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Nintendo Switch Sports review – whether you’re playing online or locally, it’s an absolute delight

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Nintendo Switch Sports review – whether you’re playing online or locally, it’s an absolute delight

Yes, this is what I recall. Shift the couch. Reposition the seats. And then every game starts with something that makes me think of music and movement in early childhood education, which is almost forty years ago. Locate a spot, extend your arms so as not to bump into anything, then lift someone off their feet. You’re prepared. The very notion of this conjures up the aroma of floor polish, dust, and footsteps from every school hall in history.

That’s not how this would smell, though. This would smell like corporate perfume and potpourri coming from concealed vents. This would smell like sandalwood, candied fruit, and marshmallow. In fact, that’s one of Nintendo Switch Sports’ biggest shocks. at least for me. How exquisite everything is.

Six games total—three new and three returning—are included in the most recent Wii Sports title. This may seem like a bit too little, especially when you consider that Golf will be available as a free update in the fall. All of this was known beforehand. The fact that the game takes place on an idealized urban campus, with distinct grounds for each sport, escaped my notice.

The grounds have taken on an obsession of mine. Nintendo Switch Sports is like working for Google or one of those crazy tech companies where they do your laundry and serve lobster toast at your desk every evening. From the staircases and exposed brickwork that house the pool for Chambara (every time I knock an opponent into the water, I always see an old lady standing on a gantry cheering me on) to the glimpse of a promising Boxpark you can see when playing badminton, all those coffee shops and whatnot arranged in old shipping crates.

Volleyball is my favorite space. A multistory glass-fronted coffee shop/library/stroke named the Humhum Cafe is visible if you take a moment to glance away from the volleyball court, which is always risky in volleyball. This is what dreams are made of. The sound of flatware clinking and the hushed murmur of stacks in a coffee shop that doubles as a library. the creation of a creative team that is compelled to infuse a little world-building into a series of video games.

I should really go watch the sports. In fact, volleyball is a great place to start. My top choice of the six available is a dead tie; they’ve cleverly reworked the beloved classic, putting a lot of emphasis on time. Flip the Joy-Con to control any of these motions: serve, bump, set, spike, and block. However, what turns it into a blood sport is the timing. When your opponents miss the ball and you hear the bouncing THWACK, it’s the Switch Sports game that makes you scream with victory.

Playing the game alone is okay, but when four people get together online, it becomes a whole lot more fun. It’s harsh. Who would have thought that a timed game could cause such rage? Who would have thought that positioning oneself precisely, striking the ball, and watching it turn green—a sign that, I believe, the time was ideal—would provide such intense happiness? volleyball

My second favorite game is football, which is one of the three new titles available on Switch Sports along with badminton. Any way you play it, football is awesome. It’s basically like Rocket League football, except it’s played on a court with barriers to keep the ball in play and a giant ball. Playing it online against two complete teams of four is the best way to experience its chaos and brutal nature. However, it functions well as a single-player game: use one stick to move, the other to aim the camera, pass, nuzzle the ball, kick it with a Joy-Con, and execute the hilarious all-or-nothing diving header by swiping with both sticks.

It functions because it’s entertaining to play with the ball and see it sail toward you with a certain stateliness, like a towering something that could easily flatten you, before you quickly leap to deflect it. This can become less and less like football and more like a surreal pinball machine with more people on the field, but even that can be effective. Additionally, you may play true games where passing is important and the goal total exceeds three or four when you play against skilled teams online. The shoot-out mode, where you strap the Joy-Con to your leg and really kick, seems a little unusual, but that’s the only criticism I have. Though it’s entertaining to see the goal shrink as your score rises, I doubt I’ll play it very much in the end.

The third of the new sports is badminton, which is a quicker and lighter version of tennis that is limited to singles play. A rally is nice and simple to find, but the real strategy is to read the shuttlecock and wait for an error, such as a rival isolating themselves on one side of the court or a moment when the shuttlecock wobbles in the air, indicating a chance for a power shot to seal the deal. Due to the speed of badminton, you may easily outplay opponents for hours on end, or they can easily outplay you. It’s beautiful stuff. Indeed, the appeal is enhanced by the boxpark.

The three returning sports then complete the picture, at least until golf makes an appearance. Tennis is a dependable game that involves your partner duplicating your strokes if you’re playing alone. However, it is more beneficial when four people participate, especially if they’ve recently had a fight in real life and want a private area to sort things out.

Since badminton has joined the lineup, tennis feels heavier. Nevertheless, it’s still a fantastic, fast-paced version of the game that captures the delirious sound of a rubber ball breaking the sound barrier (well, it doesn’t, but it feels like it does). Tennis will undoubtedly become a bit of a go-to when the novelty of other activities wears off. I adore how sour the players are; when they lose a point, a Peanuts-style scribbling of silent fury appears over their heads, and the replay shows them fighting over calls. When I lose, I experience a small amount of that grumpiness myself. I once read that the creator of Uber ranked somewhere in the top two worldwide in Wii Tennis. It is logical. It’s a sharks’ game.

That is to say, even if Chambara is physically more violent—you attack people with swords—it seems less brutal than that. This is a great one-on-one game to play online since there’s always a waiting list of new players to compete against, but it’s also great to play with two buddies in the living room. The three available play modes range from a very basic thwack-and-guard (guarding is handled with a trigger, allowing you to stun your opponent and create an opening) to a mode in which your guards charge up a power move and a final mode in which you use two swords. The motion controls are excellent, presumably in part because you recalibrate after each game by pointing your Joy-Con at the screen. I have engaged in several internet two-sword games with individuals who were genuinely serious about the game. Seeing a new enemy come and knowing they are skilled at what they do simply by looking at how they use their swords can be strangely exhilarating.

(I also adore Chambara’s Nintendo extras; the entire game is obviously set in a remodeled railway shed, complete with exposed brick and vaulted ceilings; there’s even a nice little ladder that leads from the pool you fall into to the platform you play on.) It’s a beautiful bit of world-building that I suspect other teams would overlook.

Bowling is the last sport that has returned, and it’s as much fun as it ever was. Swing the Joy-Con to bowl, and since some folks have already broken their TVs, remember to bring a wrist strap.

I’ll be quick because I’m running late, but there are two things I would want to discuss about bowling: my kid loves it, so I don’t really appreciate the extra mode, which has obstacles on the lanes and moving platforms. Additionally, there is an online version where 16 people compete concurrently and the lowest-scoring players are eliminated after each round. It’s exciting to see so many people participating in matchmaking, however after playing a good number of games, I have a suspicion that many of these people are bots. I hope that’s merely a result of the early going.

I think that playing games online is interesting since it benefits everyone of the games, but I also really enjoyed playing games locally before reviewers could access the online version. Since you can only earn items for your Sportsmates avatars—which are more endearing than I anticipated and have a faint Animal Crossing vibe to their faces—and because you can still import the occasional Mii by playing online and leveling up, I partially think that this series will only ever be a local game. You choose a pack of stuff, and the game chooses one for you. It’s a less than generous system, to be sure, with sluggish leveling and randomization in what you obtain.

It doesn’t really matter how you play these games, though, because they’re so well-crafted and presented with a certain charm reminiscent of coffee shops and libraries. Since my daughter was too little to remember the Wii, she was unaware of our activities when we started rearranging the furniture to make room for this new game. However, we must have spent hours playing together that day, only pausing when an animation of a diving header had her giggle so hard she lost her breath. It was all quite intoxicating.

Review of Warhammer 40,000: Chaos Gate – Daemonhunters – an immersive and dynamic strategy game centered around Space Marines

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Review of Warhammer 40,000: Chaos Gate – Daemonhunters – an immersive and dynamic strategy game centered around Space Marines

There’s only good turn-based team fighting in the pitch-black far future, slightly let down by a slow resource-gathering midgame. To describe a Warhammer 40k adaption as sleek, let alone nuanced, is sacrilegious. This cosmos is characterized by unending grot, sour liturgy and robust cybernetics. Its soldiers are kept together by rivets and fervor, and its starships are ancient Gothic ironclads that have been retrieved from asteroid fields.

