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The latest Reviews from GameSpot - Reviews On 09/21/2018

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In the 09/21/2018 edition:

Star Control: Origins Review - Space Oddity

By Anonymous on Sep 20, 2018 10:30 pm

Star Control II was released in 1992 and remains notable for its bold amalgam of seemingly disparate ideas. It combined space exploration, arcade combat, resource management, trading, questing and chatting with aliens in a way that suggested its creators were still eagerly discovering what a game could be. This reboot, from strategy game developer Stardock, is a mostly faithful adaptation. It delivers an expansive galaxy steeped in mystery, knowing sci-fi winks and modern interface convenience, but as a genre mashup it can at times feel shallow and the overall experience is uneven.

Star Control: Origins begins with the human race donning its crisp and immaculately tailored Star Control uniform and making first contact with alien life. Within moments you find yourself appointed captain of the only ship in the human fleet equipped with a hyperdrive and thus entrusted with representing your species in the fledgling field of galactic diplomacy. This is no lavish 3D space sim a la Elite Dangerous, it should be noted. Most of the time you'll be looking at a flat 2D starfield as your ship putters around the galaxy. In combat, it looks much the same, and all conversations are shown as cartoonishly animated 2D scenes with plenty of text. Elsewhere, there are sector maps to analyze and ship upgrade blueprints to pore over--even a hyperlinked captain's log that records all your discoveries. The presentation definitely leans heavily into the strategy portion of its genre mashup.

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It quickly transpires that there are a lot of aliens in the galaxy, many of whom are well aware of the existence of humans and, let's be honest, seem surprised we're capable of rubbing two sticks together, let alone piloting a vessel between stars. Some of the aliens you meet will be friendly and keen to support your endeavors with advice, extra ships, and fuel top-ups. Others will be less friendly, interested in either taking advantage of your interstellar naivety by sending you on errands in exchange for their favor or shooting you on sight.

Aliens are painted in broad strokes, each species distinguished by their physical appearance and one or two glaring personality traits. The Mu'Kay are squid who are good-natured but really hate (and eat) fish, for example, while the Tywom are hapless but well-meaning slugs who have resigned themselves to being the most boring species in the galaxy. There's little nuance to the way each alien species is portrayed--they're all glib sketches with one element exaggerated for comic effect. Despite this, the writing is consistently excellent, regardless of whether you're hearing from an important quest-giver or generic NPC. A nice line about quirky details, good comedic timing, and the odd genuinely good joke elevates each alien beyond mere caricature. Encounters, even those that end in violence, are always played for laughs, resulting in a lighthearted, almost jovial tone that belies the starcharts and spreadsheet-style presentation elsewhere.

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When you're not chinwagging with your new extraterrestrial friends, you're probably being pelted with laser fire by the Skryve or the Drenkend or one of the other new enemies you've offended by poking your helmet beyond the Milky Way. Combat plays out on a discrete 2D arena where you battle one-on-one with an enemy ship. There's some strategy here as you weigh up the odds of your weaker ships winning versus the likelihood you might need to save your better ships for the next fight. And there's some skill required to make effective use of each ship's weapon loadout and handling, as well as managing the power-ups scattered around the arena.

But for the most part, as a top-down shoot 'em up duel where you only control one ship with two weapons, combat feels too slight, too simplistic, a deficiency exacerbated by the frustratingly erratic AI behavior that sees it veer between unerring accuracy and blundering idiocy for no discernible reason. It's as infuriating when a weaker enemy ship hits you with every single missile as it is hilarious when the next enemy ship blows itself up by repeatedly crashing into asteroids. You can't skip combat if it's not to your taste, though you can outfit your ship with an upgrade that leaves combat to the AI--and leaves you to suffer through watching it. I spent an hour or so saving up to buy the AI-controlled fleet upgrade, only to disable it immediately after despairing at how its idea of an effective combat maneuver was to follow the enemy ship in a circle and hurl itself at every proximity mine the enemy dropped.

