theradicalchild: (Borderlands Psycho)
Tiny Tina's Wonderlands

Dragon Quest of The Fatemaker

I discovered the Gearbox Software-developed Borderlands series during the last decade, becoming enamored with its combination of first-person shooter and RPG gameplay to the point where I happily replayed the titles on multiple consoles to which they were ported, among them being those for Steam via my trusty Steam Deck. One of the expansion packs for the second game featured the story character Tiny Tina leading a Dungeons & Dragons-esque fantasy campaign setting, for which Gearbox would develop a successor and Borderlands spinoff entitled Tiny Tina’s Wonderlands, which provides an experience on par with the main entries.

The map system is an improvement over those in the mainline Borderlands.

Upon starting a new game, the player must create a character termed The Fatemaker, who can be of one of several different classes. The gameplay remains like the main Borderlands games, with the player able to wield up to four firearms of various types (initially two), wear different item enhancements, and use a skill inherent to The Fatemaker’s class that needs to recharge. The spinoff’s “Save Your Soul” system also mimics the main series’ “Fight For Your Life” mechanics of being able to kill an enemy after losing all health to revive, failure resulting in revival at the last checkpoint and losing some money.

There are a few differences, which include the ability to wield melee weapons, cast magic that requires time to recharge, and, upon reaching a certain level, being able to select a secondary class that grants The Fatemaker an additional Skill Tree alongside their base one. As in the Borderlands games, leveling nets the player a skill point they can put into one of The Fatemaker’s skill trees, alongside a point they can invest into one of their base stats. The looter shooter mechanics work well as in the mainline Borderlands games, with some quirks like not needing to repeat phases of multiphase boss battles like that against the final boss. However, issues still carry over, like needing a steady trigger finger and losing all health without an enemy to kill to revive.

Wonderlands’ main weaknesses lie in its control. While there are a few improvements over the Borderlands games, like the in-game maps being three-dimensional and rotatable, which accommodates the multilayered stages, many areas are of questionable design to where I didn’t bother with whatever sidequest objectives were there. However, positive aspects from the main Borderlands titles return, like fast travel and objective markers, another improvement being that saving and quitting the game most of the time preserves The Fatemaker’s location. Still, other issues exist, including glitches (with objective markers occasionally disappearing in my playthrough) and unskippable voiced dialogue (which seems endemic to Western RPGs), and the game’s usability could have been better.

One area where glitches kicked in.

Narratively, Wonderlands is a parodic take on fantasy-themed RPGs, with plenty of humor (although some of it is toiletic) and references galore to other media such as the Star Wars franchise and the Smurfs. The campaign setting backstory is also well written, with some of it revealed through scrolls obtained throughout the game world. There are some areas where the writers could have been more creative, like calling the main antagonist something other than “Dragon Lord." Moreover, given the unskippable voiced text, the narrative frequently feels forced down the player’s throat. Regardless, the plot is an enjoyable draw to the spinoff.

While some nice tracks fit the game’s fantasy setting, most of the music is unmemorable, aside from a vocal theme song played during the ending credits. However, the voice performances are largely superb, including Ashly Burch as the titular game master, Will Arnett as the Dragon Lord, and comedienne Wanda Sykes as Frette the robot, one of the tabletop RPG’s players. Regardless, a dearth of memorable music seems endemic to most Western roleplaying games.

Like the main Borderlands titles, Wonderlands utilizes a cel-shaded visual style, which looks fantastic and even more colorful in its fantasy setting, with only a few minor issues regarding choppiness and collision detection.

Finally, the spinoff is about on par with the main series regarding playtime, around forty-eight hours, with plenty of lasting appeal through different difficulty settings, achievements, sidequests, various classes, the myriad sidequests, a playable epilogue, and so forth.

In summation, Tiny Tina’s Wonderlands is an enjoyable offshoot of the Borderlands franchise, keeping what has been fun about the looter shooter series while introducing some new elements and occasional improvements. The lighthearted writing often stands out, as do the voice performances, pretty graphics, and the deluge of supplemental content. However, many of the issues from its parent series recur, like a necessary trigger finger, some annoying glitches, occasional irritating level design, the unskippable voiced dialogue, and the lack of memorable music. Regardless, fans of first-person shooters owe it to themselves to chance this excellent spinoff.

This review is based on a playthrough of a digital copy downloaded to the reviewer's Steam Deck and played with the Dock on a television, Clawmancer as his beginning class.


Score Breakdown
The Good The Bad
  • Nice twist on Borderlands looter shooter gameplay.
  • Humorous plot and writing.
  • Good voice performances.
  • Pretty visuals.
  • Tons of extra content.
  • Requires steady trigger finger.
  • A bit glitchy.
  • Some annoying level design.
  • Unskippable voiced dialogue.
  • Dearth of memorable music.
The Bottom Line
A great Borderlands spinoff.
Platform Steam
Game Mechanics 9.0/10
Control 6.5/10
Story 8.0/10
Aurals 8.5/10
Visuals 9.0/10
Lasting Appeal 10/10
Difficulty Adjustable
Playtime 48+ Hours
Overall: 8.5/10

Diablo IV

Dec. 13th, 2023 10:59 pm
theradicalchild: (Demon Goat)
Diablo IV

Las Lágrimas del Reino

Back when my brothers and I were obsessed with the works of Blizzard Entertainment, we discovered the first of their Diablo series, with whose sequel and expansion I would spend significant time, given the multitude of classes. The third Diablo game wouldn’t see release until a decade after the second, and the fourth game, Diablo IV, would have a similar wait before it came out. The fourth entry, as a few other video game series in Japan and the West have, leaps into an open-world setting, like Nintendo’s Zelda and Pokémon franchises. Does it do so well?

