While there have been many, many attempts to translate the tabletop roleplaying experience to the PC and console, more often than not it hasn't quite worked out. One of the biggest struggles in transitioning a traditional tabletop RPG into the quicker, imminently more binge-able video game form is incorporating a complex ruleset faithfully. Hypothetically speaking, with the right combo of spells and skills, a tabletop campaign can get utterly bizarre, with players collaborating to do things like using effectively unlimited ammunition to shoot through a mountain. These kinds of solutions are impossible in video games, where destructible environments and the difficulty of coding different possibilities necessarily limits the ways you can interact with the game. Pathfinder: Kingmaker is a partial exception to that rule, but it often fumbles with the execution.
Just about everything has been wholesale imported from the Pathfinder tabletop games; nearly all the mechanics, spells, skills, etc. make their way in, and so does a massive chunk of the lore and mythology. That's all well and good, particularly because Kingmaker offers plenty of options to help customize the difficulty and effectively put you in the role of Game Master. There are more than a dozen options for adjusting everything from damage scaling for foes--a handicap that makes you more resistant to harm in tougher fights--to how the AI will manage your (eventual) kingdom.
Given that this is a hefty choose-your-own-everything adventure, your character is a blank slate. You can pick from many of the basic races--as well as the godlike aasimar--and a fair few of the basic classes, skills and abilities from the tabletop edition. Your companions are initially pulled from a crowd of heroes you meet in the game's opening, but it expands soon after with any number of additional friends and allies to bring along the way. For the most part, these serve as means to an end. Your allies are as much a part of the experience as your own character is, both in terms of party composition and roleplaying in the narrative.
This is reinforced by one of the few concessions the tabletop game doesn't make, but the game does: party-wide skill checks. Passing obstacles in the tabletop Pathfinder, for instance, can often separate the party, as those that don't have a skill like acrobatics won't be able to maneuver through a thicket. Instead, in Kingmaker, the party completes these tasks as a team. It behooves you, then, to really spread out your abilities and party to maximize coverage of options over making sure everyone has the same basic setup with slightly different modifications down the line.
Such concessions transition well into group cohesion in combat, as well. With such a diverse set of specializations, party management is exceptionally important--especially because of the intense base difficulty. By default, Kingmaker follows the rules of tabletop perhaps too closely; it's a system where simple combat with a few foes can take 30 minutes to an hour (or more), all compressed into a few seconds on-screen. That can be taxing as it requires tremendous familiarity with each classes' traits as well as the acuity to know how to pull them together.
Were everyone sitting around the table, each would have a couple minutes to look over their spells, consider all manner of responses, and then execute the plan on their next turn. In Kingmaker, though, combat largely happens in real time. Sure, you have a pause button and can quickly look over your characters to devise tactics mid-battle, but this absolutely grinds combat down and really hits the pacing of the game in the worst way.
Perhaps a bit more troubling is the fact that within Pathfinder's ruleset, many monsters and creatures require very specific tools to kill. Swarms of small creatures like rats, for instance, can't be effectively fought with a sword and shield. Sometimes Kingmaker warns you, but other times it simply expects you to know how to handle the problem. Rust monsters, skeletons, ghosts, and so on all have specific tools that you need to understand and be able to use with relative ease. That's made easier by having a diverse party, but then you have to take far more time aside to learn the ins and outs of your band of characters than a traditional tabletop player.
This tension--between what Kingmaker is trying to be and what that looks like in practice--is at the heart of many of its missteps. With more than a dozen references and resources to draw upon, quite a few things have slipped through the cracks, causing issues of balance throughout. There's the distinct impression that Pathfinder's convoluted rulesets have led to oversights in how damage gets calculated by the game in this or that room, or whether you'll face a much higher spell failure chance when squaring against a boss.
There have patches since release, and many of the adjustments definitely work. A slightly modified Story Mode (the name of one of the difficulty presets) is a solid entry point for many. Still, the rules and procedures can be labyrinthine--and that's even with tooltips that explain proper nouns and the requisite in-game encyclopedia to explain everything else.
These outings also constitute the bulk of your questing play and a good chunk of the ongoing narrative--an interconnected web of relationships and allegiances that lends itself to plenty of political intrigue and exciting adventures. Unearthing the mysteries of not only your "employers" but also the shifting factions of the Stolen Lands and how that plays into the world at large is definitely an extraordinary and rewarding endeavor.
