It's been a few months, so I believe that a game review is in order, so I might as well pick something that I was unable to put down for weeks on end. The Final Fantasy 7 Remake. Now seeing as I'm not that old, I never had the pleasure of playing the original when it came out in 1997, but I've known about its influence not just on the RPG genre, but on gaming and popular culture as a whole my entire life. This behemoth of a game, originally released on three separate discs due to the hardware limitations of the PS1, captured the hearts and minds of millions across the globe and by far becoming the most popular game in Square Enix's library. Hoping to revive and pay ohmage to the incredible success of the original, a remake was announced in 2015, after almost a decade of rumors and speculation that a remake was on the way. The game would not be released until 2020, with the COVID pandemic taking up the majority of the media attention at the time. Let's just say that it went over really, really well... Gameplay/Experience Shifting away from the traditional turn-based battle system, the FFVII Remake instead opts for a free form fighting system, reliant on precise attacks and dodging, mixed with spells and items with the use of a quick menu. This method was first tried in 2015 in Final Fantasy 15, which was met with mixed reviews. It was then adjusted and highly polished for use in this newest remake, and it sure does show. In comparison to the previous attempt back in FFXV, the remake manages to make free form fighting feel fresh and rewarding, with a variety of moves and tactics available to the 4 main playable characters of the game, each of which sporting a list of special weapons and abilities. Unlike FFXV, I went out of my way to complete as many side quests as possible, because not only were they rewarding and manageable, but they were actually fun to complete. Moving on to the environment, we get to one of the selling points of the remake, it's incredible level design. The city of Midgar (the location the entire game takes place in) not only feels massive but is genuinely pleasing to look at. Every corner of the city shines with a level of polish that the developers clearly put years of work into. Despite the fact that missions take you to select areas rather than use a free-roam system, the city itself still feels massive and entertaining everywhere you go. And last but not least, the cast. I've never been one for the typical RPG cast, since they more often than not fill very clique niches and have very predictable personalities. Fortunately, the remake has stuck to the characteristics of the cast characters that captivated so many players with the original release. Characters like Barret, Tifa, and Aerith are some of the greatest and most genuine personalities that I have ever seen in a video game, and every second spent in their presence made the game just that much better. Art Direction/Audio As touched on earlier, the world of Midgar has been expanded to a scale unseen by its previous counterpart and makes up a vast majority of the game's appeal in the realm of art direction. The sheer amount of detail in the environment, regardless of whether or not it is interactable to the player, is staggering. Being able to see into the distance and still make out distinct 3D models shows how technically impressive this game is as a whole. There is eventually a point where the environment turns into 2D images, but the use of some clever camera and wrapping techniques manages to make it look 3D regardless. Audio also takes full advantage of the many incredible soundtracks made in the original game, remaking them as well and adding an extra layer of polish all around. Many classic tracks remain in the game, now modernized with orchestral arrangements and even some entirely new verses. It's quite fair to say that they are just as enjoyable to listen to in their revamped state as they were in the original. Stability/Performance My personal playthrough on the game was done on the PS5, using the performance mode at 60fps. My playthrough took about 35 hours and never ran into a single issue along the way. This is quite impressive considering the sheer amount that the game has to render at all times. Verdict Again, I never had the pleasure of playing the original when it came out, which is not exactly something that I can change, but I can at the very least appreciate the enormous impact it has had on popular culture since then. I can also appreciate the classic story in its new and refreshed state, which I have enjoyed thoroughly from start to finish. Every once in a while, I'll finish a game and just sit in silence and awe. Only one word comes to mind when I describe those games: "Wow". And it is with a great honor that I can say that this is one of those games. 10/10 Image 1 Source: FINAL FANTASY VII REMAKE INTERGRADE on PC | Square Enix Blog (square-enix-games.com)
Image 2 Source: Final Fantasy VII Remake review | Engadget