The fourth game occurs half a century after the third in Sanctuary, where cultists summon the new antagonist, Lilith, daughter of the demon Mephisto, who seeks to fill the power vacuum created by the decline of angels and demons across the land. The narrative has varying cutscenes depending on which character class the player selects, along with plenty of texts that reveal backstories, sidequest subplots, and a well-developed central plot. A few narrative gaps still exist between the third and fourth games; however, the story remains engaging throughout the experience.

Players can select from five classes: Barbarian, Sorcerer, Druid, Rogue, and Necromancer, each with their unique ability trees, and choose a difficulty, accommodating to gamers of divergent skill levels. Regardless of whomever the player selects, all have a health orb whose depletion means death (in which case they can resurrect at the expense of a tenth of their equipment’s durability), a fixed number of potions with which they can recover their health (with upgrades to this amount found sporadically through Sanctuary’s dungeons), Spirit that the use of many abilities consumes (and which standard attacks can gradually recover), and many skills with a cooldown time before they can use them again.

Killing enemies earns the player experience, with foes frequently dropping money and treasure. Before reaching fifty levels, leveling gives players a point they can put into their class’s respective tree to unlock various abilities and bonuses. If players wish to do so, they can pay to reset points and redistribute them however they please. Players stop earning skill points when their character reaches the mentioned threshold. At that time, their Paragon Board unlocks, with its points acquired at fixed times while advancing to the next level and allowing for increased stats.

In towns, the player can repair their equipment (which doesn’t seem to wear down regardless of whatever combat they’ve seen, except upon death), replenish their potions and health, purchase new gear, and so forth, like in prior games. The mechanics work well, with plenty of quick action and rewarding exploration; however, players can’t pause the game, and the potential to waste a lot of time against bosses exists (though depleting their health to fixed amounts will cause them to drop health potions). Regardless, the fourth game nicely fuses elements from the second and third entries.

Control, however, could have used improvement. Among the primary issues is that one needs a constant internet connection and a PlayStation Plus membership to play Diablo IV in the first place, which is ridiculous since I had spent $60+ for my physical copy. Even so, there are a few quality-of-life features such as subtitles for the voiced dialogue, adjustable text size, helpful in-game maps with objective markers, the ability to skip cutscenes and through some dialogue (though the latter feature isn’t available during “cinematic” scenes), the option to exit dungeons instantly after completing them (though some exceptions exist), and readily-available teleportation across Sanctuary, even when the player is far away from a teleport point. As mentioned, however, the game is unpausable, along with other issues like the absence of an in-game measure of total playtime, the vagueness of a few sidequest objectives, and how the game doesn’t preserve the player’s current location whenever they quit the game and restart later. Ultimately, the fourth game could have interfaced better with players.

While the soundtrack features good instrumentation and has some callbacks to prior Diablo games, the fourth installment’s music is otherwise unremarkable, given the lack of memorable tracks and overreliance upon ambiance, which seems typical of most Western video games. However, the voice acting and sound effects shine brighter.

Diablo IV executes its visuals nicely, with realistic art direction for the human and nonhuman characters and players able to customize their protagonist’s appearance. Different equipment also affects character looks, with the environments and colors being believable, the weather and illumination effects gorgeous, and the critical story scenes having an engaging cinematic style. However, the typical imperfections of three-dimensional visuals abound, like poor collision detection, blurry and pixilated texturing, and occasional choppiness.

Given the lack of an in-game clock, assessment of total playtime is difficult. However, I sometimes used my watch timer and estimated I finished the game in over seventy-two hours, consisting of significant time exploring Sanctuary and completing sidequests, although advancing the main quest doesn’t take long. Replayability exists with the vastness of the game world, which I hadn’t fully mapped, countless sidequests, achievements, and so forth. However, the need for a PlayStation Plus membership to continue playing, which I immediately canceled upon finishing the main quest, will deter many from devoting additional time to the game.

Ultimately, Diablo IV was an ambitious production from Blizzard and nicely accomplishes its transition of the series to open-world format, in my opinion, even better than other major video game franchises that have done the same despite their “universally positive” reception. The gameplay is fun and rewarding, the narrative is intricate regarding its backstory and “present” plotline, the visuals are top-notch, and plenty of extra content can occupy players endlessly. However, issues such as the need for a constant internet connection and PlayStation Plus membership to play, various interface problems, and unremarkable sound prevent it from “game of the year” status. Despite its faults, it warrants a playthrough from those who enjoyed its predecessors and is one of 2023's better releases.

This review is based on a playthrough of a physical copy purchased by the reviewer as a Druid.


Score Breakdown
The Good The Bad
  • Variety of classes to choose from.
  • Lots to explore in Sanctuary.
  • Well-developed narrative,
  • Nice graphics.
  • Plenty of lasting appeal.
  • Requires constant internet connection and PlayStation Plus membership.
  • Quitting the game doesn't always preserve quest progress.
  • Lackluster soundtrack.
The Bottom Line
One of the stronger major releases of 2023.
Platform PlayStation 4
Game Mechanics 9.0/10
Control 6.0/10
Story 9.5/10
Aurals 7.0/10
Visuals 8.0/10
Lasting Appeal 8.5/10
Difficulty Adjustable
Playtime 72+ Hours
Overall: 8.0/10
theradicalchild: (Demon Goat)
Diablo III Eternal Collection

Hell hath no fury...

The Blizzard Entertainment franchise Diablo is renowned for its hack-and-slash roleplaying gameplay, beginning with the release of the first game on personal computers in 1996, its first sequel seeing release in 2000. The first two games would receive expansion packs sometime after their releases, with the development of the third entry commencing in 2001, the tertiary title officially announced in 2008. Diablo III would not see its initial release until 2012, with the PlayStation 4 release coming two years later, and eventually a collection of the original game and its expansions entitled Diablo III Eternal Collection, which, like its predecessors, provides solid action RPG gameplay.

