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In the 03/03/2017 edition:

Skylanders Imaginators Review

By Randolph Ramsay on Mar 02, 2017 11:20 pm

Update March 2: Additional information about the Switch version of the game has been added to the bottom of the review.

I've always thought of the Skylanders series as gateway titles for the next generation of gamers, with the series' kid-friendly aesthetic and forgiving difficulty serving as gentle introductions to the wider world of games. Skylanders Imaginators is, in that sense, an obvious, almost inevitable next step. With Imaginators, the Skylanders go further along along the gaming evolutionary path, adding RPG-like staples such as full character customisation, loot drops, and a more complex stats system for your weapons/gear. It's a welcome move for the franchise, as it adds a compelling twist to the tried-and-true Skylanders formula.

It's an twist that's ended up being the redeeming quality for for this latest instalment. Imaginators is, at its core, a pretty standard action platformer, and it comes up lacking when compared to the more varied and vividly imaginative recent games in the series (Superchargers and Trap Team). But that new level of customisation and the ability to constantly tinker with your character makes it feel like a different experience. This makes Imaginators the most interesting Skylanders to play in years, even if it's not the most fun.

It all starts with characters, or in this case, the ability to create your own Skylander from scratch. To create a Skylander, you're going to need a creation crystal, one of the new sets of physical toys that will debut with this year's game. Like other Skylander toys, placing a creation crystal on the real-world Skylanders portal will bring whatever character is saved onto the crystal into your game. Each crystal has a specific element attached to it (such as life, earth, undead, and so on), and the first thing you'll have to choose is what class you want your new Skylander to be. These classes fit gaming's broad archetypes such as brawlers, ranged specialists, mages, and more, and are forever locked once you make your initial decision (you can, however, change your character's looks at any time).

This is where the tricky topic of commerce in the Skylanders series enters the conversation. Choosing a character class is actually a pretty big decision in Imaginators, as the classes are distinct enough that your playstyle will be impacted by class. I played most of the game as a Bazooker class, which specialises in ranged explosives, and switching over to a more melee-focused Brawler class at certain points forced me to significantly alter my approach to combat situations. Of course, with your class locked to a creation crystal, you'll need to buy more if you want to play as any of the others. Buying new toys to experience more of the game is a Skylanders tradition, and while there's a huge amount of content here that can be accessed with just the basic starter packs, that commercial element of the franchise remains the same.

To its credit, the game doesn't limit your ability to change how your character looks at any point. Imaginators doesn't quite have the same level of customisation depth as say, something like a WWE 2K17 or a Skyrim, but what is there is pretty expansive. You can choose body parts from a wide selection of preset choices, tinker with the coloring of individual pieces, select the pitch and tone of your character's voice, change their battle music, and more. All of this customisation makes for a system where you can create a Skylander that feels pretty unique, and that you can easily get attached to because of the level of care you can pour into its creation. My favorite piece of customisation was the ability to change catchphrases; it always brought a smile to my face every time Nuggets, my Bazooker character, screamed out "I'm crazy for my muscles" before heading into battle.

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Your created characters can equip weapons and gear, and while gear isn't anything new in a Skylanders game, the frequency of drops has significantly increased, making the loot experience here more akin to a less intense version of a Diablo or Destiny. Defeating bosses, completing objectives, or even just making it to certain areas all result in dropped chests that contain loot (ranked common, rare, epic, or ultimate), and this loot isn't restricted to just gear. New body parts, catchphrases, and even sound effects will also drop, giving you the option to continually tinker with your character's look if you feel the urge to do so.

My seven-year-old son--who I played a lot of the Imaginators campaign with--certainly did, and he would continually (or more accurately, annoyingly) stop to equip a new shoulder guard, or swap in a new tail for his character, or change the size and shape of said character completely. As for me, the tinkering became fairly infrequent as the game wore on. Outside of the novelty of a cool new body part, I found little reason to swap out gear and weapons (the only things that actually make a difference to your character's stats) after the halfway point in the game, thanks to generous drops that bestowed several ultimate-level pieces of loot fairly early on. A better, more restrictive loot drop system would make Imaginators a more compelling experience for grown-up gamers, but from my focus group of one (ie, my son), the target audience seems to be in love with the constant stop-and-swap feel that this game provides.