For those willing to take on the challenge, what lies beneath the brusque exterior is a welcome return to involved roleplaying.
The interaction between the ruling bit of play and the rest of it is great. Having each of these systems--roleplaying, combat, adventuring, and what's essentially SimCity-lite--feed into and influence one another yields an experience that is as broad as it is deep. Your level of investment and engagement with each is largely up to you, but each of them matters and will require attentiveness to get the best results. But the opportunities it yields are exceptional. Having your roleplaying choices and character story and alignment all play into how you rule and who accompanies you on your trek is amazing. Working towards getting a well-crafted set of gear for your party after carefully maneuvering through hours of quests and adventures, all for the glory of besting a big bad using all the skills and abilities you've given your team, are high points of the adventure.
All-told, Kingmaker isn't a stellar outing, hampered by a litany of small issues, balancing, and the gargantuan knowledge base you'll need to play most effectively. But, for those with the patience, the rewards are well worth the investment.
The soft reboot that was Assassin's Creed Origins introduced a new approach to the series' brand of stealth-action gameplay, along with an expansive and vibrant open world with many dynamic systems at work. In this year's follow-up, Assassin's Creed Odyssey, developer Ubisoft Quebec builds upon its predecessor's pillars, and in the process shows greater confidence in the series' new direction.
Set in Ancient Greece, Odyssey predates the previous game by several centuries. During the Peloponnesian War in 431 BCE, you take on the role of either Alexios or Kassandra, siblings and former Spartans-turned-mercenaries. In keeping with series tradition, Odyssey features parallel storylines, with the main narrative taking place in the distant past and the overarching plot set in the present day. After pivotal moments dealing with political intrigue and wartime conflict in Greece, you'll jump back to the modern day to continue the story of Layla Hassan, introduced in Origins, who's working to uncover the secrets of the first civilization. Throughout your travels in Ancient Greece you'll uncover lost tombs, engage in naval warfare on the high seas, and assassinate the key members of a shadowy conspiracy seeking control of the known world.
In your trek through the Greek mainland and the islands of the Mediterranean sea, you come across diverse locales that showcase lush environments that pay tribute to the old gods, while rubbing shoulders with the many historical figures of the era looking to make their impression in Greek society. The amount of detail packed into each location is impressive, tied together by an active and dynamic ecosystem where local wildlife and civilians keep their territory. But as you dive further, you'll see the many hardships and realities of life in Ancient Greece firsthand, including the horrors of slavery and the ever-present war between the military-driven Spartans and the bureaucratic Athenian army.
Featuring a map that's more than double the size of the previous game, Odyssey is built to be explored and has incidental content to reward your wanderlust. You get the sense that your actions will have a lasting impact wherever you go, and Odyssey offers up a wealth of content that fuels your growth at a steady pace. Though the issue of level-gating comes up occasionally, preventing you from actively exploring any region as you wish, you can take a break from the main story and dive into the breadth of side content at your leisure. Several side quests offer a surprising amount of depth and heart and feature some of Odyssey's more standout moments.
Throughout the main story and in side-quests, you'll make several key decisions that affect the game's narrative and your character's journey. While many of the choices you make are largely inconsequential and result only in slightly different endings for quests, the fateful decisions that do matter can lead to drastic turns of events, with some storylines and characters meeting their end prematurely. In moments you'd least expect, you'll see the payoff for decisions made early on in the story, for better or worse. With nine different possible outcomes at the main story's conclusion, there's a surprisingly large amount of cause and effect that can make the narrative feel all your own.
The different protagonists also offer up some of Odyssey's most endearing and entertaining moments. Despite the grim nature of the game, jokes and fun gags often break the tension, even during serious events. Though both Kassandra and Alexios share the same dialogue and story beats, their differing personalities, gender, and points of view offer unique flavor, making them stand apart--with some scenes and questlines feeling more appropriate with a particular character.
Romancing side characters is also possible in Odyssey. While some of these scenes can be amusing, they're mostly just bizarre shows of affection that have no real purpose. These scenes almost always result in a shallow aside during the conversation, with the characters slinking off-screen before returning to the conversation without skipping a beat. Most often, these awkward romance opportunities appear immediately after (or during) otherwise harrowing events. Aside from seeing some additional scenes with certain characters, there's really no benefit to engaging in romance at all. The inclusion of these scenes feels cheap and can sully otherwise interesting conversations.
