tempting to claim that Kirby has advanced from a supporting role in The Forgotten Land to a prominent one in a game that can match Mario in its grandeur, that isn’t precisely the case. Though the action moves at a speed of about 30 frames per second instead of the more fluid modern Marios, the various concepts and new powers are never quite as fully realized as in the clear analog Super Mario Odyssey; similarly, the polish isn’t quite there. All of it appears to be incidental, though.

Similar to its predecessors, Kirby and the Forgotten Land is an open-ended game that appeals to a wide audience. The transition to 3D platforming is arguably the biggest advancement in the series’ history. This is probably Kirby’s greatest game to date and an incredible hug of a game.

The potential of Ghostwire: Tokyo’s striking folklore inspirations falls short in its review

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The potential of Ghostwire: Tokyo’s striking folklore inspirations falls short in its review

The otherwise amazing, otherworldly atmosphere of Ghostwire: Tokyo is hampered by mediocre fighting and tedious activities.
They are everywhere as soon as you gain control of Akito. on the pavements and crosswalks. both in the metro stops and the hospital. Tiny, desolate heaps of clothes that once provided warmth and protection. But now they lie exactly where they fell, scattered in messy small clusters around Shibuya’s streets and buildings, somewhat together yet somewhat apart, like nervous newcomers at a supper party.

Despite all the sights and noises in Ghostwire: Tokyo—and believe me, there are plenty—these outfits were the ones that really moved me. Even with its overly sentimental core plot that tries its hardest to tug at your heartstrings and make you feel somehow connected to Akito and his psychic roommate, nothing in the tale made me feel as depressed as the sight of all those empty clothing.

Therefore, it greatly irritates me that Tango Gameworks begins Ghostwire: Tokyo with such a brilliant idea yet ends up doing virtually little with it. Most of what you see on the deserted streets of Shibuya, including the neon and the puddles, the prayer places and the Jizo sculptures, are props. window covering. Most of the time, though, you won’t discover a message, a phone, or any other memento to identify the medical scrubs, the work outfit, or the school uniform beside them. The residents of Shibuya don’t appear to matter most of the time.

I think that’s the reason I found Ghostwire’s side missions so entertaining. Even though it was a little erratic and frequently repeated the same few essential concepts (go here, kill this, get that, come back), it was satisfying to give that specific pile of clothes on the street at least a name. These tasks were a joy, as was the never-ending but utterly satisfying quest to feed all the city’s stray cats and dogs.

That’s not to say I didn’t enjoy Ghostwire’s truly bewildering blend of supernatural spooks and urban monotony—I did, in fact, and it’s a credit to developer Tango Gameworks that I was sufficiently invested in the game until the very end, despite my disappointment with certain aspects of its core gameplay and storytelling.

I’m not sure how much of the plot you already know (and if you want to enter the game knowing nothing at all, like I did, I’ll try my hardest to keep it vague), but in short, you play as Akito, an average guy thrust into an utterly extraordinary life, battling to save the city and a loved one from the despotic grasp of a renegade occultist. The day the people of the city vanished was also the day he discovered he was being infiltrated by KK, a ghostly hitchhiker who allows Akito to absorb supernatural abilities.

You know what I mean? Even though the absurd, ridiculous plot is never satisfactorily resolved, it is so completely at ease with itself—so blatantly over-the-top and in your face—that you find yourself wanting to keep going. Though there are obvious story gaps and excessive exaggeration at every turn, these juxtapositions—real-life monotony and the surreal, vehicle alarms and ghostly screams, modernism versus mysticism—only serve to heighten the film’s allure.

The issue? It’s the battle. It’s not horrible in and of itself, but it’s also not very excellent, existing in a mediocrity-filled gray area that may be irritating at times or seem like a chore at others. When you assume the numerous personas of your adversaries, who are referred to as Visitors, you battle with magic instead of firearms, using the elemental abilities of fire, water, and wind. When it comes to dealing with larger opponents, you will use your limited supply of flame and water magic in addition to your daily weapon, Wind.

By the way, that looks amazing. While Akito’s fingers move effortlessly to unleash fiery or emerald tornadoes on opposing enemies, Ghostwire’s combat lacks any fluidity otherwise. Your adversaries thrash around wildly, and Akito has the reflexes of an arthritic turtle. I acknowledge that you may be more skilled than me, but I also have a suspicion that you will miss more shots than make them. Using the mediocre aim-assist feature in the game doesn’t seem to solve the problem either. The more you play, the better the combat gets, but unfortunately, it never gets great.

While walking around Shibuya, this isn’t too problematic, but during boss battles, it may be excruciatingly frustrating because your fingers are powered by Ether and, for unknown reasons, random objects shimmer like an ethereal oil slick and burst into shards of Ether when hit. As such, street combat never becomes troublesome because there’s generally something around to destroy; yet, boss fights might be too difficult as a result, which is again OK, albeit ordinary. Yes, talismans can help shift the odds in your favor, but even the weapon-select wheel is unresponsive when used, so I’ve learned not to rely on them when things get tight.

