Games

Luffy Meets New Friends And Enemies In New One Piece: World Seeker Story Trailer

Game Informer News Feed - Wed, 09/19/2018 - 02:40

As part of Tokyo Game Show, Bandai Namco has released a new story trailer for One Piece: World Seeker. The newest game to borrow the license is unique in that One Piece creator Eiichiro Oda penned the story about Luffy ending up on Jewel Island near the Navy's prison colony.

It turns out to be a little more involved than Luffy showing up and making a bad day for the Navy, as two new Oda-designed characters are also taking part. As Luffy tends to do when he lands on an island, he meets a woman who has a problem and gets embroiled in helping her. In this case, she is the leader of the anti-Navy resistance, Jeanne. She must team up with Luffy to take down Isaac, the metal-handed warden of the prison system that is currently taking over her island.

One Piece: World Seeker was recently delayed to 2019 to polish the game up and will be releasing on PlayStation 4, Xbox One, and PC.

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Game Informer News Feed - Wed, 09/19/2018 - 02:20

Bandai Namco has revealed that Raphael, Soulcalibur's resident fencer who went from protagonist to antagonist over the course of the series. Thanks to the magic of time travel and also, like, regular magic, Raphael can turn back the clock on becoming a vampire and instead just be a weird guy in a carnival of way weirder guys.

Raphael was leaked a few weeks ago through unofficial footage of a build that showed both him and Cervantes, both of whom have now been announced. If Bandai Namco were waiting to announce Cassandra, which clearly they must be, then now is a good time when we're all caught off-guard. 

Soulcalibur VI is releasing on PlayStation 4, Xbox One, and PC on October 19.

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Game Informer News Feed - Tue, 09/18/2018 - 23:05

Late last night, Tri-Ace announced that their PlayStation 3 and Xbox 360 RPG Resonance of Fate will be getting a 4K/HD Edition for PlayStation 4 and PC.

The sci-fi fantasy RPG was first released in 2010 and caught a lot of attention with its flashy and strategic combat. The game was originally published by Sega, but the company confirmed to us that they licensed the title to Tri-Ace for the HD remaster.

The 4K part of the title refers to the PC and PlayStation 4 Pro enhancements, while the base model will run the game at 1080p. All versions will run at 60 frames per second.

Resonance of Fate 4K/HD Edition will release worldwide on October 18 for $35.

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The Last Remnant Remastered Comparison Trailer Pits New Vs. Old

Game Informer News Feed - Tue, 09/18/2018 - 20:20

Square Enix revealed last week that The Last Remnant, a 360 and PC RPG released toward the beginning of the previous generation as one of the first major Japanese games on Unreal Engine 3, would be getting an HD remaster on PlayStation 4. As part of the remaster, the game was getting rebuilt from the ground up for Unreal Engine 4, which has not always worked out for remastered games. To illustrate the difference for this, though, Square Enix provided a comparison video of the original Xbox 360 release and the new PlayStation 4 one.

The remaster has higher resolution textures, a more modern lighting model, and framerate improvements. While the original game on Xbox 360 ran poorly, the PC version ran quite a bit better, and had been considered the definitive version of the game. Unfortunately, Square Enix delisted the game on PC shortly before announcing the remaster, but has provided no information on whether the remastered version will replace the delisted one. We have reached out to Square Enix on the subject multiple times but received no response.

The Last Remnant Remastered releases on PlayStation 4 worldwide on December 6.

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Game Informer News Feed - Tue, 09/18/2018 - 19:55

A few weeks ago, Witcher developers CDProjekt Red announced that they were separating Gwent's single-player campaign out from the card game's client as a standalone release titled Thronebreaker. Since details were so scarce, not many expected that the excision would be quite so prompt, with CDPR confirming an October 24 release date for PC and a console release on December 4.

Thronebreaker was developed to be the single-player campaign for Gwent, itself spun-off from the side activity in the Witcher III: The Wild Hunt. According to CDPR, the campaign got too big to simply be a side thing for Gwent and is being released with "The Witcher Tales" as a subtitle. It is unclear if this means a new brand categorization that allows for further spin-offs within the Witcher universe.

Gwent itself is coming out of beta on October 23 on PC, one day ahead of Thronebreaker, and the same day as Thronebreaker on consoles. 

When asked on Twitter if Thronebreaker would feature a cameo from Geralt, CDPR merely posted a gif of the white-haired warrior and left it at that.

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New Kingdom Hearts III Extended Trailer Shows More Of Big Hero 6

Game Informer News Feed - Tue, 09/18/2018 - 06:50

Last week, Square Enix released the shortened version of their latest Kingdom Hearts III trailer showing Big Hero 6, which had been announced years prior with a small piece of concept art. Now, Square Enix and Tetsuya Nomura have released an extended version of that trailer with two minutes of new content over the last trailer.

As this is a TGS trailer, it's obviously in Japanese but Square Enix helpfully added English subtitles to the trailer for international Kingdom Hearts fans. Square Enix also released the box art for the game, which shows all the major players for this final piece of the series.

Kingdom Hearts III releases on January 29 on PlayStation 4 and Xbox One.

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Wasteland 2: Director's Cut Nintendo Switch Review

Gamespot News Feed - Tue, 09/18/2018 - 01:27

One of the most beautiful facets of Wasteland 2 is its wistful, austere writing. Taking lots of inspiration from tabletop RPGs, Wasteland 2 masterfully brings the best bits of open-ended roleplaying games to the digital realm, bringing the genre's hallmark nuanced scenarios, deep roleplaying, and rich, atmospheric description along. Several years after its release, it's coming to Switch, and even now it's among the best in the recent roleplaying crop.

The Director's Cut, an updated release that was a free upgrade for most console players, is the edition getting the Switch treatment. There are thousands of lines of added spoken dialogue, but the text still does most of the heavy lifting. The bigger additions are the smoother graphical presentation as well as having more minutiae with which to customize your characters. Perks and Quirks, for instance, give you the option to swap a boon for some persistent disadvantage. While that sounds counterintuitive in a video game, it pays dividends in the actual role-playing: It gives you the ability to further refine your squad and encourage yourself to think a bit outside the box as you work around the traits. For some, that might be a turn-off, but Wasteland 2 embraces it.

