Sabtu, 21 November 2015

Undertale Review

Undertale Review

Tale wagging



Undertale's opening cinematic hints at a cliche RPG where you awake in a mysterious world and embark on a journey in hopes of returning to your normal life. Despite the familiar premise, you quickly discover that looks can be deceiving. While many games can take a heavy-handed approach to teaching you the basics, Undertale does so in a way that not only introduces you to the tone of the game, but teaches you not to accept anything at face value. The first character you meet compels you to play nice, but as the cheerful music turns to sinister laughter and your new "friend" declares you an idiot, you get it: expect the unexpected. Undertale makes a name for itself with unusual storytelling techniques and combat mechanics, setting itself apart from the games it seems to imitate. It's also cleverly written and constantly subverts your expectations. There are so many wonderful experiences in store that are tempting to spoil, but to go into too much detail would ruin the element of surprise: one of Undertale's best assets.
While it seems to be a game that's designed for RPG fans first and foremost, a lot of Undertale's jokes have universal appeal. A pair of comically incompetent skeletons regularly spout puns and jokes while attempting--and failing--to halt your progress, and the social ineptitude exhibited by one character when they try to express their feelings for another is a regular source of laughter. With clever characterization and unexpected responses to actions we've been conditioned to view as predictable, Undertale elicits laughter and delight with ease.
"Take the ferry for 3 gold."
You're encouraged to stop and engage with NPCs rather than charge through the story, and you should, because the varied and entertaining cast of monsters reveal valuable information about the wider world. This quality isn't unique, but here, it leads to unusual exchanges that are filled with great quips, simultaneously poking fun at games and human nature alike. The script tip-toes into parody, but an air of earnest thought lifts it above mere mockery. Silly as it can be, Undertale delivers poignant observations that challenge the status-quo.
It's also the sort of experience that encourages you to come back for a second or third round. This is especially true because, over the course of roughly five hours, you make a lot of decisions that impact the world around you. The importance of choice is often felt during combat, which lets you pick between fighting or talking your way out of conflict.
Sometimes the secret to winning is a little bit of love.
Trying to pacify opponents is a far more rewarding experience than simply fighting, and its a process that's unique to each type of enemy. To earn their favor, you have to analyse an enemy's behavior and figure out the right course of action. In one scenario, you can attempt to befriend a violent dog, in another, you might want to cheer up a ghost with low self-esteem; your success will depend on your ability to empathize and react. Navigating social puzzles is a refreshing change of pace for what seems like traditional combat, and the variety of distinct, entertaining enemies you engage with helps stave off a problem that's all-too-common in other RPGs: repetitive random encounters.
Because not all enemies are easily wooed, you eventually need to defend yourself regardless if you intend to fight or not. Undertale handles this with a quirky mechanic that feels out of place at first, but it eventually grows on you because it makes combat engaging and unpredictable in a good way. Enemy attacks appear as waves of projectiles that fly within a square pen, and as they fly by, you have to steer a small heart icon out of their flightpath to avoid taking damage. It's an unusual mechanic, but it's simple to understand and rewarding in the sense that it lets your reflexes-rather than statistics or dice rolls--dictate the outcome of a fight.
The variety of distinct, entertaining enemies you engage with helps stave off a problem that's all-too-common in other RPGs: repetitive random encounters.
Even within combat, Undertale layers on the humor. Sometimes you're dodging bullets, but you also need to watch out for frogs, arms with flexing biceps, and even the tears of a depressed opponent. Linking the shape, size, and behavior of projectiles with enemies' personalities keeps things challenging, and opens the door for even more laughs as you fend off absurd attacks.
Hey, what are friends for?
It would be a crime not to mention Undertale's soundtrack, which is loaded with beautiful bit-based melodies that blend perfectly with the action on-screen. Each boss gets its own theme song, which do a great job of enhancing their particular personality. These tracks in particular bring energy and vigor, putting you on the edge of your seat as you try to fight or befriend your opponent. Outside of battle, tracks set the appropriate mood, too, from the quirky jingle in Temmie Village, to somber melodies that build tension near the end of the game. Regardless of its retro style, Undertale's soundtrack has timeless appeal and is great at evoking emotions.
Without spoiling the many ways it will screw with your expectations, it isn't possible to truly capture how wonderful Undertale is. You wouldn't know it with a passing glance, but it's one of the most progressive and innovative RPGs to come in a long time, breaking down tradition for the sake of invention, with great success.

1080p PS4 Gravity Rush Remaster Coming Sooner Than Expected

1080p PS4 Gravity Rush Remaster Coming Sooner Than Expected

Moving forward.


The PlayStation 4 version of Gravity Rush, one of the prettiest PlayStation Vita games ever, will launch on February 2, 2016, Sony has announced. That's one week earlier than expected.

