Destiny 2 – Review

Image via xbox.com

The greatest trick the Devil ever pulled was convincing people he didn’t exist. The greatest trick Destiny 2 will ever pull is convincing people it is a good game.

The last city on Earth is being attacked by a zealot Cabal known as Ghaul. He and his Red Legion have arrived to take The Traveler and its light from all of the Guardians. It is up to you, guardian, to fight the Cabal, free The Traveler, and return the Light to all of the Guardians.

The opening of this game is strong but the game quickly wanes. The first mission is familiar to anyone that played the beta and it used to setup the rest of the game. You’ll loose all of you abilities and gear that you and have to start over from scratch. The mission does well to setup the direness of the situation only to have it immediately trivialized by the rest of the game. The next thing you do is get your light back just like Stella got her groove back. Your tasked to go to where a piece of the Traveler is and commune with it to get your Light back. It is unclear how or why this part of the Traveler is here or what it does to restore your Light.

The story continues to unravel as it progresses. For whatever reason you receive your Light back, other Guardians do not. Why they can’t simple go to the Traveler shard like you did and get their Light back is unknown. Seems like they should be able to since you keep going back to it to unlock you other subclasses. The idea of you being the only Guardian with Light breaks the premise of much of the game. While all the characters in the story are now afraid of death, you and your fireteam are just fine. Yes, you are the only Guardian with Light and the ability to resurrect, that is until you join up with other players and then they are also somehow good with Light.

If part of the premise were the only problem with the story that would be fine but the game also doesn’t tell a good story nor does it do it well. Those that played the original Destiny will applaud at the story in Destiny 2. Step away from that and one can see that it is still a bad story. Bungie falters back to it prose of telling a story by not telling it. Ghaul comes out of nowhere and for no reason. There is little backstory given to him or his motivations. Near the end you get a touch of his story but not in a meaningful way. The addition of cutscenes and dialogue are an improvement over the original game but this sequel is still lacking a decisive narrative. By the end of the main story one is left to wonder why events transpired and what they mean to the overall world. There is less of the missions of running somewhere and scanning something but most if not all of the missions turn out to be go to a place and shoot all the bad guys.

After finishing the campaign there are a lot of things to do, unfortunately most of them are empty tasks. The open world is there to explore and patrols are provided for something to do. These feel like cookie-cutter rehashes of the original game just on new backdrops. Most players will spend their time in either the Strike or Crucible areas. Strikes are for the PVE players and this quickly becomes repetitive. With few Strikes to rotate through there is little to experience in this mode other than grinding for loot. The Crucible it the PVP area for those that want it. The biggest change is that teams are now four players instead of six as in the original game. The modes have changed a bit and that at least makes games play out differently.

One thing you can’t do after finishing the campaign is replay it. There are no markers on the map to go back to a story mission. There is no daily story mission to do as there was in the original game. The only way I’ve noticed to replay story missions within your character is to get them from Ikora as Meditations. Doing these will get you some rewards and increase your reputation with her. The strange issue is that she will only give you three of them and they do not reset on a daily basis. Likely this is a weekly reset and you’ll have to wait until then to replay any other story missions.

If you’ve ever heard it said “the grind is real” then this may be the realest grind you can get. The never-ending quest for better gear will have you chasing loot through all the activities. Along with these you’ll be getting reputation with NPC’s to get you even more loot. The power levels tend to taper off at a point and the gear you are getting will not be any better than some gear you already have. This can become a frustration when you don’t make any progress for all the time you can easily sink into the game.

The things the game does well it does extremely well. The first thing you may notice is the graphics. It is as if though removing the shackles of the previous generation console has allowed Bungie to create much richer and more detailed textures. Also, most if not all of the draw in animations are gone. With the absence of Paul McCartney and Marty O’Donnell the music has surprising improved. It sounds fantastic and helps to augment the visuals and moods. A major improvement to Destiny 2 over original Destiny are the maps. Not only are public events visible with countdown timers there are now fast travel points to different parts of maps. This drastically improves the playability of the open world part of the game.

Even with all of its improvements, Destiny 2 is still a shallow game. The story is barely more than surface deep and most of a player’s time will be spent replaying activities over and over. Not only are the activities a grind, Bungie also repeats missions and strikes over the same game space. Marked improvements over the original don’t fully justify the game if you didn’t play its predecessor. Players new to the game will likely recognize its flaws more readily than those returning from the original.