You anticipate clashing cogs, overdone crenelations, and suggestion windows that read like catechisms, not a thoughtful presentation or careful handling of inspirations in such a context. You anticipate things to wallowing in Plaguebearer offal like a Dreadnought. However, Daemonhunters positively glides aside from a minor (and, to be honest, genre-typical) over-reliance on grinding to assist the story reach the next peak. In practice, however, this is both a fine balance of ideas from XCOM and Gears Tactics, and a crisp boiling-down of a massive fiction that somehow renders everything digestible, even snappy, without sacrificing the morbid intricacy of the source material. At first glance, the interface looks like a Borg sneezed all over a cathedral.

The fact that the Warhammer 40k Space Marine chapter you lead in Daemonhunters, the Grey Knights, were created specifically for an XCOM-style game and are a covert order that fights in small groups against vastly superior numbers while surgically removing Chaos infestations as an extension of the Imperial Inquisition, helps. The tale opens with the noble ship Baleful Edict, which lost its former Commander in the last (tutorial) combat, returning home to Titan after an exceptionally deadly war. You have just a few seconds to get to know your lieutenant Ectar and Tech Priest (or head engineer) Lunete as his disembodied, silent successor before the inquisitor Vakir commandeers the Edict because he has discovered an enigmatic Nurgle “Bloom” on neighboring worlds.

Nurgle is the Chaos deity of illness, decay and rebirth, and something of a New Weird folk hero in these posthuman, chthulucentric times, but Space Marines have little patience for hippie ecological sci-fi, so off you go to trample all over the Fly Lord’s magnificent mouldy creations. Like in XCOM, infected planets function similarly to cities: outbreaks appear on your holographic star map in groups of three, and you typically only have time to reach one before the infection intensifies. This increases the difficulty of subsequent battles on the infected planet, as tougher Chaos demon species and more frequent “Warp Surges” debuff your Marines while energizing their enemies.

You’ll be playing office diplomacy when you’re not cleaning out planets, gradually upgrading the Edict’s research and building facilities (a limited but exquisite assortment of menu tabs featuring unique theme songs), or taking care of your armies of screamy robo-exterminators. In general, Daemonhunters is a cosmic witchhunt, yet it frequently works more like a comedy about theocracy at work. Every coworker has a grudge against the others. Vakir is an arrogant outside consultant who handles the entire situation as if it were her own science study. She constantly demands that you go farther into the Bloom’s history than is prudent or pious. When you talk to Ectar alone, he’s rather kind, but he’s also a grumpy old man who follows a very short book called “kill on sight.” After serving in Jabba the Hutt’s IT department for a millennium, Lunete became C3PO. She is not afraid to tell you that she views the others as malfunctioning ship systems with out-of-date squishy pieces.

Arguments are common, whether they take the form of significant story points or unexpected occurrences that force you to take a side. Problematically, your subordinates also serve as avatars for Daemonhunters’ research, base building, and upgrade features. For example, if you reprimand Ectar for “tidying up” Vakir’s reports, he will pout for 30 days and reduce your mission XP gains by 50%. Additionally, Grey Knight grandmaster Vardan Kai, played by Andy Serkis as a sort of cyborg John Bercow, will occasionally interrupt you with messages. If you have a falling out with him, he will stop providing you with new and fancy Space Marine recruits, weapons, and equipment, all of which you can purchase with requisition points earned from each mission that goes well.

Whatever occurs, you can anticipate a lot of “my devotion to the Emperor is bigger than yours” statements and passive-aggressive allusions to Imperial doctrine. The Black Library author Aaron Dembski-Bowden writes in a dense but fast-paced style that makes for an enjoyable read. The campaign’s main focus is on trucking between planets while waiting for construction projects to finish and sponging up research materials to advance the plot gradually. Once the game reaches the fifteen-hour mark, the inclusion of four additional Bloom flavors—each of which requires you to acquire individual samples—counterbalances the entrance of new customization options and monster kinds. The domestic flashpoints in The Edict are a great diversion, but I missed Gears Tactics’s better-coordinated dramatic structure and drive. You may explore each character’s captivating backstory by clicking on their management tabs.

The cut and thrust—or, maybe more correctly, gouge and bludgeon—of actual battle more than makes up for the campaign’s slower moments. XCOM’s fundamental components are all present, enhanced by a confusing yet easily navigable user interface that, above all, never lets you guess who can be shot from where. These elements include grid-based, multiple-elevation layouts that are split into half or full cover; the ability to set overwatch view cones and cancel attackers during the enemy turn; and map exploration that involves carefully peeled back the fog of war while attempting to avoid triggering too many skirmishes at once. The distinction lies in Daemonhunters’ desire for you to raise the volume when things do become raucous. It’s highly biased towards aggressiveness, but (a bit shockingly) not nearly as rampage-prone as Gear Tactics.

One of my favorite XCOM memories is how my squad’s whole commander went into a cowering hysterics due to a single soldier’s frantic response firing, losing me a turn and eventually the fight. I mean, it’s great to lose. Due to their innate incapacity to feel fear, Space Marines view defeat as a sin. As a result, most of their combat speech revolves on the question “was that supposed to hurt?” Only a small number of Nurgle’s forces are as formidable or lethal as the overpowered Stormtroopers you pit against them. Sure, his forces are tasty, with everything from squealing, timebomb-firing Mad Max extras to clanking, bile-spreading Plague Marines to vast, blobby archdemons that duplicate themselves when hit. Take a peek at your guys standing on the Teleportarium pad during mission setup – the Hottest New Boyband of the 41st millennia, complete with flamethrowers named Vengeance and Harbinger, skull-plated shinguards, and blue halberds that crackle. It’s nearly enough to hide the fact that they resemble Buzz Lightyear in some situations.

Not only are Space Marines fearless. Fortunately, they also have death immunity. A Space Marine that is knocked out can get back up after three turns at half health; if they are lost again, they will be sent back to the Edict for some rest and relaxation. While most Space Marines have restricted chances of revival, some are unbuffered, and wounded soldiers can be redeployed while recovering at a lower level of maximum health as long as they do not have critical wounds. After losing every squad member in the first five hours of the game, I nearly restarted it, but the effect of a team wipe on Standard difficulty is essentially insignificant.

Although the interface first appears to be a Borg sneeze all over a cathedral, in actual use it is a precise distillation of a massive fiction and a masterful balancing act of concepts from both XCOM and Gears of War.

Nor do Space Marines miss. Ranged damage is not based on your guesswork about accuracy percentage; instead, it is based on factors like target cover, angle, and distance. One of the many grace notes is that, while you’re choosing waypoints, the UI displays you how much damage you’ll do to foes from any grid square. This gives flanking strategies—which, in XCOM, always feel like tempting fate—more confidence. There’s a Get Out of Jail Free card in the form of the Aegis shield system, which allows you to swap action points for temporary additional health to absorb the brunt of the response fire, should your foes manage to flank you in turn and lock you down with overwatch cones. Harder Space Marine classes, such as the Paladin, may be enhanced to essentially grow a second life bar, allowing you to strut through combat zones instead of running to the rooftops and launching all of your grenades at once as in XCOM.

The will point system, which powers Space Marine psychic abilities like healing and teleportation and allows you to amp up standard assaults with debuffs or AOE blasts, encourages you to go on the attack. Killing creatures restores will points, so each encounter becomes a practice in refueling. Pay close attention to making sure your apothecaries, or medics, take a few scalps early on. If regaining will points is the carrot, then each map’s sporadic Warp Surges are the stick. The longer you retreat, the more Nurgle’s plague will hinder your progress by giving enemies juicy mutations, blocking your Space Marine skills, or increasing the number of reinforcements you can call in when you attack targets like enormous seedpods. By using Stratagems, which are one-time map-wide power-ups that may transfer your whole squad or immobilize every opponent for a round, you can neutralize the effects of Warp Surges.

Though with greater limitations, Daemonhunters also takes inspiration from Gears Tactics’ clever, momentum-building concept of regaining action points after you capital-E Execute an enemy. Executions are only possible if you roll a critical and get Precision Targeting for body parts. If you are unable to kill a Chaos wizard outright, you can still salvage some satisfaction by chopping off the arm that he uses to cast spells. Individual class talents allow you to sneak a few additional movements into your turn, and this is accompanied by an execution system. While the Interceptor has unlocks that give them a chance to recuperate AP when they conduct teleport assassinations, the Justicar may beam AP to friends. This is the basis for some incredibly flamboyant killstreaks.