There are also a few scenes in which KK is violently separated from Akito; these are unquestionably the most boring parts of the game. The bow is the only non-magical weapon we have, yet for all its benefits, you might as well just hurl arrows at your opponents instead of using it. In the rare instances the game allowed me to, I discovered that running away and sneaking out to kill “purges” worked just as well.

But what about the Visitors themselves? They are both horrifyingly magnificent and wonderfully terrifying. Taken straight out of Japanese horror films, children’s nightmares, and folklore, you’ll face off against a headless, cartwheeling schoolgirl; a young man skilled in martial arts; and an ugly woman who will frequently blow deadly kisses at you, which I could hardly avoid because Akito can’t roll. You’ll face the slit-mouthed scissor lady later on, also known as Kuchisake-onna, and even though Akito won’t finish his trip until she appears several times, I still find her to be utterly terrifying.

Though their assault strategies change, yours seldom ever stray from what you discover in the first five minutes of the game. Shoot, shoot, shoot, and when their “core”—basically, their hearts—is revealed, use a magical whip to lasso them. You’ll be able to eliminate them right away if you’re fortunate and don’t run into any problems. If not, round two will begin and continue until one of you is eliminated. Usually them.

If nothing else, I’ve discovered that not many things make me feel as good as a lone Shibuyian dog communicating telepathically to say “Thanks! When I give you a handful of dog food, you’re kind.

Of course, there is more—a lot more, in fact. The game’s constant demands to locate and purify Torii gates, a recurring mission to dispel the evil mist that obscures the streets and impedes your progress, may grow tedious to some. Whenever I came across a rare instance of corruption, which is a pinkish-black substance that grows in tendrils and obstructs your way, I had to remind myself of what it was. Hand seals, one of the most innovative game elements, became so boring (and sometimes unresponsive) that I gave up on them and happily accepted Tango’s “Leave it to KK” option, which was apparently placed there because it too assumed we would grow tired of it.

The majority of this is made possible by Spectral Vision, a blue filter that covers Akito’s vision to improve his visibility of ladders, access points, Ether, and Tengu—terrifying birds that screech overhead but kindly allow us to remove their claws for reasons I cannot comprehend. Perhaps inevitably, this filter is so helpful that you will frequently find yourself covering Tokyo’s breathtaking neon-filled sights with it.

To speed up leveling up, you may roam Shibuya collecting the city’s lost souls with a paper katashiro, which you can free thanks to a very intricate spirit transfer business that runs from public payphones. There is never a shortage of health products. The money of the city, Meika, will never run out on you. The skill tree is not very noteworthy. Positively, the city’s stores and stalls are now controlled by cats (if a dog made it, I’ve never met them), and your magical motorcycle is powered by enticing underground oil.

However, Tango inserts some delightfully frightening moments that serve as a reminder of why you should keep going just when you’re about to give up. They’re a delicious concoction of contemporary horror clichés, with twisting worlds and eerie hijinks reminiscent of Bloober games, classic PT, and yes, even The Evil Within. Their purpose is to frighten and unnerve you, and that’s precisely what they accomplish. These vignettes were all too brief, yet they were all unusual and pleasant treats.

I regret to inform you that Ghostwire: Tokyo is not the spooky game for you if you’re searching for a solution to all of your philosophical questions. Even while I find it annoying that Tango didn’t capitalize on its brilliant idea, I can honestly claim that, despite the tedious fighting, wandering Shibuya is never boring. Ghostwire: Tokyo feels both worn and new at the same time, with one foot firmly planted in the present and one very much enmeshed in its folkloric past. If nothing else, I’ve discovered that few things make me feel as good as a lone Shibuyian dog communicating telepathically to say “Thanks! When I give you a handful of dog food, you’re kind.

Patrick’s Parabox critique – an elegant puzzle game with intricate recursive layers

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Patrick’s Parabox critique – an elegant puzzle game with intricate recursive layers

One well-known linguist claims that humans are unique because of our capacity for recursion. to nestle various phrases or ideas within one another like Russian dolls. And almost endless kinds of expression emerge from these lovely, straightforward, recursive mergings. Regardless, experimenting with recursion may be entertaining, regardless of its significance to the human mind.

Try it if you haven’t already. Make sure you take a picture of yourself holding a picture of yourself. Alternatively, point your webcam in the direction of the screen to see the image spiral in on itself endlessly. You could also unmute yourself in a zoom meeting, feed the speaker output back into the microphone, and shock your esteemed colleagues with the raw cry of infinity if you’re feeling really brave. Recursion is a really stunning design area that hasn’t received much attention despite being used in a few different games. Introducing Patrick’s Parabox, a perplexing recursive puzzle game that revolves on boxes inside boxes inside boxes.

