Wednesday, March 1, 2017

The latest Reviews from GameSpot Reviews On 03/02/2017

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The latest Reviews from GameSpot

In the 03/02/2017 edition:

Night In The Woods Review

By Kallie Plagge on Mar 01, 2017 08:09 am

Both intensely personal and widely relatable, Night in the Woods doesn't just tell a story--it gracefully captures complex, often unpleasant feelings and experiences. From the quiet melancholy of doing nothing on a rainy day to the emotional vacuum of severe depression, I felt deeply, sometimes too deeply, while wandering through the cartoon-animal version of a small Midwestern town. Its witty writing and character development keep its crushing existential themes grounded, making Night in the Woods one of the most evocative games I've played in a long time.

Night in the Woods follows 20-year-old Mae Borowski--who happens to be a cat--after she drops out of college in the beginning of fall and returns to her tiny hometown of Possum Springs. She's an angsty troublemaker with a bit of a rap sheet and a sharp tongue, and you spend her first few days back kicking around town and catching up with people, including her high school friends Bea and Gregg. A few people allude to something awful Mae did in the past, while others talk about a kid from her high school who has gone missing.

There's enough small-town curiosity in those short, early interactions to be intriguing, but there are plenty of awkward moments that keep Mae's homecoming feeling ordinary. You can talk to an old teacher (who likes Mae despite her awful behavior) and an elderly neighbor (who considers Mae a horrible nuisance), and it feels very real, like any small talk in your hometown--just with Mae's distinct brand of snark. These interactions both offset and highlight the mysterious elements of Possum Springs, a balance Night in the Woods masterfully strikes throughout the entire story.

You'll spend most of your time exploring Possum Springs through light platforming and optional interactions with the same few people you want to talk to, broken up by lighthearted, simple mini-games. For most of the game, you take things day by day, and that slow drip of information bolsters the development of Mae and her friends. This structure manages to feel aimless without being purposeless; every day is similar but not the same, and there's always something new to learn about a neighbor or a dry remark from Mae to make the same few sights feel different each time. It's understated worldbuilding that enhances the impact of the main story--especially through a better connection to Mae, her friends, and Possum Springs as a whole.

Many days end with a choice of activity, like going to the mall with one childhood friend or "doing crimes" with another. This is when a lot of the bigger--and stranger--events take place. Sometimes things are lighthearted, like sneaking into an abandoned grocery store just for the fun of it, but there are also serious talks about past mistakes or what exactly Mae is doing with her life. Watching her struggle to articulate her problems and awkwardly dodge questions about college is hard--especially if you've ever been in a similar position. Combined with melancholic music, a lot of Night in the Woods evokes the feeling of lying in bed all day, despondent and paralyzed by indecision and uncertainty.

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Initially, I had an incredibly hard time getting through more than a day without having to step away from the game for a bit. At 20 I was in a bad place with both school and depression, much like Mae, and playing felt more like looking in a very shameful mirror. But there's enough going on in Possum Springs to distract from that early-20s, nearly drowning feeling, and instead of closing my game, I looked forward to the respite of mini-games and visiting friends at work, both for Mae's sake and for mine.

I began checking every corner of town hoping to find the smallest or silliest of moments, and I often got them. I shoplifted pretzels (in a red-light, green-light style mini-game) for baby rats just to see what would happen if I fed them, and I listened to a neighbor's dumb poetry every day because she could easily have been someone I know in real life. At the center of Night in the Woods is a story about a young adult who has gone numb, and those experiences on the periphery are what she--and anyone who's lived through an emotional void--does to feel anything at all.

The unfortunate reality is that finicky controls, and even some scenes that feel forced, occasionally interrupt Night in the Woods' evocative atmosphere. More than one scene requires you to complete simple platforming to proceed, for example; sometimes it's unnecessarily hard to execute thanks to poorly placed platforms, and in general, having a hard objective is at odds with a game that is otherwise not really gamified.

