作者彙整: Matt Miller

Destiny 2: Shadowkeep Review – Setting The Stage

Publisher: Bungie
Developer: Bungie
Release:
Reviewed on: PlayStation 4
Also on:
Xbox One, PC

In a living game like Destiny 2, it’s almost impossible to separate the content of an expansion from the changes to the core game that accompany release. In the case of Shadowkeep, the distinction is especially hazy. In terms of new content available during the first week, Bungie’s latest launch is comparatively modest in scope. It is focused mostly on enemies and locations that have been reimagined from earlier Destiny releases, and a story that does more to set the stage for the future than tell a meaningful plot on its own. This is still a strong release on its own merits, but the broader reworking of fundamental systems, presentation, and investment gameplay is profound, and sets the franchise on its best footing yet for a promising future.

After a long absence, one of Destiny’s most enjoyable characters makes a return in Shadowkeep. Eris Morn’s plaintive and foreboding pronouncements are a good fit for the story, which sees our Guardian facing down nightmarish specters of the bosses we’ve fought for the last five years. The biggest treat is a return to the excellent Moon destination from the original game, now transformed by further cataclysmic upheaval. It’s fascinating to explore what has changed and what has stayed the same, even if it ultimately means that the “new” destination is mostly a rehash of somewhere we’ve already been.

The campaign includes several riveting missions, but ends anticlimactically. Though it sets the stakes for future years of drama, it’s disappointing to have so much build-up and so little payoff. Even so, convincing narrative threads meld into a tapestry that loops in the Hive, the Vex, and the long-hinted menace of the Darkness.

New nightmare hunts offer an escalating series of compelling battles, and the Vex offensive is an entertaining (but repetitive) new matchmade six-person event that includes some especially flashy firefights. I’m happy to see a couple of solid new strikes enter rotation, and the three additional PvP maps are always welcome, even if two of them are just the return of old favorites. New rotating PvP modes promise variety, and there’s now greater flexibility to select the specific game mode you want to play, which is a welcome change. I’ve come to expect a new raid to provide one of the most riveting sets of encounters available in FPS gaming, and that streak remains unbroken with Garden of Salvation, a rollicking crusade into the arcane mysteries of the Vex, demanding precision timing and ceaseless teamwork.

Click here to watch embedded media

More than ever before, Shadowkeep moves Destiny squarely toward MMO and RPG conventions. A thoughtfully constructed armor system works in tandem with the new unlockable artifact to dramatically expand playstyle customization. That leads to distinct loadouts and armor sets that can be tinkered to fit given activities. Lore engagement is closer to the surface of the player experience, and that fiction continues to blossom with complexity and imagination. Your XP across the season leads to desirable designated rewards. Across the board, there are more opportunities for long-tail engagement and progression.

Perhaps most importantly, Shadowkeep doubles down on the strategy that led to success over the last year, with ever more weekly content drops that grow and expand your activities and the universe. Bungie has taken the idea of a living game world seriously, and it shows. A regularly updated schedule lets players know what to expect and when. My Guardians grow over time, and the world is changing alongside them.

Shadowkeep is a strong release, but frustrations crop up. With the additional customization features, currency and terminology bloat is a real problem. Many features or modes are poorly explained or without tutorial. Knowing which bounties, quests, challenges, or activities to focus on is difficult – a problem only exacerbated for new or returning players. Moreover, the fixation on bounties to progress means that players are often forced into undesirable playstyles, like using weapons or subclasses they don’t enjoy. Much of the older armor has been invalidated by the new offerings, and it’s a shame that so many memorable rewards have been left behind.

Shadowkeep and the new Season of the Undying content launches alongside Destiny 2’s free-to-play New Light, which welcomes an influx of players, but also comes with the commensurate focus on the in-game store, and cosmetic items that cost more than they should. That’s a trade-off that frustrates me, but the available free offering is stellar, and invites more players into a vibrant, and frequently helpful community of players. Many of those newcomers will undoubtedly take the deeper dive to buy and engage with the current season’s offerings, and that’s good news for everyone. With Shadowkeep, the Destiny series is well positioned in both narrative and gameplay frameworks for what lies ahead; the joy of seeing that shape come into focus is exactly why it’s worth logging in with each passing week.

Click image thumbnails to view larger version

 

                                                                                                           

Score: 9

Summary: Bungie’s latest release is a good expansion on its own, but the way it sets the stage for the future of the Destiny franchise is its most impressive feat.

