Friday, May 25, 2018

The latest Reviews from GameSpot Reviews On 05/26/2018

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The latest Reviews from GameSpot

In the 05/26/2018 edition:

Wizard Of Legend Review: Fast-Paced Action

By Heidi Kemps on May 25, 2018 11:18 pm

Roguelike pixel-art games are so common that it almost feels like a cliché. Without a great hook, many of these would-be indie hits wind up lost among ever-filling digital storefronts. However, Wizard of Legend, despite a painfully generic title, manages to distinguish itself from its peers with fast, challenging gameplay. Despite a few missteps, it successfully delivers an engaging and endearing experience.

After a breezy tutorial framed as a series of interactive wizard museum exhibits, you finds yourself whisked away into a new dimension--one with an ever-changing, multi-floor dungeon inhabited by three all-powerful wizards. The challenges you face in this dungeon are called the Chaos Trials, and only wizards of truly exceptional skill have ever conquered them…meaning, of course, that you need to become a wizard of exceptional skill.

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Your wizard character has animpressive moveset, with a basic melee spell, a dash/dodge spell, and two powerful techniques with cooldowns mapped to each of the controller's face buttons. While a lot of roguelike games focus on smart usage of the random resources you find on any given run, Wizard of Legend's emphasis is more on skill-based action gameplay. By using your spells and movement skillfully, you can create powerful combos, stunlocking enemies with a flurry of melee attacks, ranged magic, and dashes. The fast, fluid movement of your character and timing-based combos make Wizard of Legend feel like classic action-RPGs of yore--a welcome change from the generally slower rhythm of similar procedurally-generated games.

Finding and learning new arcana magic inside and outside of the dungeons can also affect your gameplay; you might have acquired a really cool and powerful spell, but it's practically worthless if you don't learn to use it well in tandem with your other skills. The process of experimenting with the magical combinations you acquire--and augmenting their effectiveness with various artifacts--allows you to personalize your wizard's playstyle to suit your strengths. Just don't get too attached to the spells and items you find inside the dungeons--most of those won't be coming home with you after death.

As you make your way through the Chaos Trials, you'll encounter a variety of obstacles, enemies, places of interest, and treasures scattered throughout the catacombs. Defeating enemies and collecting treasure chests yields gold and gems; gold can be used to buy goods and services within the dungeon, while gems stay with you even if you're defeated and allow you to buy new spells, clothes, and artifacts in the shopping area before a new run. Only the goods purchased outside of the dungeon are permanent--with a few rare and valuable exceptions--making hunting for and collecting gems an important part of exploration. That doesn't make gold worthless, however, as you can use it to purchase temporary upgrades, health restoration, and additional, powerful spells. Yes, you'll lose all the stuff you bought with gold if you perish, but these skills and items can help make a run last a lot longer, which means more potential permanent loot in the long term. It never feels like a serious setback when a run goes bad; you just buy a few goodies, practice your new arcana, and jump back into the game.

It's plenty of fun, but there are a few annoyances. The environments are dull and lack visual variety, and in some cases it's hard to discern what things are due to the colors used and a lack of detail. The dialogue, sparse as it is, also feels like it's trying just a bit too hard, particularly when it goes for lousy puns. It's also an unforgiving game for newcomers, as enemies are relentless straight from the get-go, making the learning curve steep. But no matter how good you are, sometimes you'll just get a really terrible, unescapable battle in a room filled with hazards and projectile-slingers that feels like it's there simply to ruin your run. While the randomness in Wizard of Legend feels like less of a run-killing factor than in other games of this sort, when its RNG decides it doesn't like you, you'll know it.

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With a buddy, however, things get easier. You can play local co-op with a friend, with the both of you sharing a common pool of permanent items and arcana picked up from all your runs up to that point. Having two players makes the more difficult enemy encounters and combo challenges feel less overwhelming, and a generous revival system that involves picking up energy from defeated enemies lets a fallen player hop back into the action fairly easily. However, one major fault is that both players must occupy the same quadrant of the screen, which makes for restricted movement in certain situations--like when one player is working to get in for melee strikes while the other is trying to zip around to set up ranged skills. Giving the camera the ability to zoom out during these situations would have been nice. (Also, as of this writing, you can only play local co-op on the Switch using the Joy-Cons, so forget about using that Pro Controller when your friend's over.)

Overall, though, there's a lot to love about Wizard of Legend. While it does have some issues, the cycle of exploration, discovery, failing, learning, and exploring again will keep your determination to conquer the Chaos Trials high. Wizard of Legend might not look like much on the surface, but there's some good magic underneath.



