Dark Souls III: The Ringed City not only acts as the second expansion to Dark Souls III, but also acts as a fitting send off for a franchise within the gaming industry that has had an immense presence and influence over numerous titles in the market over the past few years. Dark Souls is an incredible series of games, and Dark Souls III: The Ringed City, is the final expansion that Dark Souls III deserves.
The Dark Soul of Man
Unsurprisingly, Dark Souls III: The Ringed City is set inside the Ringed City, at the end of the world, and the close of the Age of Fire, as all cities converge upon themselves, quite literally. The Ringed City’s level design is a devilish, spiralling descent into the madness of Dark Souls III’s most dangerous environments, and it’s an absolute joy to explore, traverse, and find out more about. Much like the first expansion and the game as a whole, The Ringed City’s story is never clearly defined or told in a way that’s straightforward, and players need to talk to NPCs and search for clues in lore in order to piece together what’s going on and just what the hell The Ringed City is. The new cast of characters that reside within The Ringed City are all very interesting if you take the time to look into flavor text and interact with them, and the overall narrative is fairly interesting, ultimately tying up what Ashes of Ariandel started. It serves as a satisfying, yet mysterious storytelling finale for the series, and it more than lives up to the Dark Souls name. Being a part of Dark Souls, The Ringed City is naturally challenging, but in new innovative ways that haven’t been seen in past entries. Whether it be ghost archers that volley arrows at you whenever a giant calls for it, the angel-like flying dregs that barrage you with projectiles when you come into sight, or the viciously quick, hard-hitting Ringed Knights, The Ringed City never fails to provide a challenge for the most seasoned Dark Souls players, and that’s without even dipping into bosses. While there’s 4 boss fights total, one is completely optional, and the second compulsory boss is more or less a glorified PVP battle with some narrative context. That leaves us with 3 potential boss fights, and while that’s a small number, each boss in The Ringed City never ceased to amaze me. The first boss was extremely unexpected, and had me stumped for an hour or two, only to have me move on to the final boss. Without spoiling anything, the final boss in The Ringed City feels like a culmination of everything that’s come before it, and the challenge is right up there with some of Bloodborne’s tougher bosses. It’s worth mentioning that I was playing The Ringed City on an NG+6 save, which made it a lot more difficult than it normally would be. The weapons, armour, and items found in The Ringed City are undoubtedly some of the best in the series, and they mix up the meta for PVP players too. After the boost mode update on the PS4 Pro, Dark Souls 3 runs at 60FPS and still looks just as good as it originally did. The biggest problem with The Ringed City however, is that inconsistent frame rate drops are apparent throughout the experience, but they never led to any deaths, and are a minor hindrance at most.
It brings me great joy and sadness to say that Dark Souls III: The Ringed City is a fantastic send off for a fantastic franchise. Dark Souls has played and forever will play a major part in my life, and it’s saddening to see such a legendary series come to an end. If you haven’t given the Dark Souls games a chance, please do so, they are truly spectacular games if you’re determined enough to get through its harsh difficulty. The Ringed City has spectacular environments, challenging boss fights albeit too few, a satisfying and mysterious plot, and most importantly it completes Dark Souls III as a package. Don’t miss out on this one Souls fans.
-Ties up Dark Souls III nicely
-Challenging and unique boss fights
-Incredible level design and world building
-New weapons, armour, and items
-Beautiful locales to explore
-Frame rate issues
-Too few bosses once again
Thanks for reading guys, next is The Walking Dead Season 3 Episode 3.
Mass Effect is undoubtedly one of the most influential series of the last generation, and for good reason. Bioware poured their heart and soul into making a truly excellent trilogy of games, and while they tripped up a little bit towards the end, Mass Effect’s legacy is one that will forever be present in the gaming industry. People got naturally excited when a 4th entry into the series was announced, although it wasn’t what people were expecting. Mass Effect: Andromeda marks the return of Mass Effect, and while it’s gotten off to a rocky start, fans and newcomers alike can enjoy what Andromeda has to offer, despite its shortcomings.