Concept: Return to the moon for new adventures, and witness the continued evolution of the Destiny franchise toward MMO styling

Graphics: From haunted corridors far beneath the lunar surface to teeming overgrown gardens, Bungie continues to meld fantasy inspirations into its sci-fi playground

Sound: The orchestral scoring remains among the best in gaming, while the exaggerated personas of the lead characters are voiced with pathos and emotion

Playability: Gunplay continues to set the industry standard. The game still needs to do a better job of guiding its players to needed information and tasks, especially over a shifting leveling curve

Entertainment: Not as expansive in initial scope as previous expansions, Shadowkeep’s standout feature is instead the way it redefines the core loop and encourages week-to-week investment

Replay: High

Click to Purchase

閱讀全文

分類: IT 資訊科技(信息技术), Reviews, 熱門新聞 | 標籤: , , , , , , , , , , , , , , , , , , | 在〈Destiny 2: Shadowkeep Review – Setting The Stage〉中留言功能已關閉

Return Of The Obra Dinn Hits Consoles This Month

Return of the Obra Dinn released to wide praise last year, and Game Informer was among the sources that o… 閱讀全文

分類: IT 資訊科技(信息技术), 游戲game, 熱門新聞 | 標籤: , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , | 在〈Return Of The Obra Dinn Hits Consoles This Month〉中留言功能已關閉

Unboxing The Destiny 2: Shadowkeep Collector’s Edition

Destiny 2: Shadowkeep is rolling out today, and Bungie was kind enough to let us check out a copy of the collector’s edition and share details and pictures with you. Hop down into the gallery if you just want a glimpse of the goodies inside, or read on for some brief descriptions of what you can expect to find within. Most reports indicate the Collector’s Edition has been broadly sold out, so if you didn’t snag a copy, here’s your chance to see what you’re missing.

The Collector’s Edition box opens up and immediately offers up a letter from Eris Morn, who writes to our Guardian of a doomed Golden Age expedition on the moon, and a mysterious power sought by the Hive. The opposite face of the letter includes a map of the First Light Mission Complex on Luna, with several areas circled.

The collector’s edition also includes both a digital code for an exclusive emblem and is supposed to include a digital soundtrack code, although I should note here that the soundtrack code seemed to be missing from our copy. Hopefully, that’s only a function of the early copy of the product we received, rather than an indication of what’s going out to consumers.

Dig a bit deeper, and you get to other goodies, including a physical patch (depicting the same image as your new digital emblem), and a piece of Eris’ jewelry that recalls prayer beads in its look, which is contained in a cinched cloth sack that may remind some of a dice bag.

A “Codes and Procedures” book offers some lore goodness to dig into, and seems to detail information about the lost Golden Age expedition that once visited Luna.

A “Luna Journal” is also included, and it features a wealth of new lore for fans to dig into, some of which veers a bit into spoiler territory for Shadowkeep. Without delving into those elements, it’s enough to say that the journal has mostly blank pages, but scattered across the pages of the book are log entries from the mission to the moon. Within the front cover, there is also a postcard and similarly sized images that are meant to look like pictures taken during this mysterious mission.

The pièce de résistance in the Collector’s Edition is the Hive Cryptoglyph, which will certainly be the display piece you’ll have out on your shelf as you play through Shadowkeep. The detailed artifact includes actual twisting bands that feature Hive runes, and the whole thing is actually a puzzle to be solved and opened, but we’ll leave the secret of how to do so up to you to discover, in case you’re actively avoiding being spoiled. 

Take a look at the gallery below to see what’s included. And whether you sprung for the Collector’s Edition or not, best of luck on the Moon, Guardians!

Click image thumbnails to view larger version

 

                                                                                                             閱讀全文

分類: features, IT 資訊科技(信息技术), 熱門新聞 | 標籤: , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , | 在〈Unboxing The Destiny 2: Shadowkeep Collector’s Edition〉中留言功能已關閉

Destiny 2: Shadowkeep Launch Trailer Brings The Noise

Publisher: Bungie

Developer: Bungie

Release:
October 1, 2019
閱讀全文

分類: IT 資訊科技(信息技术), Previews, 熱門新聞 | 標籤: , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , | 在〈Destiny 2: Shadowkeep Launch Trailer Brings The Noise〉中留言功能已關閉

Marvel Champions Is The Next Card Game You Should Play With Your Friends

I like knowing what I’m going to get with a game, and that means that Fantasy Flight’s living card game formula is very appealing. Unlike traditional collectible card games, the core sets and expansions for a living card game have a fixed distribution model; put simply, everyone who purchases a given set gets exactly the same content, cards, and components. Over time, it’s easy to stick with the basics or expand your engagement on a month-to-month basis, catering your purchases to your level of engagement.

Marvel Champions is the latest game to explore this model, and the initial core set is especially impressive. This single release includes all the cards you need to play the game solo or with up to four players total, without any additional purchases. The included rules books are articulate and welcoming, providing preset starter decks for your first few games to help get players up to speed, but a bevy of additional cards that allow you to begin experimenting with deck customization. The included cards are bright, the art generous and evocative of the original comic characters, and the related tokens and other components are solid and well produced. This is a robust game packed into a single box, and one that you can get to playing much faster than many comparable strategic card games.