One of the new Skylander Creation Crystals.
One of the new Skylander Creation Crystals.

It's a pity, then, that all of this customisation is limited to your created characters, and not to the wider cast of both new and existing Skylanders. There's no way to equip any of the dropped gear or weapons on any non-player created characters, so any old Skylander toys you may have don't benefit from the most significant additions that Imaginators brings. The new range of figures released for this year's game--called Senseis--do feature special ultimate moves that are both flashy and impactful, but compared to the cool new personalisation options you have with created characters, the Senseis and any plain old Skylanders come off as rather dull.

If it wasn't for the customisation options and the constant allure of what the next loot drop will bring, Imaginators too would come off as a little dull. That's not to say it's boring; Imaginators' lengthy campaign is a pleasing enough romp, but it's one that leans a little heavily on tried and true action platformer tropes. Simple puzzles, basic platforming, and multi-stage boss fights abound, and there are only a few instances where Imaginators breaks out of this traditional mold. It's not groundbreaking in any sense, and certainly feels like the most rote Skylanders experience in a while.

A better, more restrictive loot drop system would make Imaginators a more compelling experience for grown-up gamers.

But that new level of character personalisation elevates Imaginators from being decidedly average. The game also allows you to take your character into the real world, with a phone app that allows you take your console creation and order actual t-shirts, physical cards (that contains your character data and act like a Skylander toy when you place it on a portal), and even a 3D-printed toy (apparently in very limited quantities). It's not something I've tried yet, but given the close bond I feel with my character Nuggets, it may be something I do soon. With Imaginators, the Skylanders series isn't pushing any gaming boundaries, but at least it has character.

Update March 2: Skylanders Imaginators is being released as one of the Nintendo Switch's launch titles, and in terms of features and content it's similar to its other console platforms. What is different, though, is how you interact with the game's physical toys. The Switch version of Imaginators has no physical portal, and instead you'll use the Switch controllers' built-in NFC reader to scan in your toys/characters. The characters will then be added to your roster, and can be accessed at any point during the game without having to rescan them in. The advantage, of course, is that it plays to the mobile nature of the Switch, allowing you to take Imaginators on the road without having to lug all your Skylander toys with you. The downside is the loss of that important, tactile feel of swapping your toys as your mood takes you. It slightly lessens that connection you have with the physical, toy side of the franchise, but doesn't impact the overall quality of the game itself.


1-2-Switch Review

By Oscar Dayus on Mar 02, 2017 07:30 pm

1-2-Switch, by its very nature, lacks depth. A collection of 28 minigames brings with it broad appeal in its variety--activities include shooting cowboys, strumming an air guitar, cradling a baby to sleep, and more--but little in the way of long-lasting fun or replay value. Wii Sports faced the same problem 10 years ago, and solved it by basing its party games on real-world activities that were enjoyable in themselves before distilling them to simple, satisfying mechanics that were approachable for anyone and everyone. In swinging for the same pitch, 1-2-Switch misses as often as it hits, but it is nevertheless huge fun in the right environment.

Like Wii Sports, 1-2-Switch exists to demonstrate the capability of the hardware it launches with. Many of its minigames, such as the Harry Potter-vs-Voldemort-inspired Wizard, the swing fest Sword Fight, or the catwalk simulator Runway, seek to show off the Joy-Cons' impressive motion tracking by wrapping them in quirky and competitive activities, while also being easy to pick-up-and-play on the move.

While Wizard's TV-based mirroring of your real-world duel means it works well, many of the other motion-based games--especially Table Tennis and Baseball--suffer due to the lack of a visual aid. Hitting a ball between two players is tricky when there's no ball--physical or virtual--to hit. These games rely on timing and the ability to hear a fastball coming your way, but the timing often seems random, and in a party setting peace and quiet is rarely the most plentiful commodity--more than a slight problem for a party game. This lack of feedback leads to a frustrating loss or a hollow win. Either way, these minigames are the ones relegated to the bottom of the pile. Far better are those that use the Joy-Cons' motion as a supplement to the controllers' HD rumble capacity and the TV screen. Safe Crack and Joy-Con Rotation both use the tiny pads' accelerometers and vibrations to great effect while simultaneously giving you helpful, and aesthetically attractive, cues on-screen.

