Monthly Archives: May 2015
Attack On Titan: Humanity In Chains Review
We love playing David to countless video game Goliaths. Bosses are, more often than not, larger than the game heroes who defeat them. In Attack on Titan: Humanity in Chains, you're never short of giants to vanquish as you reenact scenes from the anime and manga from which the game was adapted. If there are thrills to be found, they come from swinging through a map using the maneuver gear. Using this mobility against the titans can provide a rush as you amass your first dozen kills, but don't expect this excitement to last. Humanity in Chains is a surprisingly soulless affair, a reminder that sometimes it takes a game packed with titans to make us appreciate refined adventures with fewer behemoths.
Much of the best anime is set in worlds you wish you could visit, such as the early 1980s interpretation of metropolitan Japan in Urusei Yatsura, or the sprawling vision of Earth in Dragon Ball. As good as the original material is, its setting is an utterly miserable world. One hundred years of peace have just been shattered by the return of remorseless giants who only want to eat humans. What are you to do but try to defend yourself, especially if you're a revenge-hungry teen who watched helplessly as your mom became a snack? The titans' perpetually maniacal faces only add insult to one's presumable fate to become a decapitated morsel. For once, we have an anime in which teenage whining, scolding, and anxiety-driven introspection is justified, even if all this motivational talk, pointless or otherwise, comprises one-third of the anime's content.
Humanity in Chains spares you these moments of angst while framing story missions with many of the show's most memorable scenes. If this game is partly designed to attract Attack on Titan virgins to watch the show, these brief videos are its most effective selling tools. The game is punctuated by the two opening themes and credits. If anything convinces you that you're about to experience the playable version of a well-received anime, it is the rehashing of a catchy and memorable title sequence. I haven't watched Attack on Titan since it appeared on Netflix over a year ago, so reacquainting myself with the resoundingly Germanic choral chanting was exciting, if only for a few minutes. The only thing missing is a Netflix streaming voucher to watch the show on the 3DS.
Attack on Titan inadvertently poses a question that could have been asked decades ago: What if Spider-Man had a penchant for bladed melee weapons and his arms were freed from web-slinging? Add the mutant-hunting sentinels and you essentially have the gameplay premise for Humanity in Chains. Much like Spider-Man, you don't question how your gear manages to find an attachment point every time; you just run with it because there are more pressing matters, like a city filled with invading titans. You spend most of your time swinging from point to point because moving on foot is impractical and, more importantly, is the easiest way to get yourself killed.
The point of all this maneuverability is to position yourself to attack the titans' napes, their main weak spot. Thanks to a lock-on function, this is a peculiarly simple task, provided you make an effort to avoid approaching titans from the front. Once you've initiated the attack, the only challenge lies in lining up a timing ring within a larger ring; pulling that off results in a hit. This challenge, unfortunately, makes up the bulk of your goals in Humanity in Chains, so it's normal to feel bored after about an hour of play. Aside from an optional spin attack and the ability to hinder a titan's mobility, there's no depth or nuance to combat. You're either aiming to deal a lethal blow to the titan or you're making a brief retreat in order to regroup. We've come to expect third-person adventures chocked full of objectives in a given sortie, which can take anywhere from 15 to 90 minutes to complete. There are missions in Humanity in Chains that take 30 seconds to clear. And when you're not killing titans, your tasks are more menial jobs, like performing CPR on fallen comrades or collecting food. The art department didn't even design the food; you just have to find gleaming blue dots on the ground.
Not wanting to stick solely to the anime's script, developer Spike Chunsoft added world mode, a feature that lets you grow and customize your own squad of titan killers and team up in multiplayer. It's a well-intentioned mode that is meant to add replay value and an RPG-inspired sense of character ownership by starting you off with baseline stats. The world mode menu screen overlooks a base with multiple facilities, giving you the impression that there are a lot of activities there with which to eat up an afternoon. It is true that you can upgrade squadmates' abilities and craft weapons in world mode, but incentives to apply these enhancements in the field are sorely lacking. Not only are you stuck with the same types of titan takedown missions found in story mode, but now you're greatly underpowered. The chances of getting grabbed by a titan are much greater, as is the unlikelihood of freeing yourself from its grasp. Learning the ropes and learning from defeat would be engaging if not for that fact that world mode doesn't unlock until you've beaten seven story missions. By then, you've been spoiled by controlling top-tier titan-killer talent, ruining any motivation to start over again as an entry-level grunt. It's a case of foreplay deferred after a game has already spoiled its best moves.