It’s a compelling synopsis, but let me clarify that when I first started the game, it wasn’t love at first sight. Adorable, although the presentation is simple and, dare I say it, a little sloppy at times. The menus are crowded and the user interface isn’t movable. While the background music is upbeat, it loops too quickly and gets annoying after extended listening sessions. In addition, the game bears the creator’s name.Parabox of Patrick. The creator is Patrick Traynor. Publisher: Traynor, Patrick That is really excellent and appropriately recursive, but it seems a little self-serving to me. Not the person, but the riddles are why I’m here. In any case, the game is titled after this little square boy with adorable little eyes that you play as. I chose to give him the name Patrick, which helped to make things more bearable.

You lead young Patrick around a box, then. And it’s an easy aim to achieve. Boxes must be pushed into designated areas. Next, you need to assign Patrick to his designated area. The level is then finished. And that’s it.

Walls are the second component of a puzzle, if boxes are the first. A box will stop when pushed up against a wall. One box can be wedged within another by taking advantage of a wall’s resistance. Or occasionally within itself; we’ll address it. Although they are necessary tools, walls may be dangerous. A box becomes stuck on one axis when it is pushed up against a flat wall. If you push one into a corner, it becomes entirely trapped. Fortunately, errors may be undone if you make a mistake or press the incorrect box against the incorrect wall. Additionally, you may quickly reset everything with a single button if you create a huge mess.

Thus far, so easy. Here’s where things gets weird, though. These boxes can occasionally be layered recursively inside of themselves. As a result, you can see a larger Patrick marching around outdoors and a tiny Patrick scuttling around in a box that looks just like yours. You can reach unlimited depths within these boxes. Boxing in. It sounds less mind-bending than it actually is. And things become really crazy when you add a few more basic mechanics.
The game is divided into about twenty worlds, each of which is appropriately a box inside a box. There are about twenty stages that each provide a small twist or difficulty based on this idea. There’s a mirroring mechanic in one universe where the box inside the box gets inverted. In a different one, you have to shove lengthy rows of boxes into themselves in a never-ending loop. A particularly unsettling series of levels causes minor trypophobia as it packs Patrick with tiny gaps that you can stuff boxes into.

When a game has an idea as bizarre as recursion, it runs the danger of being derailed by its own imagination. Too much intricacy, too much information to retain, or an excessive amount of trial and error by raw force. However, Patrick’s Parabox is a master lesson in directed learning, pacing, and simplicity. There’s no tutorial, save from one chamber that has some helpful tooltips. Rather, ideas are presented one after the other, gradually enhancing intuition and providing you with the means to advance—the hand of guidance being imperceptible and unseen. On occasion, it’s overly simple. I should apologize for taking longer than necessary to locate the level pick screen. Overall though, it’s accurate.

Furthermore, the balance is flawless. In puzzle games, difficulty might cause conflict, but in this case, moving forward just necessitates finishing a predetermined number of fundamental levels. Also, the tempo and pitch of these foundational levels are all flawless. After a minute of scratching heads and furrowed brows, everything finally makes sense and the seemingly insurmountable becomes a brilliant eureka moment. And each of these levels introduces a fun new notion, all while staying in the cadence goldilocks zone—long enough to be toothsome but not too short to test your patience. They’re morish, intriguing, and never boring—even for someone with a wandering attention span.

By the end, I was murmuring “Brilliant!” and “Genius!” and nodding along.

The more difficult stages are optional and are indicated by broad red borders. They take concepts from the foundational layers and distort them. A few are really challenging. That may be advantageous. Once you find the solution through some trial and error and creative thinking, you’ll feel like Einstein. At times, it’s exasperating. You can sort of see the answer, but your brain won’t fold itself into the right number of recursive circles, so you’re stuck there looking at tiny Patrick with his cruel, beady little eyes, dumbfounded and blaming the Patrick who created him and all the other Patricks who have ever been and will ever be. However! The game never makes fun of you for failing, even if you get stuck. These stages do have menacing red borders, after all, and you’re encouraged to keep going since ‘the riddles are meant to be tough’ by a helpful tooltip. It’s a pleasant diversion from Elden Ring’s unrelenting sadism.

Thus, my interaction with Patrick’s Parabox was intricately layered, like to a Russian doll. Upon examining the outer layer, I was not convinced. Another dull puzzler with a few jagged edges and little flair among hundreds. It clicked after moving one layer deeper. Alright, this is entertaining. I have no idea how it got so many independent design prizes, but by God, I can figure this out. But by the last few minutes, I was murmuring “Brilliant!” and “Genius!” and nodding along.

There is a ton of optional stuff in the game. More than three hundred levels and resources to help the community grow. There are still a couple more challenging stages for me to go through, and the final challenge room’s trickier puzzles will keep me busy for weeks. Without delving any further into the Patrick fractal, one thing is for sure: this is the perfect little puzzler if you’re in the mood for something creative. I haven’t played like this in a long time. It possesses every creative spark I would anticipate from Nintendo EAD. Triplely outstanding for a two-person, autonomous, and youthful development team. If you remain on the main route, it’s a fun, approachable palette-cleanser—a toybox full of lovely notions that never linger too long. But venture off the usual path, and you’ll find depths inside depths within depths and boxes within boxes within boxes.

