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In the 11/10/2018 edition:

Tetris Effect Review - Feel The Groove

By Peter Brown on Nov 09, 2018 09:30 pm

Without context, the premise of Tetris Effect won't stop you in your tracks. It's Tetris at heart, and its familiar playfield is presented against fantasy backdrops with songs and sound effects that react to your actions. What that basic description doesn't tell you is how powerful the combination of conducting tetrominos and music at the same time can be. Give Tetris Effect your complete, undivided attention, and you'll form a sympathetic bond to the notes and puzzle pieces alike and lose yourself in the flurry of color and energy that permeates every stage. It's a lofty promise, to be sure, but there's no other way to describe the impact Tetris Effect has once it finally clicks.

Though there are a handful of modes--no sign of multiplayer, sadly--with basic twists on the standard formula that are worth exploring at your leisure, the bulk of the Tetris Effect experience takes place in Journey Mode. It's an aptly named trip that will take you to recognizable locations like the moon, but more often to abstract settings that are best defined by a list of adjectives. These dreamscapes can be breezy, electric, stressful, haunting, heavenly, or crunchy, to name a few of the standout qualities. The music in each stage may not always be a predictable pairing, but just because you didn't see a particular harmony coming doesn't mean it can't work.

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Over time, you will notice that the game not only hooks you with music, but that it gets you hooked on songs that may not traditionally fit within your musical preferences. Odds are you don't listen to chanting in foreign languages nor the complicated beats of the tabla on a daily basis, but Tetris Effect makes these uncommon sounds enticing. It's hard to say what these songs would feel like without first experiencing them during gameplay, but when you're enraptured in their rhythms whilst simultaneously flipping and reconfiguring puzzle pieces in a race against time, they become relentlessly catchy, sticking with you long after you stop playing.

Because Tetris Effect is so infectious, it's very difficult to put down once you fall into its rhythm. Tetris has proven itself to be a highly effective game, and one that has an ever-rising skill ceiling that allows it to draw in players who have decades of experience under their belts. Journey mode will ramp up, but in keeping with the sense of going on an adventure, it will also slump down, though rarely for long. The non-linear flow is an important part of the experience that charges you with anticipation and rewards you with relief, and is an unexpected benefit to the standard flow of a session of Tetris.

The shift in tone and pace is often determined by your progress within a stage. Most require you to clear 36 lines total (on normal difficulty), with milestones along the way that dictate the present rhythm. You do, however, have a tool at your disposal that is designed explicitly to pump the brakes and give you a chance to salvage a potentially disastrous situation or to build up a high scoring combo. The Zone ability can be triggered with a single button press at any time that you've got some charge in the relevant meter, which is fueled a quarter of the way every time you clear eight lines.

With Zone activated, pieces hover rather than fall, and you get to take your time--as allotted by the meter--placing them in your stack. Clear a line, and it will shift to the bottom of the stack, ready to be cleared automatically when Zone disengages. Because lines persist even when "cleared" while in Zone, you can make combos that go beyond the standard four-line Tetris clear if you're skilled enough. They won't count towards your line count for the level, but they will give you extra scoring opportunities that wouldn't otherwise be possible.

The new Zone mechanic adds an interesting layer of strategy for new and veteran players alike, but more than this new mechanic, it's the quasi-spiritual bond that forms between you and the game that defines Tetris Effect. Even though you don't need a PlayStation VR headset to get a taste, there's no question that Tetris Effect is best played in VR with headphones turned up loud.

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With your vision and hearing cut off from the outside world, you fade into the game. You feel things that you'd never imagine a game of Tetris could make you feel. Don't be surprised if you catch yourself bursting with joy, or on the verge of tears, all because the confluence of gameplay and sensory stimulation works so well. There is no extra physical movement asked of you--the opposite of almost every other VR game in recent memory. Tetris Effect wants your mind, rather than your body, and even though we all dream of one day being completely immersed in a high-end VR game. In truth, Tetris Effect achieves the base goal--belief in your connection to the game.

Tetris Effect is a transformative game that will more than likely be overlooked by people who think it's "just Tetris." Well, it is and it isn't. Anyone who knows Tetris can pick up Tetris Effect and begin playing right away. The fundamentals remain the same; it is a time-tested formula that continues to work, after all. But Tetris is just the beginning of Tetris Effect. It provides the foundation for a complex emotional journey that defies expectations. Its a vector for meditation. It's a driving force that pushes you beyond your presumed limits. It is the definition of awesome, and if you have an open heart and an open mind, you owe it to yourself to take the plunge and see why it's anything but "just Tetris."


Hitman 2 Review - Hit Parade

By Edmond Tran on Nov 09, 2018 08:56 am

Hitman is a game about killing people. Well, killing specific people and trying not to kill other people unless you really have to. But it's also a game about exploring large, real-world-inspired spaces, learning about how they operate, finding multiple solutions to problems, and using that knowledge to improvise and manipulate the environment to hit the people you're hunting. The episodic nature of the Hitman refresh in 2016 saw IO Interactive release one level every month--a contentious move at the time, but one that helped accentuate the potential in each mission. Hitman 2 ditches the episodic model and adds a few new minor mechanics, but the loop of continuously replaying a single location, slowly uncovering the wealth of possibilities, and being able to effectively draw upon that knowledge in new challenges is where Hitman is strongest.