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Paul Novak

Owner, Proprietor, Typer of Words, Gamer, Jester

A self described Polish ninja toiling away as an IT professional but more into gaming and writing. Physically existing on the western side of the Commonwealth of Pennsylvania yet existentially flowing with the ether of the Internet.

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Ghost in the Shell – Review

Image via imdb.com

For a ninety-nine cent rental it was worth every penny and more.

In the future, robots live among us and serve us. Many believe that the next step of human evolution is to become them. To this end, the Hanka company is developing this hybrid by merging a human brain into a robotic body. The result is Major, the first of her kind. Neither truly robotic or human, she is assigned to Sector 9 as a weapon used to aid humanity in the fight against its detractors.  After several higher-ups within Hanka are murdered Major slowly begins to realize that her own existence and the world around her are not what she has been lead to believe. She must question everything she has been told and everyone she has known in order to find the real truth.

As a matter of full disclosure, I have no exposure to any of the source material used for this movie. The fact that it was originally anime is about all I know of it. My review and thoughts will be solely based upon my experience of watching the movie in question.

Whether by intent or not, this movie is stylistically and thematically reminiscent of a variety of movies. Comparisons to RoboCop can be made when considering a human brain being put in a robotic body and the struggle to find which identity is real. The are shades of Bladerunner when you see the city and consider that Major is essentially a cop just like Deckard was. Again we see robots that are trying to become more human-like whereas the humans are seeking the immortality of the robots. Some of the gun play and action scenes invoke the same imagery as the Matrix films and there is also the same idea of riding a ceaselessly endless network of consciousness.

The movie is visually stunning nearly to the point of distraction. The environment and characters are done in such a stunning a beautiful fashion as to match the beauty of Scarlett Johansson herself. Robots that can blend in and out of humans, neon signs reflecting in the water, or holograms the size of skyscrapers make the movie feel wondrous and vivid. It also lead to the feeling that the scenic rolls were being drawn out to give a false sense of wonder and taking time away from actually telling parts of the story. Clocking in at one hundred and seven minutes, the film probably could have been condensed by simply shortening these bits without loss of exposition.

The movie starts out slow but gains its own momentum. After a certain amount is revealed one may find themselves leaning in waiting on that next key piece of the story in a heightened state of anticipation. There is just enough foreshadowing that the plot feels believable but has not been given away at any point. One thing that did not feel as natural was the pace of the movie near the end. Something made it feel abrupt at the conclusion and whether the filmmaker’s intent was to leave things unsettled or open for a sequel.

With the movie being only ninety-nine cents via a PlayStation Store sale, there is no complaint on the price. Even if I had paid full price to own it there would be no disappointment. Others may disagree based on an attachment to the film’s source material but that is not this writer’s vantage point. Although not perfect, as no film is, the movie was entertaining and worth another watch.

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Paul Novak

Owner, Proprietor, Typer of Words, Gamer, Jester

A self described Polish ninja toiling away as an IT professional but more into gaming and writing. Physically existing on the western side of the Commonwealth of Pennsylvania yet existentially flowing with the ether of the Internet.

Uncharted: The Lost Legacy – Review

Image via naughtydog.com

You know you want more Uncharted, even without Nathan Drake.

The quest for fortune can make strange bedfellows. Case in point Chloe Frazer and Nadine Ross. Chloe a former flame of Nathan Drake is seeking one of the world’s greatest unfound treasures, one that was her father’s obsession. Nadine is in a bit of a slump, she lost her private army backing a group that ultimately got taken down by the Drakes. Both want the money that the treasure will bring them but both are looking for something more than material wealth, a redemption of sorts. These ladies go through the highs and lows of pursuing their fortune as well as becoming tenuous friends. The adventure ahead holds their dreams but also some of their nightmares.

Originally announced as DLC to Uncharted 4: A Thief’s End, it becomes clear to see why this became a standalone game. Clocking in at around ten hours, depending on how much time to take to explore or look for collectibles, the game is very substantial for its $40 price tag. Most of the game is true to the Uncharted series but at times it feels wholly different.

Gone are Nathan and Sully but here are Chloe and Nadine. The later are well tailored replacements for the series former stars but they take their places without being carbon copies. Chloe and Nadine have characteristics of Nathan and Sully but are also very distinct personalities on their own. Those familiar with Chloe will feel comfortable with her as the wise cracker to Nadine’s gruff but wise ways. Even though both characters had appeared in previous games the story of The Lost Legacy slowly reveals more about each of them. This story is about both of them moving on from their past and accepting their future, be it apart or together.