You are, from the start, invited to craft your own troop of folks with whom you will travel the wastes. You can (and probably should) come up with your own backstories and use those to build out your squad. You don't have to, of course, but having a written paragraph or two, as well as hand-crafted motivations, Wasteland suggests, will help tie you to the world and your team of avatars. And damned if it isn't dead-on. While Wasteland 2 definitely offers up a decent chunk of narrative assistance for those who want to keep things simple, this is an adventure that pleads for you to give your all and is willing to reward the effort.

As you might suspect, your squad's goal is to survive in a post-apocalyptic wasteland. And, as is so often the case, it's obvious that the end of civilization came in the nuclear flavor. Soon after the opening, your crew joins up with the Desert Rangers, one of the only semblances of civilization that has emerged from the chaos.

Your group struggles alongside the people you encounter, and you can be assured that their lives are exactly as dour as they seem. By giving the people you encounter such depth--which, admittedly, still can often descend into cartoonishly exaggerated moral extremes--it can be a genuine struggle to be cruel. Still, kindness isn't the panacea you'd perhaps hope.

One moment stood out to me when I first played Wasteland 2, and it's just as haunting today. As I wrote in my original review: "One particularly tough scene had me slowly watching a woman die as she begged my squad to put her out of her misery. Trying to show an ounce of mercy in an otherwise cold and macabre place, I agreed. A child saw me and ran to tell his family--another group I had agreed to help by finding their stolen pigs. They were terrified of me, and left their home without food and water. They probably died."

Those consequences are made all the richer by your investment and your choice to engage with what the game has to offer. There is an unusually broad number of solutions to just about any problem, and it's often better to examine as many possible angles as you can before acting. Still, there's an anarchic resignation that underpins everything. No matter how you act, you'll often cause collateral damage. That posits a rather severe world, but then again, this is a hypothetical where people really did poison the planet and vaporize one another.

The fuzziness of it all tests your characters, too. And they can (and should) be rewritten as you go. Wasteland 2 doesn't just hit you with these conditions to wear you down, but to see how your characters respond. This is trying, it is exhausting emotionally for your crew. How do they handle that? Will their spark of optimism be ground away by the relentless struggle, or will it live on? More importantly, why?

The breadth of options to approach any given scenario or various other challenges is vital to backing that up. While the game has been touted as one where you can kill absolutely everyone, that really isn't wise and is a self-indulgent waste. In much the same way, it is possible, however unlikely, to make it through just about all of the game without killing people. That's less exciting for many, but it highlights the real point. The array of choices you can make are a means to an end--how would your character respond to this grim world?

To that end, combat is also remarkably diverse. In much the same way that your team can flex to meet the needs you encounter, combat, too has a lot of different ways to approach problems. At its most basic, when you shift into fights, you'll be arranged into a turn order and you proceed maneuvering through the area until all hostiles have been dealt with. Non-lethal options exist, but many of your foes are mutants, robots, and other rough-and-tumble, battle-hardened mercenaries. Maintaining control of the field against enemies willing to pull out high-yield explosives is a challenge, to say the least.

But that also hints at the relevant outcomes from the fight. Wasteland 2 is an RPG first, and your battles will have narrative consequences. As a result, your goals are often a little more refined than "blow it all up." And those going that route will be hard-pressed to care for the members of their team, who are just as vulnerable to the searing hot shrapnel from a stray grenade as your target is--so what you have is an array of options that are constrained by practical considerations.

Wasteland 2 seamlessly translates the myriad diplomatic and social options into a wide set of combat styles and approaches.

How much collateral damage are you okay accepting? How much risk are you willing to accept? When your crew starts bleeding out, will you run a medic over to patch them up, putting both at risk, or press the offensive? These options also have their own contexts within the narrative. How you use your party's skills to address puzzles and challenges in the main arc will have a big effect on if and when someone comes after waggling their creaky, rusted rifles.

Wasteland 2 seamlessly translates the myriad diplomatic and social options into a wide set of combat styles and approaches. Once again, more investment in the weapons your team carries and uses yields dividends. Having a few different types of weapons and the ability to support each, as well as an understanding of how to use them, allows your group to tackle just about any problem--regardless of whether they marched into or couldn't talk their way out of it.

In fact, the only substantive complaints are longer-than-comfortable loading times and the lack of extensive touchscreen support for the Switch edition. Given that much of the combat is tactical, and that a touchscreen works as a damned fine substitute for a mouse, the feature is an apparent omission that prevents the Switch version from being the best yet.

Wasteland 2 is still a very special outing. If you haven't spent your time in this irradiated desert just yet, this is one of the best times to do so--especially since the portability of the Switch reissue lets you take the journey on long treks of your own, or as a dense RPG to curl and nestle in with, as you might with an excellent book. On such a screen, the interpersonal dramas feel a bit more intimate, the tension of sneaking your way pay this or that NPC a bit more tangible. Plus, in the Switch's handheld mode, the rather dated-looking visuals aren't so grating. All-told it's a phenomenal port and still one of the better RPGs in recent years.

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Game Informer News Feed - Mon, 09/17/2018 - 18:55

Tetris Effect, the classic puzzle game re-exhilarated by Rez creator Tetsuya Mizuguchi, is coming to the PlayStation 4 in both VR and non-VR forms on November 9, Sony announced today.

We took a look at the game at E3 this year and were somewhat blown away by what this modern version of Tetris had to offer. Tetris Effect combines the tried-and-true formula of Tetris, stretching back thirty years, and combining it with Mizuguchi's trademark sights, sounds, and style represented in games like Rez and Lumines.

The game can be played either with PSVR or without, so there's no need to worry if you don't have the headset or don't feel like getting sucked into the Tetris world. If you have a PS4 Pro, Tetris Effect is 4K and 60 frames per second, as well.

You can get your hands on the game in just a few short months on November 9.