Hitman 2 takes you to six new locales, and each poses unique situations to overcome as you attempt to assassinate your targets. Mumbai is a standout with its densely populated streets and labyrinths of tenement buildings--a great environment that makes the most of a new Assassin's Creed-style crowd blending mechanic, allowing you to disappear into big groups of people. A mission in Miami, Florida takes place at an active raceway, a loud and vibrant stage that feels like a theme park with its swaths of attendees, distinct zones, and a concealed backstage underbelly.

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These levels are overwhelming in the best way possible, and it's exciting to begin peeling away the layers of these large, intricate areas--exploring the spaces, discovering routes, finding tools and disguises, and figuring out the best places to utilize them. If you're familiar with Hitman, you know that each stage and its AI inhabitants run on routines like clockwork, making Hitman a game that rewards social stealth and patience. Eavesdropping, tailing, and passive observation are good first steps to success. Even the Whittleton Creek stage, a small, sparsely populated suburban block in Vermont, feels like a mindmap of interconnected causality when you begin to dig deeper. Having the curiosity to uncover how things operate within levels, stumbling upon minor plotlines and amusing flavor dialog along the way, is interesting in its own right.

Hitman does make an upfront effort to help focus your scope and give you some momentum toward your objectives, though thankfully your initiative is still necessary to solve some predicaments. Stumbling across a Mission Story (previously known as Opportunities) might lead you to a machine you can sabotage, for example, but you need to find the tool to do so and work out the best method of either distracting or dispatching the people around it.

Mission Stories are a great first step, but Hitman becomes its best when you start to internalize the stages and uncover the more obscure ways things can unfold in subsequent playthroughs, be it through pursuing alternative Mission Stories, Challenges that ask you to perform specific tasks, or your own improvisation. There are few fail states other than your own death, and there are so many approaches and tools at your disposal that the path to victory can be as creative and elegant or as bumbling and messy as it needs to be. Completing a stage typically takes a long time, and there will be plenty of moments when a guard catches you doing something you shouldn't be doing and calls for backup. Unhinged gunfights still feel as futile as ever, but when things get out of control there's almost always the opportunity to escape to a less hostile part of the level, swap your disguises, and come up with an alternative "make do" approach. In fact, Hitman is sometimes more exciting when your initial plans fail.

The only problem with being presented with such a staggering array of interactions is that the limitations of the sandbox will eventually reveal themselves if you push the wrong way. For example, while you can stash bodies in dumpsters and closets, I was disappointed to discover I couldn't stash them in one of many vacant portable toilets. While Agent 47 can leap tall fences and shimmy across daringly high ledges, he seemingly can't muster the courage to drop down from certain first-floor balconies. Guard AI behavior is stern but generous--if you're found trespassing in a restricted area they'll give you a chance to find the exit before reacting, but sometimes it's too generous. I was amused to see a target's personal bodyguard decide to go home for the day after his employer "accidentally" fell off a building, even though I was the only other person in the room.

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Hitman 2 continues to embrace a trial-and-error playstyle in its campaign. The levels are long, but autosaves are generous and manual saving is encouraged, which gives you the freedom to experiment with different ways of approaching a problem. And the closer you get to bending the systems in just the right way--trying to narrowly squeeze past a guard's sightline from different directions, or using coins and cheeseburgers to divert someone's attention--the more thrilling it feels, no matter how goofy it actually looks. Hitman 2's interstitial cinematics are as grim and dramatic as a British espionage drama, and it's hard not to let yourself buy into the clinical overarching conspiracy. But in the field, the series' tongue-in-cheek absurdity happily remains with ridiculous costumes, unlikely weapons, and Agent 47's self-aware deadpan acting, which perfectly accompanies any bumbling improvisation. Both exist distinctly, don't really compliment or detract one another, but are still enjoyable in their own right.

Hitman 2 also boasts a few significant modes outside of its campaign, including Sniper Assassin, which adapts the design seen in the Hitman: Sniper smartphone game and tasks you with taking out a series of targets from a single vantage point using only a scoped rifle. It's a straightforward but enjoyable, low-stakes mode that allows for a surprising amount of creative freedom, and it can be played in two-player online co-op. But Hitman 2's most enticing bonus, at least if you own the previous Hitman, is the ability to download the original stages into Hitman 2, which gives you feature-complete versions of them with the addition of new mechanics like functional mirrors (which enemies can spot you in) and the briefcase (which lets you conceal and transport tools discreetly), among other things. These legacy stages are wonderful to revisit under a new light.