Upon starting a new game, the player can create a character from several classes. The player can outfit them with different weapons and armor, each able to hack away at the enemy with their and use skills that require recharging before the player can use them again (the same goes for HP-restoring potions). Some skills use points with different terminology (Wrath for the Crusader and Spirit for the Monk), which recovers as the player attacks. Players can also have an AI-controlled ally with their own weapons, armor, and skills. The only issue is that the player cannot easily break out of enemies that crowd around them, death costing the player ten percent durability for their current equipment, a fair penalty.

The third entry sports many improvements over its predecessor in terms of control, chiefly more generous inventory space, organized as a list rather than a grid, that negate the necessity to return to town constantly to sell excess gear, in which case the player can teleport there for free to do so. Automaps form as the player progresses across fields and through dungeons, with clear direction on the next story objective that prevents players from becoming lost. However, no equipment optimization option exists for the player and their companion, and they cannot see how weapons and armor increase or decrease ally stats while shopping. Regardless, Diablo III interacts well with players.

Most Western RPGs tend to sport blank-slate protagonists, but fortunately, whichever class the player chooses to play does have sundry interaction during story scenes that differ depending upon vocation, the narrative itself continuing from the second game, with journals scattered on fields and within dungeons revealing various backstories. Furthermore, the transition between the fourth and fifth Acts feels fluid in the expanded version of the third Diablo. There are some minor tried tropes, such as amnesia, but the narrative is a significant draw to the game overall.

The soundtrack of Diablo III, as seems to be the case with most non-Japanese RPGs, lacks a sense of memorability, perhaps more so due to the sounds of combat drowning it out during gameplay, but is no deterrent, and the voice work is top-notch.

The visuals border on perfection, with a 2.5-dimensional view of the game environs, largely devoid of things such as jaggies and pixilated texturing. The character models also look nice and have realistic anatomy, with the only real issue being the poor collision detection among characters, enemies, and their environments.

Finally, finishing the game can take around twenty hours, with the variety of classes and in-game challenges that sync with PlayStation Trophies nicely enhancing replay value.

Ultimately, the PlayStation 4 version of Diablo III combined with its expansion is, for the most part, solid, what with its enjoyable hack-and-slash gameplay, tight control, lore-heavy narrative, superb voice acting, beautiful visuals that look good even today, and plentiful lasting appeal. However, as with most Western RPGs, the soundtrack feels unmemorable, but I enjoyed the third game just as much as, probably more than, its predecessors. Even so, those that enjoyed prior installments will most likely enjoy the third game’s enhanced edition.

This review is based on playthroughs as a Crusader and Monk on the easiest difficulty.


Score Breakdown
The Good The Bad
  • Superb hack-and-slash gameplay.
  • Great control.
  • Lore-laden plot.
  • Looks good even today.
  • Plenty lasting appeal.
  • Unmemorable soundtrack.
The Bottom Line
A great addition to the Diablo series that stands the test of time.
Platform PlayStation 4
Game Mechanics 9.5/10
Control 9.0/10
Story 9.5/10
Aurals 8.5/10
Visuals 9.5/10
Lasting Appeal 10/10
Difficulty Adjustable
Playtime ~20+ Hours
Overall: 9.5/10
theradicalchild: (Metroidvania)

The Alloy of Law

The Czech Republic (uncommonly called Czechia) is a relatively young country in Europe, half of the peaceful dissolution of Czechoslovakia in 1993, and, surprisingly, a marginal contributor to the world’s videogame industry culminating in the annual Czech Game of the Year Awards. One Czech developer most gamers are very likely unfamiliar with is the two-person Attu Games, whose first title was the puzzle platformer Toby: The Secret of the Mine. Their second game was the Castlevania: Symphony of the Night-inspired Feudal Alloy, which is surprisingly good for an RPG developed by only two people.

Feudal Alloy follows the journey of a robot named after the game’s developer, Attu, who searches throughout an interconnected world for ten medals owned by the antediluvian robots at the retirement facility where he works. The plot isn’t elaborate and doesn’t receive a conclusion until the player finishes the game, with the locket collection subquest a surefire missed opportunity for further narrative development. While the game’s unique robotic medieval setting shows promise, it goes unfulfilled, seeming an afterthought, perhaps a drawback of the minimalist development team.

Fortunately, the gameplay serves Feudal Alloy well, the player outfitting Attu with stat-increasing robot parts and a sword, only initially able to execute a forward or upward slash with his weapon. However, the player ultimately receives new abilities that allow him to perform actions such as a dash that can send him safely to the back side of an enemy, shoot electromagnetic pulses in different directions (necessary to down some barriers), and so forth. Attu has two primary stats: oil, serving as his life, and temperature, which dictates how many times he can attack without overheating and being temporarily unable to act.

Attu can gather parts from defeated enemies for money to purchase bombs necessary to break some barriers and make certain foes vulnerable to standard attacks, oil vials to restore his health, coolant to allow him temporary infinite use of commands, and equipment. He can also acquire experience for sporadic leveling, where the player can purchase abilities from one of three skill trees allowing increased attack power, heightened defense, or an improved cooling system, the last tree having a magnetic ability letting the robot collect parts from downed enemies.

One quirk of Feudal Alloy is that there are only two genuine boss fights throughout the game. However, several points abound necessary to advance where Attu must battle enemies that spawn from retracting chambers for several rounds. The game is friendly to players when they die, with Attu respawning at the last save point with no experience or money lost. These account for a satisfying battle system, with only minor shortcomings like Attu's inability to slash his sword when kneeling (although he does get the ability to release an electromagnetic pulse in said position).

