Wednesday, November 21, 2018

The latest Reviews from GameSpot - Reviews On 11/22/2018

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The latest Reviews from GameSpot

In the 11/22/2018 edition:

Taiko no Tatsujin: Drum 'n' Fun / Drum Session Review - Rhythm Party

By Heidi Kemps on Nov 21, 2018 05:08 am

The Taiko no Tatsujin games are staples of Japanese arcades, and once you see them, they're hard to forget: gigantic cabinets shining with bright lights, faux-paper lanterns surrounding a screen, and two huge taiko drums you use to play. It's an experience you can't easily recreate at home, but that hasn't stopped Bandai Namco from trying with Taiko no Tatsujin: Drum Session on PS4 and Taiko no Tatsujin: Drum 'n' Fun on the Switch--the first home console versions of Taiko games to reach the West in over a decade.

This isn't the first time Bandai Namco has brought over Taiko no Tatsujin--it released Taiko Drum Master on PS2 back in 2004--but it is the first time it's made the trek overseas with its Japanese tracklists intact. It's also available as two distinct versions for separate consoles, both with different tracklists, features, and play modes. The basic gameplay, however, is the same in each.

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That gameplay is deceptively simple. Beats will roll along the top of the screen, and you need to hit the drum in certain ways in order to produce different sounds; hit the center for a deep boom, the rim for a lighter clack, and use both drumsticks at once on either the center or the rim for a stronger overall noise. Having just a single instrument with simple inputs might make the game seem easy at first, but once you move on to some of the harder difficulties, you'll be challenged with rapid-fire sound switches, incredibly fast beats, and gimmicks that challenge you to whack that drum as fast and as hard as you can. It's a ton of fun once you get the knack of it, and seeing a party of cute little yokai and personified taiko spirits emerge in a cheering frenzy when you've got a massive combo going is always satisfying.

Of course, the home versions are missing something from that above description--the drum. There's a custom drum controller that can be used with the game that recreates the arcade controls somewhat, but since it's not available outside of Asia as of this writing (even though the North American game supports it), you'll need to make do with either pressing controller buttons for drum hits, tapping an on-screen drum using the Switch's touch functionality, or using the motion control function of the Switch Joy-Cons to simulate using drumsticks on a virtual drum. (For Drum Session on PS4, your options are considerably more limited; you either press the controller buttons or spend an arm and a leg importing a drum controller. There's no Move support, either.)

All of these control schemes have their ups and downs. Controller button input is very accurate but doesn't really deliver the experience of drumming, and touch-screen input results in a chunk of the screen being taken up by a virtual drum. Joy-Con input is probably the most fun in that it comes closest to the feel of drumming, but at more difficult song levels it tends to be plagued with inaccurate input readings, so it's not recommended for tracks with rapid notes.

No matter what input you choose, though, you'll be playing one of many songs from the variety-filled tracklist. You won't find much in the way of familiar American pop hits here, save for a Japanese version of Let it Go or Moana's theme song; the tracklist has been brought over straight from Japan with little in the way of alterations. That means you can enjoy covers of Japanese pop hits like Zenzenzense, Linda Linda, and One Night Carnival, along with a handful of possibly-familiar anime themes (Pop Team Epic, Evangelion, Dragon Ball Z), game music, classical remixes, Vocaloid songs, and a whole mess of original Namco music. The lack of Western songs can be a bit daunting at first, but there's plenty of variety overall, and the original Namco compositions tend to be quite good.

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Overall, the PS4 tracklist is significantly more robust, offering more tunes in each category, along with a lot of optional DLC songs. However, it's disappointing that some of the best tunes, like classic Namco game music medleys and beloved Vocaloid songs like Senbonzakura, are DLC-only. The Switch tracklist is smaller and differs a fair bit, but offers exclusive Nintendo songs like the Super Mario Odyssey theme, a Splatoon medley, and a Kirby medley. Overall, though, Drum 'n' Fun's tracklist isn't quite as strong as that of its PS4 counterpart, Drum Session, even with taking into consideration a tiny smattering of DLC songs. If musical variety is your key selling point and you don't find forking over a bit extra for DLC, you'll probably want to look at the PS4 version first.

