Stalking Other Players Is The Best Part Of This Consequence-Driven Game | Tides Of Tomorrow Review

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Tides of Tomorrow is the first single-player game I've played that desperately wanted me to stalk other human-controlled characters, and that sentiment alone was a compelling enough gimmick for me to jump into its consequence-driven story. While that story stumbles in a few places, and the gameplay never quite rises to anything beyond serviceable, Tides of Tomorrow does a great job of incentivizing you to participate in its "we're all in this together" apocalyptic fantasy and care about the ramifications of your choices and actions beyond how they impact you. If you're looking for a game that makes you feel good about helping others and being helped by others, there aren't many options that hit that sense of community like Tides of Tomorrow.

In Tides of Tomorrow, you play as a Tidewalker, an individual who can see glimpses of the past. These visions always involve the actions of other Tidewalkers, creating a network of individuals who can all learn from each other. Fished from the ocean, you find yourself in a world that's been flooded, restricting civilization to makeshift island towns and repurposed oil rigs. A sickness is also worming its way through the population, slowly causing people to transform into plastic. You count yourself among the infected, quickly learning that only the regular consumption of a medicine known as ozen keeps you from turning completely into plastic and dying.

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You play through the game in first-person as a largely silent individual who only speaks when prompted to with a dialogue option. Other than your supernatural sight, you move through the world simply--running, crouching, jumping. In certain locations, you can open your sight to see what a Tidewalker--who, like your Tidewalker, is also controlled by another human player--did there, allowing you to lean on the knowledge you glean to better move through the world. A bouncer who welcomed in a Tidewalker the previous day will allow you inside the club if you also offer up to them the same alias, for example, and seeing a Tidewalker hide some ozen in a grate lets you then nab it for yourself.

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Stalking Other Players Is The Best Part Of This Consequence-Driven Game | Tides Of Tomorrow Review

Web Admin 0 81 Article rating: No rating

Tides of Tomorrow is the first single-player game I've played that desperately wanted me to stalk other human-controlled characters, and that sentiment alone was a compelling enough gimmick for me to jump into its consequence-driven story. While that story stumbles in a few places, and the gameplay never quite rises to anything beyond serviceable, Tides of Tomorrow does a great job of incentivizing you to participate in its "we're all in this together" apocalyptic fantasy and care about the ramifications of your choices and actions beyond how they impact you. If you're looking for a game that makes you feel good about helping others and being helped by others, there aren't many options that hit that sense of community like Tides of Tomorrow.

In Tides of Tomorrow, you play as a Tidewalker, an individual who can see glimpses of the past. These visions always involve the actions of other Tidewalkers, creating a network of individuals who can all learn from each other. Fished from the ocean, you find yourself in a world that's been flooded, restricting civilization to makeshift island towns and repurposed oil rigs. A sickness is also worming its way through the population, slowly causing people to transform into plastic. You count yourself among the infected, quickly learning that only the regular consumption of a medicine known as ozen keeps you from turning completely into plastic and dying.

You play through the game in first-person as a largely silent individual who only speaks when prompted to with a dialogue option. Other than your supernatural sight, you move through the world simply--running, crouching, jumping. In certain locations, you can open your sight to see what a Tidewalker--who, like your Tidewalker, is also controlled by another human player--did there, allowing you to lean on the knowledge you glean to better move through the world. A bouncer who welcomed in a Tidewalker the previous day will allow you inside the club if you also offer up to them the same alias, for example, and seeing a Tidewalker hide some ozen in a grate lets you then nab it for yourself.

These Tidewalkers that you see are always players who went through the level that you're currently on prior to you. Between each level, you're always asked which path you want to go to next, which puts you on the path behind a specific player. You can choose to follow that player all the way through to the end (assuming they have beaten the game), or choose to go in a different direction between levels to follow in the footsteps of another player. Whenever you make this choice to follow a player, you get a brief description of how they acted in that particular level. One player may have prioritized animals and nature in this increasingly plastic-filled world, while another could have opted to prioritize their own survival. Following a player who embodies your playstyle is obviously ideal, but

Saros Review - Return Stronger

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Saros might be a roguelite, but its definition of a "run" is definitely broader than most. The latest game from developer Housemarque shares plenty of similarities with the studio's previous game, Returnal--both are sci-fi third-person shooters with a bullet-hell tinge--yet Saros takes some bold swings that clearly differentiate the two. By flipping Housemarque's roguelite formula on its head, Saros builds and improves upon its spiritual predecessor in spectacular fashion, seducing you every step of the way with an enthralling marriage of mechanics and story that's not to be missed.

You're given very little to go on as Saros begins. On the planet of Carcosa, communication with the colony ships Echelon I, II, and III has been lost. Echelon IV and its emergency crew are sent to investigate. In addition to a pilot, crew commander, and engineer, the team also includes four armed Enforcers for reconnaissance and security purposes. Protagonist Arjun Devraj is one of these Enforcers, though that number has dwindled to two by the time you take control. With thousands of colonists missing, members of the emergency crew losing their minds, and Arjun able to come back from the dead, you're just as lost as the characters are when it comes to figuring out just what the hell is going on.