All that risks burying the lead; Marvel Champions is a ton of fun, especially if you are a fan of the Marvel universe. And, let’s be frank here; doesn’t just about everybody have at least a passing familiarity and enthusiasm for characters like Iron Man and Black Panther at this point? Marvel Champions is a wholly cooperative game in which each character controls one of the iconic heroes, including in this initial set Black Panther, Captain Marvel, Iron Man, She-Hulk, and Spider-Man. Working together, you confront one of several villains (Ultron, Rhino, and Klaw are included here) and their scheming plans, even while juggling the competing needs of both your hero and alter ego identities.

The general flow of play encourages players to balance a number of competing interests. Without a doubt, you must smash the opposing villain into submission with regular and concerted attacks. Simultaneously, you must counteract and thwart the villain’s blossoming scheme before it comes to fruition. Along the way, you’ve got to steadily improve and upgrade by attaching upgrades to your hero. And, from time to time, make sure that you recover from your battles as your alter ego, resting up and sometimes tending to your life outside of the suit.

That all plays out through a straightforward flow of turns. Each player enacts as many plans and attacks as they can with their current hand of cards, expending resources to perform actions and getting more beneficial cards onto the table. Villains then trigger, attacking each hero in turn, or advancing their schemes if the hero isn’t there to fight (because they are recovering as their alter ego). Then every player resolves an encounter, which might for example be a side scheme enacted by Rhino to steal stuff across town, or the arrival of Sandman into the fight to further cause trouble. Players pursue that structure of play until the villain has either been beaten to reach victory, or until the villain has either defeated all the heroes or completed them scheme, leading to a loss.

Even in my first game, I was impressed by the ease of play. Part of that is the included starter decks, which do a stellar job of onboarding new players through a structured first game that is characterized by the most straightforward cards and actions available in the box. But even beyond that initial game, Marvel Champions is one of those card games that just clicks very quickly. Heroes act first, villains respond; the natural flow of play is logical. Villainous minions trigger against the character who drew them, but not the other heroes. Character cards (which flip between their hero and alter ego sides) can only trigger powers that match the side of the card currently facing up. Through these, and dozens of other intuitive ideas, Marvel Champions is easy to learn and teach.

Simultaneously, it will only take you minutes to recognize the many ways that the designers have maintained strategic depth and engagement. Cards combo in exciting ways, like when Black Panther flings out “Wakanda Forever!” to trigger all his available upgrades, with damage bonuses if he manages to save those energy daggers for the last to trigger. Planning ahead pays dividends, like if Spider-Man thinks a big attack is coming, he can web up the bad guy to prevent the assault and stun them instead. Each character plays differently, and it’s fun to learn the playstyle for each, and makes me excited for the promised new heroes that will be introduced to the game over time. And importantly, many abilities are structured to encourage teamwork, like Carol Danvers’ core ability, which lets her choose any player to draw a card, expanding that hero’s options. Actions encourage the players to contrive for victory together, but independent character card decks encourage each player to still engage on their own, helping to avoid the dreaded dilemma of the single over-controlling player that can sometimes bog down a cooperative game night.

Beyond strategic depth, it’s clear that the makers of the game simply “get” what works about the Marvel heroes and villains, and recognizes ways to help each character feel right. Black Cat joins Spider-Man as an ally, and steals cards to bolster his hand. She-Hulk breaks out a massive gamma slam that deals damage proportional to how much battering she has already taken. Iron Man can head into battle with a carefully curated set of upgrades, but only after taking precious time as Tony Stark to carefully shuffle through those options and to build up his Mark V suit.

That sense of really being enmeshed in your character is aided by a number of other card types, including nemeses and obligations. Captain Marvel may be pulled away from the broader villain scheme being enacted by Ultron to deal with the arrival of Yon-Rogg. Or maybe Peter Parker must take a break from the action to deal with an impending eviction notice for his apartment. I love that give and take between the different aspects of the characters’ lives, and the need to regularly move back and forth between their identities.

One of the biggest triumphs of Marvel Champions is the way that it simultaneously offers a complete experience, but also leaves you hungry to snag those inevitable expansions as they come down the road. I’m already stoked to see what Captain America brings to the table in his announced hero pack, or how Green Goblin will seek to advance his plot in his impending scenario pack. And while the included and recommended starter decks offer a lot to play around with, the game also suggests intriguing deck customization options, which virtually beg to be tweaked through the addition of cards. For me, given that I can confidently purchase new expansions and know what I’m getting out of them, I don’t mind the drive to expanding the game, but it might be a turn-off for some players to feel like there’s always more to buy. With that said, this initial set includes almost 350 cards to get you going, and that’s going to add up to many hours of fun, even without any additional investment.