It should also be mentioned that one of the most compelling elements of the 2016 Hitman was the continuous, free live content updates that occurred after the game's launch. Escalation Missions, where you're given specific conditional challenges of increasing difficulty, and Elusive Targets, limited-time events where you have only one chance to take out unique assassination targets, added tense trials that tested both your knowledge of levels and improvisational skills. IO Interactive has announced that these familiar features will be making a return, along with free content updates to Sniper Assassin and Ghost Mode. We obviously can't judge the quality of this content at launch, but it's surely something to look forward to.

The addition of other minor mechanical changes--like concussive weapons, a picture-in-picture enemy activity alert, and visible security camera sightlines--help to improve Hitman 2 overall as a dense and accessible stealth assassination game. But the new locations are the real stars, impressive and inventive sandboxes ripe for picking apart with exciting experiments. Hitman is about experiencing the anticipation of seeing whether a plan will work when you try it for the first time. It's about feeling the tension of briskly walking away from a bad situation, hoping you can lose the suspicious guards. It's the satisfaction of knowing the machinations of a level so well that when a target moves into a particular place at a particular time, you have the perfect way to intervene. Hitman 2 is a familiar experience, but in the Hitman world, familiarity is an incredible strength.


Sinner: Sacrifice for Redemption Review - Trials and Tribulations

By Ginny Woo on Nov 09, 2018 07:30 am

Many stories like to use religion as a narrative device, and the name would suggest, Sinner: Sacrifice for Redemption takes a crack at it too, offering a refreshingly pared-down experience of Gothic religious horror. But while the game's boss rush structure possesses some clever mechanical twists, its more superficial elements don't quite have the same shine.

Enter Adam, the titular sinner, not-so-subtly named after the first man to do wrong. Instead of an apple from a tree, you've clearly been far naughtier than your namesake. Here, the afterlife has dealt you a rather unfortunate hand; defeat the manifestations of all seven mortal sins, and you just might get a happy ending. However, that's definitely a lot harder than it actually sounds, because the bosses are all about 20 feet tall, incredibly strong, and they hate your guts, and you have to give something up before you fight each one. This is the pivotal "sacrifice" part of the equation.

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Sinner is about going from boss to boss and beating them into the ground before they can do the same to you. It clearly takes inspiration from the Dark Souls lineage of games, both conceptually and mechanically. Each adversary you face has succumbed to a cardinal sin, whether it's by lack of action or by a conscious choice to take a particularly unsavory behavior too far. As a result, the bosses are fascinatingly warped beyond human recognition--we're talking about headless noblewomen, hunchbacked sorcerers, and walking fortresses that are more metal than man.

Mechanically, Sinner features animation locking, that has you commit to your attacks, and tough-as-nails enemies. You're given a handful of javelins, health potions, and melee weapon options that you can swap between on the fly before the game throws you at the first boss. All your enemies have unique attack patterns that you'll have to memorize if you want to win, and some are more telegraphed than others, which leads to a good variety of challenges across the board. It's a strong, if familiar, set of systems, but Sinner's biggest feature lies in its sacrifice mechanic.

Inventively, the game puts you in the unique predicament of getting weaker as you progress. Your 'sacrifice' could be a portion of your HP, some of your weapon attack damage, or even resources. You lose that thing, and you get a little bit weaker each time you go toe-to-toe with a malevolent foe. It's an innovative spin and its focus on the core basics means Sinner feels like an evolution of the genre rather than a derivative work. Sinner also includes a new game plus mode, which adds some exciting spice in the form of more challenging boss gauntlets where you fight them in groups along with broader weapon customization options.

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Each enemy is introduced by way of an epitaph and a scene which tells you how they ended up in that sorry state. The scenes are compelling on their own, and despite the sparse monologues which don't give you a whole lot to go on other than your own imagination, the villainous Victorian-inspired visuals and the individually distinct boss arenas also provide just enough environmental storytelling to pique your curiosity. While you may still be slightly in the dark about what you've truly accomplished for your character in the atonement department when the credits roll, the road to redemption is still a scenic one.

However, Sinner: Sacrifice for Redemption suffers from some problems with repetition. After about the sixth hour, things start to blend together a little. Each boss has its own unique orchestral accompaniment, which are enjoyable in their own right, but they're all based on the same recipe of overdramatic string sections and choral vocals. Each boss also harnesses a theme or an element of its own, but the arenas don't necessarily hold up to scrutiny over long periods of time; the surrounding textures in the background suffer slightly from a lack of fine detail, and there's only so much crumbly ruined stonework that you can stomach.

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It's also a little disappointing, though not completely surprising, to see the game run worse on Switch than on other platforms. There were instances of framerate lag turned deadly because of the pace of gameplay and also an instance of blinding light effects for a particular boss in a dimly-lit environment that were a hindrance. On the PlayStation 4 and PC versions, the framerate lag is almost undetectable.

Sinner: Sacrifice for Redemption is an ambitious game that brings something new to an increasingly popular style of action game. While it seems like it's missing a lick of paint to make sure that its aesthetics are as strong as its mechanics, it's still a smart step forward and a good example of how we can pay homage to the beloved works of others with originality.


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