Mario Tennis Fever Review - Bringing The Heat

Web Admin 0 3 Article rating: No rating

Though Bowser seems to be in the midst of a kidnapping or world domination on a regular basis, the Mario sports franchises show that the Mushroom Kingdom is a pretty friendly place. Even the villains are invited to compete in a pick-up game of basketball, or to hit the links in golf. At the same time, Mario's sports franchises across the Switch lifespan have been notably lackluster, offering slick presentation but very straightforward mechanics. Mario Tennis Fever, the first sports game as part of the Switch 2 generation, suggests that Nintendo has learned its lesson, offering a great new hook that is flexible enough to make for a wild party game atmosphere while also rewarding skilled players with another layer of substance.

The core mechanics of Mario Tennis have remained unchanged across several games--different buttons are assigned to shots like topspins and flats, while quick two-button combos exist for some of the more specialized shots like drops and lobs. You can press a button slightly early to start charging your next shot, or double-tap for a power-shot. Choosing which shot to use and where to aim it, along with where you position yourself on the court to be prepared for the return, creates the essential rock-paper-scissors loop that makes these games a lightly skill-based experience. It's approachable, but with a higher skill ceiling than you may expect.

But for the last several iterations, Mario Tennis has also been experimenting with new gimmicks and special powers, inching ever closer to making Mario Tennis more like Mario Kart--a game with effects so big and impactful that you really shouldn't take the competitive part too seriously. This time, the major new component is Fever rackets, a wide selection of special rackets with their own wild, game-altering effects. While you can play with standard rackets for a purer tennis experience, the Fever rackets help to elevate this into an arcade sports experience while still demanding skilled play. It's just a different kind of skill, as you're required to juggle your own special effects and avoid your opponent's while also planning your next shots.

Continue Reading at GameSpot

Romeo Is a Dead Man Review - Keep Sleeping, Dead Man

Web Admin 0 3 Article rating: No rating

Romeo Is a Dead Man is a strange game. That shouldn't shock anyone who has played and enjoyed previous works from executive director Suda 51 and developer Grasshopper Manufacture--The Silver Case, Killer7, Lollipop Chainsaw, and the No More Heroes series all contain wild tone shifts, interesting visual choices, and twisty, sometimes esoteric narratives. Romeo Is a Dead Man is strange in many of the same ways those games were, but something important's missing from it: a sense of purpose.

In the game's opening moments, Romeo Stargazer, a sheriff's deputy with a taste for conspiracy theories, is brutally attacked by a monster in the middle of his hometown of Deadford, Pennsylvania. Thankfully, he's saved from death by his own time-traveling grandfather, who turns him into a cyborg with the Dead Gear Life Support System. Some years earlier, after the world is shattered by a mysterious singularity event, and Romeo--now known as Dead Man--is swiftly inducted into the FBI's Space-Time Police unit, where he's forced to hunt alternate-timeline versions of his amnesiac girlfriend, Juliet (yes, as in Romeo and Juliet), and a handful of other deviants who have holed up in the past.

If the plot sounds like nonsense, it's worth noting that the game clearly knows this too. Sometimes its tongue-in-cheek humor lands--it's funny to get carted off for your "training" when you're already several levels into the game, for instance, and the way the game keeps flashing back to "previously on" segments depicting events that happened before the game started is amusing. The first boss is inexplicably called "Everyday Is Like Monday," and there's a good ongoing bit where characters keep correcting themselves after referring to the protagonist as "Romeo" instead of "Dead Man."

Continue Reading at GameSpot

Yakuza Kiwami 3 & Dark Ties Review - Short Fangs

Web Admin 0 5 Article rating: No rating

One of the first scenes of Yakuza Kiwami 3 sees protagonist Kazuma Kiryu paying respects at a cemetery. Interact with any of the tombstones lined up in a row, and you'll witness a moment of remembrance. Kiryu, in his thoughts, recalls the deceased's deeds, their shared bond, and how much they meant to him. In turn, you're given the option to watch a story recap of the Yakuza entry in which the character was featured. While the original Yakuza 3 also had this option, the scene as a whole takes on a different meaning in Kiwami 3, showing footage of the previous Kiwami games. In a way, this retelling makes it clear that these remake treatments are now the intended story. The problem is that the array of narrative, mechanical, and stylistic changes that came with these iterations, which are handled more bluntly in the latest entry, are altering what made the originals stand out in the first place.