What you do know is that the Echelon program was sent to Carcosa by the Soltari corporation due to the presence of Lucenite, a compound with vast energy potential. Soltari is essentially Alien's Weyland-Yutani in all but name, placing Lucenite extraction above all else in the chase for trillion-dollar profits. This creates friction between the crew and those loyal to the company, especially Arjun, who also has personal reasons for being there. He knows someone who was on board Echelon I, so there's an impassioned determination behind his words and actions, even as he struggles to piece together the mysterious circumstances he finds himself in.

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Saros Review – Return Stronger

Web Admin 0 81 Article rating: No rating

Saros might be a roguelite, but its definition of a "run" is definitely broader than most. The latest game from developer Housemarque shares plenty of similarities with the studio's previous game, Returnal--both are sci-fi third-person shooters with a bullet-hell tinge--yet Saros takes some bold swings that clearly differentiate the two. By flipping Housemarque's roguelite formula on its head, Saros builds and improves upon its spiritual predecessor in spectacular fashion, seducing you every step of the way with an enthralling marriage of mechanics and story that's not to be missed.

You're given very little to go on as Saros begins. On the planet of Carcosa, communication with the colony ships Echelon I, II, and III has been lost. Echelon IV and its emergency crew are sent to investigate. In addition to a pilot, crew commander, and engineer, the team also includes four armed Enforcers for reconnaissance and security purposes. Protagonist Arjun Devraj is one of these Enforcers, though that number has dwindled to two by the time you take control. With thousands of colonists missing, members of the emergency crew losing their minds, and Arjun able to come back from the dead, you're just as lost as the characters are when it comes to figuring out just what the hell is going on.

What you do know is that the Echelon program was sent to Carcosa by the Soltari corporation due to the presence of Lucenite, a compound with vast energy potential. Soltari is essentially Alien's Weyland-Yutani in all but name, placing Lucenite extraction above all else in the chase for trillion-dollar profits. This creates friction between the crew and those loyal to the company, especially Arjun, who also has personal reasons for being there. He knows someone who was on board Echelon I, so there's an impassioned determination behind his words and actions, even as he struggles to piece together the mysterious circumstances he finds himself in.

Even so, I was initially skeptical of this approach. A protagonist searching for their partner is a tired and overdone trope, yet Saros surprised me with the direction it takes. It's darker and more complex than I imagined it would be, while Arjun's character development over the course of the game proves captivating.

The entire cast is excellent, too, breathing life into characters you only encounter through audio logs and those you interact with each time you return from a run. Rahul Kohli (Midnight Mass, Gears 5), meanwhile, shines as Arjun, giving depth to his struggles and inner turmoil as he carries the weight of the game's narrative. The only misstep is that the character models during in-game conversations lack the fidelity to convey the same emotions as the voice performances. Usually, this isn't an issue, but there are a couple of hard-hitting moments where it veers into the uncanny valley.

Another thing I appreciated about Arjun's arc is the way it gradually folds into the planet's broader mysteries. You might be familiar with the name Carcosa. In Saros, it's a shape-shifting alien planet, but the name has appeared across media before in the likes of True Detective, Mass Effect, and the works of H.P. Lovecraft and George R.R. Martin. Each of these instances was inspired by the American writer Robert W. Chambers, who used Carcosa as a setting in several short stories featured in the 1895 book The King in Yellow. Saros is no different. In the book, Chambers describes Carcosa as a mysterious, ancient, and possibly cursed place, which is a fitting description for the hostile planet you find yourself stranded on.

There's more to it than just a name, although I won't delve any further into specifics. Just know that these allusions only add to the sense of unease. Saros might not be a horror game, but it quickly establishes an unnerving atmosphere that permeates throughout the entire experience.

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Diablo 4: Lord Of Hatred Review-In-Progress - Mother Knows Best

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Two things can be said of Diablo IV leading up to the release of Lord of Hatred: First and foremost, as a series, Diablo has never been in a better or more promising place. Secondly, the game's first expansion, Vessel of Hatred, was a bit of a letdown following a tremendous first act. With those things in mind, it's safe to say that there are very high expectations for the game's forthcoming expansion. And, if the stakes weren't high enough, Lord of Hatred also carries with it two promises: a first look at the long-teased and highly-awaited land of Skovos, and an epic conclusion to the game's ongoing Hatred Saga--one featuring a major showdown with the Lord of Hatred himself.

Oftentimes, expectations and promises only pave the way for disappointment. Fortunately, that's not the case with Lord of Hatred. Diablo IV's latest expansion triumphs at maintaining the series' momentum while also delivering a powerful gut punch of a third act--one that weaves together years of events and lore to create the series' most-compelling narrative to date. Lord of Hatred offers both a spectacular conclusion to the Hatred Saga and plenty of changes that grant it greater longevity than ever before, including two powerhouse classes, plenty of improvements, and strong endgame content.

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Lord of Hatred picks up not long after the events of Vessel of Hatred, which ultimately saw Mephisto take over the body of Akarat--a messiah-like figure in the Diablo universe. Through using Akarat's kindly visage, his own manipulative tactics, and performing "miracles," Mephisto has quickly managed to convince much of Sanctuary's population that he is a force for good--one who possesses the power to not only purify their lands, but their very souls as well. Even the most cunning of warriors find themselves in his thrall, their desperation for a better world ultimately contorting them into gullible disciples. As such, you, The Wanderer, and your faithful companions, Lorath and Neyrelle, come to be viewed as dissenting pariahs. And the fact that a demon's blood flows through your veins certainly doesn't help your case against the fraudulent prophet.

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