As you unravel more of the world and advance in the main story, new gameplay mechanics and side opportunities will reveal themselves, adding even greater incentive to explore. When the conspiracy that threatens Greece makes itself known, you'll be able to keep track of the major players through a large interconnected web in the game's menu, showing their connections to other targets and how to find the intel to track them down. But in one of Odyssey's more involved quests, you'll encounter several mythological beasts hidden within the world, offering up some of the game's most inventive and memorable encounters, where brute force isn't always the answer.
The world in Ancient Greece feels much more reactive compared to previous Assassin's Creed games, and you get the sense that your actions will have a lasting impact wherever you go. When you start causing too much trouble, you'll attract the attention of rival mercenaries looking to collect a bounty. Similar to Shadow of War's Nemesis system, though not as sophisticated, Odyssey presents a seemingly endless set of antagonists with their own backstories, strengths, and potential loot. If you find yourself with a bounty on your head, mercenaries are often quick to appear--leading to some annoying encounters where they arrive at the worst possible time, even during some story missions. If the heat from the encroaching mercenaries feels too much, you can lay low long enough for the bounty to clear, assassinate another wanted criminal, or pay off your own bounty in the game menu.
With nine different possible outcomes at the main story's conclusion, there's a surprisingly large amount of cause and effect that can make the narrative feel all your own.
One of Odyssey's more clever features is the new Exploration Mode. With this optional mode enabled, you're challenged to use your observation and deduction skills to find your next target, without the support of icons or waypoints. By engaging with quest-givers and friendly NPCs, you'll learn details about your surroundings and slowly piece together your next steps. Exploration Mode heightens the pride that comes from solving puzzles, and this makes each step of your investigations feel all the more rewarding.
When it comes to combat, Odyssey keeps up with the recent trend to incorporate stat-based mechanics into its core gameplay. Compared to previous games, there's now a greater focus on allowing you to customize your character to approach the challenges ahead. You can also build your character to specialize in stealth, long-range, or melee combat, and you're able to respec at any time. If you want to build your character as a powerful Spartan warrior wielding a legendary spear and use your Spartan Kick to boot enemies off cliffs, you can, but you are also free to stick with the traditional Assassin archetype.
This opens a lot of opportunities to experiment with special moves and gear, the latter of which can also be customized with special perks that offer unique bonuses. Odyssey no longer features the shields introduced in Origins, and as a result, combat flows at a brisker pace. By placing the emphasis more on dodging and parrying incoming blows from enemies, fighting feels more involved and dynamic. While there are times where Odyssey can run right into the awkwardness of its RPG mechanics clashing with the action gameplay--such as being unable to assassinate enemies outright due to being under-leveled--it makes up for it by giving players the options to avoid such clumsy engagements.
Naval combat and sailing make a return in Odyssey, opening up exploration on the high seas. As you build up resources and find new members to join your crew, you can customize and upgrade your ship, The Adrestia, to take on more daring challenges. Much like in Black Flag and Rogue, seafaring offers up some of the more exciting and visually pleasing moments of the game, finding lost sunken ruins in the oceans depths or facing off against increasingly aggressive rival ships. Over the course of your travels, you'll be able to recruit new lieutenants to add buffs to your ship, giving you more of a fighting chance against the sea's greater threats.
The scope of Odyssey is enormous, and for the most part, it's presented well. But some of the new innovations that seek to fit within the scale of the world, however, feel somewhat lost in the grand scheme of the game. With the ongoing war between the Spartan and Athenian army, you can choose to take part in the conflict and dismantle a faction's influence in a region. In these Conquest battles, you'll pick a side and cripple an army's hold by assassinating their leaders and taking their resources--culminating in a large-scale battle against their forces.
While this is a solid way of gaining resources and improving your standing with a faction, the mechanics and implementation into Odyssey's general systems make it feel half-baked at best and pointless at worst. In some of the more bizarre cases, the game and its narrative don't seem to take Conquest seriously, especially when the main story has you helping a particular faction, despite the side content in the area actively hurting them. This in turn can create a jarring and noticeable feeling of dissonance throughout your adventures. The game often struggles to make sense of the actual war gameplay within the context of its core narrative, which is disappointing.
