Wednesday, August 23, 2017

The latest Reviews from GameSpot Reviews On 08/24/2017

Updates from

GameSpot Reviews

The latest Reviews from GameSpot

In the 08/24/2017 edition:

Guardians Of The Galaxy - Episode 3: More Than A Feeling Review

By Kallie Plagge on Aug 23, 2017 09:30 pm

After two episodes raising interesting questions and establishing characters, Telltale's Guardians of the Galaxy maintains the same momentum with Episode 3: More Than a Feeling. It starts out with flashback scenes that are well-suited to the Telltale style of storytelling, and the difficult decisions it asks you to make call back to previous episodes' choices in engaging ways. However, it's held back by inconsistent pacing and poorly executed exploration sections.

Thanks to the Eternity Forge, a relic with the ability to resurrect the dead, the Guardians have been experiencing visions and vivid memories of their pasts. The episode starts with a scene from Peter's childhood, then shifts to one from Gamora's life with her sister Nebula and Thanos. Seeing how Gamora and Nebula used to interact is intriguing, especially since you're given a few choices in how to treat Nebula while in the memory. It's also satisfying coming off of the previous episodes, where Gamora's relationship with Nebula was positioned as conflict but lacked the context to be meaningful.

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Peter and Gamora then discover Mantis, a being connected to the Eternity Forge who has the ability to read people's emotions. Mantis reveals that she has been using Peter's memories of his mother to guide him to her--and that the Eternity Forge can either be given the power to resurrect anyone or destroyed forever. The choice lies in your hands: power up the Forge and resurrect Rocket's lost love and Drax's family, or destroy it at Gamora's urging and prevent the revival of an evil army. This is the main conflict of the episode, and it's not an easy choice to make.

Though there's little action in Episode 3 whatsoever, the moral questions are enough to drive the story forward. Using Mantis' power, Nebula shows you her side of the sisters' troubled relationship through the same memory you saw from Gamora's point of view. It's one of the highlights of the episode; where I previously found it incredibly easy to side with Gamora in every situation, understanding her faults through Nebula's eyes recentered me. That in turn made the choice to empower or destroy the Forge harder and far more weighty, since Gamora's support wasn't enough to make the decision for me.

Even with the right amount of intrigue, the pacing of the episode feels off. With one main conflict at its center, the episode feels empty in places, as if there should be more to do or more of Telltale's characteristic choices to make. For an episode that deals with so much--and with such high stakes--it ends just as it's ramping up in order to leave room for later episodes, which makes the two hours it takes to get there feel a bit slow and dull in retrospect.

That's made more pronounced by a particularly aggravating exploration and investigation sequence that requires you to spam one command until you trigger the next scene--but this isn't at all obvious just walking around and trying to figure out the solution. It takes way longer than it should, and it's yet another instance in the series of the more "game"-like elements feeling out of place and intrusive.

Like the previous two episodes, Episode 3 of Guardians gains enough momentum with its most engaging relationships and story beats to carry itself forward. It continues to build upon its characters and gives meaning to its choices, but it also suffers from similar problems, including poor gamified sequences. A cliffhanger ending interrupts the excitement of the scene and ends up feeling forced, which is less intriguing after two prior episodes of manufactured suspense.


Yonder: The Cloud Catcher Chronicles

By James O'Connor on Aug 23, 2017 10:00 am

Yonder: The Cloud Catcher Chronicles spends its first fifteen minutes invoking memories of two of the best Zelda games. It opens on a boat, with your player-created character and a cartoony crew sailing through choppy seas, heading towards a distant island. It's a scene reminiscent of The Wind Waker's early moments, when Link and Tetra first set sail together. Soon enough the ship is wrecked, and you wash up on the shore of Gemea, the island nation the game is set across. After a brief tutorial the game offers a near-direct copy of Link's emergence at the beginning of Breath of the Wild, as our character runs to a precipice and the camera pans back to reveal the wider world, the soundtrack underscoring the grandiosity of the moment.