The news comes from a PlayStation Europe tweet, but the new date appears to be worldwide, as February 2 is also listed on Amazon's North American website.
Gravity Rush's Remastered version is in development atUncharted: The Nathan Drake Collection studio Bluepoint Games. The HD version sports 1080p graphics and comes with the following expansions:
  • Spy Pack
  • Maid Pack
  • Military Pack
Gravity Rush was one of the best games released for PlayStation Vita early in its lifespan (and was originally meant to land on PS3). It's an action-platformer where players are able to manipulate gravity--hence the title.
As GameSpot's review noted at the time, the combat was somewhat lacking, although the game's visuals were widely lauded, and with good reason.
Gravity Rush 2 is currently in development for PS4 and is slated to launch in 2016. A new boss battle gameplay trailer was released during Paris Games Week last month.

Too Many Bugs Means Isometric PC RPG Bombshell Delayed to 2016

Too Many Bugs Means Isometric PC RPG Bombshell Delayed to 2016

Too many bugs.



Bombshell, the new isometric action RPG from 3D Realms and developer Interceptor, has been delayed. Originally set to launch by the end of the year, the PC version is now slated to arrive on January 29, 2016. Writing on the game's Steam page, Interceptor said it needs more time to fix Bombshell's bugs.
"Over the last several weeks, we've been exhaustively testing Bombshell to get it ready for ship," it said. "Unfortunately, and honestly, the game isn't entirely bug free at this point. Our first instinct was to just get this puppy out-the-door, and that we could fix the remaining issues with a quick patch after launch. But within ten seconds we realized that's no way to treat paying fans of our games."
Pushing the game to 2016 gives Interceptor the time to "polish the game that we know you all deserve," the developer said.
The January 29 release date applies to the game's PC version on Steam and GOG. The game will be offered in a $35 standard edition and a $40 digital deluxe edition, featuring the soundtrack, artbook, access to the beta for a Bombshell FPS prequel, and more. Check out the image above to see everything the premium version comes with.
"We're so fortunate to be working with such understanding partners at 3D Realms who support our vision and creativity," Interceptor added. "We all want to get this game into your hands just as badly as you do, and we truly appreciate all your continued support as we polish this bomb-shell up!"
Bombshell is also coming to Xbox One and PlayStation 4. Those versions, developed by Abstraction Games, are slated to arrive sometime in 2016.
Here's the plot overview for Bombshell, which is every bit as over-the-top as you might think/hope.
"Once a respected bomb technician in the Global Defense Force, Shelly Harrison donned the codename Bombshell after she failed to disarm an alien explosive that led to the loss of her entire squad and her right arm. Deemed responsible for the resulting casualties in what became known as 'The Washington Incident', Shelly was stripped of her rank but later approached by a private military contractor promising her a chance at redemption. Harnessing the alien technology responsible for the dramatic turn in her life, Shelly became Bombshell--a tough-as-nails mercenary-for-hire touting a powerful bionic arm and a fierce attitude."

This Is Why Grand Theft Auto, Red Dead Don't Come Out Every Year

This Is Why Grand Theft Auto, Red Dead Don't Come Out Every Year

Annualization can lead to detriments like reduction in quality and franchise fatigue, Take-Two exec says.


Publisher Take-Two is somewhat unique in that many of its biggest non-sports franchises, such as Grand Theft Auto, Red Dead Redemption, and Max Payne, are not released on an annual basis. By comparison, Activision releases a new Call of Duty every year, while Ubisoft puts out a new Assassin's Creedevery fall.
Now, Take-Two CEO Strauss Zelnick has shared some insight into the company's approach. Speaking today at the MKM Partners Investor Day in New York City, Zelnick said annualization can lead to the erosion in the value of a given brand.
"The market asks us, 'Why don't you annualize your titles?' We think with the non-sports titles, we are better served to create anticipation and demand," he explained. "On the one hand to rest the title and on the other hand to have the highest quality in the market, which takes time. You can't do that annually."
Although Take-Two has no plans to release its tentpole franchises every year (outside of sports games like NBA 2K andWWE 2K), Zelnick said the company can still generate the kind of revenue that annualization would provide through other means.
"What we would like to do is be able to have enough hit intellectual properties in any given year, whether we have Title A or Title B, is not the issue," he said. "We'll have a handful of really great franchises and new intellectual properties that together really have the economic impact of an annualized business without the detriments of an annualized business."
Zelnick explained that those detriments could be things like "burning off your intellectual property" or reducing quality, something he doesn't want to see happen.
Also during the presentation, Zelnick said you can expect a more regular rotation of releases from Take-Two's key franchises going forward. He pointed out that the BioShock andBorderlands franchises, developed and published under the 2K Games label, are already on this path. However, titles from the Rockstar Games division, including Grand Theft Auto, Red Dead Redemption, and Max Payne, are unlikely to follow any kind of set schedule, as these games have longer development cycles, Zelnick said.
In addition, the executive said Rockstar's titles will be spaced out as part of an effort to ensure that when they are indeed released, they become "massive consumer events."
No new Grand Theft Auto or Red Dead Redemption games have been announced, but Zelnick referred to them today, and in previous presentations, as "permanent" franchises.
Also during today's presentation, Zelnick teased BioShock creator Ken Levine's next game and stressed that the BioShock series is "unquestionably" important to the company.