Yakuza Kiwami 3 & Dark Ties gives yet another main entry in the action-adventure series the remake treatment, while also including a new, separate experience featuring a different protagonist, similarly to the Majima Saga portion in Kiwami 2. It is perhaps the most important remake of the first five games. Technically speaking, Yakuza 3 saw developer Ryu Ga Gotoku Studio experimenting with a new engine after its two predecessors, which, despite an effort to iron it out with a remaster in 2019, hasn't aged gracefully. In addition, it is a key entry in the series, marking a crucial moment in Kiryu's characterization as he tries, and ultimately fails, to escape the trappings of the underworld to run an orphanage on the picturesque beaches of Okinawa. His past ultimately comes back to haunt him once more, reminding him that there's no reprieve from his phantoms.

No Caption Provided

For the most part, the broader strokes of Kiryu's story remain untouched. Yet, the considerable technology jump does affect the overall ambiance. This is due to Ryu Ga Gotoku recreating environments and characters with modern renditions rooted in the engine used for recent entries in the Yakuza and the larger Like a Dragon ecosystem. The result is a bit too cleaned and polished, dimming the grit of the main locations--Kamurocho and Okinawa--as well as the contrast between them. The stylistic choices, especially around lightning, make them feel like an extension of each other rather than separate areas with distinct thematic purposes. This extension also applies to the Kiwami games as a whole. Considering this is the third remake of its type, the art style is beginning to feel homogenized, losing the charm of each original entry having a specific mood reflecting the story.

Continue Reading at GameSpot

Mewgenics Review - A Near-Purrfect Roguelite Adventure

Web Admin 0 11 Article rating: No rating

Around the 30-hour mark of playing Mewgenics, I found myself in a strange domain deep within the bowels of a cave. My team of cats, armed to the teeth with pistols, serrated blades, bone trinkets, and even a rocket launcher and the Necronomicon, had just defeated a gargantuan zombie boss that kept attacking their home. Each encounter with the zombie behemoth, Guillotina, yielded a quest item that made subsequent runs more difficult. Finally, after the third bout and multiple painstaking attempts, I made it to the end of the zone… or so I thought.

To my horror, I realized that I was nowhere close to the end. Worse, the cat that had the quest item equipped had to be sacrificed on an altar made of flesh and veins. Needless to say, the rest of my team did not survive the gauntlet of battles that came afterward. Initially, I felt too demoralized to continue playing. Then, I remembered that I still had a dozen cats back home with lightning spells, magic missiles, lifesteal, and even one with a Hadouken fireball. “All is well,” I told myself. “I’m ready for one more run.”

Mewgenics, the brainchild of Edmund McMillen and Tyler Glaiel, the developers of critically-acclaimed games The Binding of Isaac and The End is Nigh, is an incredibly complex roguelite game. Part management sim where you breed cats in a home, and part turn-based tactical RPG where cats battle hordes of enemies, it might just be one of the best games in the genre I've played in recent years, owing to its unparalleled depth. Its whimsical presentation is like a fever dream come to life and each playthrough has you praying to the RNG gods knowing that it's likely a fruitless endeavor. But when the stars align, that's when the magic truly happens and you can shout in triumph… until your next run, that is.

Continue Reading at GameSpot

Highguard Review - Not Ready For Primetime

Web Admin 0 15 Article rating: No rating

Highguard is a first-of-its-kind "PvP raid shooter" that, unfortunately, showcases why a concept like this has to be perfectly executed for it to work as a standalone game mode. Highguard's developer, Wildlight Entertainment, published this odd MOBA and team-based hero-shooter hybrid. The idea is to bypass the time spent building a base and push towards the final fight at enemy bases, which is the most fun aspect of MOBAs. However, Highguard fails to capture the thrills of either and instead delivers an experience that's more confusing than exciting.

Base-raiding isn't a new concept and is built into PvPvE games like 7 Days to Die, Conan Exiles, Rust, and Ark: Survival Evolved. However, their PvP base-raiding element is just a portion of the overall survival crafting gameplay loop and doesn't rely on that one specific objective having to be the most entertaining of all.

The fantasy setting for Highguard works really well for depicting battles featuring characters with magical abilities and animals you can ride into battle. Reminiscent of oil paintings, the soft and bright art style is gorgeous and has a specific stylization that makes it stand out from other FPS titles. While it may look good, Highguard, as of now, doesn't play well. In fact, it feels like a beta, and one that's chasing after too many ideas, which in turn makes it difficult to enjoy.

Continue Reading at GameSpot
RSS
1345678910Last