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I believe it's been a bit since I've done a proper game review, so I've decided to start again with a game that I recently completed. Metroid Dread. The Metroid series has gone without a mainline entry in its 2D series for almost 20 years, making Dread the 5th entry in the main series. Mind you, this is a game series that saw its first release back in 1986. Typically overshadowed my Nintendo's much larger IPs like Mario and Zelda, Metroid has been at the back end of company projects for some time now. Regardless, MercurySteam, the developers of the previous Metroid game, Metroid Fusion (back in 2002) were called back for the production of Metroid 5. And due to the slow nature of Metroid games, the game took about 15 years to develop. Boy, I didn't even know how much I desperately needed this, seeing as I'm an enormous fan of Metroidvanias. Gameplay/Experience This particular entry in Samus' adventure was developed by MercuryStream, a development company located in Madrid, Spain. Seeing as this entry was made by a group outside of Nintendo's usual Japanese production teams, various aspects of the game can be drawn in comparison to MercurySteam's other works. Mainly, movement is key. Everything about Dread aims to be Metroid, but faster. And this mission is achieved to great affect, as Samus moves smoother than ever, and has a number of extra movement abilities to boot. From short dashes to double jumps, slides, wall crawling, and grappling hooks, it's immediately clear that the objective is to give the player as much freedom of movement as possible. All the while, enemies are a good bit faster in order to counter the player's newfound speed. At the same time, many of the key Metroid aspects remain in place, such as the unique health system, various power suits, and even a few bosses. Now on the topic of environmental design, Dread excels in all categories. From lush forests to cold laboratories, the game has no shortage of unique environments and enemies to go along with them. The graphical capabilities of the Switch are what ultimately make all of this possible as well, which is exactly why the developers decided to wait until the newest console was out in order to wrap up production. And boy does it deliver. I have only 1 complaint in the end, and it's that the game itself is a bit on the shorter side, only taking me about 8 hours to complete. And this is in comparison to my time spent completing Super Metroid, which sits around 12 hours. (I'm not a speedrurner ok)
Art Direction/Audio Dread has quickly taken on a different style than that of its predecessors, which is already evident in its overhaul in environmental design. Aside from that, it now fully embraces the decision by Metroid developers to put everything in 3D, technically making this the first original mainline Metroid game to modeled entirely in 3D. While the game may ultimately be a 2D platformer, the 3D models still give everything a sense of weight and depth, further immersing Samus in the strange world she finds herself on. Audio on the other hand takes a clear shift over to darker/more foreboding tones. Most, if not all of the area soundtracks in the game, are very low volume, further emphasizing the overall danger of the mission. I would akin most of the soundtrack to almost robotic humming, very reminiscent of the mechanical threat that Samus is faced with at all times. At the same time, Dread's remakes of songs from previous games also serve as a gut punch of nostalgia for returning fans. (Thank you for Brinstar Depths) Stability/Performance In the 12 hours that I spent on Metroid Dread (1 playthrough, all items), I never ran into a single issue, which is really all I have to say about it. It ran beautifully the entire time, and now that I think about it, never experienced a single drop in frame rate. Verdict Metroid Dread has been nothing but an absolute thrill from start to finish, and while on the short side, I still found myself dumbfounded by the level of care taken to the original Metroid formula, all the while reviving it into something completely new. I can guarantee that I will be back to tackle this game in both its hard mode, and perhaps even attempt to speed run it should I find the time. 9/10 EMMI Image Source: https://attackofthefanboy.com/guides/metroid-dread-how-to-defeat-the-emmi-robots/
All other images are personal screenshots Monster Hunter is back babyyyyyyyyyyy Maybe I put a little too much emphasis on this series, but I have been playing it since I was 12, so I hold it quite dear. Now, as of March 26th, Capcom released their follow up to MHW, Monster Hunter Rise. And I really like it to say the least, especially since it keeps so many aspects that World nailed back in 2018. Gameplay is solid, with a number of new movement changes. Progression is a bit slower but not especially noticeable once the story picks up momentum. And the multiplayer still holds up as one of the best things about the series. I completed it within about a week of getting it, which may sound fast to some, but it's nothing compared to the many people that do it in 2 days, which I don't personally do because I'm not mentally insane. I found the entire experience to be another grand experience worthy of praise, as well as a strong foundation for future updates and DLC. And just like its successor, it's completely worthwhile to give it a try. Gameplay/Experience Just like Capcom's successful 2018 iteration, Rise takes all of the aspects of traditional Monster Hunter and modernizes it to appear polished and more appealing to beginners, all the while keeping faithful to the structure and story in order to satisfy veterans. Gameplay follows the simple process of wandering an expansive area to find a target and take it down, sounds simple right? Well it is, and that proves to be one of the downsides to Rise as a whole, as it has proven to be one of, if not the easiest iteration in the series. While this can make a number of the quests a breeze, it