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The latest Reviews from GameSpot Reviews On 03/24/2018

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In the 03/24/2018 edition:

Ni No Kuni 2: Revenant Kingdom Review - A Regal Joyride

By Peter Brown on Mar 23, 2018 10:13 pm

Ni No Kuni 2: Revenant Kingdom is ambitious. It's a character-driven RPG that doubles as a kingdom simulator and even occasionally becomes a real-time strategy game. Though these components don't always feel like parts of the same whole, Ni No Kuni 2 compels you to care and put your best foot forward. It's the whimsical setting; it's the demanding combat; it's the tangible feeling of growth that comes from being a well-rounded ruler. There's something worthwhile around every corner, and usually something pretty to admire along the way.

You can concisely summarize Ni No Kuni 2 as the wholesome story of Evan, a boy prince ousted by traitors on the day of his coronation who wishes to unite warring nations under a banner of peace. Rather than resort to revenge, he admirably believes that cooperation is a more important goal than domination and sets out to build a new, united kingdom. Evan's charge and passion for peace subsequently carries him from one dangerous doorstep to another. Armed with steadfast ideals, he repeatedly dismantles sinister adversaries because they, too, are actually good at heart; they've merely been corrupted by powerful, dark forces.

It's familiar fantasy fare and a bit safe at times, but Ni No Kuni 2 bears no shortage of interesting moments. For example, Evan's adult consul Roland is a dimension-tripping president from the modern day, cast into a strange time and place in the aftermath of a catastrophic military assault. While this intriguing origin story is rarely referenced after the fact, the kingdoms he and Evan visit offer up interesting qualities of their own. There's Goldpaw, a society that worships lady luck. Her divine power is channeled through a giant multi-armed statue that rolls a six-sided die to decide everything from criminal prosecution to raising or lowering taxes. You'll also have to navigate a kingdom where love in all forms is considered a criminal offense, and every interaction is monitored by an enormous, all-seeing eye. Ni No Kuni 2 dedicates itself to exploring these unusual societies, elevating the otherwise standard RPG tale to something far more interesting that you'd initially expect.

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To do this, however, the game is forced to concede that even a king as peaceful as Evan will have to bear arms. And despite his small stature and cuddly kitten ears, Evan is a lion when backed into a corner. Considering his impassioned pleas for a world without war, the game's simple and infrequent RTS skirmishes--large scale, rock-paper-scissor battles that require basic resource management--feel notably contradictory, but standard battles are so flashy and exciting that you'll never think twice about the peace-loving king being in constant battle.

Ni No Kuni 2's traditional combat takes place entirely in real time apart from pausing to consume items, and despite the game's childish airs, fights are surprisingly demanding. Your party consists of three allies and four Higgledies--collectable miniature, goofy familiars that randomly offer buffs and attacks during battle. You only control a single person at a time, but that alone gives you three melee weapons to manage, a ranged weapon, magic skills to consider, and interlinked meters to monitor, on top of defensive concerns. You need to be aware of your surroundings at all times in order to block or dodge incoming attacks--a far cry from the first Ni No Kuni's turn-based battles. Needless to say it can take a few hours to grow comfortable managing all of these systems at once, but you're rarely put at a disadvantage. Your AI-controlled allies are good at self-preservation and dishing out damage, and your Higgledy friends regularly offer up a burst of healing magic or a powerful attack to keep things moving.

Ni No Kuni 2 also does a great job of simplifying things around combat to let you focus on the action at hand. While you can use gear to influence an individual character's strengths and weaknesses, you also earn a secondary type of experience that gets funneled into the Tactics Tweaker, a tool that lets you adjust team-wide attributes and how the game rewards your victories. You have plenty of opportunities to take on quests under-leveled, and being able to slightly dial up your effectiveness against a particular element or enemy type is a valuable means of punching above your weight. When pushing yourself against an enemy 10 to 20 levels higher than you, eking out a victory through clever preparation and a masterful performance can feel downright incredible. The game also smartly limits your inventory during battle, which means you can't rely on spamming restorative items. Only skill (or a leveled-up party) can carry you through a fight.

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Given that you can find ways to overcome seemingly impossible odds, you can actually get by without intentionally grinding for experience points. To that end, the game is also designed to keep you from dulling your enthusiasm in unnecessary battles while moving about the world. Enemies appear in plain sight before an encounter with a level marker overhead, and a color denoting their threat level helps you easily discern their relative strength. Red and white labelled enemies will attack you on sight, but low-level enemies will simply ignore you unless you run into them first. Knowing you can bypass trivial fights makes the prospect of exploring the world for elusive treasure and difficult "tainted" enemies more enticing as the story carries on, and ensures that you're only focused on things worthy of your attention.