Cooperative games can really succeed or fail on the strength of the engagement they engender with the players at the table. Even the most interesting strategic affairs can fall flat if the core concept doesn’t get the whole group on the same page. It’s here that the Marvel license really pays dividends for Champions; after the last few years, these characters are at the top of their cultural popularity and enthusiasm, and the shared vocabulary of things like “web shooters” and “repulsor blasts” can do a lot to get the table engaged. That’s why I feel so comfortable offering this up as a broad recommendation to virtually any gaming group. My only caveat? The roughly 90-minute playtime, alongside the high dependence on reading and strategy, mean that the recommended age of 14+ is something you should think carefully about before breaking it out at the next family game night. While the colorful artwork is sure to hit a lot of buttons for that 8-year old Spider-Man fan, you need to judge for yourself if they’re ready for the complexities and time investment the game demands.

Whether or not you decide to give Marvel Champions a shot, I’m confident that I’ve got some sort of tabletop game to recommend that’s the right fit for your family and friends. Click into the hub banner below to explore past recommendations from Top of the Table, and drop me a line if you need some personal guidance, whether on whether Marvel Champions is a good fit for your group, or if you’re looking for something else entirely.

閱讀全文

分類: features, IT 資訊科技(信息技术), 熱門新聞 | 標籤: , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , | 在〈Marvel Champions Is The Next Card Game You Should Play With Your Friends〉中留言功能已關閉

Daemon X Machina Review – Mission Failure

Publisher: Nintendo
Developer: Marvelous Entertainment
Release:
Reviewed on: Switch

I can forgive myself for concluding that my enthusiasm for sci-fi, giant robots, and high-concept anime might make Daemon X Machina a good fit. However, after playing it, I wouldn’t be able to forgive myself if I didn’t warn others of similar inclinations to stay away. Though its components might seem initially appealing, Daemon X Machina fails to deliver on gameplay, story, or any other facet that might have seemed interesting at first glance.

In a vaguely defined post-apocalyptic world, giant manned mecha do battle across a desolate landscape, fighting against each other as well as the looming threat of malevolent artificial intelligence. Competing consortiums, governmental entities, and the motivations of individual mercenaries all compete for narrative attention, and it is all nonsense. None of the dozens of named characters coalesce into interesting personalities, but virtually all of them speak in hushed tones about their mysterious purpose for fighting, even as I shake my head at the meaningless babble of their prolonged conversations.

The broader storytelling is nearly as unintelligible, spending many hours lost in an incoherent mash-up of anime tropes and the teasing of revelations that seem never to arrive. Meanwhile, players adopt the role of the “rookie,” a woefully silent protagonist without a will of their own, spending the bulk of the plot tripping happily between missions, regardless of which side of the conflict that places them on. As a player, you learn not to care what’s happening, and just push on into the action.

At first, I was heartened by the attractive and sharp lines of the sophisticated mecha designs (“arsenals,” in the game’s parlance), and the wide variety of mission locations which you visit over the course of a lengthy tour of duty through the campaign. But even those surface details fail to impress as the real-time combat grows tedious and uninteresting. The lock-on weapons systems and constant target strafing never advance in sophistication. The quick speed of movement in both the air and ground encounters can be exciting, but it also means that tracking onscreen action, especially against the other fast-moving arsenals, is an exercise in futility. That problem is exacerbated by an unhelpful battle UI, which fails to monitor fundamental details like the altitude of the many targets on your radar.

Click here to watch embedded media

Difficulty is also uneven. After several early hours of simplistic fights, the later hours of the campaign fluctuate dramatically. In one, the fight is so easy that I finish off the boss before the in-mission dialogue even concludes. In another (including some dreaded protect missions), I hammer my head against the wall of repeated mission failures, or batter enemies for extended fights in which high hit point totals replace actual challenging attack patterns. I’m struck by how much everything feels like similar mecha games from more than a decade ago, but in none of the good ways.

Between missions, the hangar bay provides opportunities to upgrade. Body modification of your pilot gives some mostly minor bonuses. The tech implants are presumably meant to scare you about how they are slowly stealing your humanity; that effort fails, since the hero is already robotic and lifeless. My mech improves through new weapons and armor purchased and developed with funds earned during missions. I appreciate the detail and wide variety of options here, as well as the cosmetic features that unlock with time, and a deep devotion to stat min-maxing can yield returns. Even so, the customization of your arsenal is poorly explained, and you rarely have a clear sense of what aspects of your equipment best suit a given fight. Individual weapon and armor pieces are challenging to compare without immaculate study, blurring the process of deciding whether a new piece is even worth the price. The accumulated effect is that any sense of progression is suffocated. I rarely felt like I had experienced meaningful growth even after multiple sessions of play.