The Andromeda Initiative
Andromeda’s narrative is a far cry from anything related to the original trilogy. It’s very loosely connected to the adventures of Commander Shepard and the rest of his merry crew, which makes for a very easy access point for newcomers to the series. Mass Effect: Andromeda is set in between the events of Mass Effect 2 and 3, where earth is looking for new planets to populate with new life in the Andromeda Galaxy as a part of the Andromeda Initiative. You play as one of two twins, Scott or Sara Ryder (i’ll be referencing to Ryder as a him because I chose to play as Scott), and due to unforeseen circumstances, you’re forced to take a leadership role within the Andromeda Initiative as a Pathfinder. The stakes are high as you and your crew must find new Golden Worlds to populate in order to ensure the Andromeda Initiative isn’t for nothing, and in the process, deal with a greater threat to the galaxy. Andromeda’s narrative doesn’t do a terribly good job at pulling you into its struggles and conflicts. The first half of the game feels like a few missions were thrown together with loose ties to one-another, making for an initially incoherent and slow plot. However, the more I played Andromeda, the more I got pulled into its characters, world, and plot, and by the time I reached the halfway mark, Andromeda really got going, even if it doesn’t reach the storytelling heights of the original trilogy. Overall, Andromeda’s tone is a lot more lighthearted than the previous games, which I didn’t mind, but there are certainly a few darker moments within the campaign that harken back to the previous entries in the series. I found most of the characters varied and extremely likeable, although dialogue options didn’t really feel as impactful as they have been in the past, but it still provides a sense of character development for Ryder and his buddies. It’s all tied together with a very intimidating villain, whose motives are never made clear until later on, creating an air of mystery about him that I enjoyed quite a bit. Andromeda’s narrative starts on unstable ground, but if you take the time to invest yourself in it, eventually you’ll find a plot that holds a candle to that of the original trilogy.
Fight for a New Home
Mass Effect: Andromeda plays fairly similarly to Mass Effect 3, but there are some key elements that make it unique, fresh, and fun to play. Andromeda offers 4 distinct and varied planets to explore, engage in combat on, and most importantly, make viable for settlement. Each planet has their own little quirk, whether it be a radioactive atmosphere, extreme levels of cold, or extremely dangerous storms. They all felt like their own environments, and driving across Andromeda’s vast worlds was quite the spectacle, and truly a treat. As you explore, you can scan tech, wildlife, fauna, alien structures and more to gather research points that can be spent to research new weapons. Scanning is something you’ll be doing all the time in Andromeda, and you’ll either love it or hate it, but I personally never found it infringed upon my enjoyment of the game. Each world hosts a plethora of quests and loyalty missions to complete, hubs to visit, merchants to trade with and most importantly, Vaults to explore. Vaults act as the main way to increase planet viability in Andromeda, and they act almost as little dungeons within the game, and that’s not even taking into account the Sudoku like puzzles you need to solve to open them up. The first few were interesting and generally fun to complete, but by the end of it all I found myself getting a bit tired of the process. As you play Andromeda, you’ll be fostering your relationships with the people on your crew, whether that be by completing side missions for them or just having general conversation. I felt like I was getting something out of the effort I was putting in to know each character, and every one on my team had some back story or driving force behind them that I wanted to get to know. The Tempest is Andromeda’s version of the Normandy, essentially serving the same function. Through it, you can travel to different planets, research and develop weapons, exchange with the on-board shop, and interact with your crew. When on the surface of planets your main mode of transportation comes in the form of the Nomad, which is a rover designed for travelling hazardous planets. It’s fun to control, and fans of the Mako from Mass Effect will certainly enjoy its inclusion. That might seem like a lot to take in but I haven’t even gotten into the