Clair Obscur: Expedition 33 Review - Light And Shadow

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Everybody dies. It's the one thing we all have in common. Most of us won't know when it will happen, but that's not the reality for those living with a terminal diagnosis. Though the estimated timeframe isn't exact, that doesn't really matter when faced with a death sentence. Over the past year, I've become all too familiar with terminal illness and its inevitable conclusion. It's an odd thing to live through; on one hand, I was essentially grieving for someone who was still alive, while on the other, I was trying to stay positive and act as if everything was normal for their sake, savoring each and every moment I still had left with them. Because of this experience, I instantly resonated with Clair Obscur: Expedition 33 and its unusual premise. Developed by French studio Sandfall, this turn-based RPG introduces a world where humanity faces a collective terminal diagnosis, of sorts. It's a moving tale, complemented by engaging combat that blends aspects of traditional JRPGs with reactive, parry-heavy action.

The origins of Clair Obscur's premise begin 67 years prior to the start of the game's story, when a cataclysmic event known as the Fracture destroyed the Continent and shattered the land into pieces. One of those pieces is the city of Lumière, a surreal facsimile of Belle Époque era Paris, where landmarks like the Eiffel Tower and Arc de Triomphe have been twisted, warped, and broken by the fantastical effects of the Fracture. The last remaining humans reside in Lumière, but with each passing year, humanity edges closer to extinction due to an ominous entity called the Paintress. Each year, this embodiment of death carves a new number into the monolithic structure looming on the horizon, and then a year later, everyone of that age dies. For 67 years, she's been counting down. Clair Obscur's prologue concludes with every 34-year-old disintegrating into dust and crimson petals as the Paintress moves onto number 33.

There's almost no one alive in Lumière who hasn't been touched by death in some way. The city's orphanages are overflowing with children, as couples debate whether to have kids of their own to keep humanity going or choose not to bring new life into such a bleak world. Some are at ease with death and content to live out their days managing market stalls or creating art on canvases and with musical instruments. Others dedicate their lives to researching new technologies and weapons to aid the expeditions that venture onto the Continent each year with the goal of killing the Paintress and preventing extinction. For those with one year left to live, joining an expedition is an appealing choice. The success rate might stand at 0%, with all previous expeditions failing to stop the Paintress or even return home, but what else do they have to lose?

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Fatal Fury: City Of The Wolves Review In Progress - A New Mark

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Though the names Street Fighter and Mortal Kombat certainly aren't new, the newest installments in each franchise has reinvented the tenured fighting series' in different ways--one with a fresh coat of hip-hop-infused paint, the other with a total reboot of its lore.

Fatal Fury: City Of The Wolves, then, might be expected to try and reinvent its wheel with a similar kind of wild ambition, but it doesn't stray too far from its Garou roots. At the core of the experience is a mechanically sound fighting system in which skill rises above luck and the thrills of gameplay are heightened by the new REV System, which I find to be one of the most balanced ideas in recent fighting games. That said, the limited ways to explore this new system, coupled with some baffling decisions regarding its roster, makes City Of The Wolves lose some of its bite.

At the core of this new Fatal Fury is the aforementioned REV System, a risk/reward mechanic that can completely change the flow of a match in an instant and leads to some exciting finishes against CPU and human opponents alike. A small, semi-circular meter called the REV Gauge will build up as players use specific moves and abilities, like REV Arts or REV Accel, as well as every time you block.

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Sunderfolk Review - A Great Tabletop-Inspired Game With Friends

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Sunderfolk feels at its best when you're playing together with friends on the couch during what would have otherwise been an uneventful weekend afternoon. The game embodies two of my favorite aspects of tabletop RPGs: strategic teamwork and memorable anecdotes. It does struggle to be fun when you're playing solo, but that feels like it's clearly the wrong way to play the tabletop-inspired, turn-based tactical RPG, which really only comes together when different minds are working together to coordinate their respective perks and customized deck of card-based abilities to strategically accomplish the task at hand.