If you push past the game’s failings, a four-player cooperative multiplayer option lets you partake in designated missions with friends or other online enthusiasts. These battles are often easy and seem not to have been rebalanced for multiple living players, but the parade of different weapon effects on display is rousing. Setting up a lobby and hopping into a lobby is relatively easy, and I like that you can designate some of the A.I. pilots as teammates for times you’d prefer not to hop online.

I kept waiting for Daemon X Machina to pull the curtain back and reveal some sophistication in its gameplay, or some narrative twist that might make the uninspired combat worth slogging through. Those things never arrive. While the game ostensibly scratches the itch for players who have longed for something like Armored Core on the Switch, it’s a model that feels out of step with recent innovations in the sphere of action games. There are better worlds to save than this benighted future. 

Click image thumbnails to view larger version

 

                                                                                                            

Score: 5.5

Summary: Attractive mecha designs and plentiful missions can’t save the plodding narrative and archaic gameplay of this sci-fi adventure.

Concept: Fly futuristic mechs in fast-moving battles in the midst of an ill-defined narrative

Graphics: Attractive but familiar mecha designs are featured across an impressive variety of locales, but everything blurs together in the rapid-fire pace of play, and the UI obscures more than it reveals

Sound: The incessant music is so bad and repetitive I was forced to turn it way down after the first few hours. Anime-style voice work nails all the tropes you could ask for

Playability: Interacting with this game is deeply problematic. The menu and upgrade systems are hard to parse, and control mechanics in combat feel loose and without weight or depth

Entertainment: An easy skip, even if you like mecha-infused action

Replay: Low

Click to Purchase

閱讀全文

分類: IT 資訊科技(信息技术), Reviews, 熱門新聞 | 標籤: , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , | 在〈Daemon X Machina Review – Mission Failure〉中留言功能已關閉

35 Ways To Celebrate The Transformers 35th Anniversary

As a kid on his way home from school in the mid-80s, few things got me more excited than the prospect of rushing through the door, flinging down my bag, and catching the latest episode of Transformers. It was a ritual in my house, and the characters, music, and images of that cartoon are embedded in my memory.

Mine wasn’t the only generation that has enjoyed these strange robot creations. Over the years, the Transformers have regularly reinvented themselves with new iterations across comics, movies, cartoons, games, toys, novels, and more, all while still celebrating what has come before.

Today marks the 35th anniversary of when the cartoon first aired, with the first episode of the three-part “More Than Meets The Eye” opening arc. To celebrate, here’s 35 ways you can mark the occasion, celebrating the surprisingly enduring franchise that continues to fascinate both kids and adults in 2019.

閱讀全文

分類: features, IT 資訊科技(信息技术), 熱門新聞 | 在〈35 Ways To Celebrate The Transformers 35th Anniversary〉中留言功能已關閉

Top Of The Table – Game Of Thrones: Oathbreaker

The concluding season of Game of Thrones is now behind us. And if you watched, you’re sure to have an opinion about how it all turned out. Dire Wolf Digital’s recent release of Game of Thrones: Oathbreaker gives you the chance to see it all play out again, almost certainly with a new ending, but with your gathered friends cast in the roles of the conniving lords and ladies of Westeros, along with all the lying, backstabbing, and trickery you’d expect.

Oathbreaker is a social deduction game built to be played by five to eight players. The high player count means that it’s best suited for a larger get-together, perhaps as the main course in a board game night of other fun but lighter party games. An individual round plays out in around 45 minutes (presuming you don’t get too bogged down in discussions about who is a traitor), but I suspect many play groups will recognize the potential inherent to multiple playthroughs in succession, letting the winners of one session dictate the power structure of the subsequent attempt to control the fate of Westeros.

While the game’s focus on deception and deduction are welcoming to any player, it should come as no surprise that being fans of the show (or, at the very least, the books) makes the experience far more rewarding. In addition, be conscious that the game demands lying, underhanded statements, and trickery from almost all the players; that won’t be the right fit for every gaming group, so bear that dynamic in mind when you consider ideal play groups.

Bluffing games are a familiar fixture of the party game scene. Fun releases like The Werewolves of Miller’s Hollow and Avalon can offer many hours of laughter and lying. Oathbreaker distinguishes itself through the asymmetric nature of the player roles. A single player always takes on the role of the king or queen of the kingdom, while everyone else adopts the role of recognizable nobles from the Game of Thrones universe. Some of those nobles will be designated to remain loyal to the sovereign. But in every game session some of those nobles will secretly be conspirators working to sow chaos in opposition to the king or queen’s rule. Figuring out who is who is key to winning the game.