Naughty Dog takes a hard swing with this game’s narrative and nails it. The game uses all the established aesthetics and environments of the Uncharted franchise. Although the game is set in India alone it looks like it could have been a chapter in almost any previous game. At times the location is as much a character in the story as another, whether it exploring for treasure or solving puzzle to progress, and it is an active part of the game. One thing that was quite unique compared to other games was the open world aspect employed in one of the chapters. Uncharted is known for its linear gameplay but this chapter allows players to explore and progress at their own pace. It is the player’s choice to go straight through the story or explore all the nooks and crannies they can get to.

As the story plays out, the tale of Chloe and Nadine is an equal part of the narrative as their joint quest is. There is a cycle of the two earning and losing each other’s trust and friendship that makes the game have weight. The human element of trying to understand each other is a key part of this relationship. There is no shortage of both heartbreaking and joyful moments.

Building on the prowess of their previous effect Naughty Dog has made a very gorgeous game. Even with the limitations of an original PS4 the scenery was awe-inspiring enough to make regular use of the game’s photo mode. There were times that not only the view but the game play were reminiscent of not only the titular Uncharted series but games like the modern Tomb Raider and Horizon: Zero Dawn.

Every rose has its thorn and this game’s biggest issue is its most familiar – combat. Always the bane of any Uncharted game, the combat is clumsy and clunky at times. One can get infuriated when you want to take cover but end up vaulting or jumping to your death instead. Not only are the mechanics not ideal, it sometimes looks like the character is jumping to try to break a brick Mario style. Perhaps all the motion-capturing budget was used on the cinemantics.

If the question posed is “can there be an Uncharted without Nathan Drake?” then The Lost Legacy is a resounding “yes” for an answer. Not only did it stay true to the feel and formula of the series it helped it move forward in meaningful ways. It would be more surprising to not see more of Chloe and Nadine. The only concern is that it may not come from Naughty Dog due to their other commitments but then again they seem to have a commitment to quality rather than turn-around time on games.

 

Enjoy some more pictures….

I like pizza.

 

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Paul Novak

Owner, Proprietor, Typer of Words, Gamer, Jester

A self described Polish ninja toiling away as an IT professional but more into gaming and writing. Physically existing on the western side of the Commonwealth of Pennsylvania yet existentially flowing with the ether of the Internet.

The Defenders – Review

Image via netflix.com

Is Harlem that big that these people have never run into each other before??? Other than Jessica and Luke hooking up??? Oh wait, the nurse knows at least three of them. Damn, this is a mess.

When The Hand threatens New York City it will take not just one but many heroes to save it. The joining of Jessica Jones, Luke Cage, Daredevil and The Iron Fist will be the city’s only chance. The five prongs of The Hand have brought about the ultimate weapon, the Black Sky, to aid them and take down the city. These heroes will reluctantly join together as The Defenders to save the city that they love and live in.

If you’ve watched all of the series involved in this show, Daredevil, Luke Cage, Jessica Jones, and The Iron Fist, you’ll be up to speed on what is happening. If you have not you will be utterly lost. This is the first flaw in this show. Having watched all of the involved shows, even I had to scratch my head at times and use my recall to ascertain why things are as they are. I can only imagine how lost this show will be with people that have not watched all four series. This paints the show into a corner that limits it enjoyability.

With the joining of four different series, there is also the joining of four different styles. The second flaw this show has is the constant jumping between styles. When Luke Cage is the focus of a scene you get the “Luke Cage” visuals and music, when Daredevil is the focus you get the “Daredevil” visuals and music, etc… This makes The Defenders jump all over the place in terms of style and identity in a bad way. If there were plans to bring all of these show together then there should have been a plan from the beginning to use a common style but that didn’t happen apparently.