What Drum 'n' Fun does have that its PS4 brother doesn't, however, are plenty of mini-games and unlockables. While the core game only supports local two-player play (four if everyone brings their own Switch with a copy of the game), up to four players can join in to enjoy a huge variety of competitive and cooperative rhythm-based mini-games. These range from simple party games such as jumping rope to the theme of classic Namco arcade game Hopping Mappy or running through a side-scrolling stage picking up food to more complex challenges like preparing sushi orders or cooking on a grill to a beat.

These party games are very fun overall, taking a noticeable influence in both theming and gameplay from Nintendo's own fan-favorite Rhythm Heaven series. Plus, playing them unlocks additional content, such as songs and player-aiding avatar characters, in the main game, so there's plenty of incentive to get a bunch of buddies together and play some Taiko rhythm volleyball.

Taiko no Tatsujin in any form is a solid rhythm game package that's easy to get into and rewarding the more you play it.

The PS4 version doesn't have these minigames; instead, it focuses on a deeper music game experience. Besides the bigger song selection, it offers an online mode where you can download other players' "ghost" input data for songs to compete against. (If you want a direct head-to-head battle, however, you'll need to do local play.) You also have a little personified Taiko avatar you can customize with goofy costumes and collectible items, which you get from lootboxes you can buy with currency earned in-game.

Overall, Taiko no Tatsujin in any form is a solid rhythm game package that's easy to get into and rewarding the more you play it--provided you're down with a mostly-unfamiliar tracklist. The inclusion of numerous mini-games and local multiplayer support gives Drum 'n' Fun an edge over Drum Session for people who want an offbeat (pun not intended) party game to play with their buddies before busting out some Head Cha-La or Heat Haze Shadow. While the various non-drum-controller control schemes aren't always optimal, the Switch version offers many nice options to pick from--and if you just want to play a couple of standard-difficulty songs with pals before competing in four-player noodle-slurping, motion controls prove to be plenty enjoyable. But if you've been longing for a quirky, enjoyable multiplayer music game, either version should scratch the itch quite nicely.


Battlefield 5 Review - Breaking Through The Front Lines

By Michael Higham on Nov 21, 2018 05:02 am

Chaos and scale have always been the foundation of the Battlefield franchise, and Battlefield V is no different. Squads of soldiers relentlessly push towards objectives with either sheer force or improvised tactics while gunfire and explosions ring throughout the beautiful, but war-torn landscapes. It's an overwhelming sensory experience and a fine execution of a familiar formula--if you play the better modes.

Battlefield V goes back to where the franchise began by using World War II's European theater as the backdrop for first-person shooting and vehicular combat in large multiplayer matches. It's not too dissimilar to Battlefield 1, where every weapon has a distinct weight and impact that comes through vividly in both sight and sound. The core conceits of Battlefield remain mostly untouched, but small tweaks have been made to the formula, most of which are welcome.

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Ground troops are even more deadly this time around, with a revamped ballistics model (random bullet deviation is gone) that results in reduced time-to-kill for skilled players; floundering in open areas is now more dangerous than ever. Navigating the maps' messy terrain has a smooth, intuitive feel whether you're mantling obstacles or scrambling for cover. All players regardless of class can revive squadmates, which highly encourages sticking together and alleviates the disappointment of dying without a medic around. Since it takes a few precious seconds to perform a revive and is limited to squadmates, it doesn't negate the importance of the Medic class' instant revive. The ability to spot enemies is now exclusive to the sniper-focused Recon class by using the manual spotting scope or having the subclass perk to reveal enemies you fire upon.

As impactful as Attrition sounds, it's not so overbearing as to drastically shake up Battlefield's core, though it does make going rogue less viable.