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Rockstar Reveals New Locations, Screens For Red Dead Redemption II

Game Informer News Feed - Mon, 09/17/2018 - 16:13

Rockstar released a slew of new images this morning, highlighting some of the locations players will be able to visit next month when Red Dead Redemption is released. In addition to the picture-postcard shots of each point of interest, the studio released a pair of new screens for each location, showing off some of the game's characters and some of the trouble they can get into.

Take a look at the images in the galleries below, with text straight from Rockstar. Red Dead Redemption II is coming to PlayStation 4 and Xbox One on October 26.

  Annesburg

Life isn’t easy for the miners and their families in Annesburg, which has been providing coal up and down the Lannahechee River for almost a century. Working conditions are terrible for little pay, and many men have lost their lives down the pit

  Lagras

A small, remote settlement out in the swamps of Bayou Nwa, Lemoyne, the people of Lagras live self-sufficiently for the most part, making a little money here and there from fishing and acting as guides for travelers wishing to navigate the region.

  Mount Hagen

One of the more well-known peaks in the snowy Grizzlies of Ambarino, Mount Hagen towers above Lake Isabella to the west and Beartooth Beck to the east, which provides the main pass through the western mountain range and joins up with the Dakota River further south.

  Rhodes

Prim and proper on the surface, tensions and corruption run deep in the Southern town of Rhodes, which for years has been caught in the crossfire between the Braithwaites and the Grays, two warring plantation families.

  Saint Denis

A key gateway into North America with a trade route that runs the length of the country, the bustling city of Saint Denis is a melting pot of cultures and people where businessmen, socialites, sailors, laborers, beggars, and thieves all live side by side.

  Strawberry

Strawberry was little more than a small logging town until the arrival of its new mayor, an East Coast eccentric, who is obsessed with transforming it into a cultural beacon for wealthy tourists, much to the bemusement of the locals.

  Valentine

A raucous, rough-and-tumble town in the Heartlands, Valentine’s livestock auctions attract traders, ranchers, cowboys, gamblers, outlaws, and prostitutes from far and wide, all looking to make some money, raise some hell, and have a good time.

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Surreal Adventure Game The Gardens Between Releases Next Week

Game Informer News Feed - Sun, 09/16/2018 - 21:11

The Gardens Between is an upcoming adventure game about two young best friends, Arina and Frendt, who take a magical journey through different islands where they manipulate time to solve puzzles.

Each island has a surreal feel, with a giant analog television sitting atop a cliff or a popcorn bowl the size of a pond. The Gardens Between features no text or dialogue, relying on its emotive imagery to tell its narrative. The puzzles can be solved by tapping a single button.

The Gardens Between releases very soon, on September 20 for Nintendo Switch, PlayStation 4, and PC.

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Papers, Please Creator's Return Of The Obra Dinn Releasing This Fall

Game Informer News Feed - Sat, 09/15/2018 - 00:40

Return of the Obra Dinn, the newest game from Papers, Please creator Lucas Pope, is a lo-fi first-person title that is the blast from the past in more ways than one. It might be easier to watch the trailer released today than to try and interpret a description of it.

Taking place in Falmouth in 1807, you work as an insurance agent for the East India Company who has been tasked with exploring the ship Obra Dinn. The vessel disappeared years prior, but has suddenly shown up on shore without any of its crew.

The game is scheduled to release this Fall on PC.

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Zone Of The Enders: The 2nd Runner - MARS Review

Gamespot News Feed - Fri, 09/14/2018 - 23:00

Zone of the Enders got a bit of a bum rap as a series overall, being more famous as the game that came with the Metal Gear Solid 2 demo than anything else. Those with the patience, however, would discover one of the most distinct mech games of the day, with more than a heaping dollop of trademark Hideo Kojima madness therein. The 2nd Runner is an improvement on the original in many ways, to be certain, but held against modern standards, Zone of the Enders comes off awful rusty.

There is a story, but it's nigh incomprehensible, even with the caveat that Kojima's fingerprints are all over it. Having prior knowledge of the original doesn't help much either. Basically, two years after the events of the original Zone of the Enders, a miner named Dingo Egret on one of Jupiter's moons finds the frame-mech hero, Jehuty, buried beneath the surface. When the evil army BAHRAM nearly kills Dingo trying to retrieve the armor again, Jehuty is forced by a rebel spy to join with Dingo, keeping him alive using the mech's life support until they complete their mission of blasting the army straight to hell.

Ideally, you'd be able to simply barrel past the story and get to what's good, which is the mech combat, but The 2nd Runner's pacing stutters along. Every stride the game hits is interrupted to deliver more nonsensical ranting on unstoppable power, duty, and the nature of war. Soured even further by English voiceovers that are one step removed from Symphony of the Night-level broad theatrics, the story is a irritating rash all over what should be a fairly straightforward mech combat experience.

Simplicity, really, works in the game's favor. You have a sword, a laser, a rocket-assisted boost, and a shield. Each stage progresses on a fairly linear path, with tiny corridors and loading areas opening up into massive arenas where, for the most part, you're expected to kill everything that moves. Your enemies are generally either flying grunts around Jehuty's own size that go down easy, or swarms of tiny annoyances you can take down en masse by using a special missile barrage. That's generally the gameplay loop, and it only gets more exhilarating the more cannon fodder the game throws at you.

ZOE shows its age most is in its control scheme. It's not necessarily unworkable, but it involves unlearning 15 years of developers figuring out elegant ways of moving around 3D spaces. Two face buttons control elevation, while the dash button is unintuitively set to the shoulders. Despite much of Jehuty's moveset relying on dashing, and fast counter-maneuvers to get in and out of an opponent's space, the motions required to do so feel awkward, even in the new “Pro” configuration that remaps the shoulder buttons and subweapon selects.

The 4K bump in resolution and soundscape enhancements are certainly noticeable, but aside from introducing brand-new textures to the mix, ZOE was always going to wear its PS2 roots rather boldly. Honestly, the game would lose something without that trademark Kojima Productions cinematic judder during intense moments. Instead, Konami went the next step, allowing the entire game to be played in VR. It's a great idea, one that'd be a welcome experiment for a lot of older titles--there's certainly an extra level of immersion, and the aforementioned new soundscape really comes to life in VR, forcing you to use your ears more than your eyes to figure out where enemies and projectiles are coming from.