Norco review – an ever-changing, captivating narrative of what lies ahead

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Norco review – an ever-changing, captivating narrative of what lies ahead

I had my doubts that Norco would be all that enjoyable. The debut game from indie developer Geography of Robots, it’s a dystopian tale about the dismal, falling future of a place. A somewhat somber one as well, with its stuffy paragraphs and formal point-and-click landscapes. Of course, serious is OK. Norco’s first act’s seriousness is exactly the kind of stuff that gets you featured in the New Yorker and earns you the inaugural Tribeca awards. Just sometimes, this kind of solemnity might cross over into something a little conceited, a little gloomy. But behind the first po-faced exterior layer of Norco, there’s something strange and daring. irritable. Funny at times, too. A lighthearted mood that bounces off its politically charged straight edge.

Even so, it need time to fully develop it. For the first six or so hours of the game, you are tasked with telling your own past or, if you choose not to, uncovering it and choosing conversation options to fill in the gaps. I was wondering how much this would affect this beginning after seeing a short, witty late-game reference to one of my careless decisions. I hope and suspect not much, if only because I’m naturally eager to have Hoovered up every last detail of Norco’s narrative.

A world of industrial, environmental, and social ruin is the basis here. Situated on a portion of the Mississippi delta, Norco, Louisiana is a genuine town that is home to a sizable Shell oil refinery. The video game Norco, which is a sort of non-town named after the New Orleans Refining Company that was founded there in 1911, is heavily influenced by the real thing (just swap out “Shell petroleum” for “Shield chemical”). Time is advanced an unspecified number of years to a point where the global warming crisis has started to tear the world apart. As a defiant and anonymous adolescent girl, you have come home to discover that your problematic brother has vanished and your mother, a volatile and inquisitive former professor, has passed away from cancer. What comes next is a mystery, of course, but one that is incredibly engrossing, a sinking plughole that drags you down into the poisoned village of Norco.

Going any more would be giving anything away, but this story has wonderful richness even outside of the narrative. The strength of Norco, which is ostensibly a point-and-click game but is actually a jumble of mechanics and genres (text-adventure, turn-based party battler, boat-navigating, poem, puzzler? ), is its ability to change in front of your eyes, elude you, and slip between fingers after morphing in your hands. Fighting those who don’t deserve it, tricking the disillusioned boys of the internet who do, uncovering conspiracies, following leads, scrawling numbers on scraps of paper, tying up loose ends with deftly omitted references, missing others, and most importantly, slogging through the muck as you battle the system as a whole are all part of the job.

It’s always presented with the type of genuineness that comes from working from deeply felt experiences and recollections.

Norco is a little overwritten at times. As it shifts formats, it frequently returns to the security of a powerful picture concealed under rambling, flowery, lyrical writing. This is always the risk associated with the type of noiry, magical realism-leaning genre in which astute authors sometimes err on the side of being too astute. However, Norco’s genre relatives have experienced the same problem (see: Kentucky Route Zero, Disco Elysium), and these games are mostly simply a transitory phase that needs to be let go of. Most of Norco’s more decadent moments are remembered for the amusing discussion it sets up early on, in which an obnoxious and stupid out-of-town director asks you for advice on local slang terms to use in his gritty, deep-south detective thriller. I had a good time choosing responses like “crawfish devil” for a killer and “slathering with oyster flavored peanut butter” for murder, for example, which the director gladly approves of. The game rightfully makes fun of how the area is portrayed in Hollywood media. Later on, though, it’s nice to go full word-gumbo when you’re reading poetry told by alligators about “fisherfools” who “hang hooks from the trees with chicken thighs,” or when you’re swimming across space and time in the swamp.

This is still all texture, though, and even in those rare instances where it could come off as overdone, it’s still presented with the type of sincerity that comes from creating something based on difficult connections and recollections about one’s own neighborhood or culture. Its characters are full of fear, despair, cynicism, and hope; their faces are rendered in all their extraordinary, leathery detail, in that kind of sickly, putrid, Hotline Miami-style; the dialogue is rich, earthy, and human, and it seems to be voiced by dial-up modems, whirring generators, trumpets and horns, and other various electronic or industrial thrums.

Furthermore, Norco succeeds much more often than it fails in its metaphorical flourishes. The game alludes to stars, sky, and eyes—so many eyes, so many eyes—arousing fears of being watched and monitored. Through a sort of mind map of characters that serves as your journal, it transforms marshes into brains, explains the plot (and gave me some much-needed reminders of what’s happening). It combines the fundamental human desires to fit in, feel strong, or feel alive with neural networks, religions, companies, and cults. Though it might start with the local problems caused by the global environmental crisis, it quickly spreads far beyond that, encompassing issues with artificial intelligence and data, privacy, poverty, and disillusionment. It also highlights how the internet of today can radicalize anyone who breaks away from a community by trapping them in its web. And the hopelessness and despair of those who wish to flee society’s flaws and run away from it.