real meat of Andromeda yet, the combat. The star of Andromeda is by far its combat systems and all the elements that come into play when you enter a firefight. Ryder is equipped with a number of weapons, a range of biotic, tech, and combat abilities to choose from, and perhaps most importantly, a jump jet. With the press of a button (or two if you wanna dash in the air) Ryder can zip around the battlefield through the use of his jump jet. It seems like a simple addition, but once you get the hang of it, Andromeda’s combat turns into a fast, fluid and frenetic third person shooter that is extremely satisfying to play. Hovering in mid-air to shoot at an enemy cowering behind cover, only to land back on the ground and zip away at a moments notice is truly exhilarating and certainly never got old. The cover system also makes combat very fluid, as Ryder automatically clicks to anything he can use as cover, creating for a less sticky cover based system. Andromeda’s entertaining combat can mostly be accredited to the varied abilities and skills that you can invest in along throughout Andromeda’s plot. The three main trees from the original trilogy are back, those being tech, biotic, and combat. The main difference here, is that Ryder isn’t locked into the skills you choose from the start, which means Andromeda caters to multiple play-styles no matter the situation. Want to have a loadout where you solely focus on biotic abilities and mid-range weapons and another that focuses on tactical cloaking and sniping? Well you can, and it’s made extremely accessible through Andromeda’s favourites system, which lets you assign a loadout of skills to a shortcut you can access with the press of a button. Weapons come in various types, from assault rifles and shotguns, to snipers and pistols. There’s even an entire category for melee weapons, all of which are varied and unique. Like I mentioned earlier, you can research and develop weapons you haven’t found in the field through the use of research points and materials. It never really properly explains itself however, and it’s quite confusing at first, and collecting the necessary materials to craft one weapon can be a drag, but once you find a loadout that suits you, it feels very worth it. No matter what you craft or choose to use in Andromeda, each weapon sounds excellent and provides a satisfying amount of feedback with each shot. I played Andromeda on normal, which I never found to be overly difficult, but I did get caught out once or twice, and I had to make good use of my abilities if I wanted to get through a tough encounter. Andromeda’s enemies are fairly repetitive early on, mostly consisting of the Kett (the main evil force in the campaign), the Remnant, and wildlife found on the various planets. I did find that it opened up a bit more toward the latter half of the game, with more enemy types and factions coming into play. The final part of Andromeda’s gameplay, is its multiplayer mode. Much like Mass Effect 3, Andromeda’s multiplayer suite consist of a cooperative online wave based survival mode, where objectives must be complete in order to succeed. It gets pretty tough, and playing with friends is definitely recommended. If you enjoyed what Mass Effect 3’s multiplayer had to offer, you’ll undoubtedly enjoy it here, because it builds on everything that made it great in the first place, and it undoubtedly has a number of hours you can put into it.
A Bug-Riddled Galaxy
If there’s one thing that Andromeda has certainly been criticised for, it’s the presence of bugs that plague the game. I’m not going to sugar coat it, Mass Effect: Andromeda is a very buggy game, and Bioware need to iron it out as soon as possible. Its nothing game breaking, but bad facial animations, disturbing walking animations, inconsistent lip syncing, and visual glitches really do hinder the experience when they’re as prevalent as they are in Andromeda. It honestly made me laugh more than it did upset, but it’s still unacceptable for a triple A game to be this buggy at launch. Aside from all the technical bugs, Andromeda looked beautiful at 4K on my PS4 Pro, and for the most part ran smoothly at 30FPS. Environments are beautifully designed and alien character models look excellent. Notice I said alien character models, because humans look absolutely atrocious in Andromeda, and it honestly seems like they’ve been ripped straight out of a 360 or PS3 game. It’s disappointing to see that a series that was generally pretty good with the technical side of things have a downfall such as this.