Additionally, units can operate outside of their turn thanks to context-specific abilities. For example, the Purgator can be set to counterattack when fired at, and the Interceptor can react-fire on any enemy that a friendly targets. These kinds of tricks are arguably my favorite parts of turn-based strategy games like XCOM; it’s not only about choosing the best possible combination of movements; it’s also about figuring out how to extend your turn “unfairly,” as in shouting over your opponent. Though it doesn’t take this to the same, devilish heights as Othercide, Daemonhunters penalizes you far less for going beyond.

I want to end with a few grievances. One is that opponents can occasionally be a touch odd when it comes to overwatching; they’ll effectively tie you up and practically force you to give up a unit. At other moments, they seem to point nearly at random. Early on, I could have also done without a few more peculiar demons: the rank-and-file Before they’re altered by Warp Surges, Nurglers are just dudes with firearms, which minimizes the effect of terrain that range from ruined Eldar craftworlds to fungus-filled trainyards.

However, a Space Marine would smirk at these types of dents on the armor. A few uninspired opponent types? A little too much busywork on the screen throughout the campaign? A title resembling something you would say to the cops to show them you haven’t had any alcohol? Pshaw, such trifles are of no concern to Adeptus Astartes troops. Go forth, allies, and savor one of the most impressive and, admittedly, sophisticated XCOM tributes in memory.

The review of King Arthur: Knight’s Tale highlights that despite its commendable ideas, the game’s trudgy core remains a hindrance

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The review of King Arthur: Knight’s Tale highlights that despite its commendable ideas, the game’s trudgy core remains a hindrance

A gritty combination of RPG and strategy that has its moments of enjoyment but eventually becomes tedious due to its monotonous repetition.
The movie theater cashier once intimidated me into not seeing the movie A Knight’s Tale. After glancing at my brother and me, he seemed to sense that we were relatives.He said, “Do you like cars?” “Um…” we stammered. “You should go and see Fast and Furious,” he said. However, we were eager to see Heath Ledger and didn’t want to. Without further ado, we decided to watch the cars, and I haven’t seen A Knight’s Tale since.

There is no similarity between the previous Heath Ledger movie and King Arthur: Knight’s Tale. This is gloomy, gothic, and dark; in fact, it resembles the Batman movies a lot more. The game’s idea is Arthur and Morded had their fatal battle at Camlann, and killed each other, as the myth says, but then they were brought back from the grave to, well, fight one other again.

It gives the game a unique perspective, but it is also a little ridiculous—especially when the whole supporting cast of Arthurian Legend has also been raised from the grave. You see, they’ve all carried out their fabled actions; they’re simply all twisted by strange sorcery at this point. And, perhaps most importantly, King Arthur is now the villain. You are the hero, Mordred.

King Arthur: A Knight’s Tale comes from Van Helsing company NeocoreGames, which has created King Arthur before. King Arthur: The Role-Playing Wargame came out in 2009, and there was a sequel in 2012, but although both games were a combination of RPG and real-time strategy, meaning vast battles with hundreds or thousands of soldiers, this new game brings it all in on a smaller scale. It resembles XCOM a lot more.

In missions, a team of four is guided around quite compact areas and engages in a few combat encounters. There is some conversation strewn in and some decisions to be made, but fighting is typically the solution to all problems. Additionally, combat is turn-based. Your heroes’ surroundings become a grid, and your actions are determined by the action points and skills you have available. It is quite recognizable.

There is a tonne of stuff to do after the missions. In addition to getting to do stuff in and around Camelot, you’ll also receive the experience points and loot you gathered throughout the task, which may mean leveling up and selecting new talents or re-equipment for your characters.

“The player never appears to be stretched by anything. Never does one feel as though they have triumphed over a particularly challenging obstacle or conflict.”

You see, you are in charge of Camelot. It’s in ruins, so you need to repair it with the help of money and a building resource you obtain from completing tasks. You could put your base anywhere else, but I selected Camelot. Places like the Cathedral, Hospice, and Training Grounds are gradually rebuilt, adding more functionality as a result.

For example, your heroes recuperate from wounds they sustain in battle at the Cathedral. There are several things that can happen to them, such lethargy or the unhelpful plague. And you get rid of these by assigning them a mission or two inside the Cathedral. The length of time depends on the Cathedral’s renovations.

In the meanwhile, your heroes get experience points and level up in the Training Grounds. This is especially helpful for keeping characters you don’t select for missions up to date. There’s also the base-building side-game to think about, since all of your structures may be upgraded to provide you better gear, perks, and so on.

Of course, the center of everything is the Round Table, where you select and designate your champions and bestow titles upon them. This is enjoyable, increases their devotion, and awards benefits, not to mention that it will draw many illustrious names to you. As is often the case with RPGs, you can only bring four on missions, so a lot of them will be lounging around scratching their assholes.

But not in this place! You may send them on adventures here, which is a great homage to Arthurian mythology and all that ardent questing there. However, it’s all a little pretentious rather than humorous, which is a wasted opportunity in my opinion. A choice of outcomes appears when events appear on the global map, and often, one of them entails sending one of your knights away to handle it (i.e., they’ll be unavailable for a mission or two).

Another aspect of the game that appeals to me is that there are repercussions for the choices you make. Your selections are recorded by Knight’s Tale, which then arranges them on a cross-shaped graph with Old Gods and Christianity at one end of the horizontal line and tyranny and compassion at the other. All of the choices favor one of those things, and your progress is tracked by a little marker. Though the portrayals of good and evil are a little childish, it’s a great way to encourage role-playing, even though it takes some time to move.

Character loyalty to you is likewise influenced by your choices; if it’s strong, it might result in benefits; if it’s weak, it can have drawbacks. Of course, they all have different interests.

I particularly enjoy this part of the game, which is around the center. Making the most of my Camelot by adjusting characters’ abilities and gear, as well as switching up my roster to take care of missions, training, and ailments, is something I like doing. It’s all put together in a rusty iron color, stone greys, and browns that are appealing, although somber. Thank you for your work.

The missions, which make up the majority of the game, are what I dislike less, and it’s a terribly basic issue to have. The reasons for this are several. The instantaneous fighting appears to be simplistic. Turn-based game gamers will be aware with concepts like attacks of opportunity, cover, overwatch, buffs, debuffs, and magic. Despite this, there never appears to be much strategy involved in battle. Most of the time it’s just ‘go there, smack that’. The player never appears to be stretched by anything. There’s never that satisfying sense of defeating an especially difficult riddle or combat.

To Knight’s Tale’s credit, it does improve. The battlefield becomes increasingly varied as you advance in level and get access to new powers and foes. Not by much, though. By then, you’ll have been virtually fatigued with it due to its repetitive nature, which makes the game feel tedious.

The game’s technological issues only serve to emphasize its plodginess. It’s not very attractive; while it might evoke a sense of mood, up close it appears old. The game’s limited color palette of bleak, black, and murky shades makes everything seem a little gloomy. It doesn’t seem to be properly optimized, and although some of this may be due to my aging system, it doesn’t operate very well either. Furthermore, there’s a natural sluggishness to the way it moves and the way the characters fight. Knight’s Tale benefits from this occasionally, such as when one of your armored knights swings a massive sword that collides with an adversary like a life-sized stone chess piece, but most of the time it doesn’t function well. Holding down the spacebar increases turn speed, but it doesn’t make the slowness go away.

Not only is there very little change in the locations of the missions, but there is also very little difference in the tasks you must do. The format appears to be the same every time: take your time exploring the area, converse with the characters, follow the arrows on the map to different encounters that feel the same, perhaps take on a boss, and then finish the game. Furthermore, although “boss” sounds thrilling, they aren’t. Their appearance often mimics that of their adversaries. There have only been a few that have stood out, and they passed away quietly.

It’s unfortunate. Less missions and garbage fights would be a welcome change in my opinion, since it would allow players to encounter more interesting foes more quickly.