Overall I have to say that this show suffers from the same tragic issue that DC has with The Legends of Tomorrow. The fact that if you don’t follow or watch one of the series involved with it you lose the context of the entire series. Not only is this a problem for The Legends of Tomorrow and The Defenders it is just as much a problem for Luke Cage, Daredevil, Jessica Jones, The Iron Fist, The Arrow, The Flash, and The  Supergirl. Don’t get me wrong, I like the cross-overs but I feel that they need to be a standalone event and the shows should be able to stand on their own. If a person should choose to not watch The Defenders then they should still be able to follow Daredevil or Luke Cage but given this scenario I don’t see how that will be possible. Viewers are likely to tune into and watch a show with situations they don’t have all the information for, example being  ***Spoiler*** Luke Cage viewers will have the ‘problem’ of Misty Knight only having one arm and going ‘when the f@#! did she lose an arm?’. ***Spoiler***.

The show was fun to watch and enjoyable despite it’s flaws. I will point out one small but important moment that the director/writers missed. ***Spoiler*** When Danny is talking to Colleen and says they need to ‘protect’ this city, that was the perfect time to have one of the main characters invoke The Defenders ideal by saying “we need to defend this city”. ***Spoiler***  It is the little things like that that could make this show so much better.

The Defenders is only worth the investment if you have watched the amalgamation of show leading into it. The tragic part of this series is that it may break all of the four shows involved within it going forward. As previously stated, there are things that happened that will effect the storylines of the individual shows in a potentially detrimental way.  As much as I enjoyed watching the series, which was too short at only eight episodes, I almost wish they had not even bothered to do it. I will give props to some great appearance and performance from Sigourney Weaver. ***Spoiler*** She didn’t make it through the length of the show but she delivered some fantastic performances to carry it forward, bravo. ***Spoiler***

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Paul Novak

Owner, Proprietor, Typer of Words, Gamer, Jester

A self described Polish ninja toiling away as an IT professional but more into gaming and writing. Physically existing on the western side of the Commonwealth of Pennsylvania yet existentially flowing with the ether of the Internet.

The Last of Us: Remastered – Revisited

Image via blog.us.playstation.com

If you are faint of heart and don’t like people talking down The Last of Us then you may not want to read beyond this point. However, if you’re willing to hear me out I’ll tell you why I didn’t like the game when it first release but this edition has somewhat turned me around on the game as a whole. Spoilers….some?

Releasing in mid 2013, The Last of Us was one of the final hurrah’s of the PlayStation 3 era. Just a year later the game would be remastered to be sold to owners of the PlayStation 4. Sony knew well that there were plenty of people that had not played this game and with the PS4’s success this was their chance to get them to buy it. The timing worked out well since there wasn’t much coming out on the consoles given that summer is the normal slump in the gaming cycle and the current crop of games weren’t lighting up the new consoles. Naughty Dog took to the task in typical fashion by showing off their wares as best they could.

The problems I have with this game unknowingly started before I even played it. The excitement I had for this game was likely on parallel with many others. Given my affection of the Uncharted series, the idea of playing a zombie game from Naughty Dog was enticing. Yes, I knew it was not exactly a zombie game but that is what it most got compared to. Turns out that was not a good comparison. This game is truly more a survivalist narrative. Eking out an existence by scavenging for resources while fending off foes is not exactly what I anticipated. Maybe I expected it to be a little more like Left 4 Dead and that was wrong but I tend to think that that was a marketing problem. This game was easier to sell as a “different zombie” game than the story driven struggle that it is.

Exposition is generally tough to pull of in a video game and this game seemed to avoid it at times. For example, when the outbreak first happens and even after the story picks up twenty years later there is no explanation as to what really happened. This can be taken as a story device to say that it is still unknown but it feels more like it was treated as a passing thought just so that the concentration could be on the characters being presented. There were also times where jumps in the timeline left much to wonder. ***Spoiler*** Far into the game when Joel is gravely injured there is a jump cut to some weeks(?) later where he wakes up in a garage to find Ellie missing. Players had just played as her and know her situation but what happened to get to this point is missing. In the remastered edition, buyers get the Left Behind DLC that somewhat fills it in.  Even that doesn’t answer all questions, particularly how Joel get patched up. ***Spoiler***

Game mechanics are a large part of any game and they can greatly influence a player’s experience. Not only do you have to scavenge constantly and consistently to get the resources you need, you then have to craft them into items. This can be a bit frustrating when you can’t find the parts you need for the item you need to craft. Can’t find that one rag you need for a health kit? Too bad, keep looking. Getting in and out of the crafting might have been one of the most frustrating points just because you had to do it so many times. You could carry a decent amount of materials but you could carry so few crafted items. Maybe this was part of the survivalist mechanics of the game but it felt somewhat punishing and not fun for the player.