In Sunderfolk, each player takes control of one of six anthropomorphic heroes: an arcanist crow, a pyromancer axolotl, a ranger goat, a bard bat, a berserker polar bear, or a rogue weasel. After proving themselves capable bouncers in a tavern, the heroes band together to protect their home village, Arden, from a series of escalating threats and try to find a way to prevent the growing corruption of the magical tree that keeps everyone safe from the coming darkness. It's your typical run-of-the-mill fantasy setup, with would-be heroes rising to heed the call of adventure when no one else will, and for the first few hours, Sunderfolk doesn't do much to differentiate itself from contemporary stories.

You can play as the spellcasting arcanist, supportive bard, high-damaging ranger, bulky berserker, sneaky rogue, or explosive pyromancer.
You can play as the spellcasting arcanist, supportive bard, high-damaging ranger, bulky berserker, sneaky rogue, or explosive pyromancer.

But then you get to really know the NPCs, and Sunderfolk's story starts to make its mark with its varied cast of characters, all of whom are voiced by actor Anjali Bhimani to replicate the experience of playing a tabletop adventure with a Game Master who is portraying all the non-hero characters. Bhimani does an incredible job adjusting the pitch, tone, accent, and speed of her voice to add a distinct flavor to every character, injecting a feeling of life into the narrative that makes it easy to love the heroes' allies and effortless to hate the villains. My friends and I were far more invested in saving the village and discovering what was going on upon meeting an adorable, one-armed penguin orphan named Amaia who was doing her best to keep Arden's mines running, especially once her cruel and lying uncle was introduced. We vowed to do everything to save the little bird (and desperately hoped her uncle would be revealed as the true big bad so that we'd have a chance to destroy him), and much of that emotional investment, as well as our feelings about the other characters, was derived from Bhimani's portrayal.

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Blue Prince Review - An Intricate, Layered Roguelike Puzzle

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Imagine a piece of complex origami. You want to understand how it works, so you start looking for a place to begin unfolding it. With each corner of the paper you peel back, you notice an even more intricate structure underneath. So you unfold that too, and find even more fine detail underneath yet again. You start to wonder how many layers it can have, and marvel at the intricacy. You remember at the start, when you already thought it was complex, but you had no idea how elaborate it really was. That is the experience of playing Blue Prince.

It can be difficult to describe a game like this, in which so much of the design is about curiosity and discovery. But at its most basic level, Blue Prince is a roguelike puzzle game built around exploring a shapeshifting manor house. The executor of the Mount Holly estate has left it to you, but it will only become yours if you reach the mysterious Room 46. You cannot spend the night inside the house, so you set up camp just outside the grounds. After each day, the rooms reset and all of the doors close again. The exact layout of the manor is never the same twice. It takes place in first-person, making it an unfolding puzzle box that you live inside.

You start each day at the entrance, the bottom-center square of a 5x9 grid, faced with three doors. Each time you interact with a door, you're faced with three choices of which room to "draft" on the other side. Some rooms are dead ends, others are straight pathways, others only bend, and so on. You have a limited number of steps, and crossing the threshold into a new room ticks down one of them. From the start, you understand the objective to be that carving a pathway using these interlocking pieces, without expending too many steps, will successfully lead to the top of the 5x9 grid, to the Antechamber where there sits the entrance to Room 46. At this point, Blue Prince feels very much like a prestige board game, complete with a grid and tiles to place.

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Wanderstop Review - A Mostly Delightful Anxi-Tea Simulator

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In April 2019, my life fell apart. Despite enduring what felt like month-long panic attacks leading up to this ordeal, I only realized how bad everything had gotten when I woke up in the hospital, body draped in a violently purple hospital gown that I still have no recollection of putting on. I spent a couple days and a thousand or so dollars in that hospital room, an uncomfortable combination of dazed and defeated, mostly. But I also remember feeling absurdly grateful. I was in a space where nothing was expected of me. I had been completely removed from the rest of the living, breathing, working population. It was as if I didn't exist. And it's terrifying to think about how desperately I wanted that back then.

Prior to my rejoining society, I was given a choice: I could seek further treatment and attempt to address my various ailments, or I could walk out those doors largely unchanged (apart from being hundreds of dollars poorer). Treatment meant time and money: two things I never felt I had enough of. But as I considered my next steps, the psychiatrist across from me set down her clipboard and told me something I'll never forget.

"If you don't make time to take care of yourself, your body will make time for you--and you probably won't like when or how it does."

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