Conan Exiles Review: Dull And Dense

By James Swinbanks on May 25, 2018 04:30 am

For a game that's based on the world of Robert E. Howard's Conan the Barbarian, Conan Exiles has remarkably little to do with any part of that universe. It's a big, open-world survival sim that sticks true to its initial hardcore vision to a fault. When you combine the steep learning curve of a deep but confusing crafting system with largely monotonous gameplay and a spectacularly awful UI, Conan Exiles feels like it does everything it can to push back on those curious enough to step into its admittedly intriguing but highly flawed world.

The game opens as you regain consciousness in the scorching desert, completely naked and vulnerable. As an exile, you are trapped in a doomed and cursed land with nothing but the faint memory of being cut down from your crucifix by Conan, the giant hunk of man-meat himself. From there, you're free to wander off into the wild yonder. The exiled lands are massive, made up of different environmental biomes that can be explored freely from the outset. Spectacular-looking sandstorms can roll in out of nowhere, forcing you to seek shelter lest they consume you. You can climb anything from mountains and trees to walls and buildings, provided you have the stamina. This adds an extra dimension to exploration, with the added payoff of some lovely views of Conan's varied world.

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You start out small, picking up rocks and sticks and crafting simple tools. Almost everything you find can be broken down one way or another, and while it's neat to watch rocks chip apart and trees topple over as you hack into them, the humdrum motion of harvesting never feels rewarding. Eventually you'll need to build shelter and a bed, which becomes your new spawn point. Given the game's brutal loss of items and resources after death, doing this sooner rather than later can save you some real heartache.

Shelter can mean anything from a small stone shack all the way to a giant castle, complete with reinforced walls, towers, and even a trebuchet. Building is block-based and relatively free form, allowing for hugely elaborate base designs that can be some fun to build, provided you take the time to gather the raw materials to build everything you need. That's all well and good, except for the part where you aren't shown how to do any of it. It's all up to you to simply figure out or dive head first into a wiki to have anything explained in detail.

If you aren't motivated by curiosity, Conan Exiles' single-player mode will feel empty and largely aimless. It's more like a practice mode, with only a handful of NPC outposts and structures to find. When you do, most of them are hostile, and the few that aren't only offer minimal interaction. Multiplayer changes this up for the better in a few ways, mainly through the addition of other human players.

More importantly, though, multiplayer gives you more purpose and clearer goals to achieve. This includes defending your base from other players as well as The Purge, an army of NPCs that might attack and destroy your base as you gain XP--there's also an option to activate The Purge within the single-player mode. You can also join Clans, which will allow you to build collectively, either on or near clanmates' already-laid foundations. For times when you do have to leave home behind, you can create Thralls--human NPCs with specialised abilities you can knockout, bind, and drag back to base to enslave--to help protect it, and they do a decent enough job.

Character progression in both single and multiplayer takes place in the Journey, a series of tasks grouped into chapters that, when completed, grant you attribute points to spend on any one of seven main ability slots. You also gain knowledge points to unlock new crafting recipes, of which there are a lot. The number of things you can craft is staggering; weapons, armor, survival items, and even religious altars to help to deify the gods of the world and earn their favour.

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Once you start crafting more complex items, you get better acquainted with one of the game's worst aspects: its UI. There's nothing intuitive about it, and like the rest of the game, there's very little explanation given as to how it works. On top of that, it's overly complicated, requiring you to place the resources along with any fuel required into the crafting bench first, select what you want to build from the menu, and then hit the play button to actually craft it. There's also almost no difference between the console and PC UI, so it's an absolute nightmare to do any kind of inventory management with a controller. And like in most survival sims, it's what you inevitably spend a significant amount time doing, making it a constant source of frustration.

When you get tired of chipping away at trees and rocks, which you will, you can chip away at creatures or other humans instead. There are all manner of things in the exiled lands for you to kill or be killed by, from animals and beasts to monstrous boss creatures like a giant black spider and a huge, spiked Dragon. But despite the sizeable enemy variety and the large array of weapons you can smith--from daggers to axes and giant mallets--combat is just plain bad. Both light and heavy attacks feel unwieldy thanks to sluggish animations, and weapon strikes lack any impact, resulting in dull and monotonous fights.

Conan Exiles is one of the most unsatisfying games I've ever played.

To top it off, Conan Exiles just feels really unpolished. The bodies of harvested enemies simply disappear into thin air, and large areas of the world can pop in and out of view at any time, clipping your character through the ground then respawning you somewhere else on the map. When the night starts to come, the moon's light casts upwards from the ground, creating an bottomlit effect that looks atrocious. It's also not in the most stable condition, with a number of crashes affecting gameplay randomly on both PC and Xbox.

Ultimately, Conan Exiles is one of the most unsatisfying games I've ever played. Its crafting and resource systems may be dense enough that the ultra-patient could find something to enjoy here, but anyone else would likely walk away with their hands thrown up in defeat. The mind-numbing tedium of harvesting resources, woefully boring combat, and a slew of bugs left me feeling completely underwhelmed and unimpressed when it was all said and done.


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