It's easy to imagine how Ni No Kuni 2 could get by on its quirky characters, engaging story, and real-time combat alone, but Evan isn't just trying to unite other nations; he's got a kingdom of his own to build. From a humble castle nestled between mountains and shore, your parcel of land will grow to contain dozens of buildings and facilities. You'll likely have smiths who craft weapons and armor, farmers that harvest meat, dairy, and produce, and institutions that develop techniques for being a more efficient ruler and a more effective fighter. If resource management and cooldown timers aren't your idea of fun, the good news is that there are only a few instances when the game forces you to reach certain architectural and population thresholds. And while not the most complex management sim out there, anyone who wants to push the limits of their kingdom can easily pour a dozen hours into forging new developments and reaping greater financial and practical rewards.

Ni No Kuni 2 is a robust game that offers ample ways to spend your time, and even if they aren't all up to the same level of quality, it's easy to appreciate how they collectively contribute to the bigger picture.

Everything in your kingdom takes money to fund and time to develop, but more than just investing in these services, you need to staff them with citizens from across the world. This means tackling a lot of sidequests, acquired either by mingling with the populace or by completing tasks for the taskmaster. By and large, sidequests are either a fetch quest or a kill-x-number-of-enemy bounty. These are common fare for RPGs, but nevertheless frustrating to see relied upon so heavily here. On the other hand, Ni No Kuni 2's humorous writing and endearing NPCs shine through, lending something worthwhile to even the most common interactions. They aren't all winners, to be certain, but the distinct accents and colloquialisms spread throughout the world play nicely into the visual variety on display.

In fact, many of the people you meet in passing are actually far more interesting than the four human characters that ultimately join Evan and Roland on the road: a sky-pirate father and his daughter, the former advisor to a queen, and an engineer from the one technologically advanced kingdom on the map. For whatever reason, very little time is spent developing their stories after they join your cause, but even if they offer little more than one-liners during most important events, they are at least invaluable allies in battle that introduce a wide range of skills.

Then there's the small creature Lofty, who while not a deep character, is the game's comic relief and an endless source of amusement. With yellow skin, a pointy head, and a red torso, he's what you might imagine Lisa Simpson looks like if someone described her but forgot to mention she's human. In almost every scene, be it serious or inconsequential, he often lingers just off-center with a dim-witted stare, mouth agape in blind amusement. And when he speaks, he cuts through scenes with wry wit, and even regularly calls out the team for repeatedly taking on errands and doing strangers favors. He is a massive benefit to the overall experience, even within battle. He primarily wanders aimlessly during a fight, but on rare occasions offers a ball of light that causes a character to enter a temporary state where magic can be used freely. Ni No Kuni 2 wouldn't feel the same without him.

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Despite the fact that famed Japanese animation house Studio Ghibli isn't directly involved this time around, veteran artists from the studio have injected the sights and sounds of Ni No Kuni 2 with distinctly recognizable whimsy, of which Lofty is but one example. You see it in the characters and environments at large, and you hear it in the soundtrack composed by Joe Hisaishi, a veteran of numerous Ghibli films and the original Ni No Kuni. The feeling is often upheld by a clean and colorful cartoon aesthetic, but there are also plenty of times when Ni No Kuni 2 shifts into a different and far-less appealing style.

When exploring the world map, managing your kingdom, and diving into RTS skirmishes, the camera pulls back and everything is given a rough-hewn, super-deformed appearance. Though you can bend over backwards and call it a potentially necessary evil, that doesn't excuse the sinking feeling that there must have been a better way, one that doesn't require the game to hide its lovely, cel-shaded face. Near the end of your journey, this shift rears its head during a battle that's intended to feel epic and intimidating, but is ultimately deflated by the simple presentation and impersonal perspective; one last reminder that Ni No Kuni 2, despite its outstanding qualities, bears obvious flaws.

Ni No Kuni 2 is a robust game that offers ample ways to spend your time, and even if they aren't all up to the same level of quality, it's easy to appreciate how they collectively contribute to the bigger picture. It's chock full of excellent battles and surprising moments that make for a far more memorable experience than you initially expect and leaves you impressed by your own accomplishments. If you didn't play the first game, don't let this one pass you by too.


A Way Out Review: You Can't Have One Without The Other

By Oscar Dayus on Mar 23, 2018 10:12 pm

A Way Out is not really the hard-hitting, serious, emotional tale of two convicts escaping prison it appears to be. At times, it successfully strikes those notes, but extreme tonal shifts, gimmicky QTEs, and a terrible finale kill almost any emotion or tension contained in the game. In the end, entertaining environments and some inventive set pieces prove to be its saving grace.