1-2-Switch really shines, however, when it has you look away from the TV and into the eyes of your opponent. Quick Draw, which tests who owns the quicker trigger finger, and Samurai Training, in which one player must correctly predict the swing of and then catch their opponent's sword, are both captivating and hilarious in equal measure. These can still suffer in a noisy environment, but the immediately more social and engaging prospect of staring into your friend's (read: enemy's) soul as you whack them on the head with a pretend sword is a joy. Locking eyes with an opponent, spaghetti western soundtrack blaring, hand hovering over your trusty Nintendo-branded 'revolver,' ears peeled for the "FIRE" command--you could cut the tension with a Joy-Con, and that makes it even funnier when you unintentionally hurl your controller across the room. Serves me right for ignoring the wrist straps, I guess.

1-2-Switch really shines when it has you look away from the TV and into the eyes of your opponent.

Eye contact is also key to a number of 1-2-Switch's more suggestive games. In a somewhat surprising move for the usually resolutely family-focused company, Nintendo has produced a title whose high points are often centred around euphemisms of--shall we say--'lewd acts.' Milk sees you pull on the teats of a virtual cow, Eating Contest sees you hold a Joy-Con close to your face to eat a footlong sub, and Soda Shake has you shaking an imaginary bottle of pop until it bursts, showering its shakers. These minigames are all dressed up innocently enough, of course, but are quite clearly designed to cultivate thoughts of a rather more X-rated nature. Some may call it a vulgar attempt to please both knowing adults and unsuspecting kids with double entendres, but seeing your friends' faces as they realize what hand gestures they're making serves up some of the funniest moments 1-2-Switch has to offer.

Unfortunately, even these highlights wear thin all too soon when playing with the same people. 1-2-Switch's considerable breadth (there are plenty of activities to try) but lack of depth (those activities are mostly shallow) is reflected in its lasting appeal. Every new person I introduced to the game enjoyed their time with it, and my buzz was vicariously renewed with every initiation. But playing any one minigame more than a handful of times with those same people leads to that buzz fading rapidly. The innuendo-laden games suffer most from this since they're a one-note joke--a funny one, but one-note nonetheless. The only ones to survive the effect of diminishing returns are those that either have a layer of strategy--Samurai Training and Fake Draw (identical to Quick Draw but the announcer will fool you with red herrings like "FRUIT" or "FILE")--or have a high score component. Even this is a wasted opportunity; no leaderboards or Wii Sports-style skill level trackers mean you only find out what the record for the quickest shot is when you break it, starving 1-2-Switch of any meaningful meta-competition element.

1-2-Switch, then, feels a little like a wasted opportunity. Many of its minigames are duds that are too limited to be fun on their first attempt, let alone their 100th, and the remainder mostly don't have the depth to maintain a consistent enough high to warrant many playthroughs with the same crowd. There's no doubt 1-2-Switch should have been packed in with the Nintendo Switch, and the decision to sell it separately goes against every fibre of its varied-but-shallow DNA. But 1-2-Switch, at its best, delivers some hilarious moments. Seeing an uninitiated friend milk a cow, looking into your dad's eyes as you beat him to the trigger in Quick Draw, and making a fool of yourself strutting down Runway's catwalk is all amazing fun, even if it is short-lived.

Does it live up to Wii Sports? Not a chance. But that doesn't stop 1-2-Switch being an entertaining minigame collection--just make sure you've got enough willing friends to maintain your own fading high.


The Legend Of Zelda: Breath Of The Wild Review

By Peter Brown on Mar 02, 2017 04:30 pm

From its mysterious opening to its action-packed conclusion, The Legend of Zelda: Breath of the Wild is a revolution for Nintendo's revered series. It's both a return to form and a leap into uncharted territory, and it exceeds expectations on both fronts. The game takes designs and mechanics perfected in other games and reworks them for its own purposes to create something wholly new, but also something that still feels quintessentially like a Zelda game. It's a truly magical work of art that embodies Nintendo's unique talents, and a game that everyone should play regardless of their affinity for the series' past.