At the center of Night in the Woods is a story about a young adult who has gone numb, and those experiences on the periphery are what she--and anyone who's lived through an emotional void--does to feel anything at all.

Night in the Woods does have a game-within-a-game: a dungeon-crawler called Demontower that you can play on Mae's computer. It's another good distraction--I played it right before having Mae go to bed, much like I would in real life--and it's a throwback to the kinds of games you might have put a lot of hours into in the mid-2000s. As a cute detail, you can pick up where Mae apparently left off a decade earlier (and if you don't like Demontower, you can just go on the computer to IM your friends after a night out).

By the third and final act of the game, I had grown seriously attached to Mae and her crew of deeply flawed but charming weirdos. Their experiences in a struggling, dead-end town are relatable even if you're nothing like them--and that's what gives Night in the Woods its emotional impact.

From beginning to end to epilogue, Night in the Woods is ultimately open to individual interpretation. How you relate to it depends on your own experiences and choices, including Mae's dialogue and who you decide to spend time with. Though its charming and angsty story works well on its own merits, it's special because of how it prioritizes conveying emotion over telling a straight narrative.


Story of Seasons: Trio of Towns Review

By Heidi Kemps on Mar 01, 2017 03:48 am

Few could have predicted that the niche "social farm simulator" genre would become a hotbed of competition in 2017, but thanks to trademark shenanigans and the surprising success of indie favorite Stardew Valley, that's where we are today. Publisher XSEED Games is once again looking to capture part of the audience for these charming life adventures with Story of Seasons: Trio of Towns.The game delivers a warm-hearted, relaxing experience that rewards patience and perseverance, even if it does come with a few issues.

The game begins with a flashback to a time where your character had a life-affirming experience at the farm as a young child, inspiring them to dream about running their own farm. Flash forward to the present, where you're going off with your uncle Frank to begin a new life as a fledgling farmer--though not without some stern disapproval from your father, who isn't convinced you have what it takes to endure the harsh realities of country living. Can you grow from an inexperienced greenhorn into a farming wunderkind, all while forming important interpersonal relationships and eventually finding the love of your life? That's what Story of Seasons: Trio of Towns is all about. Well, that and shoveling cow manure from time to time.

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The basic formula that drives Trio of Towns is familiar by this point: You operate on a day-to-day schedule, with an in-game timer that flows from morning to night each day. Performing activities like cultivating crops, tending to livestock, fishing, mining, or clearing out weeds, trees, and boulders from your fields consumes your stamina, which can be refilled by eating food or resting (and moving on to the next day). Eventually, your hard work will pay off with a bountiful harvest, yielding tender veggies, juicy fruit, and prime produce you can sell to earn money and invest further in your little farmstead. You can also head into town and interact with the local folks, forming important social relationships and eventually, after many moons, finding a nice young lad/lass to settle down with.

The amount of time and effort this will all take depends on the difficulty you choose at startup: "Seedling" difficulty makes things a fair bit more gentle, giving you more money for your sales and work and decreasing stamina consumption. If you want a more chill farming experience--and, really, given this genre's appeal as "unwind and relax"-style games, many people do--you can pick this difficulty with no repercussions. If you're really invested in the simulation aspect, however, there's a stricter difficulty you can choose that puts more emphasis on the day-to-day micromanagement.

Trio of Towns makes the most of the aging 3DS hardware, giving players nicely rendered environments and an attractive cast of NPCs to engage with. 3D effects are used sparingly for things like the HUD, text boxes, and various graphical flourishes. Sometimes the game will try to do too much, however, causing it to chug a little when there's a big rainstorm or a flurry of flower petals zipping across the screen. It doesn't happen too often, but when it does, it can be somewhat distracting.