ZOE shows its age most is in its control scheme.

The control scheme still mucks things up quite a bit, however, and not being able to see your special moves as you use them is a pretty big detriment in busy stages. The game does try to mitigate this, keeping a holographic representation of your avatar as it would be in the regular game on the right-hand side of the cockpit, but taking your eyes off the action is a bad idea, especially during the game's frantic boss fights. Unfortunately, sometimes you have to; bosses have a bad habit of getting up close and personal. In a crowded area, the only thing stopping you from being cornered and slashed to death in three hits is the kind of situational awareness the VR mode doesn't inherently give you. There is a special VR difficulty mode that makes dealing with enemies easier, but it swings the game too far in the other direction towards cakewalk territory.

While Zone of the Enders: The 2nd Runner pushed the envelope when it first launched, it's more admirable for the ways in which it tries to inject depth into a formula that never required it to be successful. There are certainly ambitions to be appreciated, and Konami has at least put some effort into preserving the experience as it was, for better or worse. Still, those ambitions aren’t enough to fight the feeling that it hasn’t been outclassed several times over in the years since.

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Undertale Review - Nintendo Switch Update

Gamespot News Feed - Fri, 09/14/2018 - 18:53

Editor's note: Three years after its initial release on PC, Undertale has found its way to the Nintendo Switch--and of course, the game is every bit as charming, challenging, and harrowing as it was the first time around. Undertale may seem like a straightforward retro-style RPG, but it subverts player expectations every chance it gets, which never gets stale because of clever writing and an evocative chiptune soundtrack. Thankfully, it plays just as well as it does on other platforms without any performance hitches or bugs after putting about hours into this version. Like its console counterparts, you can fill the screen with an adaptive border that thematically fits with the location you're in (Undertale plays in a 4:3 aspect ratio). Dodging enemy attacks in the bullet hell-style defensive phase in combat works just as well with the Joy-Con analog sticks.

Undertale isn't afraid to break convention, and because it does so in a way that's thoughtful and humorous throughout, the result is an emotional rollercoaster that fills us with determination. -- Michael Higham, 14 September 2018 [We have updated the score to reflect our experience with the Nintendo Switch version, in addition to the PC, Mac, and PS4 versions. The original review follows below.]

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.

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.

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Game Informer News Feed - Fri, 09/14/2018 - 16:55

Bandai Namco revealed a new fighter for Jump Force this morning and it's a fella' who is known more for throwing cards than throwing fists.

Summon your most powerful card because Yugi is coming to #JUMPFORCE! Ready to duel against the King of Games? Tell us in comments which mighty card would you summon to battle?

Unite to fight, JUMP FORCE arrives in 2019! Pre-order your copy here: https://t.co/tpmTsXlGz5 pic.twitter.com/m91bqQFsan

— Bandai Namco US (@BandaiNamcoUS) September 14, 2018

Reading into Bandai Namco's tweet announcement, it sounds like Yugi will be fighting by summoning the monsters found on his assorted cards, rather then getting into the fray himself. It will likely be a Pokémon Trainer from Smash Bros. situation.

Jump Force is coming to PS4 and Xbox One next year.

[Source: @BandaiNamcoUS]

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NHL 19 Review -- A Barnburner

Gamespot News Feed - Thu, 09/13/2018 - 23:01

With its brand-new pond hockey mode, introduction of legendary players like Wayne Gretzky, superb controls, and multitude of ways to play, NHL 19 successfully and impressively captures the spirit and culture of ice hockey. It has issues, including a lack of meaningful changes for veteran players, but the solid foundation makes NHL 19 an excellent hockey game.

One of the biggest new additions to NHL 19 is "World of Chel." An evolved version of the EA Sports Hockey League, World of Chel is an online hub featuring multiple modes, with character progression for your skater tied together in one place. The most notable mode within World of Chel is Ones, a game of 1v1v1 played on ponds and lakes. With shivering spectators in heavy coats on the sideline, no whistles, imperfections on the ice, and numerous collectibles like hoodies, beanies, and parkas to unlock and equip (that you can only get via regular progression), NHL 19 effectively captures the general aesthetic and vibe of playing outdoors. An over-the-top and colourful announcer who makes many silly quips and references to hockey culture helps the experience feel appropriately lighthearted. The 1v1v1 setup makes each two-minute match satisfyingly tense and highly replayable, though there are some downsides. For example, it's only half-ice, so the puck frequently gets jammed where the walls meet. With matches only running for two minutes, it's frustrating to spend time digging the puck out of corners. It is also disappointing that Ones is online-only; there is no local play, an omission that stands out when NHL 19's numerous other modes support couch co-op.

Returning from last year, and remaining the franchise's most exciting and engaging mode, is the ridiculously over-the-top Threes. This mode pits teams of three against each other in fast-paced and chaotic games with arcade-style scoring multipliers and the ability to play as the league's different mascots. NHL 19's standard modes feature true-to-life professional teams, players, stadiums, announcers, and visuals with an impressive attention to detail, but I kept coming back to Threes more than anything else for its constant action and delightfully wacky tone.

Aside from Ones and Threes, new this year is a Pro-Am mode that lets you take on NHL legends of past and present in a series of challenges. This mode, in addition to the impressively robust Franchise, along with Ultimate Team, Shootout, Be a Pro career, and online head-to-head, combine to give you numerous distinct and compelling ways to play. Be A Pro serves as NHL 19's career mode, and it delivers a satisfying path from low-level hockey to the pros. It lacks the depth found in the story modes of other EA Sports games like Madden and FIFA, but it is rewarding all the same to build your character and grow and expand their skills over time.

Franchise mode returns, and it remains a deep experience. New for NHL 19 is a more involved scouting system within which you can recruit, hire, and fire amateur and professional scouts to look for new talent by player, region, and team. A further layer to the new scouting mechanic is a "Fog of War" system that hides a player's true rating if you don't scout enough. These new features, as well as the numerous returning ones like morale meetings, trades, salary cap considerations, and more, combine to make NHL 19's franchise mode possibly the deepest in the GM experience across EA Sports. Ultimate Team is also back, and with Legends like Gretzky and Lemieux now in the mix, creating a dream-team is even more absorbing, though its inclusion of microtransactions may irk some. Given that there are so many different modes in NHL 19, it's nice that the menu lets you pin four different modes to the home screen for quick access.

