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The latest Reviews from GameSpot Reviews On 03/21/2017

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In the 03/21/2017 edition:

Malicious Fallen Review

By Justin Clark on Mar 20, 2017 10:30 pm

Malicious Fallen may not be developed by Platinum Games, but it sure does look the part. This may have something to do with the fact that developer Alvion supported Platinum Games during the development of such titles as Metal Gear Rising: Revengeance, Bayonetta 2, and Anarchy Reigns to name a few. Malicious Fallen delivers some beautiful, colorful, anime-inspired visuals, and presents a familiar approach to massive-scale fights and flashy combo attacks. But that's not enough to shake the feeling we've seen it done bigger, better, and more cohesively elsewhere.

Malicious Fallen tells the tale of a land ruled by an insane king whose wife makes a deal with supernatural powers in order to end her husband's reign of terror. After he's gone, however, she finds herself more than a little hesitant to give up on her power trip. She becomes the new despot, subsequently granting her best warriors a share of the glory in rampaging across the countryside. A group of prophets, loyal to the powers beyond, have you in their back pocket. You play the part of the Spirit Vessel, who's been imbued with all the remaining magical power left in the universe, along with a cape called the Mantle of Cinders, to go forth and triumph over evil.

Since all of this is presented in text form, however, it ends up as an easily missable cover story for what essentially boils down to a dazzling boss rush that throws you to the wolves within minutes of starting the game. You're given a short, perfunctory tutorial, a series of portals to choose from, and off you go. The brevity of training could be forgiven if the game were more of an arcade-style brawler where you only really need to know how to hit, dodge, and maybe perform a flashy special, but Malicious Fallen--to its credit and curse--offers a combat system full of tiny intricacies that only really come together via rigorous, Sisyphean trial-and-error.

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You begin your quest with a few attacks: the Mantle of Cinders can turn into a shield for defense, a set of giant fists for close-quarters combat, or it can fire a ranged attack that can target whatever's directly in front, and potentially barrage multiple enemies. To add an extra level of complexity, you can also alter attacks so that enemies who die explode, chaining damage to other nearby enemies. All of this is adds points into a resource called Aura.

Aura is everything in Malicious Fallen. Not only is it the resource that you use to heal, but when your Aura stash is full, you're allowed to unleash extremely high-powered attacks that can make relatively quick work of the game's massive bosses. All of this is technically explained in the tutorial, but these instructions mean little without context; you're ultimately left to figure out how to handle Aura on the fly, and likely die several times in the process.

The other gameplay element is a Mega Man-style system where every boss drops a new ability for you to use, and figuring out which ability will have maximum effect against each boss--or even whether what you have available will even make a dent--is, again, a trial-and-error process. It requires that you get very comfortable with each bosses' patterns and attacks, but it also means a lot of wrestling with the game's twitchy camera. It's the basis for a woefully unintuitive targeting system that only focuses on the boss, and sometimes has trouble even activating. It's not unusual to end up on your back, suffering from a barrage of cheap hits for prolonged periods of time, all because you weren't able to target properly. The kicker? Your life force is measured by having limbs and parts of your outfit knocked off--which, on a busy battlefield, can be near impossible to monitor. Typically, it's not until a single hit results in an unexpected game over that you realize how far gone you were.

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Through the chaos, however, there are joys to be found. The game's ornate cathedrals and rollicking battlefields are, at times, breathtaking spectacles. The bosses themselves are fantastically designed, and just watching them move and react is impressive. While combat is poorly explained, going back to older bosses with a new arsenal and a better understanding of the game makes for a gratifying form of payback.

The fact remains that you have to perform a lot of legwork to understand how each boss works in respect to your abilities. There's a fine line to be crossed in a boss rush game, where hard fought battles lead to either sighs of relief or aggravated groans. Too often, Malicious Fallen earns the latter. Malicious Fallen isn't a game that feels triumphant so much as tiring.


