Monthly Archives: June 2018

BlazBlue: Cross Tag Battle Review – The Tag Team Dream

2D anime fighters like the BlazBlue series are often intimidating for their elaborate movesets and demand for precise execution. However, BlazBlue: Cross Tag Battle breaks from tradition by simplifying its gameplay systems, and bringing in characters from three other franchises to join the fight. By no means does the simplification make Cross Tag shallow--the dynamic tag system and the clever ways you can mix mechanics are where Cross Tag shines. Factor in the charm of these distinct worlds and you'll have plenty of reasons to consider this fast, flashy, and endearing fighter.

Across four mainline games, BlazBlue developed a complex fighting system, while Persona 4 Arena and Arena Ultimax distilled the formula and captured the charisma of the eponymous RPG. Under Night In-Birth (from developer French-Bread in collaboration with Arc System Works) had its own twist on a deep, yet accessible fighting game. The RWBY animated series makes its fighting game debut, and the cast's talents and flair make the transition incredibly well. Cross Tag Battle unifies all four series as a five-button fighter with two main attack buttons, a universal overhead attack that can also function as an EX attack, a tag button, and the partner skill. While it may seem a bit too straightforward, even the most historically complex characters on the roster remain true to form where it counts. By distilling classic fighting mechanics, the focus is shifted from performing elaborate directional inputs to creating openings for sweet high-damage combos through easy-to-execute attacks.

You'll recognize familiar moves with similar properties from respective games, but the conditions for execution have changed. Basic attacks, smart combos, and even Supers (called Distortion Skills) are easy to pull off, though the number of techniques mapped to the limited controls can cause some inadvertent activations of very different moves--particularly throws and Distortion Skills. Auto-forward dash on most characters may also be jarring to fighting game veterans. But it doesn't take much effort to adjust to this game's quirks and pace.

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Partner skills will take time to grasp; every character has unique back, forward, and standing assist attacks where they fly in from off screen to lend a hand. Cross combos take the tag system one step further by letting your duo pile on damage simultaneously; pulling these off will make short work of opponents if you can expertly control your tandem. These are key to maximizing the effectiveness of combos, creating openings, or pulling yourself out of a rut. With this in mind, you're encouraged to either experiment using different duos or form your own collaborative attacks with the pair you love most. It's chaotic and tough to nail down in live matches, and it's where the depth of combat comes from.

Most of your advanced moves require you to expend meters that charge during the course of combat and it's critical that you keep an eye on them at all times. Meter management requires you to think about using up the skill gauge for distortion skills, laying down EX moves, or saving up for back-to-back supers with your tag partner. Cross combos and tag counters to get out of combos use up the two-bar cross gauge. And when you're down a fighter, the Resonance Blaze (the comeback mechanic) kicks you into overdrive for 15 seconds by regenerating health, adding chip damage, automatically filling the skill gauge, and strengthening Distortion Skills--be sure to use that time wisely.

All the pieces of a fast, smooth, and endlessly fun fighting game exist within Cross Tag, but it truly shines by channelling and fusing the personality and charisma of each franchise.

Cross Tag Battle has a lot to absorb, and it'll take time to get comfortable with the fighting system and unravel all its intricacies. Thankfully, the onboarding process is top-notch. Tactics Mode walks you through the basic terminology, mechanics, and their use-cases, and each character has a tailor-made tutorial that gives you the opportunity to perfect specific combos. On top of that, there's a slew of missions in Tactics Mode that pit you in difficult challenges to build awareness of the more specific situations you'll encounter in matches.

All the pieces of a fast, smooth, and endlessly fun fighting game exist within Cross Tag, but it truly shines by channelling and fusing the personality and charisma of each franchise. Whether it's the stylish super moves, battle cries, or fluid animations, this large cast is bursting with charm. While many of the assets have been repurposed from previous games, this is the first time we see members of RWBY in 2D with anime-inspired models. Under Night's cast also gets redrawn portraits to better fit the BlazBlue aesthetic. Despite their differences, the combination of worlds works so well that each fanbase will find something to love about seeing their favorite characters in unexpected scenarios.