is a needed step back after the methods used in World, which was known for having a crushingly difficult endgame, something I enjoyed but others did not. Difficulty aside, Rise has actually managed to improve upon the gameplay with its own personal additions, mainly an overhaul on environment verticality. Both MHW and MHR follow the pattern of being semi-open world, as there are multiple environments to hunt monsters in, and each one has multiple layers and and an overall vast scale, meaning it takes some time to walk across the entire thing. Rise has added to this by making nearly every surface climbable through the use of a gadget called the Wirebug, creating a very Breath of the Wild type of traversal, but with mid-air grappling hooks. That being said, these Wirebugs are quite literally living grappling hooks, but can be used in mid-air to yank characters in certain directions and even during combat. Editors Note: You're pretty much Spider-Man Art Direction/Audio Rise takes some very clear inspiration when it comes to its art style. The entire game is set in a very traditional Japanese art style, with icons, sketches, and even the monster models themselves taking on a texture akin to oil painting. The entire aesthetic can be seen in every nook and cranny of the game, setting the entire story in this very same Japanese style. This same style applies to the music as well, with most of the music being very Asian in nature, using instruments like wind chimes and wooden lutes. This mainly applies to all of the music being made by scratch, but some songs have to be recycled from previous games, like the main title theme or monsters with their own theme songs. All of these songs may be recycled, but they also add small bits of the eastern style into it, usually by incorporating an extra instrument or replacing a few. This makes it so that the song itself stays faithful to the original adaptation, all the while adapting to the new aesthetic. Stability/Technical Features I had practically no issues when it came to playing, which is especially great when it comes to things like online multiplayer. The processing power needed to run a large environment with 4 separate players is something that games pull off often, but is still an impressive feat when looked into the technicalities of it. Verdict Rise has once again proven why I hold Monster Hunter with such a high opinion. Its ability to take the effective aspects of its predecessors and adapt it to both a new console and art style entirely is an impressive feat on part of the developers. While its occasional slow pace and sometimes underwhelming lack of challenge can be a bit discouraging at times, its setup as a perfect foundation for updates gives plenty of room for the difficulty to amp up in a way that many desire. 8/10 Image rights belong to Capcom
Rougelikes are fun Ok, with that out of the way, I should probably explain my point here.
I've gotten around to playing a good number of games as quarantine has slowly trudged along, some of which taking much longer than others. A number of these games have been rougelikes, so I'll start with the one I've been putting the most time into recently. Risk of Rain 2. Developed by Hopoo Games, Risk of Rain 2 immediately stands out from other rougelikes by being 3D, which are very rare to come by in the first place. This attempt to bring the genre into a new dimension pays off flawlessly, with a charming art style and beautiful world structure, Risk of Rain 2 manages to create an infinitely re-playable experience, and a crushing challenge for those who wish to complete it. The Experience In regards to gameplay, RoR 2 uses the trademark feature of many rougelikes, permadeath. Meaning that dying at any part of the story will result in the player starting all the way at the beginning of the game, most likely left with some bitter feelings. This wall presented to the players creates a gameplay experience highly focused on precision and management of resources. That being said, the other main gameplay mechanic is the use of an enormous selection of items, which can be picked up in crates throughout the game. Throughout the course of the run, you can pick up hundreds of items to enhance your abilities, some of which can be used together in a strategic way to create the ultimate character. For example: you could pick a heavy character with a very slow but powerful rifle shot. And now let's say that you then pick up a good number of items that increase your rate of fire. You now have an unstoppable semi-automatic machine gun, enjoy. This ability to mix and match allows the player to create an almost unstoppable force of nature out of a small guy in an astronaut suit. This ability to learn the inner-workings of the game means that every action to reach the end of the story is up to you, and the only permanent upgrade is what you can assess about every enemy, location, and weapon, items and more. Being able to wrap your head around these things is extremely rewarding, and can make you feel almost unstoppable. But sadly, that kind of mindset can be your downfall. As it is completely possible to blow through the first level with ease, but then get annihilated on the next stage. This is the game's what of teaching you to constantly keep your guard up, keep picking up items, and never find yourself at a disadvantage, as it almost always spells death. Art Direction/Audio As I said earlier, the art style is very pleasing, with vibrant colors and a number of unique