Kingdom Come: Deliverance 2 Review - What's Old Is New Again

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There's a tavern in the town of Troskowitz where the barmaids must be sick at the sight of me. I've been there twice, and both times been involved in messy brawls despite not tasting a lick of alcohol. The second of these fisticuffs was against a small group of Cuman deserters. They seemed nice enough, but I was still wary considering the Cumans are who killed my parents a few months back. I wasn't the only one, and after failing to ease the growing tension, I decided to side with the local townspeople when push came to shove.

Needless to say, we didn't put up much of a fight. Once the Cumans left, one of the locals implored me to track them down and deal with them once and for all. After eventually tracking them down, the sole Czech-speaking Cuman was so welcoming that I ended up getting drunk with them. I got so inebriated, in fact, that my night revolved around almost drowning, playing matchmaker for one of the soldiers, and then having a conversation with a talking dog that definitely wasn't real. This night of revelry would've been fine on any other evening, but I promised two new acquaintances that I'd be up bright and early to join them on a critical mission. Even after sleeping for seven hours, I was still completely plastered when I arose from my stupor. And let me tell you, fighting bandits with blurred vision, a swaying body, and a soundtrack of frequent farting isn't ideal.

To some, this last part might sound utterly infuriating. To me, and others like me, this is part of what makes Kingdom Come: Deliverance 2 utterly enticing. This is a game that sings when you're swept up in an entertaining series of events ignited by the consequences of your actions; where the game's quest design and emphasis on player choice wonderfully intertwine with its systems-driven sandbox to create a wholly immersive experience. While its 2018 predecessor was often disrupted by technical issues--which were further exacerbated by a frustrating save system--and clunky combat, Kingdom Come 2 refines and improves upon it in every respect. The obtuse nature of some of its RPG systems still won't click for everybody, but this is a confident sequel that builds on the foundations established by the original game, presenting a rich and sprawling adventure that effortlessly oscillates between medieval drama and slice-of-life hijinks in a world that feels distinctly alive.

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Sid Meier's Civilization VII Review - A Fine But Flawed Foundation

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Sid Meier's Civilization VII is the newest mainline entry in Firaxis' long-running 4X strategy series, which is built on exploring, expanding, exploiting, and exterminating across procedurally generated maps. Taken on its own, each campaign remains a superbly engaging escapade across eras that will keep you playing for "one more turn" until you realize you're late for your sister's birthday party. Civilization VII is not just a game that you play to pass the time during weekends--the experience is compelling enough that it is the weekend, and maybe several weekdays of your life, too.

For Civilization VII, Firaxis has made some sweeping changes, most notably with how you progress through each historical period. Several of these new features are welcome, given that they address concerns from previous titles while also making campaigns more dynamic. However, a few design decisions are bound to be contentious, especially for longtime fans, since these mechanics tend to impact the player's control over certain outcomes.

One of the biggest changes in Civilization VII is how you choose leaders and nations separately. Gone are the days when picking Augustus Caesar or Napoleon meant automatically playing as Rome or France, respectively. Instead, leaders have a unique trait that defines their playstyle, and you can select a country independently to complement that playstyle.

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Eternal Strands Review - Magic Weaver

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Eternal Strands weaves together a deeply intriguing scene from its earliest moments, stitching together a picture of a fantasy world built around the concept of magic emulating threads. It's a world I wanted to dive into from the jump, if only to uncover more of how it came to be and what the cultures of the different locations are like. And as much as the worldbuilding retains that wonder with incredible-looking environments that make for engaging play spaces for the physics-based magic system, the beat-for-beat details of Eternal Strands' story aren't nearly as rewarding to unravel.

Eternal Strands' story too often hits on familiar fantasy tropes, such as an inexplicable magical disaster that changed everything and a corrupting force that seemingly has no weakness and must be avoided at all costs. But the history that story is built on adds a semblance of life to the world, building memorable NPCs that you want to come back to again and again to talk about what in their life led them to where they are now, and painting a somber undertone to the world that begs to be uncovered through its detailed lore notes and optional collectibles.

