Ultros Review - Toil And Soil

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With an increasing number of them to choose from, it has become even more challenging for new metroidvania games to stand out. Those that have in recent memory all managed to establish either a distinct and enticing look to them, such as Hollow Knight, or refined a set of familiar mechanics that reinvigorates the entire formula again like last month's Prince of Persia: The Lost Crown. Ultros aspires to be spoken about in the company of these games and earns that right through an exciting blend of satisfying platforming and slick, fast combat, but also the ways in which it breaks away from the traditional mold of the metroidvania formula. It's these elements that make it truly stand out, even if some of its experimentation with form and format doesn't stick the landing.

You awake aboard a ship floating in space, unaware of how or why you're aboard, before quickly coming into contact with a variety of other alien species all carving out their own versions of idyllic life aboard the craft. A ghostly apparition that guides you through the opening moments of the game explains that there's a security measure in place to keep an all-powerful deity from escaping its sarcophagus, the very ship you've found yourself aboard, and that you'll need to sever the connection of eight beings to the system to ultimately be free. It's not long after that Ultros establishes itself as a pseudo-roguelite, with a time-looping mechanic underpinning your progression and exploration throughout the entire adventure.

These roguelite elements don't function how you might expect them to based on genre staples, however. For example, when you die, you're sent back to your last save point instead of restarting in a new loop, which firmly reminds you that Ultros is first and foremost a metroidvania at its core. Initially, a new loop is only started after you perform pivotal actions around the world, and only after you return to a central hub where the entire world is reset again. You do still have a significant portion of your progress reset, including all of your upgrades and inventory items, as well as losing your primary weapon and utility robot that stores all your other permanent mechanical upgrades. Having the latter two revoked each new loop is initially jarring as not being able to attack or double jump at the start of a loop feels foreign after a few hours utilizing both, but it does serve a purpose if you want to explore Ultros' world with a more passive approach, opening up alternative avenues to investigate if you manage to figure out how to get around. It quickly becomes trivial to reacquire these vital pieces of gear, too, with each new loop offering shorter routes to them that let you get going again quickly and avoiding a sense of frustration after making important story progress.

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Granblue Fantasy: Relink Review - Smooth Sky Sailing

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Cygames has been building the Granblue Fantasy series for a decade, first with a mobile gacha-style action-RPG, then with spin-offs ranging from an anime series to a pair of 2D fighting games. Granblue Fantasy: Relink is a return to those RPG roots that attempts to retell the original story to a new audience. For the most part, the game succeeds by trimming the tale into a lean, roughly 20-hour experience, but the transition is not without its stumbles.

Granblue Fantasy: Relink follows The Captain--either Gran (male) or Djeeta (female), depending on your choice--who is the leader of a group of skybound adventurers looking for the island of Estalucia. Captain is linked via life force to Lyria, a girl with the ability to commune with Primal Beasts, who are essentially the gods of the world.

The two travel with a band of warriors, each with backstories that can be explored throughout the game. There are five constant companions: Katalina is Lyria's sworn protector, Io is the resident mage, Rackam helms the Grandcypher airship, Eugen is a former mercenary turned good guy, and Rosetta is the mysterious femme fatale. You can add more members to the party, but while they can spice up battle plans through new party compositions, they don't have as much impact on the overall story as the core group.

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Suicide Squad: Kill The Justice League Review - Loot World Order

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The tightrope to walk when writing a review is assessing a game for what it is, not what you wished it would be. Though some wished Rocksteady would make a game more like its Batman Arkham series, it's not fair to critique Suicide Squad: Kill The Justice League for being something other than that. Instead, one must examine it for what it is: a game-as-a-service looter shooter applied to an all-star roster of DC Comics heroes and villains. You zip about a city, shoot aliens, get gear, and repeat. And, as it turns out, that game isn't very good.