It is incredibly captivating to play through. Given the story’s symbolic mystery boxes and its cliffhanger endings, as well as the actual ones on the shelf, some of that may come out as dishonest. However, it’s also totally merited. It’s remarkable, unexpected, and unique. It is obscenely suspicious of a future perched precariously, contemptuous of cynics, and priestly to the fearful. It’s breathtakingly lovely, nothing less. It’s captivating, much like the growing number of games that aim to confront these issues head-on rather than just divert our attention.

The review of Weird West – a CRPG that falls just short of being a Dishonored clone

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The review of Weird West – a CRPG that falls just short of being a Dishonored clone

Untapped potential in a daring, evocative, but ultimately unsatisfying group role-playing game shooter.
Hasn’t the Old West always been strange? A violent fantasy of looting and ruin, bravery and apathy, resurrected in an endless variety of ways over many generations of literature, movies, folk tunes, and bonfire tales. Undoubtedly, video games have led to some unusual developments. Consider the media.For example, the PS1 Wild Arms series by Vision, in which six-shooters are ancient artifacts wielded by select explorers; or Red Dead Redemption’s pre-patch version, with its physics cursed and centaurs that can fly; or the surreal remnants of frontier life you come across while trudging the plains of Where the Water Tastes Like Wine.

The enormous, putrid history of Lovecraft and the company founders’ prior Dishonored games are mixed together with explicit fantastical elements in WolfEye’s Weird West. This definitely isn’t your typical tale about a rootin’ tootin’ cowboy. When you venture into the wilderness, you’ll come across lively pigmen settlements and abandoned towns that appear out of nowhere. Enter the caverns to find scavenging mutants and blue-stone temples where cultists discuss end-of-the-world visions.

Magic is a regular worry: town authorities use bullets and lightning and fireballs. Shops gladly trade in coins and deerskin with ectoplasm and cursed goblets. Amidst the tinkling piano, one moment you’re pressing a barkeep for information on a gang of kidnappers, and the next you’re attempting to make sense of a captured meteor. Quests switch between gritty pulp fiction conceits and ethereal enigmas. The world is split not just between Native American tribes and colonial settlements, but also between groups of witches, werewolves, and cannibals who are all under the control of a shadowy group of people who might pass for game designers off-screen.

Much as its attempts to miniaturize the knock-on immersive chaos of the WolfEye creators’ prior Dishonored games are more laudable than fulfilling, Weird West’s oddity is, in practice,… hit-and-miss. With a smaller team and budget, it’s a brave attempt to recreate the complex nuances of the finest immersive simulators, full of brilliant concepts that fall flat.

Among these, body-switching is the finest. In a vast, magical experiment with an unidentified goal, you play a member of the previously mentioned cowled Illuminati, who in turn plays several other characters, each with a unique personality that changes chapter by chapter thanks to a magical brand. Starting from disparate locations on the globe map, a gloomy amusement park representing classic North American terrain, every character presents not only a distinct approach but also, hypothetically, an alternative viewpoint and set of dramatic limitations.

As Jane Bell, an elderly bounty hunter compelled to go on One Last Job when her companion is kidnapped by cannibals, you begin the game. With a focus on AOE abilities and geography traps, as well as the bone relics and shimmering golden cards you’ll need to unlock skills and raise your stats, her tale teaches you the fundamentals of both stealth and gunplay. Think viewcones and hiding in bushes. She also walks you through the game’s morality system and other map features, such as pop-up random encounters and the fact that crimes only damage your reputation if witnesses survive to tell the story.

All this seems quite understandable: a Fallout-style role-playing game set in the Old West with hints of Arkane. However, you are subsequently thrust into the body of the freshly metamorphosed pigman, Cl’erns Qui’g. Qui’g is unaware of his identity, or rather, his past self. It might be challenging to sell your excess stuff because he is, to put it mildly, unwanted in human settlements. Positively, he may regenerate his health by consuming corpses.

Following Qui’g is Across Rivers, a member of the Lost Fire Nation. These stories are authored by Anishinaabe author Elizabeth LaPensée and are based on actual Anishinaabe indigenous communities. Rivers and his people are portrayed as defenders of the West, sent to find and eradicate the actual avarice that drives colonial expansionism. Aside from supernatural dangers (and allies), he must be concerned about rifts with nearby non-indigenous trapper villages, which you may decide to mend. Desidério Ríos, a quasi-evangelical religion’s messiah and sharpshooting werewolf, is fourth in line. They are on the lookout for something known as the Blood Moon. Theoretically, he is the last playable character’s deadliest enemy. He is a witch novice called upon to piece together the big scheme that has been outlined in earlier episodes.