The on-ice action in NHL 19 looks and performs better than last year. EA's new Real Player Motion tech that was used in Madden NFL 19 and NBA Live 19 is also implemented in NHL 19, and it helps add a strong sense of realism to the animations and physics. Skating in particular looks incredibly lifelike; some of the standout animations include seamless transitions from forward to backward skating, fluid crossovers, the kick of the leg during a fake shot, and how a player will situationally chop a puck out of mid-air or into the goal. The hitting physics have also been updated; a well-timed open-ice check will now deliver a crushing blow that causes the other player to crumple to the ice. The system is sophisticated enough to dynamically adapt to the awareness of the other player, meaning hits are gnarlier when the targeted skater doesn't see it coming and can't brace for it. On the presentation side, NHL 19 looks like a TV broadcast with finely detailed character models and crowd animations complete with rowdy fans holding red Solo cups, along with NBC Sports hosts Eddie Olczyk and Mike Emrick back providing excellent commentary.

NHL 19 nails the controls with a weighty and responsive feel. Moving the puck around is easy and intuitive, and with vibration feedback for passes and hits. Possessing the puck is critical in NHL 19, and the controls give you the tools you need to do so at a basic level and also with a huge amount of style and skill. The Skill Stick and Hybrid controls provide an amount of depth that allows more dedicated players to show off their skills with superstar dekes like windmills, spin-o-ramas, and advanced toe drags, to get around defenders and light the lamp. These dekes, of which there are many, can be strung together, which creates fun scenarios--especially in online games against other humans--to keep the defenders guessing. Alternatively, the two-button NHL 94 control setup is a fun return to basics for hockey fans looking for a simpler experience. Whatever scheme you're using, NHL 19's excellent controls make it feel wonderful to move players around the ice, complete tape-to-tape passes, dangle around opponents, and rip shots into the net.

NHL 19's drive to become a complete hockey game is further helped by the addition of NHL "Legends" as playable characters. Thanks to EA reaching a deal with the NHL Alumni Association, the names and likenesses of numerous hockey icons like Wayne Gretzky, Mario Lemieux, Patrick Roy, and Mark Messier, as well as even older players like Jean Beliveau, are now in the game. There is a great attention to detail; Gretzky's trademark half-tucked in jersey is replicated in the game, while there is period-accurate gear, too, as players from the '50s and '60s like Beliveau do not wear helmets and use wooden sticks with no curve on the blade. With its use of legendary players, NHL 19 delivers the fun fantasy fulfillment of pitting Gretzky against current NHL superstars like Alexander Ovechkin and Connor McDavid.

NHL 19 further expands its reach by faithfully incorporating and letting you play as teams in other real-world hockey leagues. The AHL, national teams, and numerous international leagues from Europe and other parts of the world at different levels of professionalism are represented. This contributes to help make NHL 19 feel like more of global hockey game that represents the sport at more levels and in more regions.

NHL 19 succeeds mainly because of its best-in-class controls, authentic presentation, multitude of different ways to play, and its overall excellence in capturing the essence of hockey culture. The pond hockey mode is a fun new way to play with friends in beautiful outdoor environments, but it's the only brand-new feature, and that may disappoint veteran fans.

Categories: Games

Frozen Synapse 2 Review - Cool-Headed

Gamespot News Feed - Thu, 09/13/2018 - 17:00

With a futuristic, digitized look and rhythmically pulsating soundtrack, Frozen Synapse 2 is every bit as stylish as its predecessor. It's a deliberately slow and cerebral experience meant to be learned and played at your own pace. While some technical issues and annoying limitations to the campaign result in frustration at points, Frozen Synapse 2's compelling take on tactics and strategy makes up for this. Whether in single or multiplayer, its highly tactical combat requires patience and wit to grasp, but the steep learning curve is worth it, with every engagement brimming with brilliant tension.

While the game's style is undeniable, with gorgeous, procedurally-generated urban environments, Frozen Synapse 2's tactical, turn-based gameplay is the main draw. You control every movement of a squad of up to six Vatform units--repairable humanoid mercenaries hired for use in combat deployments--to take down enemy teams. Units are controlled by the strategic placement of waypoints, which you mark on the battlefield as you plan out your next turn. Once your plans are primed, you hit the play button and watch as the next five seconds of your movements, and those of your enemy, are played out in a real-time concert of bullets and shotgun blasts. It's a violent game of chess where, refreshingly, logical rules dictate the outcome of a gunfight, not the roll of a random number generator.

When making your plans, plotting out waypoints and moving units from one place to another is the easy part. Where the real effort comes in is predicting the movement of your enemies and anticipating what they're going to do next. At any point along a unit's path, you can add any number of commands, from "wait" or "engage on sight” to asking them to duck and stay low when moving. Your options are plentiful, letting you get as complex as you need to. Helpfully, you're able to plot out enemy waypoints as well, letting you test out theoretical counter-attacks that they might set up in response. But there's no certainty in war, and it's this uncertainty that makes each engagement feel wonderfully tense and unique. Even your best-laid plans can go horribly wrong, while at the same time, a hail mary might see things line up in the exact way you needed it to.

The lack of random chance makes planning out your moves more meaningful, as there is always an optimal solution for any given scenario. A stationary unit will always have a faster time-to-kill than a moving one, for instance. However, different units have their own time-to-kill stats, as well as effective ranges and reload times. These need to be taken into account when marking out your next move, as even well-placed units can struggle to make an impact when they're outgunned and vice-versa; shotguns are devastating in close quarters but are sitting ducks when left out in the open. Learning the intricacies of Frozen Synapse 2's combat is an exercise in both dealing with and overcoming the frustration of early mistakes, of which you'll make many. It only makes it all the more satisfying when the mechanics all finally click, which they will after a few hours of experimenting.