Mass Effect: Andromeda Review

By Scott Butterworth on Mar 20, 2017 12:30 pm

After the first few hours of Mass Effect: Andromeda, I was discouraged--maybe even a little distraught. Within that short span of time, I'd already encountered unconvincing animations, bog standard missions, clunky user interface, stilted dialogue--basically every red flag you hope to avoid when approaching a lengthy shooter-RPG powered equally by action and story.

Thankfully, Andromeda did improve. As I progressed, I unlocked exhilarating new combat options, met characters with deeper appeal than my initial crew, and discovered freely explorable worlds that finally fulfilled the series' decade-old planet-hopping promise. And yet, some of those early problems persisted throughout, and while I did catch glimmers of the original trilogy's greatness, that shine was often dulled by lifeless dialogue, tedious missions, and even technical shortcomings.

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To its credit, Andromeda boldly abandons the familiar. In place of the iconic Commander Shepard, we have Ryder, the daughter (or son) of a man chosen to lead one of four arks filled with intergalactic explorers looking to found colonies in a distant star cluster. Several disasters later, Ryder inherits her dad's job, and while the moments leading to and including that scene are pretty hackneyed, the stakes really sink in once you reach the Nexus--Andromeda's version of the earlier games' Citadel.

Here you discover the other three other arks have gone missing and that the Nexus, which arrived ahead of the arks, has suffered every setback imaginable, from growing food shortages to a veritable civil war. With leadership in shambles and no resources to revive the cryogenically frozen colonists, the sudden arrival of an ark immediately lands Ryder in an uncomfortable position of power. In practice, the scenario felt more believable than typical "you are the chosen one" cliches. I understood why those characters would look to me and felt the weight of their desperation. So when the Nexus gradually sprang to life as I started fixing problems, I felt genuinely accomplished.

The central storyline revolves around an evil alien race and its narcissistic leader.

In parallel with this more broadly-focused narrative--which encompasses much of the side content--the central storyline revolves around an evil alien race and its delusional, narcissistic leader, who poses a more immediate threat than food shortages. He's less one-dimensional than he initially seems, but the plot is largely predictable in a mindless blockbuster sort of way. The two stories intersect occasionally, and both pay off in the end.

Truthfully, Andromeda's story problems stem more from delivery than from plot. The vast majority of Andromeda's characters are just dull, and conversations rarely delve deeper than arduous "get to know you" small talk. No one yells or cries or expresses any measurable emotion at any point, even when they explicitly talk about their feelings, and there's no Tyrion Lannister or Francis Underwood to keep things interesting. There was plenty of room for Game of Thrones-style power struggles on the Nexus, yet all political disagreements are merely mentioned without being explored. Even romance options feel stilted, and the culminating scene I unlocked for successfully wooing a crew member was not as explicit or exciting as you might expect.

Worse still, your agency in these conversations is limited. Sure, you can periodically select from up to four dialogue options, but these frequently boil down to "be optimistic" or "be realistic." On paper, this system improves over the rigid renegade/paragon dichotomy of the original series, but in practice, the various options felt only superficially different. And regardless of what I picked, my inputs only rarely impacted the outcome. Even when I tried to be rude, characters generally found a way to shrug it off. And after beating the campaign, I can only recall one major decision that had serious repercussions, and even that felt contrived. It also paled in comparison to the memorably gut-wrenching choices forced on me in the original games.

In fairness, Andromeda did sometimes surprise me with poignant moments, like my crew comforting me in a dark hour and a conversation with my partner AI about the meaning of life. The game just buries these gems under hours of empty or even cringe-worthy interactions filled with heavy-handed themes, awkward lines of dialogue, and weird idiomatic phrases that felt out of place in a far flung galaxy. What person says "What's the word on the street?" without irony in 2017 let alone 600-plus years in the future?

Andromeda's worlds are breathtaking to behold and exciting to explore.

Thankfully, I didn't have to dig as deep to find the things Andromeda does well. Its worlds, for example, are breathtaking to behold and exciting to explore. You eventually uncover four mini-open worlds, as well as smaller, standalone areas like an overgrown jungle outpost and your own ship, The Tempest. The four major maps are sizable and offer drastically different environments and hazards, from frozen wastelands to arid deserts to unruly jungles. They're also filled with NPCs to chat up and side missions to undertake. You could end up solving murders in a pirate port, betting at a Krogan fighting pit, or unlocking secrets in ancient yet hyper-advanced vaults. Or you could just wheel around in your Nomad. The galaxy is vast and varied, and that's worth being excited about.