Naturally, a lot of class-based role-playing games are founded on the concept of viewing the same world via many perspectives. In Weird West, the chaser is a character who shapes the chances for their successors, each of whom must cope with the fallout from the preceding chapter. Naturally, this is most noticeable when it comes to significant story decisions. For example, as Jane the bounty hunter, you may eliminate a certain group of criminals from the game, which will undoubtedly make things simpler for the other characters but may also make them less interesting. However, it also holds true for lesser things, such as villages that are ultimately empty and then refilled with stranger dangers or secondary goals that players pursue together. Former heroes may also become NPCs in your posse, giving you access to their prior belongings. Some people could turn against you, depending on your reputation and decisions.

I’d love to see more games take inspiration from this wonderful ensemble idea. The level maps, which are individually somber Petri dishes approximately a minute wide that curl up into paper at the edges, have a similar bubbling potential. These vary from somewhat active trade centers to desolate farms and cathedrals, and from rotting swamps and graveyards. Mineshafts, ice-locked treasure troves, and forests of incandescent cave fungus are hidden under the surface. Larger communities have general stores, tanneries, banks, shops, blacksmiths, and physicians in addition to one or more story-specific buildings. Outside the game, there are coyotes and deer that may be killed for their pelts, which can be crafted into vests, or for food that can restore life. These maps are rewarding for some thought, even if they’re not quite as complex as, say, a Hitman level. Their residents go about their everyday lives, going to the bar after dark and locking up thereafter; if you want to rob the bank, you should probably do it at night.

Additionally, most levels are set up to detonate, with flammable oil, poison, or barrels of TNT scattered around to urge you to pull the trigger as you squeeze through the underbrush. The game’s fondness of self-propagating environmental dangers is reminiscent to Divinity: Original Sin, if Dishonored is the topline artistic influence on Weird West, coloring everything from the slashing inks of the character graphics to the singsong wispiness of the music: First Sin 2. Rainwater ignites dynamite by conducting electricity. Oil barrels and lights may be used to create trails for wildfires, which spread in the direction of the wind.

Another variable in the landscape is the dead. Beyond simple strategies like concealing them from view, Weird West has an open curiosity in the various uses of corpses. Every location has a vulture entourage that descends quickly onto the fallen, occasionally obstructing your photos. The majority of communities include a real, operational cemetery. If you visit the site after a shootout, your victims will be freshly buried along with any belongings they may have carried. Although I’m not sure this actually happened throughout my playthrough, the game teases with the possibility that uncovered remains can return as zombies or something worse. You can bury the dead yourself, which I frequently did when playing as the rather respectful Across Rivers.

Plenty of possibilities! However, despite some excellent set pieces, such as the previously mentioned ghost village, Weird West finds it difficult to fully use all of these opportunities. The top-down perspective and the graphic book visual design may be the first red flags as they frequently squish and hide the ingenuity of terrain configurations while turning the object gathering into a complete annoyance. Beyond their story setting, the cast also seems a little stifled. They are each given four unimpressive skills that are not particularly noteworthy on their own and provide no foundation for a playstyle. There are also few combination options and no modifiers to unlock.

The most obvious characters are the pigman and the witch: she is a hacker duellist with the ability to teleport, absorb bullets for health, and summon ghostly clones as diversions; he is a brawler with rushdown skills and an AOE stomp. The rest are like everyone’s clumsy initial attempt at a Skyrim build. Jane Bell is skilled at luring people into her improvised traps or making them like her for ten seconds at a time. Across Rivers is unable to determine if he is a D&D shaman summoning spirit bears and (enjoyably unexpected) tornadoes or a sharpshooter speed-walking through the bushes. Worst of all, werewolfing is really a glorified melee power-up. Desidério the werewolf is actually a confused cleric with heals, buffs, and team-wide invisibility spells.

More thought will go into weapon abilities such as lightning pistol rounds or quiet rifle shots, while less thought will go into passive benefits like quicker reloading or higher leap height. Characters eventually blend together due to these latter possibilities, which are shared by the whole cast. However, you must re-unlock weapon abilities for each chapter, which encourages you to try out other strategies.

A few unimpressive special moves would do. More importantly, Weird West fails to fully use the many and uniquely limited perspectives that every character offers on the society and environment of the game. The most interesting part of the pigman’s tale is spoiled early on when he receives a mission that makes him acceptable to the people in the town. Because there is no lunar cycle and no need to worry about things getting hairy when you’re attempting to (e.g.) sweet-talk the sheriff, you can play out the whole werewolf storyline without ever changing into a wolf. The capacity to converse with straying spirits is something that Across Rivers ultimately acquires, although during my thirty hours of playtime, this was primarily used as the foundation for extra fetchquests of the “find my favorite hat so that my soul may know peace” kind.