Frozen Synapse 2's single-player mode adds an intriguing real-time strategy layer to the game's strong combat systems in the form of the city map. The city is broken up into several districts, with the different factions operating within them. Both the districts and factions directly contribute to your overall budget, increasing funding as you complete contracts on their behalf, and decreasing it if those actions affect them negatively. Contracts are also time-sensitive, so if you fail to act in time or ignore it completely, another faction will jump at the chance, costing you precious funding and faction reputation. It feels like you're forever on the back foot, which can be a jarring experience at first.

Aside from the occasionally menu-heavy UI, the city has a gorgeous cyber-minimalist look to it. This is backed by a superbly written futurist sci-fi story, told through smart and occasionally funny character dialogue between Mettem, chairman of the city municipal council, your gleefully dry AI helper named Belacqua, and the various faction leaders, each with own clear sense of purpose. You are given the reins of the city's security forces as it deals with an increasing level of factionary violence as well as the outbreak of a sentient AI named Sonata that's also causing a fuss.

The campaign has some issues, though. It struggles to maintain stability at times, unexpectedly crashing to the desktop on rare occasions. Checkpoint contacts involve keeping a squad deployed on a street corner for an allotted time period, except immediately after a deployment, you're prompted to send the squad back to base. If you're not aware of this, you'll fail the contract and your time spent in combat there will be for nothing. There's also no autosave prior to mission deployment, so if your squad's too small or underpowered on a mission where failure is not allowed--a condition that isn't explained beforehand--you're forced to choose between trying to progress through impossible odds or restarting your campaign entirely. This mode is made to be replayable, but given the relatively slow pace of progress, a forced restart is a hard pill to swallow.

Thankfully, the game's superb multiplayer makes up for this. While single player AI is a good challenge, nothing quite beats the feeling of out-thinking a human opponent, and there's far more pressure to plan out your movements with total precision. Multiplayer is also built intuitively into the UI, allowing you to request opponents with a single mouse click or move between multiple games you have going on at the same time. The load time between each game is short, so if one opponent is taking their time, you can always run along and start a new game with someone else, mitigating any frustration at being made to wait while someone plots out their next move.

It's hard not to be drawn in by Frozen Synapse 2's style, but it's even harder to pull away once the game's combat gets its hooks in you.

There are six different modes to choose from, each with a light (enemies are always visible) and a dark variant (enemies are invisible unless they're within your unit's line of sight). While there's the standard deathmatch mode called Extermination, other modes are much more interesting. In Hostage, one squad attempts to hold the hostages placed in a square in the middle of the map while another moves in to free them. Charge sees the battlefield laid out like a football pitch; both players bet how far they think they can get their squad to the other side of the field, and the winning punter gets the chance to prove themselves while the other defends. No matter the game mode, every multiplayer encounter is fantastically suspenseful, with a palpable air of uncertainty surrounding the few seconds prior to your plan's outcome being played back.

It's hard not to be drawn in by Frozen Synapse 2's style, but it's even harder to pull away once the game's combat gets its hooks in you. While the single-player mode ambles through both high and low points, the multiplayer remains a steadfastly enjoyable experience. The anticipation as squads approach in preparation for battle is both thrilling and nerve-wracking, and the ability to switch between multiplayer games on the fly makes tracking multiple games elegantly simple. Technical hiccups aside, Frozen Synapse 2's incredible style and strong tactical combat make it wonderfully gratifying.

Categories: Games

Nintendo Labo Vehicle Kit Review: The Most Fun Labo Yet

Gamespot News Feed - Thu, 09/13/2018 - 14:00

Nintendo Labo's Vehicle Kit is the latest variant available for the Switch's paper crafting/video game hybrid, a separate retail product that features completely new builds, games, and activities. You could, if you wanted to, describe it as the series' latest piece of DLC--if DLC stood for Da Latest Cardboard, that is.

If you thought that last dad joke was bad, it's at least appropriate, given Labo remains an outstanding shared activity between parents or caregivers and the little squirts in their lives. At times intricate and yet appealingly simple, Labo sits in that gaming gap between juniors just starting to evolve beyond simple experiences on a tablet and jaded pre-teens who laugh at you for not knowing what the Fornite floss is. Its mix of real-world cardboard crafting and on-screen activities remains a winning one to experience with a child, although as with the first two Labo kits (the Variety Kit and the Robot Kit), there's really not much here for grown-ups to latch onto.

That's because, despite Vehicle Kit's stronger focus on more traditional gameplay-like modes, what's included still leans more onto the simplistic side and is more geared towards appealing to younger kids (both in scope and gameplay challenges). As the name implies, vehicles are the focus for this Labo experience, and you'll be building your own cardboard controllers for three different vehicles: a steering wheel for the in-game car, a flightstick for a plane, and a… third one featuring rotating dials to control a submersible. You'll also have to build an accelerator pedal, which is used across all three vehicles to control your speed.

Nothing has changed when it comes to the quality of the components you're working with in this latest Labo kit compared to the previous two, which is to say that putting together these cardboard complexities is as satisfying as ever. There's something immensely gratifying about handling the crisp sheets of paper, punching them through their perforated edges, and assembling them using the clear, concise on-screen instructions. As a grown-up, it's meditative to spend the hours needed to build the most complex creations in Vehicle Kits, but it can be slightly less so if you're building it with a junior partner (and how capable, amenable to instruction, or grumpy due to a lack of naptime that junior partner is). That said, while putting together the various Joy-Cons (the term Nintendo uses for the various cardboard creations) can be a fun solo project, it really shines as a shared activity with a child. Most of the builds are just complex enough that some adult supervision will be required, so there's real joy to be had in making Vehicle Kit a joint project with someone younger.

While the Vehicle Kit creations may literally just be stiff pieces of paper, they're still remarkably durable. In our hours of testing, all of the various Joy-Cons managed to survive the overexcited attentions of a nine-year-old and a four-year-old without breaking. And it really is impressive to see a thing you just put together from various pieces of cardboard work as a fully-functioning steering wheel or as an accelerator that detects even slight amounts of pressure. But while the tech and build behind these Joy-Cons are neat, they're still DIY creations, so there's not as much control finesse or nuance here that you would otherwise expect from dedicated, manufactured steering wheels or flightsicks.