In Suicide Squad, teams of one to four players step into the boots of DC Comics' wise-cracking villains Harley Quinn, Deadshot, King Shark, and Captain Boomerang. Designed in a similar vein as Crystal Dynamics' Avengers and WB Montreal's Gotham Knights, Suicide Squad is an open-world game littered with proper nouns like Afflictions, Boosts, and Shield Harvesting, buried in colorful resources, and intensely focused on having players chase better and better loot such as guns, shields, and melee weapons as it (and the all-important endgame) goes on. The intent is to keep players invested for months to come, and the game isn't shy about that.

Suicide Squad's premise--in which the titular foursome must battle the typical good guys as they've been taken over by Brainiac--would've made a hell of a comic book, and though it should work as a game just as seamlessly given how well superhero fare can translate to games, it sometimes struggles to do so given how it bizarrely moves past would-be major events with the spectacle of an office party.

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Silent Hill: The Short Message Review - In My Restless Dreams, I Flee That Town

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Content warning: This review discusses Silent Hill: The Short Message's story, which includes references to self-harm.

As a lifelong horror fan and longtime horror critic, I didn't expect to review a free Silent Hill game that launched, PT-style, just a few minutes after it was revealed. And I certainly didn't expect it to be as forgettable as it is. After more than a decade away from consoles, Silent Hill: The Short Message revives the series as the first of several games over the next few years. I sincerely hope future installments in the franchise can rekindle the long-absent magic because The Short Message doesn’t do that. In more ways than one, it's not the playable teaser Silent Hill fans hoped for.

Silent Hill: The Short Message is a first-person horror game built on the idea of a time loop in which its tormented main character is trapped. If that sounds familiar, wait until you play it. The game is blatantly inspired by PT (or "Playable Teaser"), Hideo Kojima's guerrilla demo for the never-released Silent Hill title he was once working on. The Short Message is not Konami running back PT's story without its director. It's a brand-new entry into the series meant to be something of a jumping-on point for players uninitiated with the previously hibernating horror series. It's neither tied to any past entry, nor a teaser for a future installment.

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Persona 3 Reload Review - Burn Your Dread

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Persona 3 is often called the darkest entry in its series, and within two minutes of starting it becomes clear why. Persona 3 Reload, remake of the 2006 classic, opens just like its previous versions: with a distressed young girl slumping to the floor as she attempts to work up enough nerve to place a gun against her temple. It's a shocking scene, made even more distressing when our protagonist is greeted by that same girl as he walks into his new school dorm. Her disposition does not betray what she was presumably doing just moments before, as she greets him in a charming, albeit slightly alarmed, manner. Yet, like Persona 3 as a whole, there's more to the situation than both we as players, and the protagonist, can see.

Beyond a grim exterior is a beautiful balancing act--one that carefully weighs tension and relief, love and loss, mystery and resolution, and that aforementioned macabre nature against an unrelenting light. It's only fitting, then, that nearly 20 years later, developer Atlus has chosen to revisit Persona 3 in an effort to rebalance its gameplay as masterfully as its themes. Persona 3 Reload triumphs in doing this, delivering an unforgettable and emotionally resonant story alongside improved visuals and brilliantly re-strategized combat. While not quite as transformative as its name might imply, Reload successfully modernizes the Persona series' greatest and most relatable story.

Junpei, Yukari, Koromaru, and the protagonist unleash an All-Out Attack.
Junpei, Yukari, Koromaru, and the protagonist unleash an All-Out Attack.

In true Persona fashion, our story begins with an unnamed protagonist transferring to a new high school: Gekkoukan High. While both the school and the seaside city of Tatsumi Port Island feel relatively unassuming at first, it doesn't take long for him to discover the Dark Hour--an eerie and nearly undetectable period of time that exists just after midnight in which murderous shadows are unleashed upon the world. Soon after, he learns that his fellow dorm mates are actually members of the Specialized Extracurricular Execution Squad (SEES), a secretive school organization hellbent on fighting those shadows using the power of persona.

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