When looking at Odyssey in the bigger picture, it can often feel like too much game for its own good. There are numerous moments where the loop of exploring, completing missions, and traveling can slow the pace significantly. This is exacerbated by the expansive map, which can sometimes feel excessively big and a chore to travel through. There are also some notable bugs and hitches that crop up throughout, including those that prevent progress in missions to outright crash the game. Several times throughout my journey, progression was somewhat exhausting, which made some of the more impactful and exciting moments in the story feel like a drag.
Despite this, Assassin's Creed Odyssey's ambition is admirable, which is reflected in its rich attention to detail for the era and its approach to handling the multi-faceted narrative with strong protagonists at the lead. While its large-scale campaign--clocking in at over 50 hours--can occasionally be tiresome, and some features don't quite make the impact they should, Odyssey makes great strides in its massive and dynamic world, and it's a joy to venture out and leave your mark on its ever-changing setting.
Anyone who's played a Mario Party game in the past 20 years has a good idea of what to expect from Switch's Super Mario Party, but Nintendo's latest offers a few new modes that each add their own creative spin on the tried-and-true formula. In many ways, Super Mario Party feels smaller than previous games in the series, but added layers of strategy and clever, fun minigames help keep it lively and fresh.
The fierce competitive nature of the series' earliest titles is back, as Super Mario Party ditches Mario Party 9 and 10's cooperative car mechanic and once again pits players against each other in a race for Stars. The overall goal in Super Mario Party is to earn five Gems, which you get after completing each of the game's five major offline modes: Mario Party, Partner Party, Challenge Road, River Survival, and Sound Stage.
Mario Party mode features the series' classic formula of bite-sized games interspersed between rounds of board game hijinks. Your character is still placed on a board with three others where you'll all race after Toadette and her collection of Stars. The biggest change is the introduction of character dice blocks; while previous Mario Party games utilized virtual 10-sided dice, now every character has two dice blocks, one six-sided and the other unique to them, and you have to decide which one to use each turn. The six-sided die rolls a one through six, while each character die comes with its own set of strengths and weaknesses.
For example, Mario's has a number three on three of its sides, while the remaining three sides are one, five, and six. In comparison, the devilish gambler Wario has a special die where two of the sides cause him to lose two coins, but the other four sides are sixes. For the first time in a Mario Party game, your choice of character is more than just aesthetic, and figuring out the best time to use a specific dice block adds a level of strategy to what's typically been an act of randomness.
Each of the game's four boards requires slight tweaks to your strategy for reaching the Star, but they're all small, and most don't take advantage of their unique makeups. Whomp's Domino Ruins, for example, features Whomps who will block your path down certain shortcuts. The board only has two Whomps, though, so you don't encounter them very often, and even when you do, the board is small enough that taking the long way around won't put you at much of a disadvantage. Super Mario Party's four boards don't feel distinct, so your strategy for each one won't be all that different. And since there are only four boards in total to pick from, Mario Party mode grows stale fairly quickly.
There are a total of 80 minigames in Super Mario Party, putting it just behind Mario Party 6, 7, and 9 in terms of quantity. Of the 80 minigames, nearly half rely on the motion control or rumble features in the Switch's Joy-Cons. Don't fret; both the motion and rumble features work surprisingly well, and it makes for some of the most cleverly designed games in the Mario Party series. For example, in Fiddler on the Hoof, you and three others race horses, and making a pulling back motion with the Joy-Con to simulate whipping the reins increases your score if you move with the beat of the song that's playing. In Nut Cases, you and a partner need to outwit the other team by claiming the five boxes that have the most walnuts inside them. You get an idea as to a box's contents by picking it up and measuring the severity of your Joy-Con's vibration. As Super Mario Party only supports motion control with a single Joy-Con, you won't be able to play the game in handheld mode or with a Pro Controller.
Partner Party mode is Super Mario Party's reimagining of Mario Party 6's Team Battle mode. The rules are similar to Mario Party mode, but there are more paths around the board, and you need to actually land on Toadette's spot to get a Star instead of just collecting it while passing by. The minor obstacles from Mario Party mode become trickier to get past in Partner Party because you need to remain mindful of both you and your partner. Paying to move Whomp out of the way might get you to the Star more quickly, but doing so could trap other players, including your teammate. There's the possibility of winning the next minigame and earning enough coin to buy an item to free them, but that's no guarantee. This type of consideration and amount of forethought simply doesn't exist in Mario Party mode.