It may potentially be a little bit harder, but you can fix that by turning it up a notch from the beginning, which is what I advise you to do. Normal is too simple. If you’d like, there’s even a Roguelite mode that prevents you from saving and loading at will. A little more difficulty may make the game seem more like Knight’s Tale by making you take more hits and need to use replacement picks, as well as by making combat seem less pointless. However, it can worsen a core that is already laborious.

There is merit in this place. I still enjoy the fantasy and find the reverence sweet, despite how wooden the tale and characters may be. There are also some really nice details in it, like as the ability to engage in duels within missions rather than large-scale group fights. Even though they are merely one-on-ones, they somewhat alter the formula.

Many things might be accomplished with adjustments and modifications, and NeocoreGames will undoubtedly keep doing just that. It will be more difficult to address the creakier core, though. King Arthur: Knight’s Tale has its charms, to be sure, but it’s not the king you’ve been waiting for, either. Instead, you could watch Fast & Furious.

Review of Citizen Sleeper – a serene, intellectual game centered around the themes of community and resilience

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Review of Citizen Sleeper – a serene, intellectual game centered around the themes of community and resilience

Being compassionate is cool in Citizen Sleeper. The characters in this low-key, minimalist chillhop sci-fi game are initially guarded, but after spending little more than your time, they eventually drop walls to reveal themselves as nearly all of them are kind, considerate, and warm. The game is set on a half-ruined space station that hovers between freedom and indenture. The way that Citizen Sleeper itself reflects this is what truly strikes you, though.

To take a step back, at first, you are fighting for your life; it’s more of a one-way battle at this point. You are a Sleeper, a corporately owned, replicant-on-a-budget entity with an emulated mind and a generic, robotic body based on a real human but with even fewer rights and less memories, and you don’t know if that’s even enough to qualify as a living being (yes, that is a fun allusion to Descartes!). After your escape, you find yourself on the space station known as the Eye. Here, you have two main resources to manage: your condition, which is represented by a bar of twenty tiny blocks that gets smaller every time you finish a turn and go to sleep at the end of the day—a process known as finishing a “cycle”—and your energy, which is represented by five bars that get smaller every time.

These fit together well. When your energy runs out, your condition will deteriorate much more quickly; when your condition runs out, the game is theoretically ended (I haven’t ran out yet, touch wood), and they re-connect with your other important resource: dice. Because Citizen Sleeper is cleverly designed to resemble a tabletop role-playing game, you roll one to six dice when you wake up after each cycle’s snooze, depending on how full your condition bar is. The more conditions you meet, the more dice you get. You can then use these dice for whichever purpose you like.

I know this seems awkward, but trust me when I say that’s my fault. In contrast is Citizen Sleeper. It’s one of those games that, when stripped down to an incredibly simple, paper-thin-lined user interface, does look a touch thin and weightless at points, especially during its relatively sluggish start. However, this really contributes to the game’s amazing beauty. Tabletop elegance with a few systems at most, a character, and then just empty space with room reserved just for you—your decisions, your ideas, and who you are. An uncommon game that can navigate its own path.

Now, let’s return to its essence. You are first scrounging around for employment, staying in an abandoned shipping container, and taking on odd jobs for Chits, which is short for Cryo, which is short for something else that sounds like space crypto. It’s money, as always, that makes all the difference in the world. With your precious dice, you’ll need it initially to buy some energy-boosting noodles, scrap metal or parts, or recurrent, outrageously expensive, illegal medication to ward off the ‘planned obsolescence’ of your inevitable condition degradation. For something that looks so easy at first appearance, there are a lot of moving parts. It quickly turns into doing favors for possible friends, but each of them has a debt to someone else and a duty to a future partner.

Beyond that, there’s another race against time as new acquaintances solve mysteries that could help you escape the never-ending hunt, and bounty hunters arrive to try and reclaim the company property that you are. Meanwhile, another hunter follows you in the cloud, a sort of digital subconscious that connects you to the mainframe of all the station’s machines and quasi-minds, allowing you to hack others for your own gain at the risk of being flagged for deletion by whatever lurks there in the mist.

These tasks are intentionally onerous and interminable, creating a to-do list of social obligations that is intentionally impossible to do all at once. Like a lot of Citizen Sleeper, the allegory is overt and obvious: if you, too, struggle to find time for exercise, healthy cooking, studying, socializing, taking care of family members, going on date nights, reading more books, and, heaven forbid, engaging in a few hobbies, tag yourself. Or, more directly related to Citizen Sleeper’s argument, if you can’t afford to pay for both insulin and rent.

But that unwavering, persistent human kindness is what shines through and pulls your drowning self out from under a sea of busywork and basic survival. Initially, it is the citizens of Citizen Sleeper. People of the Eye, if you put in the effort, will grow from initial caricatures into thoughtful, capricious, resentful, protective, generous, loyal, and treacherous humans—all the wrinkles and creases of humanity written with fine strokes of real expertise. Quiet, sheltered, guarded types, desperate for a deep connection if only the other person could do a bit more of the social legwork. At times, it feels like the entire world is made up of these terminally introverted people wrapped in cozy jumpers and surrounded by monstera plants (guilty). All that’s needed to complete a game is a deft heel-turn or a stab in the back.

This is when Citizen Sleeper’s generosity appears to come in handy, as it frequently seems to bring you back to life from the verge of the end of the world. The game creates a world that appears to be nasty and challenging, but it’s also desperately trying to save you from failing, always pulling you back from what may feel like a negative choice in dialogue or decisions.

When you eventually reach the end of a character’s questline and expand your skill tree, you may pierce through the layer of survival, the race against time, the rat race, the systemic struggle, and suddenly there’s equilibrium. In other words, the ‘game’ is over just as the post-game – the real game – begins. This is similar to tearing the lid off a tin of sardines. Each of the three classes you start with has a +1 modifier to one of the five skills in the skill tree and a -1 modifier to another. Tasks, which are cleverly referred to in Citizen Sleeper as Drives—a reminder of how much of the game is really played in the mind—earn upgrade points that you can put into the tree. These points can then be used to unlock passive buffs that provide self-sustenance, such as the capacity to repair oneself from scrap—or more direct increases to the value of a die you insert into tasks that correspond with them.

(Short example: I started off with +1 engineering since I was a machinist. Thus, for example, if I rolled a 3 on a die for a job related to the Engineering skill, it would have counted as a 4 instead; higher dice numbers indicate more favorable outcomes, while lower dice numbers indicate more neutral or unfavorable outcomes that could cost you money or other forms of sustenance. Enhancements to dice applied to a particular ability then turn into a sort of self-fulfilling character class, where activities frequently have two possible outcomes and you are automatically guided toward the one that best fits your expertise).

By completing sufficient Drives and using your money, dice, and other resources wisely, you may essentially break through Citizen Sleeper’s upper cloud layer with remarkable ease. When you stop to think about it, it becomes rather clear what is happening: in a post-capitalist post-game where the goal is to live under capitalism, the post-game is a tranquil existence. Now that you are free of your bonds, do as you like. Create a more compassionate and deeply meaningful existence for yourself.

Its greatest strength—and, therefore, its worst issue—is that Citizen Sleeper is nothing if not didactic. Being didactic when creating a creative piece has the drawback of turning the work into a thesis—a debate you have with your audience, reader, or player. When you set out to prove anything, you have to fortify yourself, prepare for rebuttals, and prepare responses to counterarguments. Because it’s seeking to persuade rather than to arouse, to force rather than to encourage, it attempts to convince, which penned in the object in issue and made it feel more rigid. Fear stems from the fact that, unless one is preaching to the choir, most people simply want to push back and very few get converted.

One “gotcha” is the capacity to use force of will and ability alone, as well as manipulating the system to your advantage, to bootstrap oneself to a large amount of money and comfort—the capitalist’s dream—in order to escape Citizen Sleeper’s cycle of existence. It’s enjoyable, therefore this shouldn’t matter! More significantly, however, is a completely different understanding of how games may function, integrating intrinsic delight into the feeling of static post-game attentiveness and the transcendental joy of living free rather than relying only on the grind for extrinsic incentive. This is all true while you’re arguing, though. All of a sudden, I feel like saying, “This kind of says the opposite of what you’re trying to say.” And that’s when I get all knotted up, thinking how on earth a forced failure could be possible—after all, one of the messages here is that the system is stacked against you. However, it was unable to. Similarly, its relationships—which Citizen Sleeper views as objectives in and of themselves—are all essentially transactional, awarding you with different incentives or upgrade points for saving your fellow citizens from difficult situations.