Attack on Titan: Humanity in Chains is further proof that the seemingly obvious genre for an anime-to-game adaptation isn't always the best one. Take the Ghost In The Shell games as another example. As enjoyable as it was to play as Motoko Kusanagi in third-person adventure Stand Alone Complex, it was an even better experience playing as the Tachikoma spider-tank in the original PlayStation game. The disappointment of poor mission variety in Humanity in Chains is compounded by the brevity of each assignment. And while world mode had the potential to show the franchise's appeal beyond the main story, its team customization allure is severely hobbled by the same shallow combat in story mode.
Between the can't-look-away morbidity of being eaten and watching the ensemble cast persevere, there's no denying the draw of Attack on Titan and the potential for a superb game adaptation. Humanity in Chains just isn't that game. Given the squads of soldiers, the seemingly limitless influx of titans, and one's mobility options, there is surely hope for an excellent game set in this universe in the far-flung future.
StarDrive 2 Review
A good 4X strategy game is a bit like a slow-burning fire--something to be stoked every now and again with a click of the mouse and watched through half-lidded eyes into the late hours. When that contented sort of complacency sets in, I'm more easily coaxed into "just one more turn." These empire-building games make it easier still because they tend to defer the consequences of poor moves. Mistakes amount to small hang-ups in the otherwise effortless forward momentum of upgrades and technological developments, lost in the spaces between ascending data points on one of the genre's ubiquitous end-of-game line graphs. It's only when I come out of my daze a few scaled eras later that I often find myself long surpassed by opposing empires, the graphs telling a story of steady mediocrity since, oh, sometime in the Middle Ages when production took a brief turn towards the slightly sub-optimal.
The thing is, 4X games don't have much patience for an also-ran. They're "games" in the same way that the game of thrones is a game: you win or you die, and the middle ground is really just another burial tract. And if the same goes for the crowded, largely homogenous genre they belong to, where does that leave an entry like StarDrive 2? For the most part, the game seems to be a proper execution of its developer's vision; it's worked its way up its chosen tech trees, so to speak, arriving as a sci-fi empire builder in the grand tradition. And yet, when it's time to take stock, StarDrive 2 finds itself firmly in the middle.
But 4X games always begin full of promise, at least. StarDrive 2 offers the selection of a space-faring race--always a good time, unless you pick Human--and, if you want, a complete overhauling of its prepackaged traits. The system, like many others in the game, is cribbed directly from Master of Orion, but it remains rousing and balanced. "Peerless Starfighters" might sound like a must-have bonus, but can you stomach the "Repulsive" or "Corrupt" negative trait you'll have to equip to zero out the ledgers? And then there are the races themselves: an eclectic bunch that includes Cthulhu-likes, an ursine shogunate, and a narcissistic collection of pods that speak through the hijacked brains of alien owls.
As if to further signal that you're not supposed to take the ensuing intragalactic war too seriously, there's a color commentary robot that periodically interjects to introduce the competing races in a segment called--wait for it--"racial profiling." And as if to signal that this is a terrible idea for a feature, there's also an option to turn it off. But whether you listen to the introductions or not, it behooves you to immediately start spreading out across the star map from whatever randomized homeworld you've been deposited on. Exploratory fleets can be sent across the universe with a click, revealing new planets of varying hospitality to colonize. The best ones go quick--opposing empires in StarDrive 2 gobble up territory, and they're not shy about claim jumping either.