Two of the other major modes, River Survival and Sound Stage, are new to the Mario Party franchise. The former has you working together with three others to survive a trip down a dangerous river while playing Co-op minigames, while the latter is an energetic dance competition where you solely play Rhythm minigames. Both River Survival and Sound Stage offer fun, albeit brief, alternatives to the staple Mario Party formula. The Co-op and Rhythm minigames are also some of the best in the Mario Party series, especially the Rhythm ones like Fiddler on the Hoof, that have you actually standing up and moving around to match the groove of the game's characters. Both Co-op and Rhythm minigames lack the heated competition of other head-to-head minigames, but they do pump up a room.
Super Mario Party's final major mode, Challenge Road, is the closest the game has to a single-player campaign, but it only opens up once you've unlocked all 80 minigames. The mode has you play through every single minigame with specific handicaps placed on you to make each one harder. For example, a racing minigame might challenge you to get first place without running into any of the track's hazards. This mode comes very close to giving Super Mario Party just the amount of challenge the game would need to increase its longevity, but unfortunately it buckles. If you fail at a challenge three times, the game asks you if you'd like to just skip it. You can always come back and beat the challenge later if you want, but the mode never punishes you for skipping any of the minigames. As long as you get to the end of the road, regardless if you skipped a dozen challenges to get there, you'll still earn one of the five Gems you need.
Super Mario Party also has several smaller modes and features that aren't tied to earning the Super Star title. In Mariothon, you compete in five minigames where outlasting your opponents in time-based games earns you extra points on the tournament ladder. There's an online version of Mariothon too, and you can either play in a private lobby with your friends or compete on a worldwide stage and fight to climb up in the rankings. We had no connectivity issues when playing online, but the private lobby did load faster. Square Off is also a minigame-based tournament, but after each win, you're allowed to claim a territory space. Owning the pieces of territory on either side of another player's territory nets you their space too, and the game continues until every space is filled. The winner is whoever owns the most spaces at the end of the match. Both modes give you a goal to strive for while playing minigames, which creates extra levels of competition amongst a group of friends.
The new Partner Party, River Survival, and Sound Stage modes add enjoyable alternatives to Mario Party mode--which at least returns to its competitive roots.
There's also Toad's Rec Room, where you can play unique games that change based on how you position your Switch, and a Stickers room, where you can cover a wall in a mural of stickers you've collected. Both seem tacked on to Super Mario Party; the former to justify putting the game on a console that can be played on a horizontal plane, in kickstand mode, or in a dock, and the latter to give you a reason to go out and buy some Amiibos to scan and get special stickers that aren't earnable within the game. Although the option of changing perspectives in Toad's Rec Room--such as looking at a baseball field from a bird's eye, laid-back, or pitcher's view--is an interesting gimmick, none of the games are really made better by adjusting how you look at them. The Stickers room is not worth getting invested in at all.
Everything about Super Mario Party feels smaller in comparison to previous titles in the series. Both Mario Party and Partner Party mode play on small boards, and certain modes, like Challenge Road, have clear tier points to make it easy to play through in small chunks. So it's all the more puzzling that you can't actually play Super Mario Party on the go in handheld mode. Given you need a seperate Joy-Con to perform the motion-based actions in the game, it makes sense, but it's still odd to see a game on Switch that actively prevents you from making use of the console's portability.
Most of Super Mario Party's varied assortment of 80 minigames are fun, especially if you've got a full group of four players, as the NPCs aren't smart or skilled enough to pose much of a challenge until you unlock Master difficulty. The new Partner Party, River Survival, and Sound Stage modes add enjoyable alternatives to Mario Party mode--which at least returns to its competitive roots. And even if the unique character dice blocks don't shake up Super Mario Party's four boards enough to give Mario Party mode some longevity, they implement small moments of strategy into a series that has for too long solely relied on randomness to determine a winner.
Editor's note: This was originally a review in progress. Now that the game has launched, we have updated and finalized this review to reflect our experience with the online functionality.
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