Like director Josef Fares' last game, Brothers: A Tale of Two Sons, A Way Out contains two protagonists who experience the game's story together. Unlike Brothers, however, you'll need a friend to play with this time round; A Way Out is only playable in co-op, either locally or online. Whichever you choose, you'll always be playing in a split-screen that dynamically shifts between the respective views of Leo--a reckless, aggressive gangster cliche--and Vincent--a more cool-headed family man.

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Sometimes the screen will be split vertically, sometimes horizontally; sometimes evenly, sometimes unevenly; and sometimes not at all. This framing device is mostly used in interesting ways, such as giving more screen space to whoever's performing a more important action, or splitting the TV in three to also dedicate real estate to an attacking NPC. However, it can be a source of irritation, such as when I was talking to a friendly character, only for my partner to trigger a cutscene and for the screen to shift entirely to his view, ending my conversation prematurely.

This is a problem faced outside of cutscenes, too. A Way Out's small explorable environments often contain multiple characters to chat with, but if you and your co-op buddy both engage in different conversations at the same time, the game has no better answer than to play all the audio in parallel, meaning you struggle to hear either of the conversations happening in front of you. The problem is alleviated slightly if you turn subtitles on, as each side of the screen contains its own set, but the overlapping sound is still distracting.

Such issues do irritate, but they are more of a footnote than a major strike against A Way Out's co-op-only nature. Without a partner in crime, some of the game's standout moments wouldn't feel nearly as impactful. In one early scene, Leo and Vincent are attempting to hack away at their respective jail cells using a screwdriver. While your partner stabs the wall behind his toilet, you must keep watch from your adjacent cell for patrolling guards, occupying them when they get too close and warning the other player to look natural when your distraction fails.

This is when A Way Out is at its best: communicating with (and relying on) your partner both in-game and in real life makes these moments of tension consistently thrilling. There are a handful of these set pieces throughout the 7-8 hour campaign that feel unique and justify the decision of forcing you to play with another person.

The tone veers wildly from a Shawshank-inspired escape tale to a silly semi-parody of '70s crime dramas

But while those moments do carry some tension, it's because you're sat next (or talking) to someone you care about and never because you're playing as someone you care for. The protagonists and their motivations are the most generic B-movie fodder--gangsters with escape and revenge on their minds, but with the hackneyed added layer of troubled families. To make matters worse, the dialogue is stilted and unnatural. Conversations often end abruptly (regardless of whether your partner triggers a cutscene), and entire scenes go by without adding anything in terms of plot or characterization. Some lines in particular are cringeworthy--during one sequence in which a couple are interrupted while having sex, a female extra instructs her male partner to shut the door by saying, "I'm gettin' cold in my lady parts."

The tone veers wildly from a Shawshank-inspired escape tale to a silly semi-parody of '70s crime dramas, complete with overextended sideburns and an assassination across the border in a villain's remote Mexican lair. In one scene, A Way Out nails the feel of punishing prison life, and in another it lets you act like children on a playground swing. Sometimes those conflicting tones even crop up in parallel. One poignant late-game moment--where my character learned some surprising and emotional news on one side of the screen--was ruined by my partner interacting with a bicycle bell on the other side that caused his character to exclaim, "Ring ring, motherf***er!"

If it's not the dialogue dampening moments of tension, it's the game's numerous QTEs. While A Way Out does use timed button-tapping well in some instances, such as when our characters must time their pushes up a vent shaft while standing back-to-back, it also wastes scenes with gimmicky implementations. The final playable section of the game--the crux of this entire plot and hours of journeying and escaping and chasing--boils down to mashing Square / X. A Way Out's third and fourth acts are by far its weakest: save for one inventive story beat, all creativity is lost and the game turns into a mediocre action romp with anemic shooting and little else to do or care about.

Luckily, the rest of the game (which is much longer than the mercifully contracted finale) contains more interesting and varied environments. Throughout your journey, you'll travel from the prison to a forest, a farm, a cinema, a trailer park, and more, and each is filled with objects to interact with, puzzles to solve, and people to talk to. These diverse areas are small but dense, and they add color to what could otherwise be a monochrome world of good and bad. The trailer park was a personal favorite, offering a chance to pause and play some baseball or chat to secondary characters. There's even a Trophy / Achievement for exposing the aforementioned couple to the man's jilted wife. That this captivating space comes during what should be a time-sensitive moment, when playing baseball or exposing adulterous men would be the last things on anyone's mind, says everything about A Way Out's story and tone, however.