This lack of fine control suits Vehicle Kit just fine, however, as the games and activities included don't really ever require you to pull off things like hairpin manoeuvres at high speeds around rain-slicked roads. To its credit, Vehicle Kit is a leap forward compared to other Labo variations, as there's actually a decent amount of gameplay to be found here (as opposed to tech demos as was the case with the Variety Kit). There are racetracks to compete on, rally modes to enter, and more. Vehicle Kit's main game is dubbed Adventure Mode, and is a fairly expansive, open world area that can traversed by car, plane or submersible. Dotted throughout this world is a substantial amount of tasks: you may be asked to fly your plane through five clouds in quick succession, use your submersible's hook to break open a cage, or drive a curious tourist around many of the world's sights. None of these challenges are particularly taxing, with most solutions presenting themselves after a little careful exploration. The challenge level--along with Adventure Mode's bright yet basic presentation--is aimed squarely at younger gamers, and there's probably not much here that will prove engaging in the long run for anyone older.

But if you're in that target demographic, then these otherwise rote activities become a little more engaging. My nine-year-old son was my primary partner in this review (occasionally joined by his four-year-old sister, who just really wanted to fly that plane), and from his perspective, the gentle pace and steady exploration afforded by Adventure Mode was immensely appealing. Nintendo Labo's Vehicle Kit certainly isn't for everyone. But if you have a curious, excited child, then it might be just for you.

Categories: Games

Lamplight City Review - Cold Case

Gamespot News Feed - Thu, 09/13/2018 - 05:00

Lamplight City is a high-concept adventure game that will win some players over on premise alone. You play as Miles Fordham, a former detective turned disgraced private investigator following the death of his partner, Bill, during a case. The game is set in 1840s New Bretagne (a borough of Cholmondeley, England) and follows Miles as he takes cases off-the-books to try and keep busy--and block out the voice of Bill, which now haunts him wherever he goes. There are five cases to solve over the course of Lamplight City, but there's an interesting twist: It's possible to either accuse the wrong culprit or find that the case is unsolvable because of errors you've made.

Lamplight City is not the first game to do this--Frogwares' last two Sherlock Holmes games, Crimes and Punishments and The Devil's Daughter, tried something similar--but this time it's all wrapped in a comfortingly familiar adventure game aesthetic, with pixel graphics, a simple point-and-click interface, and great-looking environments. The script is socially progressive and critical of the racism and homophobia of its 1840s setting, and Miles, for all his faults (he takes sleeping pills and drinks heavily to shut off Bill's voice in his head), is a likeable character. What the game lacks, unfortunately, is depth. It's full of great ideas, but isn't quite able to pull them off effectively.

The ability to fail a case is an interesting mechanic that is never actually explained or really commented on in-game. I accused the wrong suspect in the first case, having exhausted my other options; I said the wrong thing in a conversation and a character that could have given me vital clues stopped talking to me, meaning that I only had one suspect to accuse. For the rest of the game I saved regularly so that I could reload and avoid a situation like this again, but the only concrete indication that I'd arrested the wrong person was their denial during the arrest cutscene. Later, in the third case, I wasn't able to enter a certain area because a family member of the formerly accused threatened me, but otherwise, there were no repercussions or even explicit confirmations that I'd made the wrong accusation. I only know for sure that I picked the wrong culprit because of a Steam achievement I did not get.

But there was no room for misunderstanding in the other four cases. If you put in the work, you'll likely never find yourself in a position where there are multiple plausible suspects--it's very clear who the culprit is once you find all the evidence. The game will reward you, sometimes, for going the extra mile--if you locate the culprit in the second case before reporting their guilt, for instance, you'll earn a new lead in the fifth case--but doing so isn't particularly challenging, and a wrongful accusation is more likely to come from impatience than incompetence. These cases are fairly staid, and lack the spark of a good Agatha Christie mystery or the lunacy and twists of something like Phoenix Wright. While the final case--which sees you, inevitably, on the trail of Bill's killer--is a bit more exciting than the others, Lamplight City squanders a very good idea on mediocre cases where there's little room for error.

With this gimmick deflated, you're left with an okay adventure game that's low on exciting puzzles. You can brute force your way through most cases, visiting each location and clicking on everything and everyone to see if new interaction options have opened, with few real puzzles to solve. There's no inventory management, so you don't get to use 'X' on 'Y'--everything is context sensitive, and Miles will use items or ask questions automatically if it makes sense for him to do so. This means that it's easy to miss objects that can only be examined at first--signified by a magnifying glass when you mouse over them--but which become collectible after an objective is reached. The game's sense of logic is extremely fair, and there are no ridiculous or irritating solutions, but it's easy to disengage when cases involve asking the same questions of each character to see what turns up.

The characters are interesting, at least. The game's dialogue is mostly well-written, and having Bill's ever-present snarky voice in Miles' head is a smart way to provide flavor to endless item descriptions as you click on everything in a room. Miles' wife, Adelaide, is also a great character, and a subplot about their marriage issues is one of the more compelling strands. Sometimes the game asks you to make changes that have a proper payoff, and how you handle Miles' marriage is a prime example.

There are many little aspects of the world of Lamplight City that exist mostly on the periphery of your experience. You often encounter characters engaged in steampunk experiments, looking to harness a new form of energy called "aethericity," and there's an undercurrent of political turmoil running throughout much of the dialogue in the fourth and fifth cases. The divide between the working class and the aristocracy comes up often too, but a lot of the observations the game makes only skim the surface. These details flesh out the game's sense of place and give some context for the wider world Miles lives in. It's a shame that few of these end up being important to the actual cases, though--there are running plot threads that ultimately go nowhere and cases that seem to involve some of the game's kookier elements ultimately end up having mundane explanations behind them.

Lamplight City has a hell of a concept behind it, but unfortunately, the cases don't deliver on its promise. When you strip away the idea that the game will let you fail, and that you need to pay particularly close attention to what's happening, you're left with an adequate adventure game that is low on great puzzles. It's certainly not without charm, but the game's inability to make a strong delivery on its fantastic central gimmick casts an unfortunate shadow over its unique setting and likeable cast.