These enemies can be held off for a time via diplomacy. Technological advancements are divided into mutually exclusive sets of three and are often differentiated by whether they provide an immediate benefit or one that scales better over a longer period of time. Researching one cordons off the other two, so the best way to snag them is through trade. That, in turn, plays out via a now-overly familiar interface, wherein resources and policies are given a unifying currency and exchanged between two empires at something resembling a fair rate. There's also a limiting "tolerance" meter that hints at a xenophobic civilian population weighing the deal behind the scenes. Combined with a capricious AI and the utilitarian feel of the diplomacy system at large, the meter mostly just contributes to StarDrive 2's gravitational pull towards war.
If the end justifies the means--and the end involves every race that isn't you being purged from the galaxy--nothing is ever really beyond the pale, is it? The enslavement and bombardment of civilian populations, consequently, are perfectly tenable according to StarDrive 2's rules of engagement (albeit partially lampshaded by the cartoonish aliens and abstractions of the game's model). The infrastructure of a colonized planet is indicated with a list of the buildings it's added, and its farming, manufacturing, and scientific output are represented. As an example, these outputs are represented for the Kulrathi Shogunate by bears holding pitchforks, pickaxes, and beakers, respectively.
To protect them, you kit out a starfleet or two. Here, StarDrive really feels like it's found its wheelhouse. All ships have a single frame housing a few different pre-existing equipment packages, but they're used more effectively when you customize their payloads yourself. The ship editor uses a lo-fi but intuitive version of EVE Online's similar interface, where armor plating, power generation, weapons, and cockpits all take up a certain amount of tiles on a planar overlay atop the ship's frame. A bigger missile launcher is surely more effective, but it'll take up valuable tiles that you might need to use for thrusters or point defenses.
If any system isn't being adequately accounted for, you find out quickly when StarDrive 2's ship-to-ship combat plays itself out. When two fleets collide on the star map, they're set down across from each other on a new screen, where they trade maneuvers and lasers semi-autonomously. A pleasant feedback loop plays so you can see how the battles resolve themselves, note deficiencies in your lineup, and run back to the hangar to draw up a suitable counter to the tech your enemy is fielding.
It isn't all quite as tidy as opposing empires trading volleys across their borders. StarDrive 2 introduces a refreshing amount of entropy to the system via third-party raids, discoverable anomalies, derelict ships, and mission pop-ups that can throw a wrench into your previous priorities. But these instances frequently mean that you need to engage in ground combat, a half-baked, grid-based affair that sees two squads march up to each other and wail away until one drops.
You can give ground units tools and abilities, too, but they don't fundamentally alter the static nature of the combat--if you need to wait 20 turns for an ability to recharge and the enemy hasn't spotted you, you might as well press "next turn" 20 times until it refreshes. This is silly, because StarDrive 2 has no pressing need to render ground combat. There's enough of a draw in the larger scale, ship-based combat and exploration as well as the thrill loot-seeker get from discovering a planet with a unique resource and scrambling to claim it first.
But even though these systems achieve competency, they've been done before (and done better) in many other games. So any praise leveled at StarDrive 2 inevitably ends up faint when it's taken alongside other entries in the sci-fi 4X genre. Is that a flaw of a navel-gazing piece of genre fare or of our own tendency to internalize lessons from an empire builder--that there can only be one winner and that existing for the sake of existing isn't enough?
NASA Discovers What Europa’s Mysterious Dark Material Is
NASA scientists have found evidence through laboratory experiments that the dark material partially dusting the surface of Jupiter's ice-covered moon, Europa, may be sea salt from a subsurface ocean.
Sea salt on Europa's surface suggests that its ocean is interacting with its seafloor, which, according to NASA, is a positive indication towards finding out whether the moon could support life.
“We have many questions about Europa, the most important and most difficult to answer being is there life? Research like this is important because it focuses on questions we can definitively answer, like whether or not Europa is inhabitable,” said Curt Niebur, Outer Planets Program scientist at NASA Headquarters in Washington. “Once we have those answers, we can tackle the bigger question about life in the ocean beneath Europa’s ice shell.”
SHIELD Producer on How the Finale Set Up Season 3
Warning: Spoilers for the Season 2 finale of Agents of SHIELD follow.