Despite all of its shortcomings, Mass Effect: Andromeda is a good game, worth your time and investment once the many bugs have been ironed out. While its narrative takes a while to get going, it has excellent gameplay and worlds to explore. It’s a deep and complex RPG that you can sink hours and hours into if you get into it, and that’s without even dipping into its multiplayer component. It looks gorgeous and runs well enough, it’s just a damn shame that the game is as plagued with bugs as it is.
-Second half of the plot gets you hooked
-Excellent sense of exploration and discovery
-Fast, frenetic, fluid combat
-Character + relationship development
-Enaging, longlasting multiplayer suite
-Gets off to a slow, incoherent start
-Confusing and dull crafting systems
-Choices feel meaningless
-Some repetitive elements
-Numerous bugs and technical issues
-Visual glitches and human character models
Thanks for reading guys, up next is Dark Souls III: The Ringed City.
Horizon Zero Dawn marks the first attempt at something new by developer Guerilla Games, and also marks their first new IP since 2004. Having worked on Killzone games for so long, people were generally surprised when they saw what Guerilla Games had cooking up next for the Playstation 4, and it was a very pleasant surprise. After an amazing E3 demo, Horizon quickly became one of the most anticipated games to be released, and for good reason. Horizon Zero Dawn stands as an incredible example of what can be achieved by developers with a strong vision, and Guerilla Games prove that they can make a brilliant game, even if they’re outside of their comfort zone.
Aloy of the Nora
Horizon Zero Dawn is set in the far future, where Earth has been reclaimed by nature, and is now roamed by mechanical beasts called machines. Why they’re here, and what happened to Earth that led to it being in the state it’s in isn’t made clear at first, and it’s one of the undying questions you’ll undoubtedly have when starting up Zero Dawn. Humans live similarly to the way that cavemen did, in separate tribes, and surviving by hunting and gathering in the wild. You play as Aloy, an outcast of the Nora tribe, the reasons for her being an outcast not being fully disclosed until later on. After some initial back story in the form of a tutorial, Aloy tries to be accepted by the tribe in the form of The Proving, which goes horribly wrong, and after a chain of horrific events, sets Aloy on a path to discover who she really is, and what happened to the world so many years ago. I don’t want to go any further to avoid spoilers, but the first half of the story is honestly quite slow, and while Aloy is very well-developed early on, there’s no real hook to the narrative unless you really want to find out what’s going on. I honestly found it quite dull, and was confused as to why Horizon’s narrative was so highly praised, and then I hit the halfway mark. Over the course of one story mission, I had become fully invested into Horizon’s world, eager to find out more about the world and all the circumstances that led it to the way it is. It consistently shocked me with its plot twists and intriguing mystery, and I honestly couldn’t get enough of it. I absolutely loved Horizon’s second half, and the first half felt worth getting through in the end, if a little pointless. The characters are all extremely likeable, Aloy especially, who’s very well developed early on, and with multiple dialogue choices, you’re able to see her interact with people the way you want her to. She’s more than just a way for the player to see the world, and I truly hope she becomes a flagship Playstation mascot. The supporting cast isn’t nearly as strong as Aloy, but that doesn’t mean they’re bad. Aloy’s father figure in particular was quite interesting, and some of the Nora tribesmen and women who Aloy cooperates with throughout the narrative always proved to be good company. Horizon’s side quests are also generally well written, and more often than not have an interesting over-arching narrative. Horizon Zero Dawn answered so many of my questions but created so many more, and the level of story telling that Guerilla achieve in the second half of the narrative is amazing, even if it gets off to a slow start.
