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The latest Reviews from GameSpot Reviews On 05/16/2018

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In the 05/16/2018 edition:

Battle Chasers Nightwar Review: Switch It Up

By Justin Clark on May 16, 2018 12:30 am

Based on a hit comic book series from the late '90s, Battle Chasers: Nightwar successfully translates the look and feel of a comic into a turn-based RPG. The mesmerizing animated intro shows exactly what you're in for: a wild world where steampunk meets Dungeons & Dragons, rendered in beautiful, deep-shaded colors. It was a spell that was frequently broken when it first released. After months worth of patches, tweaks, and improvements on other platforms, however, it's a very different, and much stronger experience right out of the box on the Nintendo Switch.

The broad premise of the Battle Chasers comic is that a girl named Gully has taken a pair of magic gauntlets, along with a motley crew consisting of a sellsword, a wizard, and a kindly robot, on a journey to find her missing father. The Nightwar chapter, however, is a minor sidetrack from that journey. The crew gets shot down from their airship over a mysterious island with serious problems of its own. Supposedly, the island is home to a mother lode of mana, which has prompted something of a magic-based gold rush. Mercenaries, thieves, unsavory merchants and, most worrisome of all, the attention of an evil sorceress named Destra, are drawn to the island. The crew's plans to depart dissolve into a trek that goes deep into the island's darkest regions.

Battle Chasers endears you in the process of establishing its world, characters, and combat systems. Garrison, the mercenary, is exactly what you might expect from a square-jawed warrior with a tragic backstory: his terse personality keeps him at arm's length from his cohorts. On the flipside, the hulking mech, Calibretto, is a gentle soul who acts more as the defacto healer, and the beating heart of the story as it goes along. The cast at large brings infectious personality and energy to every scene, and all of this is underscored by a delightfully diverse soundtrack, flavoring typical medieval adventure anthems with everything from Chinese string instruments to bassy, trip-hop backbeats.

The game's overworld is dotted with opportunities to battle oozing slimes, vicious wolf men, and surly prospectors. Dilapidated little shanty towns pop up along the way, as well as occasional side quests, which usually impart a bit of lore before asking your band to thwart a high-ranking enemy in a dangerous place. The bread and butter of the game, however, is its major dungeons. Eight in total, the dungeons are procedurally generated. Despite the randomization, each room and its layout is impressively detailed, with smoothly integrated puzzles, that most of the time it's impossible to tell every dungeon wasn't meticulously laid out until you reset one, and re-enter to find an unrecognizable location.

From the outset, combat is fairly standard turn-based fare. Veterans of the game will find that the difficulty curve has been evened out in a way where early battles are still very doable, but don't go too easy on new players. The first few hours are full of hard hits and unexpected deaths for those who don't stay vigilant. Basic enemies hit for dozens of points in damage in a single wave, leaving debuff effects like Poison and Bleeding in their wake before you even really know what they do.

Thankfully, it's fairly easy to turn the tables. Every character has a special skill to affect enemies within dungeons--proactively stunning, ambushing, or igniting them--just before a fight kicks off. The principal gimmick during a fight is the Overcharge system. Basic attacks contribute to a special pool of red mana points that can be used to cast magic and tech attacks, rather than actual mana points. The new balance of progression makes it much easier to gain a foothold in the world, where no fight feels too unwieldy. For the fights that do, the removal of level restrictions on equipment also means that the right tool for the job is never too far out of reach. MP still remains in short supply as the game progresses, however. One should still be mindful about whether to build Overcharge or expend mana when using abilities. This gets increasingly tricky, but in a way that keeps you engaged in every battle, no matter how small.

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There were two major problems with Battle Chasers when it first released: A severely steep difficulty curve as the game progressed into its second and third acts, and frequent, aggravating load times going into both battles and new areas. The bad news is that the second issue remains. Even on the more powerful PS4, months of patches still leave a problem where even just getting into a fight in the overworld map can stop the game dead for 30 seconds to load a single, low-level enemy. At least that system gets 60fps fights as a consolation prize. The Switch gets no such benefit, with not just a lower resolution, but intermittent stutters in framerate the more active and flashy the attacks. On both systems, going from the overworld to a dungeon or vice versa can keep you trapped on a loading screen for close to a minute.

The good news is that everything else feels great. Changes to the game's XP and various store economies make it easier to keep your companions ahead of the curve through regular gameplay instead of through tedious grinding—though that's still an option if you want it to be, and the rewards are now much more worthy of the effort. The same considerations still have to be made with each new piece of gear. Armor typically raises a character's HP, stamina, and speed, but drastically lowers physical and magical defense--stats that matter against stronger enemies. The trick of it is finding items that counterbalance the loss, and the odds of that happening, as it stands, have been improved for the better.