Here, there is genuine closeness and suffering as well as genuine gentleness, thoughtfulness, and intricacy of thinking.

Here, it would be easy to draw the conclusion that the game is unworkable. It’s impossible to count all of its metaphors—private medicine, rent-seeking, the impossibility of choosing between human connection and survival, corporate ownership, communes, abusive cycles, poverty traps, slavery, planned obsolescence, and the numerous instances in which all of this subtext is presented as literal text—completely justified and flawlessly rationalized as they are, with the game they want to be.

However, it’s a trap, and you can choose to jump straight over it to the pure power that lies beyond. Indeed, Citizen Sleeper may be rather persuasive at times. However, in many others, it does excite, it does seek for something, and most importantly, it feels completely human during every moment of play. The misty, fuzzy Neuromancer Matrix defies easy comprehension. The characters in it, including botanists, AIs, criminals, cooks, dock workers, and bartenders, are all essentially alive.

From the incredibly intelligent, perfectly balanced systems to the incredibly well-realized art, which consists of static drawings of those characters that each feel like a glossy, coffee table magazine cover of their own due to the incredible texture, color, posture, and pain behind the eyes, there is real anguish and intimacy here. Although Citizen Sleeper is speaking to you in this instance, I strongly advise that you just pay attention—not least because there is significance in your own quiet and because what it does have to say is priceless.

A fresh perspective on dungeon crawling: Loot River review

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A fresh perspective on dungeon crawling: Loot River review

Gary Chang resides in a 344 square foot flat in Hong Kong. Furthermore, because Gary Chang is an architect, he has taken a room that is essentially appropriate for one and made it become every room in the home as needed. Bedroom? Take the bed off. In the kitchen, slide back a wall to see a sink and a cooktop. Bath? Take down another wall. utility and laundry? Pull: I understand.

Last night, I watched an excellent documentary on Chang’s flat. By the time it was over, I had the following thought: Hey, perhaps this is how we all think about house stuff? Perhaps Chang should adopt an etch-a-sketch lifestyle. Imagine creating a space centered around your passions and nothing else. Choose a house that you can only slip into place when you want it to.

I then spent today playing Loot River, in a harmonic way, if a little strange type of harmony. Loot River is a top-down, somewhat Souls-esque roguelite that is both creative and incredibly gratifying. These are plentiful in number. However, Loot River has a really good proposal, one that Chang could even find acceptable. As you travel about with the left stick, you may move the tile you’re on with the right, sliding it across the water from one place to another. The game takes place on floating tile dungeons; tetrominos put you in the correct frame of mind, but there are numerous more forms.

While doing all of this, you’ll be hacking and slashing (soul-slashing combat with powerful swings, parries, and a button-stab lock-on), searching for treasure, leveling up, and obtaining stronger armor and weapons, and finally dying, losing everything, and having to start again. It’s excellent.

It turns out that a hacking and slashing game benefits greatly from the ability to change the floor. Roguelites need hypervigilance, which fits in nicely when you can shift the area of your surroundings that you’re presently standing on and pay close attention to what else is around you.

This genre frequently deals with knowing when to interact and when to stay out of it. Therefore, even while there are many clever movement challenges involving the tiles—such as rearranging floorplans to bypass obstacles or locating the proper piece to let you explore a new area of the map—I spend the most of my playing time moving tiles and considering my next move in terms of fighting.

Really, it’s similar to a roguelike in which you go about on a Routemaster. Let’s say I’m safe on my tile and there are eight nasty guys on a nearby tile. Perhaps I go up, let a few bad guys in, and then quickly run back out of the way to kill them by distancing myself from the main crowd. Perhaps I interconnect and disconnect tiles as if they were circuitry, keeping everything moving and transforming the situation into a kind of factory plan of devastation where I destroy adversaries at a pace that works for me.

Master Routers! Electricity There are a lot of opposing comparisons, but that should come as no surprise in a game that throws in well-known elements like roguelikes! Tetrominoes! – in a novel way combined.

Chuck encounters a variety of foes whose grimy, sherberty pixelart makes them genuinely repulsive. Lurkers! Eaters and runners! People with swords of different colors! Chemical bombs! dreadful employers! They’d be entertaining to play in any game, I believe, but you get really crazy possibilities when you can zip up on a convenient patch of flooring and then go away again. When should I interact? Which way to go? Which angle should one initially approach from?

You have something unique when you add magic, various weapons, and artifacts that let you alter the game in certain ways. In this specific roguelite, the advancement mechanism is facilitated by both magic and weaponry, which are the subtlest of touches. Gain experience points, earn money, gear that improves your attributes, and perhaps even a few devastating specials, like a feather (my personal favorite) that lets you appear on the other side of your opponent after you’ve dealt them a blow. That’s all gone when you die. None of it is able to travel with you.

Any weapons or spells that you’ve unlocked by accumulating Knowledge, which you can exchange for cash at the stores in the main hub in between levels, are what you can sort of bring with you. But even this isn’t that easy; after using Knowledge to unlock spells and weapons, the program randomly assigns them to you at the beginning of a new run without letting you choose or have any control over it. You spend Knowledge to increase the number of possible ways, but that’s all. Naturally, when you pass away, you also forfeit whatever knowledge you haven’t yet used. It aggravates me.

All in all, I believe it’s brilliant: ruthlessly cruel yet clever and endearing. I adore the fact that I spend a lot of time floating down the river, pondering whether to bring my small, secure tetromino up against the next visible patch of land, where I may find eight monsters. I adore how small details like a fire trap that spreads, an opponent who ties tiles together until they are destroyed, or a tile that is higher than the others and must be accessed by stairs can completely change the game.

I adore a full screen of accessibility settings, such as adjustable font size, platform and opponent outlines, screen shaking, colorblind mode, vibration and user interface adjustments, and an easy mode that lowers enemy hit points. I adore enigmatic settings with a central point surrounded by sculptures of human parts and bone-strewn lawn. The sea that the tiles in the game scud across has an oily sheen that I adore. It has slow ripples, light that has been broken up into fuzzy specks, and the splash and lap of a miserable tide. I adore the music’s eerie drone.

In a decent roguelite, you know that time when you’ve pushed yourself too far yet you’ve also earned big money that you don’t want to lose before you can bank it? In the end, this is what Loot River is designed for: Fearfully eyeing my little health indicator, I rush from one tile to the next, breaking off from a small continent and an archipelago of flaming wood, and then looking, searching for the level’s exit. A procedural dungeon crawler in which the previously jumbled levels may be rearranged? Gary Chang would be pleased.

Review of Salt and Sacrifice – the FromSoft challenge without the Souls

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Review of Salt and Sacrifice – the FromSoft challenge without the Souls

The excellent arsenal of combat customization offered by Ska Studios’ Salt and Sanctuary sequel is let down by some flimsy storyline.
Dark Souls was first brought to me by a buddy of mine. The current classic from FromSoftware, an endlessly exhaustive game about mankind and what it means to live and die, was instead presented to me as “look at this hard as shit game, bet you can’t even beat the first boss.” They were correct; I was unable to defeat the Asylum Demon, who seized my terrified figure from a ledge and splattered them all over the lower level.

That companion is Salt and Sacrifice. Ska Studios’ follow-up to 2016’s Salt and Sanctuary is a 2D side-scrolling hack-and-slash game set in the ruins of a decaying world. It pits your pathetic adventurer against monsters of enormous, hulking shapes and sizes, challenging you to venture out into the wider world and actually eat mages alive in order to restore balance throughout the land.

Similar to that friend, Ska Studios’ follow-up is primarily a cursory examination of the genre of game it parodies. NPCs and other side characters serve the player character and further your goal to repair the universe, but that’s about it. There is no subtlety in the conversation or plot. All that’s left is an unflappable combat system that serves as the basis for everything.