While the maps are beautiful dioramas, you seldom need to truly look for alternative ways to accomplish goals due to their dinkiness. The typical imsim propagation of stealthy or covert strategies is there – slink across the tall grass! Scale a drainage vent or a window! Arrange a complex multikill by toppling barrels of oil! All the options seem overly accessible, with an excessive number of them per square inch of the screen, and none of them very intricate or creative. At times, the game gives off the impression that it is extremely anxious about players being lost; for example, most guards will probably have a key if a door is locked. Talking your way out of a predicament is an option from time to time, but it’s seldom more daring than making a single dialogue choice—a shame, considering the period bravado and brevity of Weird West’s writing.

The most satisfying method is usually gunplay, but this is harsh praise because gunplay consists of half aimless blasting in the hopes that exploding oil barrels will take care of the rest, and half circle-strafing while spamming the game’s odd but reliable bullet-time dodge. Throwing objects at Weird West makes for a generally more exciting spectacle, in part because the background systems have the customary immersive sim tendency to go a little crazy.

The way the components of this game come back to haunt you is both heartbreaking and energizing. On the other hand, certain components seem to be still trying to figure out where they fit into the picture.

An obligatory “grenade rolled down the hill” anecdote: in a loose homage to Shadow of Mordor’s Nemesis system, foes who manage to elude your rampage may develop grudges. I once murdered the bandit commander when they ambushed me. A guy fled, threatening severe retaliation, which he eventually materialized to exact around thirty seconds later. After I murdered him, someone else fled and promised to exact dreadful revenge, which they eventually carried out, and so on. Though I know there’s no minimum cooking time for revenge, I do enjoy a little anticipation when it comes to my vendettas. I stumbled across someone robbing someone else, which put an end to this conga line of revenge bouts. I caught the robbers off guard and killed them all this time, preventing more attacks. The victim spoke with me and expressed gratitude, all the while shooting mental arrows into my skull. The frontier has difficult ways of living.

Generally, the AI exhibits that well-known mix of being wonderfully oblivious and extremely watchful, responding to things like overturned pails as if a circus were in town and then promptly forgetting about it. I later killed a big bunch of characters by pretty much throwing all of my explosives on the floor and ran out of a cellar. Upon returning later to get the prizes, I learned that the lone survivor had taken up residence in the adjacent bedroom, experiencing moments of intense agony every time she strolled by and came across a pile of burnt bodies. I lacked the courage to step in.

It’s a loose ends game, Weird West. It has an edge in terms of its unscripted storyline and world components. Consider the woman in the basement. As I crept up on her, I realized that she was, in fact, a real person with a past. Just a few hours earlier, I had discovered the missing friend’s abductor in a different town located far away on the map and assisted in bringing her and him back together. The way the components of this game come back to haunt you, given a sufficient amount of time, is both tragic and energizing. Some components, on the other hand, seem to still be looking for their piece in the puzzle, their potential exploding like rain-soaked dynamite. A little more time, I believe, is what this eldritch vision of North America’s colonization could have done with.

The wait for Crossbell in The Legend of Heroes: Trails from Zero was definitely worth it, according to our review

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The wait for Crossbell in The Legend of Heroes: Trails from Zero was definitely worth it, according to our review

I never thought this day would arrive. After Trails from Zero’s Japanese release over a decade ago, a lot of JRPG enthusiasts had given up on the game’s official western release. Yes, there were fan translations, and Trails fans are all too familiar with the agony of waiting for localization, but Zero and its follow-up seemed doomed to stay unattainable. That is, until the announcement made last year. I am happy that NIS America accomplished what many had felt was impossible.

In 2020, I started my own Trails adventure. After finishing Ys VIII, a buddy suggested Trails of Cold Steel, and a year later, I had completed the larger series, forgetting about Reverie and Kuro. You can get the feeling of scale we’re working with here, given that Kuro No Kiseki just started the second half and there were ten games prior. I could hardly think of a poor entry, though. Life was never boring, what with putting an end to a civil war in Erebonia, stopping evil forces in Liberl, and once even arriving in hell. I’ve heard amazing stories, and Trails’ worldbuilding has always been its greatest asset, but what makes Trails truly stand out is the way it tells a huge story throughout a large number of games—a unique degree of dedication for an ongoing series.

With some incredible character arcs in the forefront, Nihon Falcom is aiming to produce one of the most ambitious series in gaming history. Trails from Zero, in my opinion, is the entry that most perfectly captures it. As Lloyd Bannings, we start out by leading the Special Support Section (SSS), a brand-new police division. Trails’ second storyline begins with Zero leading us to Crossbell, an autonomous state modeled after Hong Kong, where she is joined by Ellie, Randy, and Tio. This area is caught in a geopolitical battle that has lasted for decades between Erebonia and Calvard, the two main powers on the continent. With every country vying for control of Crossbell, there’s fascinating worldbuilding going on right away. But, without a doubt, Crossbell’s greatest attraction is its own nature. Everything has genuine character, from the dilapidated SSS building to the fringes like Armorica Village.