If there was one thing that hooked me from start to finish in Horizon, it was definitely its gameplay. It’s pretty standard affair for an open world game, but Horizon does all the things you’d expect in a typical open world in its own refreshing way that felt new. The map is absolutely huge, and there are a plethora of biomes to explore and hunt in. You can gather resources to craft new gear, potions, consumables and so on. Side quests can found everywhere, and traversal is generally enjoyable, as Aloy is extremely nimble and agile. She can climb most surfaces within the world (providing there are ledges) and she can also hack machines, some of which are rideable. Cities and points of interest are scattered about the open world, and dungeon like challenges called Cauldrons can also be found, which I found were incredibly well designed and challenging. I mentioned crafting earlier, and it plays a pretty big part in Horizon. Aloy has a plethora of weapons she can use to hunt machines, ranging from bows and trip wires to sling shots and machine gun-like rattlers. Every weapon has at least two ammo types you can use, all with different effects or elements.Which weapons and armour you craft determines its ammunition types and bonuses. You can apply modifications which give your gear boosts to resistances, damages and so on. As you complete quests and hunt machines, Aloy gains EXP, levels and skill points. The skill points can be invested into three different trees all providing skills relating to movement, combat and survival. Each point I spent felt meaningful, and I was constantly tossing up my options whenever I levelled up. When exploring, you’ll find bandit outposts, corrupted machines, hunting challenges, and Tallnecks roaming the map, which act as towers. Tallnecks can be climbed and hacked in order to reveal a portion of the map. The scale of these things is simply crazy and the first time you see one will undoubtedly stop you in your tracks just so you can take it all in. When you aren’t doing any of the above in Horizon, you’ll more than likely be hunting machines, and combat is easily what Horizon does best. It’s a weird mix of the recent Tomb Raider games and Dark Souls, but don’t let that put you off, it’s a lot better than it sounds. Aloy can scan machines and the environment due to a tool she finds called a Focus, and this tool is key to coming out successful in encounters. Each machine has multiple weak points or Components, and if targeted by Aloy, you do increased damage. It is paramount that you take the time to hit precise shots on these components or combat is incredibly tough. After acquiring some abilities like slowing down time it makes it significantly easier, and whenever you a hit a weak point it’s incredibly satisfying. Destroying these components can stop the machines from doing certain things, and in some cases, provide Aloy with heavy weapons to use against other machines. It’s intense stuff, and the natural fluidity and fast pace of combat lends every single encounter a sense of danger, whether you be fighting a gigantic Thunderjaw or a smaller Shell Walker. It feels so good to apply elemental effects with arrows, darting around the battlefield with roll dodges, laying traps and tripwires for your unsuspecting enemies. Humans are also encountered in the game, but are incredibly dull in comparison to the machines, and more often than not I found the human encounters to be quite a drag. The game has simple, yet robust stealth mechanics, which are paramount to thinning a herd that you otherwise couldn’t take on by yourself. On normal difficulty, Horizon proved to be quite a challenge, but never frustrating.
A Beautiful Horizon
As always, I played Horizon Zero Dawn on the Playstation 4 Pro, and it is undoubtedly the best way to play the game. Horizon runs at 2160P checkerboard which looks absolutely amazing. Environments are lush, character models are intricately detailed, and the game never looks dull. Aside from the fantastic visuals, the game boasts some of the longest draw distances I’ve seen in a console game, creating an incredible sense of scope. The game is locked at 30FPS, but never drops, and I never had any graphical hiccups or technical hiccups throughout my time with Horizon. It’s a technical marvel, and Guerilla should be applauded for the detail and intricacy put into this world.
Horizon Zero Dawn marks a new start for Guerilla Games. They’ve made an incredible game, that anyone who owns a Playstation 4 absolutely must experience. Whether it’s for its excellent narrative, intuitive, unique combat, or incredible visuals, Horizon Zero Dawn is well worth your time.
-2nd half of the narrative is excellent
-Aloy as a character
-Combat is unique, new, fresh and intuitive
-Refreshes the use of open-world tropes
-Incredibly visuals and draw distances
-Strong technical performance
-Human combat is dull
-Narrative has a slow start
Up next will either be The Ringed City or Episode 3 of The Walking Dead. Thanks for reading, Harry.