Categories: Games

Timespinner Launch Trailer Channels Symphony Of The Night

Game Informer News Feed - Thu, 09/13/2018 - 02:50

Timespinner, a 2D indie game heavily inspired by Castlevania: Symphony of the Night, was Kickstarted in 2014 hoping to marry the structure of SOTN with the gameplay of something like Mega Man X. The original hope was to get the game released in 2017, which it missed, but it finally has a release date of September 25.

The game is about manipulating time to go back through time and dismantle the empire that killed her family. You can check out the launch trailer below.

Timespinners releases on PlayStation 4, Vita, and PC on September 25. While the Kickstarter reached the 3DS stretch goal, a version for that platform has not been announced for release.

Categories: Games

428: Shibuya Scramble Review - When Fates Collide

Gamespot News Feed - Thu, 09/13/2018 - 00:14

The past few years have seen a rise in popularity for narrative-driven games in the West. Many of these games owe a lot to Japanese adventure and visual novels, which have enjoyed a long history in their home country. One of the most revered examples is 428: Shibuya Scramble, which originally released in 2009. Now, almost a decade later, players in the West can see what all the fuss was about--and that it was very much worth the hype.

428: Shibuya Scramble takes place in the titular Shibuya, a major area of Tokyo. It's a routine day for most people, but for five individuals, what's happening is anything but ordinary. Young detective Kano is currently caught up in the midst of a mysterious kidnapping case: Maria, the daughter of reclusive scientist Kenji Osawa, is missing. As Kano sets up Osawa's other daughter, Hitomi, to deliver the ransom money, a street punk named Achi wanders into the picture, fleeing with Hitomi when the sting goes awry. Meanwhile, freelance reporter Minorikawa is called by a suicidal editorial manager who needs to put together a magazine by day’s end to save himself from financial ruin, and a young girl named Tama finds herself trapped in a cat mascot suit, hawking dubious diet drinks for a scam artist at the famous Shibuya Crossing.

The story's five central characters--Kano, Achi, Minorikawa, Osawa, and Tama--all find their fates intertwining through five unique stories told over the course of a single day. What begins as a routine kidnapping soon reveals itself to be something far more sinister, turning into a thrilling story of colliding fates, character drama, and international intrigue. It's up to you to put together the pieces and save these characters, and perhaps all of Japan, from a potentially terrible (and occasionally ridiculous) fate.

428 is a visual novel game in the same vein as Ace Attorney and Danganronpa. However, the emphasis here is definitely more on the "novel" part; the game is written out like a lengthy story, with most of the gameplay centering around multiple-choice branches that influence how the characters behave in certain situations. What's also noteworthy is that multiple stories from different characters' points of view run parallel with each other, and if two characters witness the same event, it may affect them in very different ways.

This ties in with the multiple-choice system; sometimes a seemingly insignificant choice you make can have far-reaching effects. For example, if one character runs into the street to avoid pursuers, another character might wind up in a traffic jam caused by resulting car accidents and be late to a meeting. You can also "jump" into the thick of another character's story by highlighting certain onscreen words that tie two characters' stories together, even if they're not in the same location. While zipping around the stories is fun, you also have to be mindful of your decisions, as incorrect choices can often lead to a Bad End that'll force you to jump back in time a bit.

What makes this work so well is that all of the characters are engaging and well-written. Kano is a hardworking, earnest cop who is being distracted by a surprise visit from his would-be father-in-law. Achi's hotheadedness and desire to help Hitomi stems from family drama and his falling-out with a local gang. Minorikawa's a colossal jerk, but he's a jerk that gets results, and his brashness disguises a genuine passion and desire to aid those important to him. Osawa finds himself in a very dark place, questioning his relationships with his family and his business partners in some tense, introspective moments. And Tama… well, her particularly bizarre situation leads her to some unexpected places.

One of the particularly unique and memorable elements of 428 is its use of still photography to illustrate much of the story text. The thousands of real-life photos taken to illustrate the story accentuate the text perfectly, as does the impressive staging and use of close-ups, color, and camera pans. The text is delivered in a way that can't be replicated on the printed page: big, loud words appearing suddenly for emphasis, slow text crawls or fade-ins for tense moments and terrifying revelations. Music and sound effects are also used to highlight particular scenes and events. Occasionally, a clip of FMV or an animated image might show up to emphasize something, such as a serious event or a more comedic moment.

The wonderful blending of text, photo imagery, and sound in 428 is showcased especially well in several scenes throughout Osawa's scenario. Osawa is unbelievably stressed due to Maria's kidnapping and a conflict with his wife, and the combination of clever photo staging, sparse use of sound, and careful text presentation really helps to communicate the anguish he's going through. As he finds himself becoming irritated with the frequent butting-in of a police detective stationed in his home, you start to see intense colors and extreme close-ups in the photos that emphasize the rapidly increasing annoyance he feels. It's an excellent example of how the visual novel genre can transform the written word in an engaging way.

It's an excellent example of how the visual novel genre can transform the written word in an engaging way.

The vast majority of the time, the storytelling in 428 is top-notch, drawing you into the character drama and adding an air of tension to your choices. Occasionally there are parts that take you out of the narrative--an oddly misplaced comedic bit after an emotional or action-laden sequence, or a plot contrivance that feels a little too convenient. The game's interface can be a struggle at times as well. If you go back in time to fix some of your bad choices, you may wind up having to replay a chunk of certain scenarios to reach a stopping point you had previously opened, and whether or not the game lets you skip past already-read text seems arbitrary. There are also a fair few text display bugs, a handful of which cause serious formatting problems, and one I encountered actually softlocked the game.

A few bugs, however, don't ruin the game. 428 is a truly rare beast, a special and unique experience that would have once been completely passed over for a Western release. While it's not without its flaws, it's hard to think of many other games that blend text-driven storytelling and well-constructed visuals and sound this well. From the first hour of the in-game day, you'll be riveted by this story's unexpected twists and turns. If you want a story- and character-driven game with a presentation you won’t see anywhere else, 428 is a game not to be missed.

Categories: Games

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