More than a typical Hyrule fantasy, Breath of the Wild is a daunting survival game that forces you to think in entirely new ways. You have to be cautious, creative, and resourceful in your efforts to battle the wilderness. Outside of armor, you have to source everything from the field. You earn new weapons by stealing from enemies and prepare restorative meals and elixirs by combining resources found in the environment. Death comes quickly, and whether it's at the hand of a formidable enemy or because you charged unprepared down a treacherous path, you're forced to reconsider almost everything you've learned from past Zelda games. There's so much to see, to accomplish, and to learn that you never feel like you have control over the world. This is a great thing. Where so many games front-load excitement and wonder, Breath of the Wild sustains the thrill of unexpected discoveries throughout.

Amazement sets in immediately after emerging from a tomb-like cave where the familiar hero Link has spent the last 100 years in hibernation. When he trots to the edge of a cliff and the new, massive Hyrule comes into view, you're faced with the striking scale of the world, which is by far the largest the series has ever seen. You will cross vast plains and towering mountains to achieve your goals, all the while contending with harsh weather and Link's physical limitations. Despite a few instances of frame rate dips, Hyrule is consistently impressive to behold, triggering bliss and excitement in equal measure.

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You begin your series-standard quest to defeat Ganon and rescue Princess Zelda with little more than a tree branch to defend yourself from roaming goblins. However, it doesn't take long to build up a diverse arsenal. Nearly every enemy carries a weapon or a shield, and if you can beat them, their gear is yours for the taking. This is also a godsend given that every weapon has finite durability. You will blow through dozens if not hundreds of weapons during your adventure, which no doubt feels strange at first, especially since gear often defined your progress in previous Zelda games. It can feel crushing when a particularly cool weapon is destroyed mid-battle, but you learn to move on. There's no shortage of new gear to discover, and though you aren't able to utilize a consistent stable of familiar weapons, you learn to expect that for every one you've lost, there's something better coming down the road.

In practice, the weapon you wield is important but not necessarily as important as how you control it. Enemies are intelligent and utilize wildly different tactics that force you to diligently study every aspect of their behavior. Basic enemies can be toppled through careful use of a shield, but there are harder enemies that will destroy this defense in a single hit. In these cases, it's imperative that you parry or dodge an attack at just the right time, which will trigger a moment of slow-motion that allows you to unleash a flurry of attacks against your vulnerable foe. These moves are your last line of defense when the going gets tough, and they require precise timing to execute. Given the myriad enemies and weapons you're up against, mastery feels almost unattainable even with substantial practice. However, that also means you are constantly learning in the face of unforeseen challenges.

There are innumerable unexpected events that can happen. The game never teaches you, for example, that holstering your shield after blocking enemy arrows will add them to your inventory. You're never told that grazing an enemy's wooden weapon with a fire arrow by accident will set it ablaze, thus making the fight harder for you in the long run. These occurrences fuel exciting stories between players, which feels like a rarity in a world where games go so far out of the way to ensure that you know how everything works. Even 50 hours in--and after you're capable of bringing down Ganon--there are still intimidating enemies to be found and intricate rules to study. Your power and wisdom grow as you progress, but you never feel totally invincible, which allows even late-game exploration to be feel tense and rewarding.

Beyond weaponry, Link gains access to magical skills known as runes. These include the ability to move metallic objects with a magical tether, which can be useful for, among other tricks, dropping large iron boxes on unsuspecting enemies. Link can also freeze enemies and objects in place for a limited amount of time. When an object is frozen, it absorbs energy rather than reacting immediately to whatever force you lay into it. And when time unfreezes, all that collected force is exerted in an instant. This allows you to move objects that are otherwise too heavy for Link to control, and gives you a chance to strike a defenseless enemy multiple times without fear of reprisal. Runes prove to be a wonderful source of creativity and problem solving, both in combat and when managing puzzles.

The game's four main dungeons are primarily puzzle focused, with only a few enemies sprinkled throughout. They are a bit unusual compared to dungeons in past Zelda games in that you aren't focused on finding keys to open doors. Instead, the goal is to manipulate the dungeon itself, to literally change its form in order to access important areas. It's a wonderful break from tradition, while you still get a challenging boss battle to look forward to at the end. Gone are the oddly charming bosses from Zelda's past; they've been replaced with dark and twisted fiends that are powerful combatants. Like your fights against normal enemies, you have to move and act deliberately, or suffer for your cockiness.