The environment is probably the star of the game. When the game released on the PS3 I felt like anybody would be hard pressed to make any game look better even on a PS4. Not only did it look great, but every environment had a fantastic feel to it. ***Spoiler*** I live nearby to Pittsburgh and when I got to that point in the game I was amazed not only at how they captured certain landmarks of the city but just how they captured the sense of the city and added the level of decay the events of the game have caused. ***Spoiler*** Then playing it again on the PS4 showed me just how much better it could be, even early on in the PS4 life cycle Naughty Dog was able to press the edges into something great.

Then there is the overall story. With the previously mentioned time skips already interrupting the game, the game constantly pushed forward the fact that people are the real monsters. Through dialogue and combat you are constantly inundated with the idea that the infected aren’t the real threat, rather it is the other humans. Going completely against the idea that the best of people will come out in a crisis is not a new idea but it felt almost beat into the ground throughout this game. Combat became particularly miserable when you fought humans more than infected, especially when you were expecting the opposite.

When the game initially released I played through it once and never wanted to go back. What possessed me to buy the remastered edition I do not know. However, I think it was for the best and tempered my view of the game. The second play through of the story has revealed several small things that I missed. ***Spoiler*** One particular moment in the game that I saw in the second play through that I totally missed in the first one was when you come across a grave near a river with a teddy bear on it. There was a dialogue exchange that I had never heard before. ***Spoiler*** Little things like this showed me some of the nuances that made the game what it was. It wasn’t completely about the entire story but rather it was just as much about the small moments within it.

After it is all said and done, I’ve gone from disliking the game to being ok with it. If you had to put it on a five star scale, I would have had this game as a two star but now see it as a three star. To me that means it has its problems but it was still a good game and worthwhile playing. I still do not think that it was the game of the generation for the console it was released on. There is the thought of playing it again just to see if there were more of those little things that I missed. I almost wish there was a wanderer’s mode that took out all of the enemies of the game and had fast travel to points just so I could walk around and explore the environments. There doesn’t need to be anything to get or do, just let me walk around and use photo mode.

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Paul Novak

Owner, Proprietor, Typer of Words, Gamer, Jester

A self described Polish ninja toiling away as an IT professional but more into gaming and writing. Physically existing on the western side of the Commonwealth of Pennsylvania yet existentially flowing with the ether of the Internet.

Game of Thrones: A Telltale Games Series – Review

Image via steampowered.com

Of course it’s not as good as the show.

In Westeros nobody is ever safe nor is there time to rest. Follow the plight of the Forrester family as they try to save themselves and their kingdom. The story parallels that of the television show starting at the events of the Red Wedding.  From there the focus is on several members of House Forrester. The brothers are tasked with trying to rule their land while their sister tries to barter alliances in King’s Landing. There is also an arc that finds one of the house’s squires as he is sent to The Wall only to find that it is no safer.

On a technical level the game has issues. The art style is fine and seems to fit the period it is portraying. Where the game breaks is when characters don’t line up in cutscenes. This appears to happen sporadically based on the dialogue choices you have made and how they effect future conversation. It is not game breaking but it is noticeable. The worst part of the game is when you have to actually control a character. Hitting buttons for dialogue choices is fine but the engine breaks a little bit when you have to act for a character. Times when you have to move a joystick in a certain direction doesn’t feel natural and at times feels opposed to what you should be doing. If you think you should dodge left to avoid danger you may be tasked to dodge left to pass the event.

The story itself is intriguing and true to Game of Thrones. There is back stabbing, building alliances, shady characters, everything you should expect from Game of Thrones. The only bad part of the story is the dialogue choices. There were many times where the choice I made did not have the consequence I expected it to. When I thought I was showing empathy for one character I actually told them off quite harshly and ruined any alliance with them. Perhaps I misunderstood some of the choices but I don’t think I misunderstood as many as I found that did not match.

True to being a Telltale game, this game has its highs and lows. There are lulls in the game, especially towards the beginning that make dull enough that some may want to walk away from the game. Sticking through to the end is fulfilling to a point but it was left so obviously at a point which another season of the game can be made. Having played only two episode of The Walking Dead Game but all of the Borderlands game, I would have to say this game is closer to the former than the later but still more worthwhile.

It probably wasn’t much of a coincidence that this game was a PS Plus freebie just before season seven of the the show premiered. I powered through this game across four days. Playing only on episode each of the first three days but once the game got going I played the final three episodes in a day.