Treasure ahoy
The game looks gorgeous in motion.

Control is smooth, with players in each subsection acquiring maps showing Attu’s current location, and while the game has an inventory limit, I never reached it in my playthrough. As in the RPG Castlevanias, skills can assist exploration of the massive, interconnected world, with some barriers, for example, downed by electromagnetic pulses. Granted, one can get lost in the gameplay zones, and a minimap would have been welcome since the in-game maps aren’t detailed. Other absent quality-of-life features include a suspend save and sortable items. Glitches in the Steam version with the rumble feature exist also, and the game could have interacted better with players.

The music is one of the much better efforts for a Western RPG, unsurprising given Europe was home to many an excellent classical composer. The soundtrack includes riveting Celtic medieval tracks that rarely give way to silent moments, but more variety would have been welcome. The sound effects are believable, and Feudal Alloy’s aurals well accompany the gameplay experience.

The hand-drawn visuals are also pleasing, looking much better in motion than YouTube videos would have one believe, with new equipment, for instance, affecting Attu’s looks, alongside a nice variety of enemy robot designs. While some foes look similar, they aren’t mere palette swaps, the framerate additionally staying consistent, with little to no slowdown or choppiness. There are some oddities, including the instant disappearance of uncollectible monster parts at times, but otherwise, Feudal Alloy is a visual treat.

Finally, akin to other Metroidvanias, the game is generally short, from eight to sixteen hours, depending upon whether the player wishes to unlock all achievements. However, there isn’t much lasting appeal afterward, and finding every elusive treasure chest to achieve all can be frustrating, given the lack of in-game tracking on how many unopened are in each area.

Overall, Feudal Alloy, considering its development by only two people, is surprisingly good, given its great Metroidvania gameplay, the fitting soundtrack, and the fluid visual style. Granted, those unfamiliar with its subgenre might find it easy to get lost in the large, interconnected world, the narrative is lackluster, and there aren’t nearly enough reasons to play on well after completing the game and most achievements. However, fans of the niche videogame genre will likely find plenty to celebrate in what this reviewer considers one of the first good releases in 2019.

This review is based on a playthrough of a digital copy downloaded to the reviewer's Steam Deck to the canon conclusion, with all but one achievement earned.


Score Breakdown
The Good The Bad
  • Great Metroidvania mechanics.
  • Pleasing soundtrack.
  • Nice visual style.
  • Can be easy to get lost.
  • Paper-thin plot.
  • Little lasting appeal.
The Bottom Line
Not a masterpiece, but still decent for a game developed by two people.
Platform Steam Deck
Game Mechanics 9.5/10
Control 6.5/10
Story 5.0/10
Aurals 8.5/10
Visuals 9.0/10
Lasting Appeal 3.5/10
Difficulty Moderate
Playtime 8-16 Hours
Overall: 7.0/10

Torchlight

Feb. 26th, 2023 04:39 pm
theradicalchild: (Woolfy Darkness)

Luz de las Antorchas

Given the critical acclaim of Blizzard Entertainment's Diablo series, it was only natural for there to be imitators, among them being Runic Games' Torchlight, which saw its digital release late in 2009 and retail release the following year, its creators actually behind the first and second games in the Blizzard hack-and-slash franchise. Is it a pale imitator or plagiarism at its finest?

Much like the original Diablo, the player can choose from different classes upon starting a new game, including the Destroyer, which specializes in melee combat; the Alchemist, which specializes in magic; and the Vanquisher, which specializes in ranged attacks. The player can also choose and name a feline or canine companion for the protagonist, not to mention a difficulty level. Afterward, players begin the game in the titular town of Torchlight, where they can perform functions such as shopping for new equipment and items. When ready, the player can venture into the multifloored random dungeon (although floors stay in their current state like in Diablo) to battle enemies, gather new equipment and items, and teleport back to town with a magic scroll to sell equipment, report on sidequests, and perform other tasks.

Gameplay is similar to the Diablo games, where players can physically attack enemies or cast mana-consuming magic with different effects, with foes occasionally dropping money, items, and equipment. Control can vary depending upon the medium the player uses, with the Steam Deck's trackpads in portable mode helping greatly yet admittedly taking some getting used to, but the controls are customizable. Players naturally earn experience from killing enemies, level-ups sporadically happening, in which case they can increase various stats by five points (most weapons and armor having stat requirements) and invest one point into different skills native to or shared among classes. Killing "named" adversaries also earns players Fame, which, when raised enough, results in extra ability points. Some items, like in the Diablo games, require the player to identify them with a consumable scroll.

The game handles death quite well, with players receiving several choices like paying money to revive at the beginning of the current floor or returning to the town with no penalty, fairer punishments, unlike many Japanese RPGS. One superiority versus the Diablo games is that the player can give excess items to their pet and send them back to town, after which they return after a fixed interval with the money gained from the items' sales. One skill into which players can invest points reduces the time pets need to be away, and this neat feature counters the need to go back to Torchlight often. Aside from the learning curve associated with playing the game on the Steam Deck, the mechanics work surprisingly well.

Control is solid also, with a linear structure that keeps the player moving in the right direction and a more generous, but still limited, inventory space than in the Diablo titles, alongside the ability to send a pet to town to sell surplus goods. The convenience of town scroll portals is another positive aspect, as is the need not to retrace steps when breaking from the game. Ultimately, Torchlight interacts surprisingly well with players.