The world-building in Eternal Strands is superb.
The world-building in Eternal Strands is superb.

I especially love how Eternal Strands packages aspects of its history so they're viewed through the art of weaving--not a typical choice for action-adventure games. Concepts like spells are recontextualized, transforming from arcane runes into fashion choices. You can largely avoid the historical exposition if you'd rather spend your time swinging a sword and spewing fire, but there's some great writing to uncover here for lore hounds.

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Sniper Elite: Resistance Review - Deja Vu

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Not every game needs to be more like IO Interactive's Hitman, but some games would benefit from adopting more of that incredible series' strong points. This is something Rebellion seemed to figure out around the time of Sniper Elite 3 back in 2014, when the series ditched linear levels set in tight, wartorn streets in favor of a much deeper, wider tour of duty, with each map allowing for player choice in how they navigate the world and complete missions. The series has even gone so far as to create some absurd, Agent 47-like situations in which you can assassinate Nazis. Sniper Elite: Resistance reintroduces that tried-and-true formula for the fourth time in 11 years, and though it's still enjoyable, I can't help but notice how this campaign through the French countryside elicits such a strong sense of deja vu.

Sniper Elite is a third-person shooter set during World War II, and like other games in the series, it can be played in first-person when you're aiming. The series has made a name for itself on a deep ballistic physics model that accounts for wind, bullet drop, and positioning, as well as its cherry on top: the X-ray killcam. This feature shows you, in slow-motion, how each bullet shreds Nazis in grotesque detail, inside and out. Like in other Sniper Elite games, a well-placed bullet can shoot their eyes out, explode their hearts, or even obliterate their testicles, among other special displays of sharpshooting.

Like its predecessors, the game is a fun and reliable shooter when it comes to sniping mechanics, though I've grown weary of the killcam. These days, I more often skip the killcam, or at least adjust my settings to see fewer headhunting highlight reels. I get it by now; it's neat tech, but they add up over the course of a mission, which already tend to take me about two hours each, because I'm much more interested in stealthily completing my missions than watching the highlight reels of long-range vivisections.

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Marvel Rivals Review - I Can Do This All Day

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Marvel Rivals has come for the hero-shooter crown, and it's hard to argue that it doesn't have a legitimate claim to the throne. It has a big roster of heroes with a ton of variety across them, no role queue, and 6v6, all of which are important to a great hero shooter. Although it lifts more than a few of Overwatch's ideas, it is actively targeting and addressing some of the biggest complaints players have about Blizzard's shooter. Marvel Rivals expands on familiar ideas in smart ways and has a visually striking and distinct art style. Add in that it's a fun multiplayer experience and it makes it far more than just another also-ran hero shooter clone.

Opting for 6v6 and a third-person camera view, Marvel Rivals has a vast variety of playstyles across its launch roster. Offering everything from simple shooting-focused heroes like Punisher to complex melee heroes like Spider-Man, all the while making it feel cohesive. Although it will undoubtedly be chaotic for players trying a hero shooter like this for the first time, there are a variety of heroes that make picking up the game simple and an impressive roster of alternative picks that can gradually increase complexity.

It does have limited main game modes at launch, with only Domination, which involves fighting over a control point; Convoy, where a team escorts a payload; and Convergence, which is a combination of the two. These are split across a variety of maps taken from the Marvel multiverse, with locations like Tokyo 2099, Yggsgard, and the Intergalactic Empire of Wakanda. These different locations provide a ton of environmental variety, with the pristine look of Asgard contrasted with the dense buildings of Tokyo 2099. While the visual styles don't change the flow of the game, the map layouts do. For example, both Tokyo 2099 and Klyntar have hybrid maps--where the attacking team must capture a control point, which unlocks a payload to push--but Tokyo 2099 has multiple buildings blocking the defenders' line of sight, while on Klyntar the area from spawn to the point is much more open, promoting more long-range hero options. It can become visually stale, but more importantly, having fewer modes means that your team's strategies don't shift as much from match to match, which can result in them blending together because each individual match doesn't feel unique, aside from the team compositions.

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