Breath of the Wild's big dungeons are important, but they are almost less of a draw than the smaller shrines that dot the world. There are reportedly 100 of these mini-dungeons strewn across the map, and the vast majority of them feature puzzles that test your understanding and mastery of Link's rune abilities. Some can be completed in a few minutes, but there are plenty more containing extensive, multi-step processes. Compared to roughing it in nature, these brain teasers are an excellent respite, and make great use of Breath of the Wild's impressive physics system. Figuring out what to do is only half the battle. The rest comes down to precise execution. Therefore, solving even simple puzzles can feel immensely rewarding.

When you look across Hyrule in search of your next destination, the faint orange glow of a new shrine is difficult to ignore. They are one of many distractions that cause you to veer off track. Seeking them out won't help you complete the game any faster--not that you should rush through Breath of the Wild in the first place--but they are rewarding opportunities that expose you to the far corners of Hyrule, where you often catch whiffs of something new and mysterious laying in wait.

Somewhat surprisingly, exploration often proves far more challenging than combat or puzzle solving. Link travels primarily on foot, and he can sprint as long as his stamina meter allows before having to catch his breath. Link can also climb vertical surfaces like cliffs and walls now, but again, he's at the mercy of his physical strength. Exploration may be a struggle at times due to Link's limitations and harsh weather that hinders his capabilities, but to avoid long treks is to rob yourself of some of the best moments of discovery in Breath of the Wild, and the sense of satisfaction you feel for overcoming its most foreboding environments. Equipping metal weapons and armor will turn Link into a veritable lightning rod, and if you're climbing a mountain when it starts to rain, you won't be able to climb more than a few feet before losing your grip and sliding back down. Bring a wooden shield to the fiery slopes of Mount Eldin, and watch it set ablaze on your back while Link's health slowly slips away.

Hyrule is a beautiful world to behold from the top of a mountain, but perching Link on high has other benefits. In addition to runes, Link obtains a paraglider early on in the game, which he then carries with him at all times. It's useful when you fall off a tall building or cliff, but it's also a source of levity after taxing fights and daunting hikes. Your reward for scaling a mountain or tower is the opportunity to soar through the sky and cross large tracts of land with your glider. And if you're skillful, you can use your shield as a veritable snowboard to glide down grassy hills and frozen slopes. Granted, Link can surf down hills at any time as long as his shield can handle the wear and tear, but it's especially gratifying to drop onto a slope after flying over a massive canyon or a dense forest and coast into a town in style.

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The few towns that exist in the new Hyrule mimic the understated and rural qualities seen in Studio Ghibli's Princess Mononoke. Equally charming are the hikers you meet on trails. These lonely yet upbeat adventurers offer humorous quips, or perhaps a side quest with a quirky premise. You spend so much time fighting to survive, all while under the cloud of your impending fight with the dark and powerful Ganon. By contrast, your interactions with NPCs are opportunities to slow down and help out a friendly stranger in need. Though you have an overarching goal in mind, Breath of the Wild's delightful distractions often prove to be its most memorable moments.

If you've ever hiked deep into the wilderness and found yourself awash in wonderment and perhaps guilt for living a life steeped in modern indulgences, Breath of the Wild's reverence for the natural world will strike a chord. It's the way the rising sun graces blades of grass as you climb a steep hill. It's the flutter of a few well-timed piano notes that dance in your ear and harmonize with your internal childlike amazement. And it's the unwavering delight and excitement that each new discovery brings. It can come when you reveal a new portion of the world map and find a curious landmark, but there's an almost endless stream of smaller discoveries to make as you move about Hyrule.

No matter how gorgeous its environments are, how clever its enemies are, and how tricky its puzzles get, the fact that Breath of the Wild continues to surprise you with newfound rules and possibilities after dozens of hours is by far its most valuable quality. It's a game that allows you to feel gradually more and more empowered yet simultaneously manages to retain a sense of challenge and mystery--which, together, creates a steady, consistent feeling of gratification throughout the entire experience. Breath of the Wild is a defining moment for The Legend of Zelda series, and the most impressive game Nintendo has ever created.


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