Throughout, Star Control: Origins is at its weakest when trying its hand at arcade-style action. When you reach a new planet or moon, you can launch a lander to explore its surface, quite literally dropping you into a mini-game where you have to guide your vehicle through the atmosphere to the target landing zone. It's all over in a matter of seconds, and the only challenge is that sometimes a strong wind will blow you off course--a hazard that can be mitigated through lander upgrades.

Once on the surface, you drive across the dinky sphere, collecting resources and avoiding or shooting hostile droids and creatures. Much like the combat, it's a simple affair, but there's a certain fastidious pleasure to be had from strip-mining every last trace of neutronium from the earth. Yet it can also become tedious as the limited cargo capacities of your lander and your ship conspire to force frequent (and lengthy) trips back to the nearest spaceport to sell your loot in order to maintain the grind.

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Soon, however, you'll stumble upon a point of interest on one of these spherical excursions and find yourself triggering a new quest to investigate a crashed ship or a mysterious distress call or pick up a lead as to the whereabouts of a post-human sect known as the Lexites. Before you know it, you're charting a course to a new system, filled with optimism about what you'll find on the next planet, what ship upgrades you'll soon be able to afford, what adventures the next alien you meet will inspire.

At its best, Star Control: Origins urges you to poke and prod into every corner of its intimidatingly vast galaxy, searching out ancient secrets and pun-filled absurdities. At its worst, it drags you through mediocre arcade sequences and generic grind. Genre mashups are far more common today than they were in 1992, but striking the right balance between adventure, role-playing and arcade action remains as tricky as ever.


Broken Sword 5: The Serpent's Curse Review

By Cameron Woolsey on Sep 20, 2018 10:18 pm

Editor's note: Almost five years after its PC debut, Broken Sword 5: The Serpent's Curse has come to the Nintendo Switch, bringing its challenging variety of point-and-click adventure puzzles and complex but compelling narrative to the portable system. With it comes some elegant touch screen controls that make poking around the beautifully drawn and detailed environments feel more natural, though you can jump back to using the Joy-Con at any time, switching between the two methods without opening a menu.

As you progress through the familiar but still fascinating story you'll also unlock Switch-exclusive bonus movies from a making-of documentary about the game's development, including some great looking concept art. Even now, Broken Sword 5 still looks gorgeous, and although its murder-turned-conspiracy story feels somewhat rote these days, its characters and dialogue are still great fun to watch as the drama unfolds. The pick-up-and-put-down nature of a point-and-click adventure works especially well on Switch, and the excellent use of touch screen controls enhances the experience even more. -- James Swinbanks, 9/20/18 [We have updated the score to reflect our experience with the Nintendo Switch version. The original review follows below.]

You mainly play as George, but you switch between him and Nico while investigating.
You mainly play as George, but you switch between him and Nico while investigating.

A murdered art gallery owner, a helmeted assassin, and a missing painting. It's just another beautiful day in Paris, and for George Stobbart and Nico Collard, a brand-new case to be solved. After a seven-year hiatus and a successful Kickstarter campaign, the best-selling Broken Sword series has reemerged. Broken Sword 5: The Serpent's Curse ushers the return of the franchise's protagonists, along with a host of favorites.

It has been quite a while since George and Nico have joined up to solve a case, and in that stretch of time, the two seem to have pursued their own ventures: George has become an agent for an insurance company, and Nico is continuing her career as a globetrotting journalist. But a tragedy strikes, leaving a man murdered for a painting that was worth considerably less than others in the gallery. Since it was George's company that insured the showcase, he feels obligated to uncover the reason behind the theft and find out what makes this painting important enough to kill for. The crime-solving duo are soon reunited and thrust into a murderous conspiracy, armed only with George's astute problem-solving skills and Nico's feminine charm and sharp wit.