That being said, the fighting mechanism is not at all horrible. The protagonist of Salt and Sacrifice leaps and ducks from a barrage of hostile blows, or he can stand tall with a shield. The game encourages you to assault, but your stamina is extremely limited. In combat, there are some very suspenseful moments when you have to try to hit an adversary or sneak a heal in just in time to avoid being hit by their strike.

It may be extremely, really difficult throughout. In Salt and Sacrifice, you’re likely to get combo-attacked to death by two or more adversaries, leaving you with no means to escape, as your stamina doesn’t replenish while you’re receiving damage. There are plenty of enemies here that are taller than you, and they have the ability to launch you into the air for two or three consecutive hits, much like a protagonist from Devil May Cry, or launch you flying back over half the screen while their henchmen close in on you.

Despite its tough exterior, Salt and Sacrifice is not overly cumbersome. Actually, the protagonist of Salt and Sacrifice and their gear have an astounding level of personalization. You can use elemental damage-infused daggers to slowly eat away at your enemies’ health, spatter them with massive weapons, or use ranged spells based on ice or lightning to attack them. Because Salt and Sacrifice causes item drops from defeated foes to come in an unexpectedly large and quick stream, you’ll frequently find yourself with an abundance of things to modify and customize your weapons.

It’s only fitting that Salt and Sacrifice allows you to play with its arsenal of weaponry considering how vicious some of its boss battles can be. The enormous mages who make up the early-game monsters are all the size of houses and are skilled at hitting you with a barrage of magical assaults, such as lightning, fire, ice, and poison. When you combine massive bosses with a small 2D arena for combat, you’ll get terrifying encounters where you may be only millimeters away from a strike that would send your hero to the death.

You can only chip away at the enormous amount of health that the rogue’s gallery of monsters possess while swerving and avoiding an unending barrage. Given that there is no way to block them with a shield or to stand at the perimeter of the arena and attack them with a ranged weapon, boss battles can occasionally feel a touch unjustly weighted. Salt & Sacrifice’s monsters appear to be saying, “Good luck if you’ve been playing defensively up until now,” as the newest behemoth lumbers toward you and unleashes assaults strong enough to level structures.

Ska Studios’ follow-up is powered by a tight, intense fighting system with tons of customization possibilities, but the plot falls short of expectations.

The goal of the game is to eat the aforementioned magicians alive and cure the planet (via very mysterious ways), hence they play a crucial role in Salt and Sacrifice’s narrative. Putting aside the questionable ethics of eating someone alive, the storyline is where a lot of Ska Studios’ follow-up fails: there are too many loose ends, with each character in the game’s main environment acting as a voice actor explaining everything to you in the most obvious way. It seems like almost everyone is merely there to explain things to you; very few actually have a personality or a purpose other than acting as informational museum pieces. The setting and breadth of the original Salt and Sanctuary may be expanded in Salt and Sacrifice, but the meaning remains unchanged.

Beyond the dull central area, exploring Salt and Sacrifice’s several biomes is still a lot of fun. Consider the beginning region, a monster-filled hamlet that looks nearly totally horizontal at first. However, after you obtain the grappling hook, it transforms into a vertical playground that allows you to practically soar to new heights and explore gloomy dungeons and houses littered with dead bodies. When you’re not getting beaten off cliffs by beasties, Salt and Sacrifice’s many worlds provide a surprisingly large degree of verticality, which makes for an incredibly fun experience.

A play on previous works, Salt and Sacrifice is not totally successful. The sequel from Ska Studios features a tight, intense fighting system with tons of customization possibilities, and boss battles are fun even if they can be too difficult at times. However, Salt and Sanctuary’s narrative ideas and storytelling fall short of expectations.

The gameplay of Soundfall lacks dynamic range, resulting in a monotonous experience, as per our review

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The gameplay of Soundfall lacks dynamic range, resulting in a monotonous experience, as per our review

Although the premise of this rhythm shooter is distinctive, it lacks variety.
Fire, shoot, dodge, and repeat. The core of the game Soundfall is rhythm. Your fingers tap-tap-tap on the controller as the music blares in your ears and the surrounding area bops and dances to the beat.

A growing number of creators are using music to add a humorous edge to action games. Examples include the platformer No Straight Roads, FPS Bullets per Minute, and Crypt of the NecroDancer (as well as its Zelda follow-up Cadence of Hyrule). These are games about rescuing the world to the rhythm of music, not about creating music.

You have that to do in Soundfall. A metronome pulses at the bottom of the screen, mimicking NecroDancer, and your task is to fire, shoot, dodge, and repeat your way through each level while maintaining the beat. If you shoot or dodge too quickly, the activity will not succeed.

While most action games have an internalized rhythm of some kind, Soundfall makes it clear. Even hypnotic, with your ears laser-focused on maintaining a combination just as much as your sight. Later stages turn into a kind of bullet hell, or rhythm hell, as it were. I noticed that I was dancing in my seat and nodding my head while playing, refusing to blink. After a while, I was also tapping in time with the options.

Both the tempo and the soundtrack, which features songs by actual musicians, have a contagious quality. Every region of the planet represents a distinct genre, such as the heavy metal Hotlands, the dream-pop Skylands, the classical Forest, and so on. Every one has their unique set of difficulties. For example, the less percussion-laden classical tunes have a less noticeable rhythm, whereas hard metal tracks sometimes change time signatures to keep you guessing. Furthermore, despite their seeming intensity, slower songs are actually difficult since there are fewer beats, which implies less possibilities for assault.

The narrative that unites everything is a likable one about a young aspiring musician named Melody who is sent to the land of Symphonia in order to battle the Discordians. Everything in Soundfall has a musical quality, including the underutilized elements system, character and planet names, and instrumental weaponry. Even if the script’s musical puns are annoying, they are all done so in a charming and understandable way. Scenes with animation provide a much-needed flare.

However, the subject is monotonous when the central hook is strong. Although Soundfall’s gameplay quickly gets monotonous, it is a fascinating journey through many genres and blends sonically. Fire, shoot, dodge, and repeat.

There aren’t many hurdles or puzzle components in the levels, which are mazes of recurrent fight fields and ambient paintings. Bullet sponge opponents are uninteresting and never compel a shift in tactics. There is no climb and fall since there are no dramatic boss fights at the conclusion of each level.

You may choose from a variety of characters, each with their own special artifacts and overdrive techniques. However, they play too similarly to one another because they have similar backgrounds and weaponry. Between them, there’s hardly much instrumental color.

Unfortunately, Soundfall’s gameplay is monotonous. The quantity of opponents increases difficulty, although musical intricacy seldom does. That steady pulse soon becomes constrictive and inflexible. No syncopation or improvisation is allowed. The vibrant settings and outstanding soundtrack conceal an all too basic dance. It becomes boring.

One of Soundfall’s major errors may be their lack of imagination. Isn’t it the main purpose of music? Your actions have no consequence, and there are no musical effects. You lose your shot if you miss a beat, but the music still plays. There is still a gap between the gameplay and the audio for a game that is entirely focused on music. Maybe that’s why Soundfall seems so empty and unsatisfying in the end.

For PC gamers, nevertheless, there is one consolation prize: Soundfall lets you load your own music and creates a level procedurally based on it. It’s one way the game lets you add your own individuality, even if it’s only a different tune playing with the same objects, enemies, and shoot-shoot-dodge-repeat sequence.

Soundfall is a three-minute musical interlude that first fizzes and thrills, like to an extended pop record. Playing repeatedly, though, gets boring. The gameplay is mostly fluff, but the soundtrack is amazing.

Sniper Elite 5 has been critically acclaimed as Rebellion’s stealth action series that has successfully discovered the perfect balance

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Sniper Elite 5 has been critically acclaimed as Rebellion’s stealth action series that has successfully discovered the perfect balance

Sniper Elite 5 has blown me away, like a fleet of Allied landing craft attacking the beaches of Normandy. I was in a state of ecstatic bewilderment for the most part of the weekend, murmuring to myself all the while, “isn’t this brilliant?” as it gave level after brilliantly crafted level to sneak about in, turning Nazi skulls into cornflakes. From the mediocre V2, I’ve been enjoying Rebellion’s notoriously graphic stealth series, but I never imagined I’d be writing about it with the type of frantic pleasure usually reserved for someone like Elden Ring.