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Paul Novak

Owner, Proprietor, Typer of Words, Gamer, Jester

A self described Polish ninja toiling away as an IT professional but more into gaming and writing. Physically existing on the western side of the Commonwealth of Pennsylvania yet existentially flowing with the ether of the Internet.

Knack – Review

Image via playstation.com

Get The Knack, just not this Knack.

In a world of humans, goblins, and ancient treasure, Knack is on the human’s side. He himself is a relic found in a cave and brought to life by a scientist named Dr. Vargas. They are working together to fight the goblins who have turned their hostilities towards the humans after fighting each other for years. In this quest they find a traitor in their midst. Turns out that this person is looking to gain ultimate power for himself. Knack is now tasked with stopping this threat and saving the world.

It is with great reservation that I use the word bad to describe a game, or much else for that matter. Yet I find that that is the only way I can describe this game… bad. That term is harsh and I dislike using it because I know people worked very hard on this and are very proud of their contributions. What earns this game the moniker is the sum total of all the parts and the overall product, not any individual contribution thereof.

What little of this game that deserves praise is in the graphics. Even for an early PlayStation 4 game it looks very good. The art and colors are vibrant and inviting. The character models are cartoony but it works for the game’s aesthetic. The stand out is the particle effects used through out the game. Whether it be Knack picking up relics or an enemy turning to vapor it does it with style and detail. Unfortunately, this is where the positives end for this game.

Almost from the very beginning the game goes wrong. Knack feels like it should be a care-free good-time kind of a game but it has issues that jar the player away from that tone. Knack himself the most evident. He is somewhat grotesque and revolting. This only gets more exaggerated when he takes on his larger forms. For what should be an inviting, friendly voice there is instead a growling voice that can only be compared to the main bad guy in the original Highlander film. This is a shame because all of the other characters fit the part of the set but that doesn’t make up for the story itself.

Ah, the story. You start against goblins, then against humans, then against ancient warriors and the jumps between those moments are anything but fluid. You’ll criss-cross the world for parts of the adventure for no other purpose than to change environments. If you bear down into the details you’ll find nuances of things that just don’t fit together that will give you times where you scratch your head wondering if you missed something. Counter that with plots lines that are so telegraphed that it takes away the illusion that anything else could happen.

The game would be more enjoyable if it were fun to play. The mechanics and structure of the game work against this every happening, however. Knack has a basic jump, attack and jump-attack but no ranged attack. The closest you have a ranged attack is the jump-attack but it is substantially less power full than the basic attack. Essentially this forces you to use brawler methods in order to quickly dispatch enemies. Even when you get to play as Knack in his larger forms it is not much better. Sure you are more powerful but then they only ramp up the antics that the enemies can use against you. Then when you are having some fun as larger Knack they manufacture some reason to take it away from you. Such as when an elevator needs activated Knack has to sacrifice the relics he is powering himself with.

A fundamental problem of this game is its lack of identity. Not the characters within the game but rather what kind of game it is. There is a strange mix of game types ranging from adventure game to brawler to puzzle to platformer. All these types are mixed up in an ineffective manner and on top of that the game doesn’t seem to do any one of them very well. While playing through it felt as if though the creators wanted to bring back old mechanics of games but didn’t know how to do it properly. One of the bad things they incorporated was camera and perspective changes. Not that these can’t used but they were overly used and poorly so. There were times when they would change just so the character could make a turn, ruining the flow of play.

Games should be fun and rewarding, this game is not. The issues with not only the set of controls but the flow of controls will leave the player frustrated. Many times you’ll feel that you perfectly executed a maneuver only to have it end in failure. This comes at a high cost as there is no manual save feature and the auto-save are quite unforgiving setting you back large treks for your failure. Even on easy mode(which I played) there is an alarming number of ways to die instantly with one hit. Those looking to play casually or with youthful players will want to pass on this title.

It’s bad and I feel bad about calling it bad. There have been $5 dollar investments that I enjoyed more, for example Bulletstorm. Having played this game leaves me to wonder how Sony can justify a sequel.

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Paul Novak

Owner, Proprietor, Typer of Words, Gamer, Jester

A self described Polish ninja toiling away as an IT professional but more into gaming and writing. Physically existing on the western side of the Commonwealth of Pennsylvania yet existentially flowing with the ether of the Internet.