The story weaves a smart, fascinating, and often humorous tale. George and Nico's latest adventure is fraught with murder, sabotage, and a seedy love affair, with just enough room for an ex-Russian mobster and an assassin or two to be thrown into the mix. You switch between the two characters as they follow a trail that has them trekking through France and London chasing down leads. As you progress, the plot begins to revolve around an age-old conflict between Gnostic and Dominican Christians, and at its epicenter is the painting: La Malediccio. The painting hides more secrets than what can be seen on the surface, and may be the key to an impending epidemic that threatens all life.

Broken Sword 5 follows the series' roots as a point-and-click adventure; you use the mouse cursor to control movement as well as to manipulate objects in an area, speak with people, or use items in your inventory to solve a puzzle. Like in many games in the genre, you pick up items and bits of evidence and store them. You use evidence to drag the truth out of people or suspects, while other items, even the most miniscule, such as a paper clip, 1970s cologne, or nail clippers, can be used or combined to solve puzzles down the line.

The two sleuths hop back and forth between Paris and London.
The two sleuths hop back and forth between Paris and London.

The order in which you procure these items is up to you. At times, you may only have a few clues, leaving you to scour the environment for more evidence necessary to drag information out of your target. Typically, all the evidence required to move the plot along is in your vicinity, if not already on hand. Any and all items in your inventory can be used in a conversation, sometimes to humorous results.

The puzzles in Broken Sword 5 are not too strenuous. Most of the time you already have everything in your inventory needed to complete a puzzle; otherwise, a quick hunt around the area yields what you need. The game plays a musical note when you're making progress in a puzzle or in your interrogation, cluing you in on when you're on the right path. The plot doesn't advance until you find every item or piece of evidence in the area, press the right series of switches, or receive an answer to all questions available. But if you do find yourself stumped, there's an optional hint system. The first hint or two gently nudge you in the right direction. If you still come up empty, the final hint presents the puzzle's full solution.

The various settings are designed with colorful, hand-painted graphics, and the cel-shaded characters blend effortlessly into the gorgeous scenic backdrops. Though Broken Sword 5 is aesthetically pleasing, it's hard not to notice the stiff and somewhat primitive animations, which are distracting compared to the game's overall beauty. Broken Sword 5's rich and vibrant world is complemented by characters who are interesting, entertaining, and often hilarious. The subtle nuances of their personalities shine through every conversation, and a great vocal cast makes each character believable and memorable.

George and Nico's latest adventure is fraught with murder, sabotage, and a seedy love affair.

Some of the standout characters include the returning Sergeant Moue, who plays lapdog to the bumbling Inspector Navet. There is also a stereotypically snooty Frenchman who stands guard at an empty cafe while quoting philosophical advice. Also starring are a lecherous art critic and a young man who needs presentation advice for his mobile shop of trinkets and collectibles. The many varied and unique characters reinforce the depth of the game's narrative, and the two protagonists demonstrate a particular chemistry that makes their longtime history feel convincing.

You are provided with an in-game map, but Broken Sword 5 keeps aimless wandering down to a minimum. There was never a moment when I stared at the map screen not knowing my next destination. Even when you choose the wrong direction, the game comes up with a reason for you to turn back and try the opposite route. Some adventure game fans may be turned off by the linear focus, but I felt the design allowed the narrative to move with a strong pace and clear direction.

George Stobbart is back with a new mystery to solve
George Stobbart is back with a new mystery to solve

Just how deep the rabbit hole goes is the one mystery Broken Sword 5 doesn't shed light on. After about six hours, the game abruptly ends just as things start heating up for our stalwart heroes, leaving more lingering questions and theories than hard answers. The game is the first episode of a two-part adventure, meaning we won't get to the bottom of the conspiracy until sometime early next year.

Smart, occasionally funny, and immediately charming, Broken Sword 5: The Serpent's Curse is easy to recommend based on its strong narrative, memorable characters, and artistic merit. The game is a vibrant return to form for the series, and should easily please the series' and point-and-click adventure game fans alike. The answers to the most pivotal questions remain on the horizon, but it's still good to see George and Nico back in action--they have been missed.


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