Mixing up teams brings about collaborations I've always wanted to see. Sure, Hyde, Ragna, and Narukami may play like the standard sword-wielding boys from their respective worlds, but having either of them work together makes for a badass team. As a die-hard Persona fan, having the Investigation Team reunited at Yasogami High for a hectic brawl while bumping the Arena mix for Reach Out To The Truth warms my heart. Especially smaller moments, like the unique chatter and interactions between two characters before fights commence, makes this feel like more than a rehash of multiple assets or collection of characters thrown together all willy nilly. When I'm hopping from Under Night's Riverside stage in one fight to BlazBlue's Cathedral the next, using my favorite duo of Chie and Ruby while listening to Hyde's battle theme, Cross Tag Battle evokes and amplifies the fondness I have for this roster.

The crossing of worlds primarily plays out in the Episode Mode, where the four factions of fighters are forced to fight in a fake realm by a mysterious, omnipresent AI that creates arbitrary rules. By obtaining color-coded keystones, and eventually uniting to fight this AI, they'll be able to return home. The overarching plot sounds ridiculous, and it's borderline nonsensical. Each of the four campaigns play out as a visual novel with static character portraits and fully voiced dialogue; actual fights are embedded within each chapter to keep you an active participant. It's all quite trite, sometimes eye-rolling.

Cross Tag Battle has a lot to absorb, and it'll take time to get comfortable with the fighting system and unravel all its intricacies. Thankfully, the onboarding process is top-notch.

Some character appearances feel shoehorned for the sake of making an appearance, but despite its absurdity, moments of cross-franchise fan service stick the landing. Ruby's obsession with fancy weapons permeates her encounters with the likes Ragna and Hyde. References to Chie's obsession with steak, and Yukiko's inability to make curry call back to the moments I first met them in Persona 4; even Noel gets caught up in the mix as she's completely oblivious to how bad it'll taste. And as each episode concludes, I was rewarded with heartfelt scenes that reminded me of why I'm invested in these characters.

Story mode highlights something odd, though. DLC characters take part in the story as opponents despite not being available in the playable base roster. Their movesets, character models, theme songs, and voice lines are in the game, but they're gated as add-on content. Half of RWBY's cast is offered for free, but to see several Persona, BlazBlue, and Under Night folks so obviously withheld feels unfair.

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Taking the fight online is where you'll spend most of your time after getting your feet wet in single-player. Cross Tag online component consists of multiple lobbies for different skill levels where players walk around as chibi versions of their favorite character. Customizing your player card with character portraits and familiar catchphrases is another avenue to express your love. It's cute and lighthearted, magnified by the adorable batch of emotes that often take the edge off exhilarating fights. And thankfully, jumping into matches works seamlessly. After hundreds of rounds online, both in the casual lobby and ranked matchmaking, we can say that netcode is solid and that latency is a non-issue with a decent connection.

Players that want a more competitive environment should be happy to know that we had little trouble finding a fair fight in ranked matchmaking. In both victory and defeat, memorable moments abound. Although it can be frustrating, I'm always taking note of how high-level players get the better of me. I'll also never forget making a comeback from being down a teammate, activating resonance blaze and perfectly timing both Chie's power charge and God Hand super while my opponent was in mid-tag to take them both out in one hit.

Whether playing through the story mode alone or against hardened opponents online, Cross Tag Battle is an absolute joy with a surplus of possibilities within its wide roster and versatile fighting system. Even with all the ridiculousness of the overarching plot, I reveled in the charm of my favorite characters and embraced the many moments of fan service. It's a masterful unification of styles and mechanics from four different universes that compels you to dig deeper and dedicate the time to getting the most out of the beloved members of this cast.

Telltale’s The Walking Dead: The Final Season Release Date Announced

The first episode of Telltale Games' The Walking Dead: The Final Season is coming out in just a few months.

Episode one will be available for download on Xbox One, PC, and PlayStation 4 on August 14. The Nintendo Switch version will be released later this year. Players can preorder the game starting on June 8 for $20 USD.