Class roles and teamwork are further emphasized by the Attrition system, which encompasses the changes made to resource scarcity and scavenging and affects nearly every aspect of the game. The fact you're not given much ammo at spawn makes the Support class's ability to dole out ammo pouches clutch when you survive multiple firefights, while the Assault class has a perk that grants more ammo upon scavenging dead players. Surviving with the game's health system, which is partially auto-regenerating, relies on having a medkit on hand, which can only be distributed by Medics. As impactful as Attrition sounds, it's not so overbearing as to drastically shake up Battlefield's core, though it does make going rogue less viable.

Another new mechanic introduced in Battlefield V is Fortifications, which consists of building predetermined structures within the environment--like sandbag walls, barbed wire coils, and Czech hedgehogs. There are no resources tied to your ability to construct them, though the Support class builds faster than other classes and can prop up things like stationary gun and supply crates in certain spots. Overall, fortifications feels a bit tacked on and inconsequential in some cases, but there's no denying their effectiveness in the right situation. Something as simple as improvised sandbags for a little cover can go a long way by turning a sitting duck into a well-positioned defender who can better hold down an objective when every other building's been reduced to rubble.

The narrative dress-up is a nice touch, but the real reason Grand Operations works is because it keeps up the momentum from round to round and packages a variety of game modes into one long match, encouraging you to see it through.

Above all else, Battlefield V truly shines in Grand Operations, a series of three consecutive matches (or rounds) intertwined by brief narrative bits inspired by WWII events. Each round, presented as one in-game day in the same theater of war, is a specific game mode, and teams can earn reinforcement bonuses for certain rounds depending on the outcome of the previous one. The narrative dress-up is a nice touch, but the real reason Grand Operations works is because it keeps up the momentum from round to round and packages a variety of game modes into one long match, encouraging you to see it through.

The success of Grand Operations should be primarily accredited to the more focused, well-executed modes like Airborne, Frontlines, and Breakthrough. Frontlines in particular plays out like a tug-of-war; teams fight over varied objectives in sequential order within defined sections of a map, depending on the phase of the match. Teams will struggle to hold capture points in sequence to push the other back, and other phases may be demolition-style attack/defend skirmishes. The opportunity to push back a phase also makes it so you can regain ground if your back is against the wall; by the same token, you can't get too comfortable with a lead.

These game types aren't entirely new; Frontlines was seen in Battlefield 1 DLC and borrows elements from Rush and Conquest, and Grand Operations is a variation--albeit improved--on the original Operations in Battlefield 1. However, the tools and mechanics built around Battlefield V along with how map dynamics shift at each phase make them an absolute thrill to play. It accentuates the best features of the map roster, and also makes the moment to moment firefights distinct since they're concentrated across different sections. The structure of modes like Frontlines naturally ushers a team's attention to a handful of clear objectives at a time and provides a method to the madness, creating a satisfying push-and-pull where success feels earned.

As great as Grand Operations is, the series staple of Conquest has become the weakest link. This traditional mode has devolved into a match-long carousel of flag captures, easy kills, and cheap deaths. Maps like Twisted Steel and Arras function well enough for Conquest, but that leaves a majority of the eight available maps lacking. Narvik, Fjell 652, and Devastation feel too condensed and disjointed for the high player count and mechanics of Conquest; the action hardly ever stops, but cramming everyone together in compact, circular maps means you're often caught from behind or flanked by enemies that simply stumbled upon that fruitful opportunity. It goes both ways, as you'll frequently find yourself catching enemy squads with their backs turned because you lucked into a certain spawn and ran off in the right direction.

The success of Grand Operations should be primarily accredited to the more focused, well-executed modes like Airborne, Frontlines, and Breakthrough.