As with most RPGs in which the player customizes their protagonist, the story can feel light at times, yet each class has varying story scenes, and the narrative never feels forced down the player's throat, which is a good thing. The dialogue is well-written, there is enough story for a game of its meager length, and on the whole, the plot certainly doesn't disappoint.

The music creates a nice ambiance, although the tracks aren't exactly catchy. However, the sound effects and voicework are near-note perfect, so the aurals still rise above average.

The 3-D graphics contain plenty of polish and don't detract from the experience, either, with different equipment affecting the protagonist's appearance, fluid animation, beautiful dark environments, and fitting colors. However, they can look slightly blocky and blurry-textured when seen up close, yet look great most of the time during the gameplay when the player keeps the camera well above the various environs.

Finally, one can finish the game in around twelve hours, with an extra dungeon having seemingly infinite floors providing excellent lasting appeal alongside achievements, the different classes, and sidequests.

On the whole, Torchlight, given its solid hack-and-slash gameplay, tight control, great sound, polished visuals, and infinite lasting appeal, is a very positive experience and is, as I stated before. "plagiarism at its finest." There are some minor issues, including the general unmemorable nature of the soundtrack and the light-handed narrative, but the other areas compensate for that. Those on the fence can play a free demo before considering buying the whole game, with a great chance that they will do so and experience what is perhaps one of the gold standards of its subgenre.

The reviewer played the digital version of the game on the Steam Deck in portable mode as an Alchemist.


Score Breakdown
The Good The Bad
  • Superb hack-and-slash gameplay
  • Safeguards against repetition.
  • Potential varying story.
  • Solid audiovisual presentation.
  • Endless lasting appeal.
  • Not shy about deriving from the Diablo series.
  • Story somewhat light.
  • Most music unmemorable.
The Bottom Line
One of the gold standards of hack-and-slash action RPGs.
Platform Steam Deck
Game Mechanics 9.5/10
Control 9.5/10
Story 9.5/10
Aurals 9.5/10
Visuals 9.5/10
Lasting Appeal 10/10
Difficulty Adjustable
Playtime 12+ Hours
Overall: 10/10
theradicalchild: (Barney Bear Gun)
Borderlands-GOTYEnhanced>

Secret of Mana: The FPS

I'm normally wary of Western RPGs, given their basis in complex pen-and-paper roleplaying mechanics, although there are occasional titles that break the mold, such as Borderlands, which combines RPG and shooter gameplay. I originally played it on my PC, and while there were plenty times when my computer couldn't handle the game, it had a place in my heart. Several ports to consoles would come, along with the occasional remaster, among them being Borderlands: Game of the Year Enhanced, which I happened to get for free due to owning the original Steam version, and last played on my trusty Steam Deck.

The game is set several centuries in the future when mega-corporations seek to control various planets across the galaxy and mine them for their mineral wealth and resources. Prior to the first game's events, one of said companies, the Atlas Corporation, uncovered an alien Vault with advanced weapons technology, another found on the planetary setting of Pandora. One of four playable characters seeks the Vault and its key, with various colorful persons encountered throughout the game and good backstory accounting for a satisfying narrative experience, although whichever protagonist the player chooses doesn't seem to affect events.

Fortunately, solid gameplay backs the storyline, with the player's character initially limited to two equipped weapons that they can swap at any time, a shield generator, and a grenade modifier that determines the attributes and strength of throwable grenades. These limits eventually increase to four equippable weapons along with a class modifier with boosts to various attributes of the character's skill tree, into which they can begin investing points at level five, with one skill point gained per level after that. The first ability the player will unlock is one native to their class, with Mordecai, for instance, able to send out his pet avian to attack the enemy, necessitating a recharge time afterward.

There are different weapon types, some characters having an affinity for certain ones, such as Mordecai with pistols and sniper rifles, although any character can wield most any weapon as long as their level is high enough, and repeated use of specific types gradually levels the player's proficiency with them, sort of like Secret of Mana with an emphasis on firearms. Characters can also execute a melee attack when enemies are close, though these tend not to be the difference between victory and defeat, with only a handful of skills on each character's ability tree able to increase their effectiveness.

Odds are, however, that most players will stick with weapons, the player able to purchase new ones at vending machines along with shield, grenade, and class modifiers through money gained from killing foes, containers like safes, and by selling unwanted armaments. Killing enemies also grants experience for occasional level-ups, with proportional distribution dependent upon the player's current level, foes too having levels whereas killing those with higher levels than the player give more experience than lower-level ones, and in the case of low-level adversaries, the player can mostly get away without having to fight them.

Ultimately, the gameplay is definitely enjoyable, with some additional quirks such as the experience obtained through completing story and side missions, although there are a few instances where the player might find themselves dying without an enemy nearby to kill, but fortunately the death penalty is more than generous, and wasted playtime is minimal. Those not skilled with first-person shooters, moreover, might have a difficult time keeping steady trigger fingers, but the game is definitely more than playable, the mechanics a surefire boon to Borderlands, the skill customization augmenting the mechanical appeal.

The first game mostly has clear direction on how to advance the main storyline, given the in-game maps and associated waypoints towards mission objectives, and most sidequests are beatable without referencing the internet. However, there are issues such as the lack of an in-game clock, not to mention a limit on inventory space only increasable by helping robotic claptraps get back on their wheels, and occasional glitches such as getting caught by treasure chests some foes may drop. Regardless, things could have definitely been worse in terms of control.

Most Western RPGs tend to feature solid voicework, and Borderlands is no exception, with some humorous banter from enemies occasionally littered with profanity, and one Russian-accented character having a memorable dialect, along with realistic sound effects. Some of the music such as the ending vocal theme is also good, although most, as with many titles originating in the West, is fairly unmemorable, with a greater emphasis on ambience, although the aurals help more than hurt.