The game unfolds through a series of missions, which usually reflect recognizable moments and events from across the Game of Thrones fiction. Perhaps the Battle of the Bay unfolds in one round, while in another there’s an effort to hire the Faceless Men. Each noble carries a hand of cards that can be played onto missions, and each card exhibits various icons. No matter the situation, each mission can only be completed if the correct type of influence icons are played onto the mission (represented abstractly by Crowns, Ravens, and Swords). A completed mission means greater order in the land, and a step toward success for the sovereign and their loyalists.

Meanwhile, Sabotage icons counter that influence, helping the conspirators undermine the king or queen, and ensuring the failure of the mission. Whether you play helpful influence or unhelpful sabotage, it’s all done in secret. Cards are played face down. When those cards are revealed, that’s when the real discussions begin, as everyone begins to charge each other with treachery. Is Arya a traitor to the crown because she didn’t help out more in the attempt to rout the Wildlings? Did Tyrion manage to trick the conspirators from playing cards to a mission by adding all those helpful cards to the mission, or was he just trying to regain the queen’s trust after the blatant sabotage he committed in the previous round?

Over time, the king or queen is given their own opportunity to sway events with decrees, especially ones that bestow favor or suspicion onto a given noble. Do you dare to help Ned Stark in a subsequent round after the king has marked him as duplicitous the round before, or are you dooming your house to fall as well?

At the end of the game, the success or failure of various missions helps determine whether chaos or order reigns, but the ruling player also gets to make guesses about who was and wasn’t loyal, which can further adjust the scoring. In addition, favors and suspicions played on each player can add order or chaos to the track.

And in one final twist, every noble has also been harboring a secret ambition. Even if your side (loyalist or conspirator) has come out ahead, you only personally win if you also fulfill your ambition, represented by a secret card you receive as the game begins. Perhaps you have been gathering honor to be like Jon Snow, or you are power-hungry like Cersei Lannister. The various missions you’ve been involved in net you these resources, like coin and power, so it’s yet another variable that must be factored in if you want to be one of the winners.

Taken together, Game of Thrones: Oathbreaker offers a deeper bluffing gameplay loop than many similar games, with far more factors to monitor. The king or queen must juggle constantly shifting alliances and actions by every player at the table. Each noble must be judicious in their use of cards. Loyalists must find ways to really prove their fealty, especially because the conspirators are actively trying to shade their every action. Meanwhile, conspirators must simultaneously sabotage enough missions to bring down the king or queen, but still find ways to gather the resources they personally need to win at the end of the game. There’s a fascinating interplay between these competing goals, especially since almost everyone at the table has different paths to a win.

Oathbreaker includes some excellent optional rules to customize play. An 8-player variant includes both a king and queen, working together to maintain order, and a smart system for how that works – making it far more doable to manage the large number of players sitting at the table. Among other options, I also really like the “Order in the Court” option, which expressly forbids nobles from speaking unless it’s their own turn, thereby limiting the cross-talk or conspiring that often unfolds among experienced bluffing game players, and consequently speeding up play.

Licensed projects connected to movies and TV shows sometimes get a bad reputation, cashing in on popular properties with simplistic gameplay models or low-quality components. That’s not the case with Oathbreaker. This is a rich and nuanced social party game, and a great pick for play groups who have tired of more straightforward options in the genre. Two separate double-sided game boards (each for a different player count) offer a beautiful map of Westeros and a way to track missions and rounds as they pass. The card and component art is mostly photography from the show, but that imagery does a great job of recapturing the personalities that so many of us followed for the many years that Game of Thrones was unfolding. This is a satisfying and well-produced release that you’ll be happy to see laid out on the table.

If you feel like your gaming group is ready for a rewarding trip into the world of Ice and Fire, Oathbreaker does an excellent job of capturing the vibe of deceit and underhanded dealings. It’s also one of the most innovative twists on the bluffing game concept to release in recent years, and well worth a look for the many fans of that playstyle.

If you just can’t stomach lying to your best buds over a Saturday evening’s entertainment, worry not. There are plenty more great tabletop recommendations waiting for you over at our Top of the Table hub. Click on the banner below to explore those options, or drop me an email if you’d like some personalized recommendations; I’m always eager to help you find the right game for your friends or family game night.

閱讀全文

分類: features, IT 資訊科技(信息技术), 熱門新聞 | 標籤: , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , | 在〈Top Of The Table – Game Of Thrones: Oathbreaker〉中留言功能已關閉

Borderlands 3 Review – Sticking To Its Guns

Publisher: 2K Games
Developer: Gearbox Software
Release:
Reviewed on: PC
Also on:
PlayStation 4, Xbox One

A lot has changed in the FPS game scene since 2012, when the last numbered entry of Borderlands arrived in our gaming machines. In all the ways that matter, the sequel hews closely to the blueprint established in that well-loved release, exploding forth onto our screens with a bevy of wild weaponry, asinine humor, and bloody battles.  The formula feels dated. But with some updates to UI and gameplay, and a huge adventure across a variety of destinations, it’s easy to embrace the insanity once again, even if – in the back of your head – you know it all feels just a bit too familiar.