Looking back, there were indications that Sniper Elite may become something unique. Although Sniper Elite is most known for its ‘X-Ray’ system, which allows you to see the horrible anatomical detail of your bullets passing through opponent bodies, the game has been gradually revealing more of its potential since Sniper Elite 3’s 2014 tour of Africa. The once awkward mobility and fighting have gradually improved, and the landscapes have gotten bigger, more expansive, and more ambitious. For a while now, Sniper Elite has consistently provided amusement. It was good; it just needed a little inspiration.

An unexpected source of inspiration for Sniper Elite 5 is the Allied invasion of France. Video games have examined Operation Overlord the most thoroughly out of all the Second World War theaters; since Medal of Honor: Allied Assault was released in 2002, it has been constantly recreated. I know the Normandy hedgerows better than my own backyard, so the thought of setting up a game there doesn’t excite me much either. Sniper Elite 5 ought to feel more reminiscent of the prior games by all argument. Rather, Rebellion had to be more creative in their level design because of France’s empty fields, and the studio breathes new life into the scene with creative settings and a meticulous attention to detail.

The story of Sniper Elite 5 begins before to D-Day when seasoned assassin Karl Fairburne sneaks behind the Atlantic Wall to meet up with the French Resistance and prepare the way for an assault. The first mission, which takes place on a vast stretch of the Normandy shoreline and gathers all the biggest highlights of the French liberation, sets the bar for all that comes after. Massive radar dish, ‘eighty-eight’ artillery pieces, and a charming countryside with a Nazi commander wandering around while waiting for his skull to be vented are all there to be sabotaged.

Sniper Elite 5 feels like a significant advance over earlier games, even at this early point. The maps not only flow more naturally, but Fairburne also moves through them with greater elegance. He can kill foes in close quarters with swift, vicious melee strikes and weave elegantly between Nazi patrols. It’s important to note that Sniper Elite 5 is more blatantly graphic than in the past. While the X-Ray system is expanded to include melee and sidearm strikes, arterial spray hisses out of people like air from a tire inflation hose.

However, I didn’t really understand what set this task apart from the others until I played the third level, Spy Academy. The iconic level of Sniper Elite 5, Spy Academy, begins with a breathtaking panoramic view of Beaumont Saint-Denis, a magnificently rendered fictitious version of the tidal island of Mont Saint-Michel. Looking across the river, it seems like a haven for sharpshooters. The island’s tiny stone bridge leads to the mainland, where Wehrmacht soldiers patrol openly. Circling Luftwaffe jets give consistent acoustic cover for your shots.

But as soon as you enter the island itself, it’s obvious that this is more than just a shooting range. Effective sniping possibilities are scarce due to the level’s constant uphill growth and the tiny medieval alleyways. Rather, you have to rely on Fairburne’s other abilities and weapons, including melee and quiet pistol kills to take out opponents up close, and carefully setting out teller mines to take down the German motorcyclists that are patrolling the area.

Sniper Elite 5 achieves the ideal mix between sniping and wider-ranging stealth in this way. No strategy is effective everywhere. When it comes to suppressed weapons, Sniper Elite 5 is more lenient, allowing you to mount a suppressor on almost everything. However, suppressed is not the same as silence, and guards must still be relatively isolated or there must be little background noise in order for suppressed bullets to be undetectable. As an alternative, you can use “subsonic” sniper rounds to reduce the likelihood that you would be discovered. These are less precise and powerful than regular ammo, but they are quieter. Kills that are completely quiet can only be accomplished up close, which has disadvantages of its own.

Conversely, no strategy seems unnecessary. If there aren’t any clear-cut opportunities to remove guards covertly, you have a plethora of instruments at your disposal to make them, from Fairburne’s extensive array of equipment intended for both diversion and removal to environment-based artifacts that may be tampered with to produce ambient noise. The “Schu” mine, a non-lethal explosive that may entice bothersome guards for swift, stealthy knockouts, is one of my favorite tools. In fact, Sniper Elite 5 offers a variety of non-lethal weaponry options, such as “wooden” rounds for every class of weapon. One of the few stealth games where taking a deadly approach feels totally acceptable is Sniper Elite. To me, this is like ordering a salad at a restaurant. Still, it’s a wonderful thing to have the choice.

The level that everyone will probably remember is Spy Academy, although there are a number of really well-realized areas that make up the greatest sandboxes this side of IO’s Hitman trilogy. In the fourth level, War Factory, Fairburne sabotages massive blast furnaces and steaming steelworks within a vast industrial complex. Libération, the sixth level, is a rolling valley full of French villages protected by tanks, armored cars, and counter-snipers. It seems like half a Call of Duty campaign compressed into one level. Libération is one of the game’s most flexible levels, offering plenty of chances for sneaking up on opponents, using stealth tactics, or just plain blowing everything to pieces with Panzerfausts and anti-tank weapons.

This is not to argue that Sniper Elite 5 is flawless. Some of the levels are just ‘okay,’ but the bulk are superb. Festung Guernsey is maybe the weakest, seeming too much like a first-level replay with some aesthetically pleasingly alien-looking German fortifications. The storyline, on the other hand, is mainly unimportant and doesn’t try to be complex, while Operation Kraken, the covert project Fairburne is assigned to investigate, creates a danger that is only somewhat intriguing by using realistic elements. Especially on more tough settings, the AI presents a respectable challenge. It can still have the occasional strange quirk, such as cycling between inactive and alert states.

If this was all Sniper Elite 5 had to offer, along with the already-available features like cooperative and multiplayer campaign functionality, I’d just say it’s time for supper. However, I haven’t yet discussed one very important component: invasions. A ‘Jager’ sniper controlled by another player may gatecrash your game if you play Sniper Elite 5 online. Sniper Elite 5 now shifts from a painstaking stealth sandbox to an exciting struggle for survival.

Although the concept of multiplayer invasions is not new, Sniper Elite’s varied settings and extensive equipment selection make it the ideal setting for some very suspenseful cat and mouse action. When using a Jager, you may trip over a teller’s land every time you turn a corner or receive a brand-new orifice from a distance of half a mile. In one instance, I pursued my assailant around an opulent château for fifteen minutes before ultimately eliminating them from the balcony of the structure’s exclusive performance space. After my invader and I disabled each other in a different encounter, the game became a mad scramble to see who could heal themselves the fastest.

For a while now, Sniper Elite has consistently provided amusement. It was good; it just needed a little inspiration.

“Invasions fit into Sniper Elite like lead weight ten grams into the eye socket of an SS officer.” However, Rebellion also refines the method in several clever ways. In order to reduce pointless roaming, the game pings you the approximate location of your opponent. If you camp in one spot for an extended period of time, it will also highlight your respective locations. It also allows you to temporarily put your objective on hold for a few rounds of ad hoc deathmatch by allowing both sides to seek a rematch after the fight. The game either resumes where you left off after you’re done, or it returns you to your last save. This makes it less well-integrated than, example, the invasions in Deathloop, but it also makes it more adaptable and less annoying, which encourages you to leave the system on all the time.

Sniper Elite 5 accomplishes the ultimate aim of any sniper game—that is, to recreate the suspense and drama of Jude Law and Ed Harris facing off in Enemy at the Gates—through its invasion feature. Sniper Elite 5 is that game, minus the Russian location and Rachel Weisz, if, like me, you saw the movie when you were too young to understand it and thought, instead of the more realistic, “Wow, war is terrible,” “I wish there was a game that let me do that.” One of the most engaging games of the year is created when you combine that with eight very versatile sandboxes and the most creative interactive depiction of the Second World War in at least ten years.