Battlefield V is also rough in spots. A few bugs are forgivable, like wild ragdoll physics, but some are more problematic. On rare occasions, the map goes blank when enlarging it, or health packs just don't work. Very rarely would you have to revive a squadmate by a door, but when this happens, you're likely to only get the prompt to interact with the door, leaving your friend to die. Thankfully, these issues are not enough to overshadow the game's best parts.

Regardless of your preferred mode of play, you'll be earning XP for a number of separate progression paths. There's overall rank, class rank, individual weapon rank, and for good measure, each tank and plane has its own rank as well. There isn't a whole lot to unlock for weapons given the WWII setting, but leveling up weapon proficiencies lets you customize them to your play style, like choosing greater hip-fire accuracy, faster reload, quicker aim-down-sights, or less recoil in ADS. Various weapons and pieces of equipment (such as the spawning beacon for Recon or the anti-tank grenade for Assault) unlock as you rank up classes. It's a fairly sensible system, though the same can't be said about vehicle progression. Vehicles are tough to come by in Battlefield V as it is and since each one ranks separately, it takes an extra-concerted effort to level them up. There are some useful perks to obtain for vehicles that can provide a slight advantage, but it can be a struggle to acquire them.

The structure of modes like Frontlines naturally ushers a team's attention to a handful of clear objectives at a time and provides a method to the madness, creating a satisfying push-and-pull where success feels earned.

Aside from weapon skins, you'll customize each class's appearance for both Allies and Axis. It's the cosmetic aspect where you can fit yourself with different parts of uniforms, though it doesn't bear much fruit since this is a first-person game that moves so fast, even your enemies won't really notice the 'rare' uniform you're wearing. Cosmetic customization is also how Company Coins comes into play, the in-game currency that you earn through completing challenges (daily orders or assignments) or completing matches. Most cosmetics can be acquired with Company Coins, which can be a grind to earn. You should note that unlocking weapon and vehicle perks are also tied to Company Coins, but at least they are relatively low-cost. There are no microtransactions at the moment, but they are said to coming in the future, and for cosmetics only.

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Battlefield V isn't solely a multiplayer endeavor. War Stories returns as the single-player component that attempts to present a brutal conflict with a more earnest tone. The campaign highlights lesser-known parts of WWII, like the Norwegian resistance, and the Senegalese Tirailleurs who fought for the French Army amid racial discrimination. The effort is admirable, especially when it comes to the Tirailleur campaign as it sheds light on piece of history that has nearly been forgotten; the scale of Battlefield comes through and the story speaks to the horrors of war. Nordlys boils down to a mix of stealth and combat that casts you as a one-person army that's enjoyable at times, but doesn't go beyond lone-wolf skirmishes--at least it showcases some of the game's best setpieces. And the Under No Flag campaign for the English side is an eye-rolling series of tedious missions that goes for a lighthearted note; it doesn't stick the landing, however. War Stories has its moments but is all over the place in terms of design, tone, and style.

The effort is admirable, especially when it comes to the Tirailleur campaign as it sheds light on piece of history that has nearly been forgotten.

Currently, Battlefield V still has features to implement as part of its game-as-a-service approach (designated Tides of War), but there's enough to chew on for now given the quality of the better modes. It's an exciting prospect that there's more to come at no additional cost, but you can't help but feel that the launch package could've been a bit more dense considering there's only eight maps. Additional modes (including co-op), new maps, another Grand Operations mission, and the Firestorm battle royale mode will be rolling out intermittently between now and March 2019. All that could make for the most feature-rich game in the series; unfortunately, we won't be able to evaluate those parts of the game until they arrive.

The Battlefield series has a winning formula that Battlefield V doesn't deviate far from, at least for now. Conquest and the map roster don't mesh well together, however, Grand Operations--and the other modes within it--steal the show and foster some of the greatest moments the franchise has offered. You might be surprised by the impact of the slight changes made for this entry, especially when you're deep into pushing or defending objectives in Frontlines alongside teammates fulfilling their roles. That's when Battlefield V is at its best.


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