Beyond the challenge of combat, Battle Chasers is sustained through the strength of its story, a rollicking tale that takes our heroes literally to hell and back. It's bolstered by some sharp dialogue, gorgeous artwork, and an ensemble that plays extremely well off of each other. Lots of work has gone into Nightwar since its first release, and the balancing improvements make it an easy game to recommend on all platforms.


FAR: Lone Sails Review: Come Sail Away

By James O'Connor on May 15, 2018 07:30 pm

FAR: Lone Sails, the debut title of Swiss developer Okomotive, opens with your character--an unnamed, ambiguous figure in red--wordlessly paying their final respects at a grave behind their home. As you guide them from left to right, through their residence and out the front door, you leave it behind and set out on an unclear journey. The world is tinged grey, broken, abandoned. You quickly arrive at the vehicle that serves as your dwelling for the rest of the trek, a landbound ship that uses petrol, steam, wind, and its giant wheels and sails to propel itself forward. You henceforth pilot the ship in a straight line away from your home, unsure of the specifics of your destination or purpose--it seems like you're simply trying to go as far as possible.

Lone Sails is a 2D puzzle game in which there are no enemies, few challenges, and a purposefully vague narrative. These are all ideas we've seen attached to plenty of other indie platform-puzzle games, and in the opening few minutes described above it all feels very familiar. But it does not take long for Lone Sails to emerge with its own distinct voice and identity, and that's thanks to the ship you're piloting.

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You'll spend at least half your time running around inside your ship--presented from a bisected viewpoint whenever you enter it--pressing the big red buttons that operate its various functions. You'll need to make sure that you've got fuel in the tank before firing the engine, meaning you'll often have to stop and collect canisters of it from outside during your journey (at no point in my playthrough did I come even remotely close to running out). Steam will build up if the engine runs for long enough, and pressing the associated button releases a valve and gives you a brief speed boost. Aside from these functions, most parts of your ship don't require frequent attention. You have a hose for fires and a repair torch, but they're generally only needed during or following set-pieces; a brake that brings you to an immediate halt; and, following an early upgrade, a set of sails that you can coast with if the wind permits.

There are plenty of sections where the ship must be brought to a halt so that you can leave and fiddle around outside to clear a path or get yourself moving again. These are Lone Sail's puzzles, and they're generally quite gentle, usually not involving much more than figuring out the right order to hit a series of red buttons or attaching your ship's winch to something. But even if they're not challenging, these set-pieces are usually delightful, either in how much your meddling changes the environment around you, or how the world's vistas stretch out behind you, or because they end with your ship getting a neat upgrade. FAR: Lone Sails is consistently engaging, with a tactile pleasure to pulling boxes, pressing buttons, and jumping around as needed.

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But there are also long stretches where you'll likely find yourself doing nothing--the wind is carrying your ship, everything is organized below deck, and there's not much to do but sit on top and admire the view while listening to the soft orchestral soundtrack that kicks in during these quieter scenes. In these moments, as you take a moment to appreciate Lone Sail's beauty, the storytelling feels especially confident and focused. The world is beautiful, even though it's vaguely post-apocalyptic, with much of the landscape made up of a drained sea-bed and abandoned buildings. There are little hints at what may have happened to the world here and there, but ultimately the world outside of your ship doesn't matter so much until near the end of the journey, as the game's final act unfurls in a way that informs everything that came before it. Coming to appreciate the extended stretches of tranquility that Lone Sails often stretches out is one of its greatest pleasures.

You are always alone, and because of that, your attachment to the ship grows deeper. After a while, exiting the ship for any period starts to feel dangerous despite the lack of enemies. When bad weather conditions kick in at various points, leaving the ship feels akin to having to get out from under your blanket on a cold night. The ship feels alive and reactive, thanks in large part to great visual and sound design. Watching the turbines whir and embers shoot out from the back when you release steam, or even just sitting on top of the ship as it blasts along a flat with its sails out, is a bonding experience.

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This is a polished game, with only a few minor issues that I encountered. Every now and then an object in the foreground would obstruct my view of some parts of the ship, but the ship's layout is easy enough to remember that this was only a minor roadblock. Twice I had to reload my most recent checkpoint because I got stuck--once it was my own fault, the other time I was trapped by a rare invisible wall designed to keep me from going a certain way. But the checkpointing is generous enough that I didn't lose more than two minutes of progress, and I generally felt totally in control of my ship. It's also quite easy overall, and up until a surprising death towards the end of it all, I didn't even know you could die.

Lone Sails is a transfixing, lovely experience, one that takes recurring indie game tropes and does something unique and fun with them. It's short enough that you could play through it in a single two or three-hour session, but it will likely stick with you for a long time. I can see myself going back in a few months just to revisit the ship, like checking in on an old friend.


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