characters with their own interesting designs and stories. The game as a whole is striking and shines at every corner. The game's lack of a clear story is made up by the sheer enjoyment that the gameplay and visuals bring as a whole, which is impressive when you consider the sheer number of enemies that can fill your screen at once. The audio design is also topnotch, even if there is no spoken dialogue present. Each enemy has a specific cue to go with it, metal scraping, wood breaking, unholy screeching, you name it. These little details are not the main point here though, as the music takes home the trophy in the long run. The vibrant soundtrack matches every point of the game it was designed for. Calm, slow music in open fields and any moment outside of combat, and fast paced almost anxiety-inducing beats during the heat of battle. The music all follows a very extraterrestrial theme, as the entire point of the game is to locate a missing scout ship on a hostile moon. Every song carries a feeling of isolation, an unshakable feeling that this world is extremely unfamiliar, and that any of its inhabitants can cut your run short, whenever they want. Stability/Technical Features A feature that I neglected to mention was the use of online and local multiplayer, meaning that you can gather a group of 4 to brave the alien wilderness together. The use of an online mode in a rougelike is practically unheard of, but I wouldn't know for sure. That being said, it's performance both in and out of online went perfectly. I personally played this on the Nintendo Switch, which has an online mode notorious for being.....meh. The fact that this mode went so well on the Switch was extremely impressive, and goes to show the sheer amount of love and effort put into this little indie title. Verdict Despite having finished the main story, my time with this masterclass in visual, audio and technical design is far from finished. The story may be lacking, but it still manages to create a foundation for a nearly unending experience, as players continue to throw themselves into the fray in with the hope of finally surpassing the challenges the game offers. And being able to reach the end after countless attempts is just as satisfying as the rougelike formula intends. 10/10 Image source: Risk of Rain 2 Surprise Launches on Steam Early Access (ign.com) Ah yes, now it is time to talk about the other game that is keeping me sane during quarantine. Doom Eternal I've never been a big fan of games that focus 100% on blood and gore, as they tend to become quite repetitive and completely forgo a reasonable plot. But Doom Eternal proved to be an exception, since it made all of that bloodshed really fun. The story simply involves halting a demonic invasion on Earth, tearing through hordes of infernal creatures. This kind of gameplay is expected from a Doom game, since it's their entire brand. But this edition has done it in the most stylish and efficient way possible. By making every bit of the game a visual treat, through incredible environment and character design. It's entertaining to simply marvel at every tiny detail, from tiny cracks and broken windows to the sheer apocalyptic atmosphere. The combat in this game is fast paced and filled to the brim with action, so it can even be a challenge to find out where you are on the map. But moving at inhuman speeds with metal music blaring in the background can prove to be quite a good time. The variety of weapons, movement options and sheer strength makes you truly feel like a force of nature, a fitting description for the Doomslayer. The game is simply a rollercoaster, packing something exciting and unique around every corner. And it's a perfect example of how a game can be visually appealing, and pure fun. Rip and Tear, until it is done. Final Rating: 9/10 Doom Eternal proved to be so successful due to it's overwhelming atmosphere and incredibly entertaining gameplay. And I've never had this much fun causing this much destruction. Picture Source: https://twinfinite.net/2020/02/doom-eternal-battlemode-gameplay/
Alright next game. Quarantine has left me pretty bored and stressed, overall not a great situation. But one game has helped me keep even a fragment of sanity, Animal Crossing New Horizons. Ever since its release on the same day as Doom Eternal, the internet has been splicing the two completely different games for awhile now, and it's pretty funny. I did get Doom as well, and both games are proving to be very fun and helpful in these confusing times. But this post is on cute animal villagers today, the bloodthirsty demons will come later. As is already very obvious, the game is really cute, enough to put you in a good mood a few minutes after playing. And the non-linear story allows players to do what ever they want. Create a lake? Yep. Start a garden? Sure! Make offerings to an eldritch being named Kyle? Why not? The relaxing music and charming atmosphere are perfect to cheer someone up, the only stressful thing about it is the idea of having to pay off a home loan to a capitalistic raccoon. And if your feeling lonely, just invite a friend over! It's a nice way to connect with people while social distancing. Chop some trees, catch some bugs and plant some flowers. Your island is your playground, and anything is possible. Final Rating: 9/10 The peaceful feeling of Animal Crossing won me over immediately. And I can see myself devoting countless hours to turn my island into a paradise. Especially in the current times.