The Final Season follows Celementine, who's now a fierce and capable survivor, trying to build a new life at a secluded school and protect an orphaned boy named AJ.

Players can expect tough new choices to make, a new over-the-shoulder camera system, more freedom to explore, scenes with unscripted combat, and the new Graphic Black art style. The Final Season will also support 4K resolution and high dynamic range on compatible devices.

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Golem Review: Hidden In Plain Sight

Golem often feels at odds with itself. This gorgeous puzzle-filled adventure successfully wraps you in a mystical world, where bright hues and cheerful melodies set the mood. But beneath this inviting exterior lie disjointed challenges that no amount of whimsy can sugarcoat. Even with smart mechanics that are introduced at a sensible pace, Golem's rhythm is regularly disturbed by jarring difficulty spikes and obtuse solutions.

A vague narrative tells of a lost civilization that once upon a time used magical stone creatures to build and maintain its structures. These beings, or golems, are practically extinct, save for one you're tasked to rebuild throughout ten puzzle-filled stages. Starting as a lifeless ball, the golem feels like a nuisance at first, which only serves to make its eventual evolution that much more gratifying.

As your golem is slowly pieced back together, new mechanics are introduced to allow for more complex puzzles. When it gains the ability to walk on its own, for example, you will have to accurately predict its movement while manipulating the environment to clear pathways at the right moments. Later, it evolves into a dog-like creature that you can command to move to specific locations, and will eventually grow strong enough to carry you across treacherous tracts of land that are otherwise impassable.

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Golem's ten stages act as large puzzle rooms, each with the objective of going from one end to the other. This traversal is restricted by your golem's growing moveset, which puts the onus on you to chart an appropriate course. This can be as simple as moving a rock pillar to close a gap, or as complex as activating a series of switches to resuscitate an old, aging turbine that in turn spins up other nearby mechanisms. Regardless of the conceit, the goal remains the same but with shifting responsibilities. Your golem will sometimes, for example, need to be precisely placed to apply pressure to a switch, giving you access to a new area via a now moving railcar. In turn you might need to ensure that your ally has a clear path to the next hurdle. If you've gone one step too far without a clear solution in sight, backtracking and starting from scratch may be your only option.

Herein lies one of Golem's most frustrating aspects. Puzzles ought to require intricate solutions that make you second guess your instincts, and the best of them give you that "aha" moment, when you recognize that the blueprint to success was evident from the start--you just hadn't yet learned how to see a certain number of steps ahead. Golem instead obscures your view of many puzzle elements, forcing you to succeed through trial and error as opposed to relying on foresight and analysis. Golem also regularly fails to make some unique interactive objects standout from the background, which forces you to tediously move your mouse around the screen to determine what is or isn't useful. Basic switches and levers, on the other hand, are clearly marked; an inconsistency that makes it hard to trust that the game is always playing fair.

Moving about a stage isn't a fast or free-flowing affair, but instead a point-and-click style dictation. This systematic process and your character's slow movement speed is mercifully compensated for with the inclusion of a fast-forward button, which you’ll use frequently. And just like the indiscernible key items throughout each stage, walkable pathways are often indistinguishable from off-limits areas. The inconsistency of Golem's visual language leads to tiring efforts of just clicking on possible destinations in the hopes of finding one that's actually accessible.

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Golem confuses size with ingenious puzzle design, which just dilutes the euphoria it aims to generate on completion. Yet it still conjures infrequent moments of bliss that re-establish a sense of wonder. Golem’s vast, mysterious world is ultimately inviting to poke and prod around in, even if its stringent mechanics don’t allow for looking further beyond the stage at hand. There’s an underlying drive to discover what this world is about, what secrets its lost inhabitants might have held, that prevent temptations to just leave it entirely. Golem’s puzzles might feel shallow, but its saving grace is the captivating setting it desperately latches them onto.

It's the fizzle at the end of the fuse that encompasses a disappointing journey into an otherwise visually captivating world. Golem attempts but fails to find harmony in bringing a vague tale together with any sort of emotional resonance. That might have been easier to forgive if the journey itself was exceptional. Instead Golem's inconsistent puzzles and jarring difficulty spikes will infuriate you more than they infatuate.