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One of the biggest changes in Trio of Towns is that, instead of one central hub town to explore, you now have three separate population centers to engage with, each with their own distinct flavor. Westown is a typical Western-inspired city, dotted with mines, train tracks, and cacti, while Lulukoko is a Hawaiian-themed tropical city filled with palm trees, exotic animals, and a beautiful oceanside ripe for fishing. The final area, Tsuyukusa, is a village with a classical Japanese flair, filled with blooming sakura trees, rice paddies, and flowing river water. Each of these villages has a unique culture and vibe to it, slightly changing the way you interact with the people who live there and giving you a variety of new activities and festivals to engage with over the course of the year. They also provide you with opportunities to acquire exotic livestock and crops--it's pretty darn neat to be able to raise banana trees right beside rice and tomatoes, and the variety of stuff you can work with lets you customize and specialize to your heart's content.

Of course, these towns also offer a new layer of simulation micromanagement. You build a personal relationship with each town separately by doing simple part-time jobs for residents (usually quick, somewhat tedious activities like parcel delivery or variations on standard farm chores, though more interesting stuff eventually opens up), participating in local events, and shipping items for sale to specific areas through the use of the farm's shipping bin (which, thankfully, eliminates the need to physically travel to each town simply to sell stuff). Sometimes you'll hit a snag in building your relationships with each area, blocking progress until you fulfill a set of arbitrary requirements to progress further.

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Other changes in Trio of Towns are smaller but still help change up the formula enough to keep the game from feeling overly familiar. Foraging for wild plants and materials is more prevalent here, allowing you to sustain yourself on harvesting things growing outside your fields if the going ever starts getting a little rough. Your crops now have individual values for elements like color and juiciness, and later in the game, when you're entering competitions and fulfilling specific requests, growing for specific crop qualities becomes very important.

Building decorations for your farm (called "farm circles") can not only make your fields look incredibly swanky but can also grant you special effects that will aid you in your agricultural endeavors. Tools can be improved and customized to increase effectiveness and efficiency, using less stamina to produce better results. The added complexity and customization these changes offer make for a more varied, interesting farming experience, adding to that sweet, sweet sense of satisfaction you get when that paycheck comes in and you can splurge on the cool farm bits you've always wanted.

But while Trio of Towns does add a few neat new ideas, it falters a bit in streamlining and eliminating some of the tediousness that's been present in this genre for many years. I know--farming is hard, tedious work, so it makes sense that some of that would be present in a farming-themed game, but would improving the user interface a little really affect the feeling of "hard work yields satisfaction" these games deliver? The rucksack is a mess, with similar items taking up separate slots for reasons I can't understand. You can't assign specific, commonly used tools to controller buttons to make things easier when doing your morning farming routine. Instead, you have to open up a menu, select a tool, then manually put it away when done.

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The same goes with items--it takes a surprising amount of time and button presses to do something as simple as checking your pocket planner to see whose birthday it is. (You can assign specific items to a shortcut menu, but as I found out when attempting to put my planner on this menu, it treats all items assigned this way as something you hold and throw around rather than something you use.) Given the increase in the number of towns, it would also have been nice to have an in-game item that let me keep detailed notes on each of the game's many characters to help me with boosting my social standing.

Perhaps the biggest issue with Trio of Towns, though, is that its narrative feels a bit weak. The core conceit of "I have to impress my stern father" isn't terribly compelling as a plot mover, and rarely does the game make a move that makes you genuinely invested in the plight of the people in the titular Trio of Towns. Yes, you do learn a lot about the (sometimes tragic) backstory of your chosen romantic interest over time, but compared to the standards set by Stardew Valley, the story-related elements of Trio of Towns feel a little underwhelming.

But even with some annoying interface issues and a handful of other frustrations (why am I failing delivery quests when I know I put the right items in the shipping bin in time?), Trio of Towns manages to deliver a fun, relaxing experience that's engaging and charming. Story of Seasons: Trio of Towns might not be that revolutionary step forward for this little sub-genre just yet, but it's a pleasant little diversion in its own right that's well worth your time.


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