The Legend of Zelda is undoubtedly one of the biggest names within the gaming industry, and for extremely good reason. It pioneered the adventure genre, and with each release of a new Zelda game, the bar is seemingly set higher and higher. Zelda is a franchise I’ve grown up with over the years so it’d be unfair to say there isn’t a small degree of bias behind this review, but I’m going to try to be as honest as possible while reviewing the latest entry into the series. The Legend of Zelda: Breath of the Wild. Breath of the Wild seeks to break the standard conventions of the Zelda formula, creating a brand new experience within the same universe. I didn’t really know what to expect going in, but I was incredibly excited regardless of my concerns for a few of the systems that were supposedly in the game. Nonetheless, it goes without saying that all my worries were swept aside, because The Legend of Zelda: Breath of the Wild is an incredible experience that will be remembered as a classic for years to come.
100 Years Ago
The Legend of Zelda: Breath of the Wild’s narrative is definitely one of its strong points if you’re willing to invest the time and effort into uncovering it. It’s told in a way that’s never forced upon the player apart from a few expositional cut-scenes. I found it was a refreshing way to tell a story in an open world setting, and for the people who don’t want to invest in it, they don’t have to (but you should because it’s just that good if you do). It never reaches the narrative complexity of Twilight Princess or Majora’s mask, but the characters, voice acting, and premise of Breath of the Wild is unrivalled by any other Zelda game. It makes for a truly incredible experience as you play through the game. Breath of the Wild follows a Link that has been awakened from a 100 year slumber in order to destroy Calamity Ganon, and save Hyrule. It’s a fairly simple plot, but its characters and ideas are further fleshed out through optional cut-scenes. I was constantly intrigued in what had happened to Hyrule that some 100 years ago, and that drove me to uncover everything I could about the game’s narrative, and I was rewarded with some truly emotional and well executed story moments and set pieces. It’s a simple plot, but the characters are incredibly likeable, and Zelda is so well done that I feel as if Breath of the Wild was more worried about its characters than actual plot, which definitely isn’t a bad thing because the plot is still decent.
A Wild Hyrule
Breath of the Wild’s biggest departure comes in the form of its gameplay, changing and revolutionising the formula that has long since been the staple for Zelda games. Gone is the hand holding of past games, Breath of the Wild throws you into the world, gives you an objective and leaves you to your own devices. It’s a refreshing change of pace for a Zelda game, and it didn’t take me long to get lost in the countless things there are to do in the world. Once you clear the Great Plateau which acts as a tutorial area, the game opens up incredibly, and you can go and do whatever you want. I made it a priority to go and do one of the dungeons first, but I consistently ventured off the beaten track to inspect something that caught my eye, whether it be one of the many puzzle shrines, an enemy fort, a lookout tower, or a batch of collectables, Breath of the Wild never ceased to grab my attention. This world is begging to be explored, and 35 hours in I’m still finding new things, which is a massive achievement in its own right. Breath of the Wild is all about survival and nothing screams this more than its systems. Link can only restore health by eating food, which can be gathered and cooked in order to create meals through recipes. Different items lead to different traits and stat-boosts from food, and experimenting with all kinds of weird and wonderful goods never got old, and I often lost myself doing it now and again. The environment is also integral to Link’s survival, as temperatures rise and fall you’ll have to equip different armour accordingly, or eat specific foods that increase temperature resistances. Weather hazards such as rain and thunder also pose a threat too, because if you have any metal equipment on you at the time, thunder can strike at a moments notice, killing Link very quickly, but the same applies to enemies. Rain makes it harder to climb surfaces, which by the way, almost every single surface in-game is climbable, making for a refreshing sense of player freedom and exploration. Once you use Link’s superb climbing capabilities with your limited amount of stamina (which can be upgraded by completing shrines, along with heart containers) you can take in the sights of the breath-taking open world (no pun intended). One of Link’s new tools is the glider, so once you reach a high point in the world, one of the funnest things to do is jump off and glide over the landscape. It’s