Persona 5 Tactica Review - Vive La Persona

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Over the years, Atlus--the studio behind the Persona series, Catherine, and Shin Megami Tensei--has developed a reputation for the way it approaches adult themes and dark topics unabashedly. While this generally makes for an M rating and the mild discomfort that accompanies the clumsy handling of delicate situations, it also makes complete sense. Many of the studio's titles explore humanity and the human condition, both of which contain their fair share of darkness and messy situations. They're ambitious topics to explore, and for that, I've always had tremendous admiration for Atlus and its Persona series in particular. But even more important than simply starting the conversation is the way the studio frames it--how it juxtaposes the darkness against powerful messages about courage, morality, hope, and idealism to make everything more meaningful. These things combined are what make Persona so beautiful--what shapes its identity.

Persona 5 Tactica not only exemplifies that identity but revels in it. With its chibi-style art, along with situations and dialogue that, at times, feel straight out of the requisite beach episode of an anime, the game offers more levity than Persona 5 Royal. Yet at its core, it remains focused on delivering powerful messages, tackling complex themes, and encouraging those who play it to not only be more sure of themselves but aspire to be more idealistic and kind as well. Tactica does all this spectacularly, using a powerful story and two new characters you can't help but fall in love with. Together, these narrative elements draw players into the next chapter in the Phantom Thieves saga and reignite the flames of rebellion. Though I went into the game not sure if its genre shift or even the game's existence would feel truly warranted--not sure if we needed yet another 30+ hours of Joker and friends--I walked away from the game thankful for it and the comfort it gave me.

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Set shortly after the events of Persona 5 Royal, Persona 5 Tactica follows the Phantom Thieves as they embark on a new adventure through familiar yet uncharted territory. The journey begins at Le Blanc's, where Joker is serving up coffee and curry to his soon-to-be-graduated friends while the group discusses their plans for the future. However, conversations come to a halt after the Thieves notice time is now standing still and the Metaverse--the cognition-constructed realm our heroes thoroughly explored in the P5--has seemingly consumed them once again. As quickly as they are pulled back into the cognitive world, however, our heroes note that something is different about the Metaverse this time. Uncovering what that difference is (and how to get back home) then becomes the group's first priority and sets

Modern Warfare 3: ZOMBIES + MP - Before You Buy

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Modern Warfare 3: ZOMBIES + MP - Before You BuyModern Warfare 3 (PC, PS5, Xbox Series X/S) has now fully launched with campaign, multiplayer, and zombies. How is the full package? Let's talk. Subscribe for more: http://youtube.com/gameranxtv ▼▼ Buy Call of Duty: https://amzn.to/49othMJ Watch more 'Before You Buy': https://bit.ly/2kfdxI6

Nickelodeon All-Star Brawl 2 Review - More Than A Rerun

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Two years ago, Fair Play Labs and Ludosity entered the platform fighting game ring with Nickelodeon All-Star Brawl. The game was decent enough, but it was clear that the core "Smash Bros. with Nickelodeon characters" idea had more to offer than what was delivered. Now, with Nickelodeon All-Star Brawl 2, the two studios are attempting to realize that potential.. However, while some welcome adjustments have been made, there are a few important flaws--and some mind-boggling subtractions--that once again keep the full potential of this idea out of reach.

The most notable improvement Nick Brawl 2 makes over other platform fighters is its control scheme, which carries over from the previous game and yet still feels genuinely innovative. Character movement, shields, and throws are all standard fare: You move your character with the stick, press a shoulder button to grab for a throw, and press a different shoulder button to bring up shields or dodge opponents' moves.

Attacking, on the other hand, uses a control scheme quite different from what you might expect from a platform fighter. Each character has three main attack buttons--light attack, charge attack, and special attack--and each button uses a different move if the joystick is held in a certain direction. Charge attacks in most other platform fighters have shared a button with light attacks, but Nick Brawl 2 separates them. This is a smart improvement, as it makes for easier combo execution in the heat of battle and allows for a few extra moves for each character. This game also made me appreciate jumping with a button instead of tilting the joystick up--by dedicating a button to jumping, using a upward charge attack becomes easier, as I don't accidentally jump instead of attacking. I never used the button option in Smash, but Nick Brawl 2 has made me come around to the idea.

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You Will Die Here Tonight Review - Empty Residence

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In the opening of You Will Die Here Tonight (YWDHT), my Resident Evil-inspired super-cop solved a confusing book-based puzzle and ventured into a secret underground lab, where she was then met with a monologue from her ally-turned-enemy. To my surprise, this Albert Wesker-like big bad then shot my character dead--all in the first 15 minutes. It was like starting a Resident Evil game in the final scene and then getting a dark ending where the villains prevail. With a touch of meta commentary on the genre, this unconventional introduction was an intriguing start, but also the last part of the game I truly enjoyed, as the game thereafter ran through too-common horror tropes without cleverly subverting or enhancing them ever again.

In the aptly titled You Will Die Here Tonight, Resident Evil is the blueprint for a two- to four-hour-long isometric, survival-horror game with a touch of roguelite progression. That fun intro I detailed would've been a neat story track to stay on, as the big bad who seems to prevail quickly discovers there's another unseen hand, more powerful than her own, that is pulling the strings. But the game oddly drops this pretense in favor of a roguelite system whereby, when a character dies, you assume the role of another member of A.R.I.E.S. (the legally distinct and totally-not-S.T.A.R.S. division of police officers) keeping all story items with the opportunity to recover other scraps if you can find the body of your predecessor.

The dissonance between that story-heavy opening scene and what follows winds up feeling like two different games that somehow both made it into the final version. Each character plays the same but offers different text lines, with a few seeming quite serious and others offering bothersome jokes that wouldn't land at some middle school lunch tables. The mansion-like setting with secret labs, a torture dungeon, and some high-end offices and libraries is very much akin to a setting from Capcom's seminal series, and the roundabout way you navigate this space--solving convoluted puzzles and gathering various items to open doors and collect new weapons--is all meant to take you back to the late '90s, when games like this were most prevalent.

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