The Agents of S.H.I.E.L.D. Season 2 finale didn't hold back. The synopsis for "S.O.S." mentioned sacrifices, and both the Inhumans and SHIELD suffered losses and/or injuries. In case you need a refresher after the action-packed two hours: Cal embraced his Mr. Hyde comic book personality, Raina was killed, Coulson lost an arm, Ward became even angrier, Terrigen Mist was released into the general population, and oh yeah, the Kree stone captured Jemma. The Inhumans and SHIELD are aligned for the moment, and that means a world of new possibilities are ahead. We spoke with executive producer Jeffrey Bell about Skye's new Inhuman team, what Ward has up his sleeve, Coulson's missing hand, and more.
Dragon Quest VIII is Heading to Nintendo 3DS
Dragon Quest VIII: Journey of the Cursed King is heading to the Nintendo 3DS in Japan on August 27 for 5,980 yen (roughly US$50), Square Enix announced today.
According to a translation by Gematsu, the upcoming re-release to Nintendo's handheld will feature StreetPass support, voiceovers, soundtrack by the Tokyo Metropolitan Symphony Orchestra, and new party members with a female thief named Garda and Dragon Quest: Monster Battle Road‘s Morrie. The incentives from various Japanese retailers include:
- Square Enix eStore – “Candy Cane” (weapon for Yangus) – A mysterious spear that will absolutely cause damage and is even effective on metallic monsters.
Marvel Reportedly Eyeing Selma Director for Phase 3 Movie
Marvel is reportedly courting Ava DuVernay to direct one of its Phase 3 movies.
According to The Wrap, which broke the news, multiple sources have suggested that the director will helm Black Panther, due to open July 2018.
DuVernay is best known for last year's historical drama Selma, which debuted to great critical acclaim. Her previous work includes the independent features I Will Follow (2012) and Middle of Nowhere (2012). The latter nabbed her the Best Director award at 2012's Sundance Film Festival.
Brock Lesnar Shows up in Assassin’s Creed Syndicate
Update: As our readers have pointed out, the guy Lesnar is fighting in the piece of concept art has Frank Mir's stomach and arm tattoos.
Make of all this what you will.
Original story is below.
Professional wrestler and all-around Big Fightin' Dude Brock Lesnar has popped up in Assassin's Creed Syndicate.
As pointed out by Kotaku, a piece of concept art appearing in Syndicate's reveal stream (pause at 44.54) shows off a bald guy in a fighting arena sporting Lesnar's exact back tattoo. Check it out below.
Game of Thrones: Dragons & Sansa & Terror, Oh My!
Welcome back to IGN's Game of Thrones show! This week, Roth Cornet (I think I just wrote about myself in the third person there, which is weird. Anyway!) is joined by Game of Thrones experts Sam Claiborn and Steve Butts to dive into Game of Thrones, Season 5, episode 5, "Kill the Boy".
Download Game of Thrones: "Kill the Boy" - Dragons on the Wall Here!
After our we give our initial responses to the episode, we delve into the nitty gritty of what's happening on Game of Thrones this season; including Jon and his controversial decision, Dany and her "How to Feed a Dragon" lesson in terror, what the heck is going on with Sansa, and Tyrion goes to Volantis!
Hasbro Gets Us Pumped for The Force Awakens Toys
Are you already counting down the day to when Star Wars: The Force Awakens toys hit the shelves? Well, Hasbro is making sure we don't go a day without remembering that "Force Friday" is September 4. They sent us a neat flip-calendar that showcases Star Wars toys past and present while pointing out notable days in the film's history along the way.
For example, National Teacher's Day spotlights everyone's favorite froggy Jedi Master, Yoda.
Funko Reveals New Ant-Man Pop! Vinyls
Funko has announced a handful of new vinyl figures in time for Ant-Man's cinematic debut this summer.
Both Ant-Man and Yellowjacket will be getting the official Pop! Vinyl treatment and will be available this June.
Additionally, Funko will release a number of Ant-Man themed Wacky Wobblers alongside the vinyl figures. No images are currently available, but Funko's official website claims we'll learn more soon.