Drainus review – an extraordinary side-scrolling shooter comparable to the brilliance of Gradius 5

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Drainus review – an extraordinary side-scrolling shooter comparable to the brilliance of Gradius 5

Video games’ most direct form has always been found in old school shooters; its most stately and spectacular form may be found in the side-scrolling subgenre. In 1982, Taito’s three-screen spectacular Darius introduced a theatrical scale to the genre, while Konami’s Scramble ignited the form and eventually developed into the atmospheric classic Gradius. These games are spaced out thrill rides because the action is joyfully simple and the pure-hearted sci-fi landscapes perfectly balance off the lack of care for intricate scoring mechanisms. Anyway, that’s the reason I adore them so much.

It is always a pleasure to run into fellow fans, and developer Team Ladybug’s love for the genre is evident in the rather unfortunate title Drainus, which is a tribute to the big inspiration behind the side-scrolling shooter genre’s dames and would be adorable if it weren’t also a code word for dumped. Silly titles haven’t stopped shooting games from happening, either, and they don’t take away from this excellent effort.

In fact, Drainus’ spectacle is so lavish that it makes a strong case for being the greatest of its kind since Treasure’s Gradius 5. It has the same level of creativity, wit, and environmental puzzles that occasionally present you with tiny physics-based mechanisms to unlock, as well as multi-staged bosses that fill the screen.

This isn’t about throwing curtains of bullet fire in your direction, like Darius and Gradius did before it. Basically, Drainus is not danmaku enough that facing intense enemy fire on screen is an opportunity for bragging rather than frustration. The unique feature of Drainus is your ability to suck in enemy fire and return it with a barrage of homing missiles that get stronger the more you take in. It’s a clean, gratifying rhythm of catch and release that gives the action a constant pulse.

With the means of ultimate defense always at your disposal—albeit with a fairly generous cap on how much you can absorb before taking damage—and a small enough hitbox to allow you to easily graze past even the densest of bullet fields in the event that your defenses fail, it also gives Drainus a more leisurely pace than other shooters.

Shooting game fans who play them mainly for the challenge may be let down by Drainus; in the hour it takes to play through it, there isn’t much to make an experienced player perspire until the very end, and you have to get past Drainus once to unlock the harder difficulties.

If playing shooters purely for the mood Drainus offers, then easy one credit clean sounds like nirvana. And that’s not all. As you navigate through sandstorms and skim across the surface of a far-off planet, breaking apart eye-catching formations of enemy vessels as they dance on screen, the initial level has an enthralling succession of set pieces and fantastical sci-fi panoramas.

The artwork is magnificent and possesses the coherence of the greatest artists of the genre. The story, which is occasionally presented in a short cutscene, unites all the elements of the sublime aesthetic and contributes to Drainus’ endearing persona.

Bosses, on the other hand, are narrated through stunning animations and frequently display their influences, including what seem to be appearances from Gradius and Treasure’s deadly pair of Radiant Silvergun and Ikaruga. However, upon closer investigation, things break apart due to strange oversights like bosses that don’t time out, which allows for scoring exploits, or the maze of upgrades and power-ups that you can’t seem to put together into a cohesive whole.

Larger shortcomings and annoyances exist. I wish the upgrade system was as smooth as the graphics rather than awkwardly pushing you toward a tedious pause menu when you want to improve your ship. This strange strategy is only fixed in the arcade mode, where you can access the menu just once at the start of a stage, and even then it’s a chaotic and unpleasant way to level up. When the inevitable console versions come around, there are just a few modifications that might make this something truly amazing.

However, there’s really no reason to wait till then if you have any affinity for the genre or for characters like Darius and Gradius. Despite its corny moniker and a few minor annoyances, Drainus manages to give the same thrilling action and breathtaking spectacle that elevates the best. Even while it may not quite qualify as one of them, this is still a superb shooter.

Review of Mario Strikers: Battle League Football – a polished yet limited source of entertainment

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Review of Mario Strikers: Battle League Football – a polished yet limited source of entertainment

Mario Strikers makes a comeback for the Switch with a more simplified version that is ultimately less enjoyable to play.
Because of the wild pleasure I had with Mario Strikers Charged, the Wii version of Mario’s supercharged football series that debuted an astounding 15 years ago, I had been anticipating Mario Strikers: Battle League Football. The first update to Strikers since then is Battle League, which launches this week for Switch (without the Football outside of Europe). However, the more I played, the fewer things I could find enjoyable.

In the end, Battle League is perhaps a better portrayal of small-team football since it is a more concentrated game. Aside from the sporadic hiccups in frame rate, it presents itself more elegantly and has the most amount of visual customization in the series to yet. That being said, I don’t really play Rocket League or Mario Strikers for football purposes. I used to play Strikers on the Wii, since it was a peculiar and extremely Mario-esque take on football. It seems like there is less of that this time around, which is bad news for Battle League.

The main features of the game are Cup Battles, which are a sequence of mini tournament brackets in which four players can advance and earn coins that unlock customizations, and Strikers Club, an online mode in which your wins go toward a weekly seasonal ranking for groups of up to 20 people that resemble Clash of Clans. The founder of your club can modify the appearance of each member’s favorite pitch at the conclusion of each week using the tokens they have earned.

Cup battles are really exciting, but they yield a significantly less amount of cash when each cup has been defeated. This money is required to buy equip upgrades that let you customize Battle League’s initial cast of ten Mushroom Kingdom characters. As usual, Mario is your all-around player, Bowser is muscular but slower, and Toad—making his fully playable series debut—is quick but prone to getting knocked out.

In addition to giving these characters more realistic armor that is more NFL than Premier League, gear may also be utilized to fill in the blanks in some metrics and balance things out so that, if you’d like, your Toad can really carry a punch. But everything has a cost; for example, strength skill points cost speed; so, you don’t actually improve a character per se, but rather modify their gameplay.

At the start of a match, you select which four main characters to control (the goalie is still a CPU and there are no Sidekicks this time around), as well as whether to equip them with gear or not. Next, players will have a limited option of five stadiums to chose from, each with a different theme: Peach’s Castle, Bowser’s Castle, Luigi’s Mansion, Donkey Kong’s jungle, or a Mushroom Hill that resembles a theme park version of Super Mario. Here, your completely aesthetic choice is combined with that of your opponents to form a stadium that is divided in half. Sadly, this means that the stadium effects from Charged are no longer an issue. The days of a cow being blown across the field to obstruct play in the middle of a hurricane at a windy stadium are long gone.

The actual gameplay seems more tactical, with a set of maneuvers that you are first taught through an extensive set of tutorials. Knowing when to employ each of the two distinct talents of dashing and evading is essential to preventing the constant tackling that is currently a main focus. In order to get control of the ball or eliminate other players before they can, you spend a lot of time sliding or crashing into opponents. This is because you have fewer and weaker equipment than Charged and no Super Abilities. Even while it’s funny to see Yoshi get sprayed all over the stadium walls, there are times when tackling becomes too intense, especially when players appear to writhe on the floor for a bit longer than is required. This is particularly noticeable when your goalie is trying to get the ball back into play while you’re waiting for a Hyper Strike to finish. When play really restarts, some battles might degenerate into an annoying full-on brawl in which nobody is left standing.

The reduction of equipment in Battle League to those that are akin to those in Mario Kart and the elimination of Charged’s Super Abilities, which were unique to each character, do not help the problem. The Hyper Strike ability, which is triggered by a luminous ball akin to Super Smash Bros.’ Smash Ball, presently only provides an alternate animation based on the character using it. It’s not the same as really being in control of Mario when he becomes enormous, Yoshi when he squashes players within a gigantic egg, or Wario when he releases a powdered fart to confound surrounding adversaries. After the increased focus on passing the ball among team members in Charged, with its metallic ball that heated up over time, even successful passing times felt less significant.

And at least until debut, that is how Battle League is. This Strikers game has a lot of personality; every now and then I’ll laugh when I see Wario resolutely holding the football under his arm like the huge cheat he is, or when I witness another celebration dance from the extremely strange Waluigi. It is really rewarding to be able to execute a Hyper Strike just as your opponent is sliding in to stop you. Additionally, there are already hints that the game will have a list of post-launch upgrades including other characters. However, even with these, and even if the weekly Strikers Club ends up becoming popular, it’s difficult to compare the limited number of modes available at the moment to Rocket League, that other football game that isn’t about football, and then take into account Nintendo’s standard boxed Switch game RRP and still be able to recommend Battle League for a quick kickabout.