(Until I work out how to transfer screenshots, there's no picture for this post) :(
It's review time, and today's game is Monster Hunter World. Within the past few years, companies like Nintendo have been creating certain games to revolutionize long-running series, titles like Breath Of The Wild, Super Mario Odyssey and Pokemon Sword/Shield were created to bring popular game series into the genre of open-world. And Capcom, the creators of the Monster Hunter series have followed this example, as they have a strong relationship with Nintendo. But before I get into how this game is revolutionary, let me go into the details of the series itself. The overall idea of the game is to hunt colossal monsters, and to harvest materials from them when they are defeated. You can then use those materials to craft better gear, allowing you to fight more powerful monsters, that's the basics of it. While it may sound simple, it's one of those games that is hard to put down after you've played it for awhile. To me, it seems that Monster Hunter is almost ignored in comparison to other games in the spotlight. But in truth, the entire series has sold nearly 60 million units worldwide, making it Capcom's 2nd most profitable series behind Resident Evil. Now, onto the game. Monster Hunter World brings the series very close to open world. While pervious titles designed various regions by dividing them up into different areas, World designs those regions as one large area that snakes and intertwines with itself, creating different areas high up into the treetops, and deep into dark caverns. With these new locations comes obstacles, such as ledges and giant boulders that can be used to turn the tide of a fight. But my favorite part of all is obviously the monsters themselves. Whenever you find a monster in a certain region, you have some time to observe it before it gets annoyed with you and begins to attack. I use this time to admire the design of each unique creature. I have yet to find a single design that I don't like, almost every beast has an elaborate and authentic look, and I have never seen another game with a design as incredible as the Monster Hunter series. Even now I still feel that I haven't fully expressed my love for these monsters. My only complaint about MHW in specific is that character development is quite dull at times, with many being forgettable or just downright irritating. One example is of a character called "The Handler", who is reminiscent of Navi from Legend of Zelda: Ocarina of Time. Mostly since they both constantly state the obvious and try to tell you something at the worst time possible. Ever since my introduction to the series in 2014, every addition has brought new monsters and mechanics to the table, with MHW being the biggest addition of all. Final Rating: 10/10 My love for the series definitely fuels a similar liking for this game. But even without that influence, Monster Hunter World is a beautiful piece of art and one of Capcom's most revolutionary titles.
2019 was an interesting year for games, some good, some bad. My review for today is for one of the better and more unique ones. The game is Death Stranding, which was released in November last year. I've played a good amount of it, and I honestly find it to be quite interesting and well done. I then went and looked at other reviews, it turns out that a lot of people don't feel the same way. But my point isn't to fight with everyone else, but to provide my opinion. The main character is a porter (deliveryman) named Sam Bridges, played by Norman Reedus. And the entire game is basically an extreme delivery simulator, where you have to reconnect a world ripped apart by a mass extinction event called "The Death Stranding". And how do you do it? By making some deliveries The task is not easy though, as you have to constantly cross rugged but beautiful terrain. Dodging rouge militia groups and areas patrolled by BT's (Beached Things/ Spooky ghosts), which are products of the Death Stranding. You also carry around a baby in a pod, which allows you to connect to the world of the dead and be able to see the BT's. Yeah, it's weird. I would love to explain it, but doing so would spoil a good chunk of the game, so no. The games main appeals to me are the sprawling landscape, impressive cast/graphics and interesting story. As they tend to stand out much more than the flaws. Its main drawback is that the objectives are quite repetitive, take an order, fall in ditch, punch a terrorist, make the delivery. I personally don't mind, as every trip poses a new challenge, and you have to carefully decide what to take with you. One of the main mechanics is that there is no bottomless pouch to carry stuff in. No matter how small the item is, you have to carry it on your back, adding to the challenge is that you have a weight limit along with it. Performance wasn't an issue either, I have yet to run into a single problem. Which is a great thing to hear, as it's a partially online platform. Despite criticism against it, I feel Death Stranding deserves a chance. So get ready to strap on a backpack and save the world. Final Review: 8/10 I genuinely enjoy this game, despite its repetitive nature. As its strange story and interesting mechanics continue to grab my attention.