Netflix Renews 13 Reasons Why for Season 3

Netflix has renewed 13 Reasons Why for another season.

The streaming company shared a brief video on Twitter announcing 13 Reasons Why: Season 3 will premiere in 2019. However, not much else is currently known, including which cast members, if any, are returning.

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Just Cause Dev Avalanche Studios Teasing New Game

The developer behind Just Cause 3 and Rage 2 is teasing a new unannounced game.

Avalanche Studios offered a glimpse of the game on Twitter, with a hashtag mentioning it's a new franchise. The off-screen image appears to show off a first-person shooter.

A lot has been happening with Avalanche recently. Last month, the developer opened a third studio in Sweden and was also acquired by Nordisk Film.

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Tetris Effect Announced for PS4 and PSVR

Tetris Effect, a new game by Rez and Lumines creator Tetsuya Mizuguchi, has been announced for PS4 and PSVR. It's due for release this Fall.

Named for the real-life effect in which Tetris players will visualise blocks and lines disappearing well after playing the game, the game will feature "fan-favourite" Tetris modes, like Marathon, Sprint, and Ultra. However, brand new modes will be announced before launch.

Here's an announcement trailer, with an explanation of the Tetris Effect:

The first new feature announced is 'The Zone', with which "players can stop time (and Tetriminos falling)

and either get out of a sticky situation that could otherwise lead to “Game Over,” or rack up extra line clears for bonus rewards."

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Samuel L. Jackson Wanted Nick Fury in Black Panther

Nick Fury doesn't appear in Black Panther, but Samuel L. Jackson wanted him to show up.

On The Ellen DeGeneres Show (via EW), Jackson discussed how much he wanted his Marvel character to be Black Panther. "Can I just walk down the street in Wakanda so they know that I know it’s there? Because I know it’s there," Jackson said.

"I mean, Nick Fury knows every black thing that’s on the planet, so he’s gotta know about Wakanda."

That said, Jackson isn't upset about the decision. He mentioned that he's "really, really, really pleased with the success of that film." Though that's not keeping him from holding out hope Fury has a presence in Black Panther 2.

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Star Wars Battlefront 2: Season 2 Solo Content Detailed

Young Han Solo is coming to Star Wars Battlefront II on June 12 as part of the ongoing Han Solo Season, EA and Lucasfilm announced today.

The likeness of Alden Ehrenreich, who plays Han in Solo: A Star Wars Story, is used for the character's two new skins, which come to Battlefront II alongside a handful of new content inspired by the most recent Star Wars film. This includes a map set on the planet Kessel, the return of the Extraction game mode, Lando’s Millennium Falcon, and new customization items.

The new map takes players into the coaxium mines on Kessel and will be available across five game modes: Arcade, Blast, Hero Showdown, Heroes vs Villains, and Extraction. Extraction, which makes its return after debuting in Star Wars Battlefront’s Outer Rim DLC, will be playable on both the Kessel and Jabba’s Palace maps.

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Nier: Automata Hits 3 Million Sales Worldwide

The Japanese Nier: Automata Twitter account announced that the game has hit over 3 million physical game shipments and digital copies sold worldwide.

This comes just three months after the critically-acclaimed action RPG reached 2.5 million sales in March. Coincidentally, director Yoko Taro celebrated his 48th birthday today, which he shares with the boyish protagonist of Nier Replicant.

While Taro directed Nier: Automata, as he did its predecessors Nier Gestalt and Nier Replicant, development was handled by the Osaka-based PlatinumGames.

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Fortnite Update File, Logo Spotted Uploaded to Nintendo eShop

Fortnite's logo and an update file for the game have been discovered on the Nintendo Switch eShop.

Twitter user SciresM uncovered the Fortnite details on the eShop — which, side note, was updated recently to enhance game discovery. Fortnite hasn't officially been announced for Switch, though there's been speculation it will be revealed for the hybrid console at E3 next week.