Players once again jump into the role of one of four unique vault hunters, each with engaging gimmicks that set their playstyles apart. From the brawling melee charges of the latest Siren to the mech-powered sustained assaults of the Gunner, each character offers a range of build options, and theory-crafting your way to a powerful murder machine is especially compelling after several dozen hours of play and earned skill points. Most of those playstyles borrow liberally from earlier games or other franchises entirely, so most powersets will feel like an old pair of shoes to genre faithful – easy to slip into, but with few surprises.

Across an especially lengthy campaign, Borderlands 3 skewers internet and corporate culture in equal measures, satirizing the inherent narcissism and selfishness of both with the series’ trademark sophomoric wit. The humor is certainly hit and miss, but the writers seem to have adopted the philosophy that you miss 100 percent of the shots you don’t take; the chatter is nearly constant. Storytelling feels more epic this time as the heroes jet between planets. Previous games in the franchise have sometimes felt too tied to a particular environment, and this new installment combats that stale sensation with several well-realized locales, from an idyllic monastery to a corporate megacity. The variety is a welcome diversion, and keeps the visual palette pleasing.

Guns are once again the real stars of the show, with an unreal assortment of firearms that feature just as much gameplay variety as visual uniqueness. I enjoy the varied options at hand, and the solid gunplay across the board ensures engagement for many hours. From assault rifles that launch blasts of radiation to a pistol that shoots rockets, there’s no end of experimentation to be had. If anything, the plethora of options can feel overwhelming and slow down the otherwise frenzied pace of play as you simply try to figure out what is worth keeping or selling – a problem exacerbated by cumbersome inventory management and too few sell spots. It doesn’t help that weapons only sometimes conform to their expected archetypes. When a pistol is sometimes a better long-range option than a sniper, how best to judge an item’s utility at a glance?

Sliding under gaps and mantling over obstacles contribute to the fast flow of exploration, and I appreciate the sense of speed and mobility. Combat is frenetic but simplistic, especially in the early hours, as waves of enemies spawn repeatedly to be mown down. Later hours offer more interesting mixes of foes, but suffer from a different problem; many bad guys are extreme bullet sponges, extending fights in a way that feels unnecessary in an already meaty campaign playthrough. Several bosses are especially guilty of this sin, and can make for a miserable slog, especially played solo, where endless circle strafing quickly loses its appeal.

Click here to watch embedded media

Like its predecessors, Borderlands 3 is at its best when played cooperatively with up to four players online. As more vault hunters enter the fray, the visual phantasmagoria of color and explosions is amusing and strangely delightful. The game supports easy drop-in play, and options for independent level scaling and difficulty, smoothing out the hurdles facing players in different places in the game.

If the “bang” you want for your buck is simply a wealth of content and a lot to do, Gearbox has you covered. Beyond the potential for trying out different characters and builds through the lengthy sweep of the narrative, the post-game experience opens up a range of challenge options, tiers of  mayhem-infused encounters to climb through, and rank increases to shoot for as you dive back into the action. I welcome the commitment to endgame engagement. However, I must add that in my own playthrough, I felt the core loop of combat wore out its welcome well before the credits rolled, especially since the highest available initial difficulty (normal) rarely mounted a meaningful challenge.

Borderlands 3 is a love letter to its fans and a celebration of the style of play it first popularized. Filled with characters from previous installments, and unapologetic in its silly humor and bombastic action, it’s an amusing ride that seems hesitant to innovate. If more of what you loved before is your chief desire, Gearbox has granted that wish through a game of impressive scope that charts some very safe territory.   

Borderlands 3 is also available on PlayStation 4 and Xbox One. Those versions feature 2-Player local split-screen cooperative play.

Click image thumbnails to view larger version

 

                                                                                                            

Score: 8

Summary: Gearbox treads familiar ground in this lengthy adventure, tossing out jokes and guns with equally wild abandon.

Concept: Return to the bleak but humorous Borderlands for a lengthy adventure that rarely sees your finger leave the trigger

Graphics: The familiar style is intact and attractive, but you could be excused for feeling that little has changed in the years since the last game

Sound: Over-the-top voice work (including some celebrity surprises) vacillates between genuinely funny and irritating prattle

Playability: Smart changes to mobility, solid gunplay, and a well-crafted set of new abilities make the game accessible to a broad range of players – if you’re willing to invest a lot of time

Entertainment: An old formula executed well, Borderlands 3 rarely takes chances or strays from expectation

Replay: Moderately High

Click to Purchase

閱讀全文

分類: IT 資訊科技(信息技术), Reviews, 熱門新聞 | 標籤: , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , | 在〈Borderlands 3 Review – Sticking To Its Guns〉中留言功能已關閉