The visuals too help Borderlands more than hurt it, with a nice cel-shaded style for the character models, the environments, and the enemies, although there is rare inconsistency in the framerate, and occasional blurry and pixilated texturing for the scenery.

Overall, the enhanced Steam version of the original Borderlands is a fun looter-shooter RPG, given its fun game mechanics, the endearing narrative, the superb voice acting, the pretty cel-shaded visuals, and the endless lasting appeal. Granted, it does have issues with regards to its control aspect not to mention some blemishes in terms of the mostly unmemorable soundtrack and occasional graphical anomalies, although even these weaker areas have plenty of things going for them, and in the end, I definitely relished to chance to play the definitive version of the game on my Steam Deck and would recommend it to those in search of a solid Western RPG.

This review is based on playthroughs as Mordecai, then Brick, with the original Game of the Year version purchased by the reviewer and the Enhanced version acquired for free.
Score Breakdown
The GoodThe Bad
  • Great RPG/shooter mechanics.
  • Clear direction on how to advance game.
  • Endearing narrative.
  • Superb voicework.
  • Pretty visuals.
  • Plentiful lasting appeal.
  • Some issues with control and glitches.
  • Not enough memorable music.
  • A few graphical impurities.
The Bottom Line
A great looter-shooter.
PlatformSteam Deck
Game Mechanics9.0/10
Control9.0/10
Story9.5/10
Aurals8.0/10
Visuals8.5/10
Lasting Appeal10/10
DifficultyJust Right
Overall: 9.0/10

Biomutant

Jul. 19th, 2022 09:58 pm
theradicalchild: (Ranger Rick)
Biomutant cover art.jpg

After Earth, But Good

Depending upon how players define the term, open-world videogames can possibly date back to the 1970s, given the existence of titles with limited boundaries, nonlinear gameplay, and no concrete goals, although developers wouldn’t elaborate on the concept until games became more complex in the ‘80s, with early RPGs such as the first Ultima trilogy being possible examples. The turn of the millennium would see the idea expand even more, with non-RPG cases such as the commercially-successful Grand Theft Auto III. Games such as The Legend of Zelda: Breath of the Wild many critics deemed “revolutionary” for open-world games, and other companies would attempt to rival it, among them being Biomutant.

The game begins in a post-eco-disaster world inhabited by anthro mutant characters, the player customizing a protagonist when starting a new game. Regardless of whatever form they take, they have excellent backstory largely revealed in the initial hours of the game, and the Green Aesop narrative never feels ham-fisted. The storytelling style is also interesting, with the characters speaking in squeaks and grunts, the player’s Automaton translating the gibberish dialogue, although given the wait times between the babbling and the translations, the plot slightly feels forced down the player’s throat. There are also some grammatical errors in the dialogue, but generally, the plot helps the game far more than hurts.

Luckily, solid gameplay backs the narrative, with the player’s character able to battle enemies with melee, ranged weapons, or a combination of both. Players receive different kinds of skill points when leveling that can unlock “magical” abilities or physical skills that necessitate a combination of different button presses. New weapons the player can craft from various base materials, with equipment upgradeable as well, and there are plenty of goodies obtainable from the sidequests, which generally have good direction and are trackable in-game. Different difficulty settings accommodate players of different skill levels, and aside from a few annoying enemies, including one of the four “World Eaters” they must defeat to advance the plot, and long loading times if the player’s character dies, the gameplay is far from tortuous.

Control, however, is the weakest aspect of Biomutant. While akin to most Western RPGs the game is fairly liberal about when and where the player can record their progress (aside from during missions involving the seizure of rival tribes’ outposts), and the direction on how to advance sidequests and the main plot is largely clear (except for maybe one or two instances), the aforementioned long loading times abound, along with the lack of a minimap and occasional irritating level design. Regardless, this area could have definitely been far worse, and has plenty redeeming aspects.

Western RPGs in my experience tend not to have memorable soundtracks like their Japanese counterparts, and Biomutant is no exception, largely reliant upon ambience, although there is occasional music that sounds decent, the sound effects are good, the gibberish is mildly-adorable, and the constant narration from the Automaton is perhaps the aural high point.

The visuals two have many things going for them such as the customizable appearance for the player’s character, the vibrant colors, the good environments, diversity in character models, and the main character’s appearance changing with different equipment. However, there is a great deal of environment popup, dithering, and blurry/pixilated texturing when viewed up close, although the game is definitely far from an eyesore.

Finally, a straightforward playthrough can take anywhere from twenty-four to forty-eight hours, although there are plenty things to extend playtime such as the myriad of sidequests, a New Game+, and PlayStation Trophies, but the annoyance of one particular boss fight may mildly deter supplemental temporal investment.

Overall, Biomutant is definitely a more-than-serviceable open-world RPG with solid gameplay, the always-welcome ability to record one’s progress most anywhere, a decent environmental-themed narrative, good voice acting coherent and gibberish, nice graphical presentation. It does, however, have issues with regards to its long loading times, unmemorable music, and visual hiccups, although the game is another instance where I vastly disagree with mainstream videogame critics, and I actually preferred playing it to the ballyhooed Breath of the Wild, and in my humble opinion, Biomutant is sure to scratch both those open-world game and anthropomorph-centric RPG itches.

This review is based on a playthrough of a physical copy purchased by the reviewer to the standard ending.

The Good:
+Great open-world gameplay.
+Save (mostly) anywhere feature.
+Good audiovisual presentation.
+Plenty lasting appeal.

The Bad:
-Long loading times.
-Story a bit derivative.
-Soundtrack unmemorable.
-Some visual imperfections.

The Bottom Line:
A great open-world Western RPG.