As the SSS, we handle direct public requests in a manner akin to that of the Bracer Guild during Trails in the Sky. This naturally has a plethora of potential side requests that you may choose from the PC on your team. The SSS is never short of tasks, from obtaining culinary supplies to responding to demands for the eradication of monsters to finding a lost statue. There is no avoiding the fact that some of these tasks are a little repetitious, but as said before, you are under no need to complete them. There’s a time restriction to finish things because, of course, you can’t keep people waiting around forever—that would be really impolite when they need help. As soon as you’re prepared to move forward, begin working on the required request.

Since Crossbell is a little city-state in comparison to the titans it faces, we won’t be on the expansive adventure that Trails of Cold Steel provided. However, there are many of places to explore, and if you need to go quickly, you may activate high-speed mode to get through both combat and exploration quickly. Prepare to battle because, unfortunately for the SSS, there are plenty of monsters on the highways that are willing to attack at first sight. There are no chance encounters, and if you’re not feeling it, you may just avoid foes while exploring. Or, to get the upper hand, you may catch them off guard. Just be careful—the opposite is also true—and don’t let them creep up on you.

Once a conflict is started, mobility is grid-based and combat is turn-based. You may use Quartz to equip various team members in addition to a regular attack; I’ll go into more detail about this later. These can offer new utility arts, like as healing, or elemental art assaults, such as water or fire damage. But use them carefully—arts cost EP and take longer to cast. While adversaries may be scanned to get those vital facts, certain enemies have elemental resistances and vulnerabilities. Battling demands a calculated strategy and thoughtful deliberation, and it is strategically highly gratifying.

A separate CP meter, which accumulates throughout battle, is also used by each party member for their Crafts. I would advise hanging fire until you reach 100 CP, which enables you to trigger an S-Craft, as there is no wait as with Arts. The “ultimate move” in essence, depending on the character, this may be employed for support or assaults. It pays to be patient; even better, wait until 200 CP to double the benefit. Even now, boss defeats provide a wonderful sensation of victory, and fighting is still incredibly fun thanks to a peppy battle tune. It’s still fun to win battles with ridiculously strong S-Crafts, in a manner that only ridiculous anime action scenes can.

Once you’ve won, you’ll receive experience points (EXP), which can come with percentage boosts if you met specific requirements, including avoiding damage. It is regrettable that difficulty levels cannot be altered in the middle of the game if fighting is giving you trouble, but there are a number of adjustments you may make to avoid level grinding. Quartz may be used for more than just increasing your attack total when combined with a regular equipment system. A few also offer stat increases for greater mobility each turn, defense, evasion, and HP/EP. Zero offers lots of opportunities for creativity if you’re not finding each character fighting the way you’d like them to.

After a chapter is complete, Zero uses Detective Points (DP) to assess your performance and awards additional things when you reach particular rankings. That depends on how many requests you granted and choices you made along the way, such as sparing important NPCs from being damaged in battle. However, be advised that not all missions will be listed on the PC and others are concealed. It annoys you since, unless you’re following a guide, certain task locations aren’t very visible in Crossbell, a large metropolis.

However, this doesn’t really take away from Zero as a whole. In addition to excellent character development, Nihon Falcom has written a gripping narrative that doesn’t sugarcoat the more difficult subjects. Crossbell’s inner workings offer a powerful examination of the innocent lives trapped between religious fanaticism, corruption, and escalating worries about colonial aspirations. Zero’s plot takes a while to get rolling since the first few chapters establish the setting slowly. But I didn’t want to quit once you got there, after it clicked. I got involved in its future by putting you at the center of its troubles.

Strong storytelling by Nihon Falcom culminated in an exhilarating ending that left me both emotionally and cold with its shocking discoveries. I won’t give away the details here, but I was moved. Still, it’s not really a serious matter. Additionally, Zero never takes itself too seriously because of its great sense of humor. I laughed when the crew called out Lloyd for his constant cornball remarks and when they were guilted by empty treasure boxes for carefully inspecting them. Zero’s theme song is my personal favorite among the songs, which are nonetheless really catchy.

Even better, the port of NIS America does more than simply add a legal fan translation and call it done. Players on the PC and Switch will discover a number of improvements to the quality of life, such as more UI choices, graphics touch-ups, and a new message log. I don’t think it’s a deal breaker that these adjustments aren’t there in the PS4 version, unfortunately. Zero has never looked horrible, and that is still the case after trying it on the PS4. Somewhere, it is just a tad bit cleaner.

Even with these little adjustments, Nihon Falcom’s JRPG Trails from Zero maintains its winning quality after twelve years on the PSP. Zero was a brilliant role-playing game in 2010, and it’s still great now because of its engaging narrative, fun combat, and outstanding character development. The Crossbell arc will soon come to an end with the localization of Trails to Azure next year, and I’m excited for it.