Ancestors: The Humankind Odyssey Review – Beautiful Concepts And Disastrous Execution

Publisher: Private Division
Developer: Panache Digital Games
Release:
Rating: Teen
Reviewed on: PC

I adore the notion behind Ancestors: The Humankind Odyssey: Follow not one individual, but an entire evolving clan of hominids as they navigate the vagaries of survival and evolution across an inconceivable stretch of prehistory. However, deep and fundamental faults riddle the experience that stems from that idea. As a simulation, it creates rare moments of discovery and reflection about the miracle of life. As a game, it collapses under the weight of history, the ambition of its own concept, and a gameplay model that offers too little reward at the cost of far too much frustration and routine.

To say that Ancestors has a “slow start” is like saying human evolution has taken “a little while.” With no perception of what to eat or safely drink, how to form rudimentary tools, or the myriad dangers of the world, early hours controlling these ape-like progenitors is rife with failure. Poisonous mushrooms, broken bones, and pure exhaustion create an endless series of condition effects that blur the screen, slow down the already glacial movement speed, or cause overwhelming audio noise that otherwise obscures play. Unexpected animal attacks are constant, and after hundreds of exchanges, those pre-scripted battles rarely end in anything one might term a success, thanks to a timing-based mechanic that remains a mystery to me after many dozens of hours. The absence of a map may be authentic to the experience of early man, but I bet those poor hominids hated getting lost just as much as I do. Gauging distance to objects is nearly impossible using the icon-based points of interest, creating a pervasive sense of disorientation.

An entire lineage can die out without careful decision-making, and a full restart is devastating, since it means having to once again burn time to re-identify every object in the world, and slowly begin the evolutionary climb again, but moving through exactly the same locations and situations as before. With no guidance about when to pass a generation or evolve to a new epoch, you’re left without any guideposts for how to succeed and a paralyzing sense of indecision, since many hours of playtime may be at stake.

Of course, those many hours help to clarify things, and open up moments of fun. Leaping off a cliff and successfully swinging through the jungle canopy can be thrilling. Finally figuring out how to fish, staunch a wound, or survive a night in the wild is an accomplishment. And every once in a while, you break out to a high vista, stare out over a sun-drenched lake, and bask in the sense of exploration.

Click here to watch embedded media

However, even these moments of exaltation are fleeting, as the frustration of not knowing what to do gives way to knowing exactly what to do. The realization hits home that you face many, many hours of identifying the same plant types, having sex and childbearing (far more boring than you would think or hope), and the endless maintenance of clan members’ wellness. Sharpening that stick for the 20th time is little more than a chore. An overwhelming sense of tedium sets in.                      

Between the increasingly lackluster excursions of third-person action and traversal, your analysis and learning of the surroundings fuels neuronal growth and development, communicated via a fascinating but ill-explained evolution menu that governs progression. I enjoy the indication of clan development, but individual nodes are often so subtle as to not be noticeable in practice, and the need to refill nodes on subsequent generations is both confusing and feels like a time-waster. Another layer allows you to catapult forward hundreds of thousands of years, sometimes witnessing the rise of a new species, and seeing how your clan’s development compares with an approximation of science’s understanding of human evolution. It’s a neat idea, but demands an unreasonable level of patience.

I was deeply frustrated by Ancestors, so it may seem strange for me to say that I found a lot of promise, complexity, and nuance here as well. The novel concept and grand scope are far more appealing than dozens of other action or survival games on the market. This is a deeply flawed but richly imagined effort, but like many ambitious gaming projects at launch in recent years, it can now either die off like the Neanderthals, or evolve into something better from here.

Click image thumbnails to view larger version

 

                                                                                                            

Score: 5.5

Summary: An ambitious idea ultimately falls flat, as the rewards simply don’t match a continuous stream of frustration and tedium.

Concept: Confront the challenges faced by early hominids across ages of evolution as you grow a clan and explore the prehistoric world

Graphics: Janky animations and repeated preset visual sequences break the immersion, but the primates and their world are believable

Sound: A mix of classic orchestral and world-music instrumentation successfully adds emotional resonance, but individual tunes are repeated too frequently

Playability: Expressly defended as purposeful from the introduction, the figure-it-out-yourself gameplay is nonetheless off-putting and frustrating to grasp. The functionality of Ancestors’ controls and systems is obscured or poorly explained

Entertainment: Moments of beauty and distantly spaced moments of sublime discovery are separated by hours and hours of tedium and frustration

Replay: Low

Click to Purchase

閱讀全文

分類: IT 資訊科技(信息技术), Reviews, 熱門新聞 | 標籤: , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , | 在〈Ancestors: The Humankind Odyssey Review – Beautiful Concepts And Disastrous Execution〉中留言功能已關閉