Score Breakdown:
Platform: PlayStation 4
Game Mechanics: 9.0/10
Controls: 7.0/10
Story: 8.5/10
Music/Sound: 8.0/10
Graphics: 7.5/10
Lasting Appeal: 9.5/10
Difficulty: Adjustable
Playing Time: 24-48 Hours

Overall: 8.5/10
theradicalchild: (Redwall Cast)


Ratsylvania: War of the Vermin

Three students from the Norwich University of the Arts in Britain founded the Manchester, United Kingdom-based game development studio Odd Bug Studio, with its first title being the 2017-released PlayStation VR game The Lost Bear. Two years later, the developer, under the publishing moniker United Label, began development of the multiplatform RPG Tails of Iron, which would see its release in 2021. As has been a habit with most major videogame releases, United Label would unleash an upgraded version of the game with additional content, Tails of Iron: Crimson Knight Edition, and afterward release a patch with a more casual difficulty, certainly a decider in my decision to purchase and play the game, but was it worth it?

Animals with some semblance of intelligence form the cast of Tails of Iron, with the plot’s primary focus being on Redgi, heir to the Rat Throne, who must restore his shattered Kingdom by vanquishing the Frog Clan and their despotic leader, Greenwart, meeting many colorful characters during his quest. The game interestingly tells its story, with the animal characters not having actual dialogue, but rather pictographic speech bubbles that narrate various actions, locales, luminaries, and the like, with the common translation by the narrator, which is why I said the characters have “some semblance” of intellect. The narrative style works well for the most part, although there are occasional oddities such as alternate reference to one of Redgi’s brothers as “the Chef” or “Chef,” the latter bringing to mind the South Park character.

Fortunately, the gameplay serves Tails of Iron well, with plentiful inspiration from the Soulsborne subgenre of roleplaying games, although mercifully, especially on the easiest Fairy Tail difficulty, it doesn’t bequeath the negative elements of its brethren. That the action occurs in two rather than three dimensions certainly helps, with Redgi outfittable with a singlehanded weapon, a shield, armor, a two-handed weapon usable in combat and clearing away thick debris in environments, and different types of ranged weapons helpful to off aerial foes. Redgi executes his single-handed weapon attack with the R1 button, and can block with L2, with enemies luckily and most of the time giving indicators as to what kind of attacks they’re about to execute so that the rodent prince can react in kind.

Redgi also carries a bottle of bug juice that can restore his health, with plentiful dispensers of the beverage present throughout the various areas. He can also lace his equipped weapon with poison for heightened damage against enemies, with more venom initially available to purchase in shops, although later on there come vials where he can replenish his supply. At his castle, moreover, players can use ingredients to cook recipes that increase his maximum health or give the blacksmith blueprints for new weapons and armor, with the opportunity to equip what results or send it to storage, weight and resistance to certain adversarial types warranting consideration before outfitting Redgi with new gear.

The game mechanics work surprisingly well, with minimal wasted playtime given the frequent presence of benches where Redgi can sit to record the player’s progress, with the selectable difficulty levels certainly accommodating towards players of different skill levels, from more casual gamers to those looking for a challenge on par with those of the Soulsborne subgenre. Even the endgame of Tails of Iron is fair, with the final boss of the main storyline potentially being a quick affair, and genuinely cheap adversaries are minimal at best. There really isn’t much of which to complain in terms of the gameplay, which in the end is certain to please even the most unpleasable player.

Control serves the game just as well, one of the most useful features being the in-game maps of Tails of Iron that show where the player currently is and where they need to travel next to advance the primary storyline and even a few sidequests, some of which are necessary to continue the central plot. When finding new equipment, moreover, the player has the chance to equip it or send it to storage, with boxes containing excess gear luckily and magically connected and players needing not memorize where they sent certain gear and thus take forever to recover it. Given the sidescrolling exploration and combat, the game also has a bit of a Metroidvania flair, which definitely isn’t a bad thing. Pretty much the only major issues regard the in-game clock, which players can only see when loading a save, and which is also somewhat slow, but otherwise, interaction is well above average.

The aurals also have many things going for them, such as good music with strong instrumentation, great sound effects, and a general good ambience, although the reliance on ambience is perhaps and admittedly the weakest link of Tails of Iron. However, the character “voices” in the form of flat-tone flute sounds one can consider slightly adorable, and the coherent English narration definitely help the sound aspect, so things could have definitely been worse.

The visuals, however, are another high point in the game, with a gorgeous two-dimensional hand-drawn style consisting of pretty environments and beautiful character and enemy sprites, all with vibrant hues. There are some nice touches as well such as enemy sprites becoming more bloodied when close to death, and aside from some loading for the graphics, Tails of Iron is visual candy, very smooth even on a PlayStation 4.

Finally, the game isn’t a lengthy experience, with playtime ranging from four to eight hours depending upon whether the player wants to acquire every achievement or partake in post-game content.

Ultimately, coming from someone who doesn’t care much for games of the Soulsborne subgenre of RPGs, Tails of Iron was definitely a welcome surprise, given the accommodation of different gamer skill levels with its two-dimensional gameplay, the tight control, well-told storyline, nice ambience, superb graphics, and significant degree of lasting appeal. There are only a few negligible issues regarding the general lack of memorable music and nitpicks with the game clock, but the game is very easily one of the strongest releases of 2021, and is worth a purchase and/or download regardless of what platform the player desires.

This review is based on a playthrough of a copy purchased by the reviewer to the standard ending, with 72% of Trophies obtained.

The Good:
+Great sidescrolling combat with different difficulty settings.
+Clear direction on how to advance main plot and sidequests.
+Great story interestingly told.
+Superb two-dimensional visuals.
+Short and sweet with plenty lasting appeal.