Most of my reviews consist of challenging games, which is a trend I am perfectly fine with, as I love hard (but possible) games. One of my first reviews was on Dark Souls, and how its challenging aspects add to the overall quality of the game. Earlier this year, FromSoftware, the developers of Dark Souls, released their newest title. Sekiro: Shadows Die Twice. The name implies that it's going to be an adrenaline fueled adventure, with over the top effects. While it is extreme at some points, (boss fights mostly), its actually quite calm. With serene environments set in medieval Japan. In contrast with Dark Souls, Sekiro tends to put a lot more effort into environmental design, and not make everything... depressing. This is actually the reason I chose this specific picture, as it is one of, if not the best designed boss arena in the game. The focus on design is a stark contrast to the constant gloomy atmosphere of Dark Souls, which also makes the game easier in a way, as it gives you the inspiration to continue your journey. That doesn't mean that the game is easy though, as any enemy is perfectly capable of killing you in one shot, and every foe requires a different strategy to defeat. The game is extremely extensive as well, with a unique combat and upgrade system. So extensive that anyone reading this would most likely fall asleep before I finished explaining, but I'll make it quick. Every attack must be deflected with a timed button press, and battles consist of long periods of circling, as you wait for your opponent to make a move and leave an opening. Skill trees also allow for new techniques to turn the tide of battle, with every battle you win getting you a certain amount of experience. Bottom line, the patterns of bosses and enemies in this game force any Souls veteran to abandon normal techniques and follow the Sekiro fighting style of speed and timing. My personal experience has been great, I'm currently in the late stages of the game, and have not had a single bug in the system so for. While the story, gameplay and design never cease to amaze. My Final Review: 9.5/10. Despite extra challenge for beginners, its incredible design and gameplay allow Sekiro to join the legacy of its predecessors.
I was a little slow to come around to this, but here is my review on the new God of War for the PS4. While the franchise normally pushes people away because Kratos was (WAS), a bloodthirsty monster. This new installment to the series completely changes the way people look at him. Mostly because now he is a father, a terrifyingly powerful one as well. But I'm getting off track, gameplay is as fast-paced and as exciting as the previous games, but has a new camera view and completely new aspects for combat. This is also accompanied by the incredible design the game has to offer, which runs very smoothly. In the 30+ hours that I've played this game, I didn't encounter a single issue. The world itself also runs in a creative way, with it being almost open world, with different areas to travel to. Even with all of this to offer, God of War also boasts an impressive audio track, with many songs being entirely chorus based, and others entirely instrumental. When the game first came out, I ignored it, as I thought it was going to be all violence. But the story ended up grabbing my attention, and it did not disappoint, with interesting character development, and plot that manages to keep the player hooked. The plot is actually so extensive that it would take an entire post on its own to explain it. The story is also incredibly cinematic, with every motion acted out by a real person, and modeled into the game for an extra sense of realism. Even with all of these different mechanisms to the game, the game is very friendly to beginners, reaching a level of challenge once its knows the player is ready, by providing post-game bosses to test your skill, (they are no joke). From beginning to end, this game has proven itself over and over again. No matter how you feel about the series, this new addition packs new surprises and plenty of ways to win the player over My Final Rating: 10/10 This game is an absolute masterpiece, capable of standing alone from the previous games. And deserves a chance no matter how you feel about it.
BOY
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AuthorI have a passion for creating things, and hopefully one day those things will be video games. You can check over on this blog if you wish to see any updates on my work or other subjects. The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools.
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