A Way Out has problems. By the time the credits rolled, my partner and I didn't really feel like we'd been on much of a journey with Leo and Vincent. We'd been on a geographical tour, sure--one that was often trite, gimmicky, or cringeworthy--but we didn't feel the pair had learned anything or grown in any meaningful way. I did, however, enjoy the journey I'd been on with my friend sat next to me. We had to look out for each other while escaping prison, work together to solve puzzles, and save each other's life on multiple occasions. Our characters might not have grown closer together, but A Way Out's forced co-op is worth it for the few standout moments it provides.


Detective Pikachu Review: Elementary, My Dear Watt-son

By Kallie Plagge on Mar 23, 2018 02:25 am

Pikachu is normally very cute and a little bit sassy, but its Detective variety is unlike any Pikachu you've ever seen. Detective Pikachu plays with your expectations of what Pikachu should be, and the game has a lot of fun reveling in the weirdness of a small, adorable creature talking and acting like a human man. It's campy and self-aware, showing a different side to Pokemon and Pikachu with an infectiously rambunctious attitude. Detective Pikachu--the character and the game--is full of personality, and as a result an otherwise standard mystery-solving game is far more fun and entertaining than you might expect.

You play as Tim Goodman, who has arrived in Ryme City in search of his father, Harry, who went missing in an accident. Of course, the real star is Detective Pikachu--you meet him almost immediately, and you're the only human who can understand him. Like a grizzled detective out of a '50s noir, he sounds like a middle-aged man and gestures like a caricature of a New Yorker, and his voice acting and animation captures that character perfectly. He'll occasionally get your attention with a cute jump and a gruff "Hey!"; sometimes he'll give you hints, which are entertaining even if you didn't need them, while other times he'll just chatter away about something random or interact with a nearby Pokemon. His streetwise attitude and campy quips never get old, adding a delightful (if weird) charm to every scene.

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You soon learn that Pikachu was your father's partner Pokemon and lost his memories after the accident, though he can still lend you his detective skills to solve mysteries. Those mysteries largely involve misbehaving or even violent Pokemon, most of which have been exposed to a chemical called R. The cases start out with simple mischief, but as you investigate, you'll solve bigger ones--including actual white-collar crimes--and find clues about Harry's disappearance. The game follows a basic detective story structure overall, but the pulpy tone can make it feel less derivative, and the conspiracies around R and Harry are intriguing enough to keep the pace up.

Cases consist of everything from finding missing Pokemon to whodunnits with dramatic reveals. Your job is to talk to people--Pikachu will translate for Pokemon witnesses--and gather evidence that you can then use to solve each case. You talk to people, get more information, and use that information to unlock follow-up questions until you have everything you need to start the deduction process. Pikachu guides you through most of this, framing the questions you need to answer and later prompting you to pick the evidence that best supports your theories. There's no real way to fail; as long as you talk to everyone and search the environment thoroughly, you'll get everything you need to piece things together. That on its own is disappointing if you're hoping for compelling mysteries and puzzles.

Finding all the clues is fun, however, especially with Pikachu wisecracking as you go. Getting one solution will open up a new question or pose another problem to solve, and while they all follow the same gameplay structure, each case is deeper than it seems at first. For the most part, I was never so far ahead of the game's pace that I was still gathering evidence long after I'd figured everything out--while nothing shocked me, there were times when I wasn't entirely sure how a culprit had done it until I was choosing what evidence matched Pikachu's hints. But there were also a few frustrating times when I'd figured out the solution but couldn't find the last piece of evidence to back it up. In one chapter, for example, you have to gather a half dozen or so alibis, then use witness testimony to deduce which alibi is a lie. It involves a lot of talking, and I ended up running around for 15 minutes re-interrogating everyone until I finally found the person I'd missed (despite knowing who was responsible and why the entire time).

It's hard to stay annoyed for long, though, because Detective Pikachu is brimming with personality. Pikachu himself is a total goofball, but the other Pokemon are also entertaining in their own right. Each one gets its own special subtitle (Garbodor is the "connoisseur of trash," for example), and they typically have interesting things to say, even if those things aren't useful as evidence. The world of Pokemon is cleverly incorporated into different parts of the New York-inspired city, from flying Yanma that work as news camera operators to the Trubbish that occupy the subway entrances. You don't need to know anything about Pokemon to solve Detective Pikachu's cases, but being familiar with Pokemon and appreciating all those details enriches the simple gameplay and story.

And Detective Pikachu is a simple game. There's not much variety to the way you solve cases; the story follows a standard detective formula, and as long as you're thorough, you won't have too much trouble connecting the dots. But it's full of heart, and its silly characters and intentionally campy tone are what make it fun.


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