The Bad:
-Game clock somewhat slow.
-Sound a bit reliant on ambience.

The Bottom Line:
One of the best releases of 2021.

Score Breakdown:
Platform: PlayStation 4
Game Mechanics: 10/10
Controls: 9.5/10
Story: 9.5/10
Music/Sound: 9.0/10
Graphics: 9.5/10
Lasting Appeal: 10/10
Difficulty: Adjustable
Playing Time: 4-8 Hours

Overall: 10/10
theradicalchild: (Kingdoms of Amalur: Re-Reckoning)


Thank Chafee

Let me preface this review by saying that I despise American politics to the point where I don’t even look at newspapers for fear of them triggering my dark side, and don’t bother browsing sites such as Twitter. I hate it even more when the topic injects itself into nonpolitical subjects such as videogames, although there are rare cases where the topics intersect in a good way, such as Texas politicians providing initiatives to Austin-based game developers, or a loan from the State of Rhode Island financing the development of Kingdoms of Amalur: Reckoning, which would see a remaster entitled Kingdoms of Amalur: Re-Reckoning, allowing a new generation to experience the Western RPG.

Like the original version Re-Reckoning features deep lore by fantasy author R.A. Salvatore, which is very engaging to the point where even subquests add significantly to the narrative. The game itself begins, unusually, with the player’s character’s death, although the gnomish scientist Fomorous Hugues revives this protagonist, the “Fateless One,” after which the hero embarks on a quest through the Faelands, one of the titular Kingdoms of Amalur, to discover the circumstances of their initial demise and life beforehand. The plot definitely helps the game well, although there are some played fantasy tropes such as the quest for immortality and general lack of distinction from other fantasy mythos.

Fortunately, the gameplay helps Re-Reckoning far more than hurts, with the player creating a customized protagonist of one of four playable races when starting a new game. Players begin as “Fateless,” although they can, when their character levels, invest points (three per level) into one of a trio of skill trees, corresponding to warrior, rogue, and mage classes, each with plenty active and passive abilities. The player also gets to invest one point when leveling into another breed of skills that decide things such as how much money they receive from selling excess items and how much detail the helpful minimap shows such as Lorestones that grant a pinch of experience and supplemental backstory.

Players can also wield a variety of different weapons such as swords, hammers, bow and arrows, knives, chakrams, and staves, with the gameplay generally devolving to hacking and slashing enemies regardless of armament, although charge attacks ultimately become available for each method of attack, as do mana-consuming abilities with active and passive actions, some of which the player can have “sustained,” consuming a fixed percentage of their maximum magic points for a neverending effect. Other notable magic includes one spell from the mage tree that can temporarily summon an AI-controlled skeleton ally that fights alongside the Fateless One.

Difficulty in Re-Reckoning is adjustable to fit different player skill levels, the game mechanics work well, the camera being an issue, and the lack of targeting akin to the Kingdom Hearts series not hurting at all. Battles tend to flow smoothly and accommodate many different playstyles, especially with the different skill trees, and there’s plenty of fun to have. Pretty much the only real issues are that gaining experience bonuses from Reckoning mode (which temporarily increases attack power) requires a great deal of button-mashing, and the player can’t always put up their shield to defend enemy attacks.

The remaster is generally user-friendly, with the rare ability to skip voiced text during most cutscenes, accommodating to hearing-impaired gamers. There’s also an in-game clock as well as fast-travel among visited areas of interest, although there are some points where instant conveyance is unavailable, namely in the middle of dungeons. While the direction on how to advance the main storyline and most subquests is generally clear as well, there are maybe a handful of moments where the player might find themselves needing to use a guide. Regardless, the game generally interacts well with players.

Probably the weakest aspect of Re-Reckoning is its audio presentation, given the relative lack of memorable music akin to many prominent Japanese RPGs, although there is good orchestration and excellent voice acting.

The remaster, however, fares better visually, with good colors and details such as different equipment affecting the protagonist’s appearance, realistic environments, character and enemy models with believable anatomy, and the like. There is a bit of choppiness, environmental popup, and some occasional blurry and pixilated texturing, but otherwise, the game is far from an eyesore.

Finally, while there is a great plethora of side content to prolong the experience, the remaster surprisingly doesn’t feel padded at all, especially due to things like fast-travel, and there’s plentiful lasting appeal in said extra material, although the Nintendo Switch, as usual, lacks achievements.

Overall, Kingdoms of Amalur: Re-Reckoning is a worthwhile remaster that hits most of the right notes with its gameplay, control, well-developed lore, and good graphics, with only a few areas in which it fumbles such as fast-travel not always being available, the lack of distinction from other fantasy settings, the unmemorable soundtrack, and a few technical issues with the visuals. Although the original version sold over a million copies, it was so overbudget it didn’t break even financially, causing some controversy in Rhode Island in the original’s time, but that it’s a great game largely compensates for that, and one could consider it a certain former Senator and Governor’s greatest accomplishment.

This review is based on a playthrough of a copy purchased by the reviewer.

The Good:
+Excellent game mechanics.
+Tight control.
+Deep lore.
+Nice visuals.

The Bad:
-Fast travel not always available.
-Not a whole lot of distinction from other fantasy settings.
-Soundtrack generally unmemorable.
-Some technical hiccups with graphics.

The Bottom Line:
A great Western RPG.

Score Breakdown:
Platform: Nintendo Switch
Game Mechanics: 9.5/10
Controls: 8.5/10
Story: 8.5/10
Music/Sound: 8.0/10
Graphics: 8.5/10
Lasting Appeal: 9.0/10
Difficulty: Adjustable
Playing Time: 30-60 Hours

Overall: 9.0/10

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