It's a bold move, but while the experience that follows invites comparisons to Breath of the Wild's invitation to explore, Yonder plays very differently from Nintendo's masterpiece. This is an extremely relaxed game, one with no combat, few puzzles to solve, and no danger of death at any point (you can 'drown' if you jump into deep water, but you'll immediately spawn back on dry land with no repercussions). You're placed on this island and given, for the most part, free reign: after the first few missions grant you all of the game's essential tools you can either follow the main quest line or set out on your own path.

The plot is extremely thin--a darkness (called the "murk") has spread over the world, and it's up to you to get rid of it by completing a bunch of fetch quests. The murk doesn't manifest as a threat, per se, and is instead used to justify the emptiness of the game world, which is filled with wonderful vistas but very few people to enjoy them. The islands of Gemea are loaded with quests, but the majority of them involve little more than gathering resources. Yonder is a game of exploration--the game world is sizable, and there is barely a 'quick travel' system, offering only a few unlockable warp points. The quests you pick up will usually guide you towards the part of the map you need to head to next, but figuring out how to get there--which paths to take up which mountains, which caves to traverse, which roads to take through which clearings--is on you. By the end of the game, you'll likely find you have a much better sense of where things are, and how to get to them, than you usually do in open world games.

Along the way you'll want to pick up anything not nailed down, so that when you find an NPC with a side quest there's a good chance that you'll already have the things they wanted you to gather (and if not, you'll hopefully have enough to swap with a local merchant--the game has a barter economy). Some of these quests can be quite involved. One late in the game, for instance, asks you to collect a certain item from a cave, but to find that cave you'll need to craft a bomb (it makes sense in context). To get the materials to make that bomb, you'll need to first become a 'brewer', which requires that you head to another part of the map and complete a different quest to open up new crafting options. After that, you'll get the recipe required to create the parts you need in the 'crafting' menu, which tells you exactly what you can build and what you'll need to build it.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

This is one of the game's more complicated quests, though, and most are far simpler. Yonder is not designed to be challenging. The main quest line is extremely short; tellingly, the trophy awarded to you for completing the final mission is called "That was easy". This pace can actually be refreshing, but once that main quest is complete the appeal of having a beautiful island to wander around starts to wane. The side quests aren't necessarily much fun, and the rewards for completing them are often intangible, offering little more than a sense of satisfaction that becomes less satisfying with each new item ticked off your quest list. Search the world high and low, uncovering its secrets, and it will rarely feel like the game world has actually changed in any way that matters, even after you've finished the game. Once you've seen everything and the appeal of exploration wears off, there's little reason to push for 100% completion.

There's a farming system, too, which lets you establish farm plots and generate income by housing livestock (if you walk up to an animal while you happen to have its favourite food in stock you'll have the option of feeding it, and after that it's yours). This could be the game's deepest mechanic, but it feels weirdly inconsequential. Farms serve a practical purpose--they let you store resources, which is good when your backpack fills up--but farming is not exactly a deep experience, and it's not going to pull anyone away from Stardew Valley.

Stopping to take in the sights is a major part of the Yonder experience.
Stopping to take in the sights is a major part of the Yonder experience.

Yonder is beautiful and relaxing, but only up to a certain point. It's great for the first few hours, wandering around and discovering new sights, but the world ultimately leaves you wanting more depth and personality to explore. The NPCs you encounter aren't fleshed-out characters, and the villages scattered throughout Gemea feel like veneers rather than actual locations--there are no building interiors, and very little sense of the lives being lived within them. Yonder is full of beautiful views, but while a distant mountain might be stunning, after a few hours it's hard to get excited by what might be on the other side of it.


Recent Articles:

Yakuza Kiwami Review
Madden NFL 18 Review
Undertale Review
The Pillars Of The Earth Review
Thumper Review

You are receiving this email because you opted in at our website.

http://Gamefeed.us10.list-manage.com/unsubscribe?u=b01828b2bfdd2acf079c9de40&id=55a5ab23e0&e=96854223cb&c=efd8d5f711

Gamefeed

http://Gamefeed.us10.list-manage.com/profile?u=b01828b2bfdd2acf079c9de40&id=55a5ab23e0&e=96854223cb

demo-mailchimp-gamefeed15032015@mailcatch.com

VCard:

Gamefeed
Gamefeed
Mumbai, Mh 400001

Add us to your address book

Email Marketing Powered by MailChimp

No comments:

Post a Comment