I also fell in love with the combat, especially later in the game. The core shooting mechanics feel stronger here than anywhere else in the series, and the flexibility of the progression system let me cherry pick cool powers rather than locking me into a set character class. I ended up building, well...a space ninja, basically. I could use tech to cloak myself, biotics to charge enemies, a shield-buffing sword to deal damage, and the standard jumpjets to dart away again. The results were consistently frantic and fun, though there are plenty of other options as well. I enjoyed nearly everything I experimented with, even if most enemies proved to be predictable adversaries.

Combat's one major flaw is the crafting system. I would call it more of a missed opportunity than a problem, but crafting is often the only way to get the weapons and armor you actually want, which means hours of scanning objects to accrue research points and many headaches dealing with the messy UI. Even bare essentials like comparing weapon stats can be tricky or even impossible. The crafting and loadout stations are also at opposite ends of the Tempest, which routinely forced me to run back and forth to get things done. You will occasionally find loot around the world, but it's severely utilized as a reward mechanic. I felt deeply satisfied when I finally completed my perfect loadout, but I'm not sure it was worth the energy.

Crafting isn't Andromeda's biggest time-waster, however. That would be its tedious missions. Far too many open world quests--even some that feel important or come packaged in an interesting premise--devolve into multistep "go here, hit a button" errands. There's always another navpoint somewhere across the map or an NPC who needs exactly three items or a crucial datapad that's unexpectedly missing when you arrive. I frequently felt like an intergalactic errand boy, mindlessly scanning everything in sight so my omniscience AI partner could do whatever the situation required and give me a new waypoint to reach.

I frequently felt like an intergalactic errand boy, mindlessly scanning everything in sight.

These missions aren't all bad, per se, but they desperately needed some editing--or at least a wider variety of gameplay scenarios. Forcing players to repeat the exact same action three times or drive across the map to interact with one prompt isn't fun--it's padding. The campaign and crew loyalty missions provide better crafted experiences, but there's no avoiding at least some of the unimaginative tedium, especially since you rarely receive enough information upfront to really know what you're getting into.

There is plenty to do outside of missions, however. Andromeda includes a somewhat convoluted meta-game that challenges you to raise planets' viability levels by establishing outposts and completing other quests. You can also hunt for "memory triggers" left by your father that eventually reveal a few interesting secrets. And then there's mining, which uses a hot/cold indicator to let you hunt for crafting resources while driving across the worlds; space travel, which lets you jump from to location to location, scanning planets for XP; and strike teams, which give you the option to send unseen groups of soldiers out on missions or earn additional rewards by jumping into a cooperative multiplayer horde mode match. Individually, these elements don't add much, but collectively, they do round out the sci-fi fantasy.

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Unfortunately, there's a dark cloud hanging over all of this: technical issues. Sure, the facial animations really don't look great, but the problems run deeper. On PS4, the framerate was all over the place both in and out of action. On both PS4 and PC, I encountered several audio issues, most notably multiple lines of dialogue playing at the same time, covering each other. I also saw other random glitches like characters that failed to load during conversations, exiting a conversation to find myself a room away from where I was previously, and enemies that fell into the level geometry. None of these issues rendered the game unplayable, but they were noticeable and pervasive.

In many ways, Andromeda feels like a vision half-fulfilled. It contains a dizzying amount of content, but the quality fluctuates wildly. Its worlds and combat shine, but its writing and missions falter--and the relative strength of the former is not enough to compensate for the inescapable weakness of the latter. As a Mass Effect game, Andromeda falls well short of the nuanced politics, morality, and storytelling of its predecessors. For me, the series has always been about compelling characters and harrowing choices, so to find such weak writing here is bitterly disappointing. Yet even after 65 hours, I still plan on completing a few more quests. The game can't escape its shortcomings, but patient explorers can still find a few stars shining in the darkness.


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