truly magical stuff, and this along with shield surfing makes for incredibly enjoyable modes of transport. Speaking of which, horses are very prominent in Breath of the Wild, and they must be mounted, calmed down, registered, and named before you can use them, and much like other things in the game, they can die. Great fairies are also scattered around the world and are used to upgrade your armour, if you’re willing to give up the materials. The Sheikah Slate is Link’s new navigating buddy, just less annoying this time around. It provides you with objectives, the world map, and a number of tools such as bombs, magnesis, cryo powers and more. It’s a unique little idea that really works within Breath of the Wild’s gameplay loop. Lastly comes combat, which is in my opinion, is the best the franchise has ever seen. It’s robust, but has so many little things to it that need to be taken into consideration. Almost every single weapon in the game eventually breaks after a certain amount of use, making combat encounters tense and strategic. Some people may hate this feature, which is fair enough, but I think it contributes to Breath of the Wild’s gameplay tremendously once you get used to it. It teaches you to become comfortable with other weapons you wouldn’t normally use, and that good weapons are scarce within the world. It doesn’t help that some enemies hit really hard, but that’s where parrying and dodging comes into play. Last minute dodges are awarded with flurry strikes, where time is slowed down and Link gets repeated attacks in, it’s not necessary, but there for those who are willing to risk it, it creates a unique little risk-reward system. Some weapons have elemental effects, some can catch fire, they all have different stats, and most can be thrown at enemies for a critical hit,. it creates so many options in combat and that’s without the use of sheikah slate runes and a bow. Archery in Breath of the Wild is the most refined it’s ever been, which can be controlled by gyro or control stick. Arrows are fairly scarce to begin with, and using them sparingly is probably for the best. Eventually you’ll develop a surplus, and come across elemental arrows which also need to be carefully maintained. Mid-air shooting or jumping off of a horse creates a slow motion mode where Link can get a precise shot in. The last thing I want to talk about is dungeons. Without spoiling anything, they’re innovative, unique, refreshing, and brand new concepts for Zelda. They’re some of the most fun I’ve had in a Zelda game, and I truly hope to see them return in some form in the future. Each dungeon caps off with a boss fight, which are fairly challenging in their own right, with weaknesses and weak points. Bosses can also be found in the over world, which was a weird change, but one that I got used to and one that I have come to appreciate.
A Beautiful Wilderness
I played Breath of the Wild on the brand new Nintendo Switch, and it was a graphical marvel. The game looks absolutely stunning with detailed character models, beautiful textures, incredible animations and level design. It is easily one of the prettiest games I have ever played, and the Nintendo Switch was an awesome console to play it on. The game runs at 900P in console mode and 720P in handheld mode, while running at 30fps with occasional frame drops, but they were never enough to hurt my experience with the game. The soundtrack is also absolutely amazing, with some incredible themes for different characters, situations, and environments. It also has the level of polish we come to expect from a Nintendo game.
The Legend of Zelda: Breath of the Wild, is everything I want and more from a Zelda game. It has an incredible open world that’s just begging to be explored, and experimented with. It’s plot is simple, but effective, with extremely lovable, mostly well voice acted characters. It’s gameplay systems fall nothing short of fantastic and create for an incredible survival experience where even the smallest details come into effect. This is all while the game looks and runs for the most part perfectly. The Legend of Zelda has once again set the standard for not only adventure games, but survival games too. Nintendo have really outdone themselves, and if it only gets better from here, we have one hell of a console generation on our hands.
-Strong plot with even stronger characters, and a Princess Zelda that has been extremely well done
-Robust, unique combat systems that keep you on your toes at all times
-Detailed, beautiful open world that’s begging to be explored
-Cooking and gathering of items
-Dungeons are well crafted and innovative
-Strong survival elements
-Incredible visuals and mostly strong performance
-Intricate character models and animations
Thanks for reading guys, sorry this one took so long. Up next is NieR: Automata, then I’ll do my Horizon review. I got caught up in Zelda and still haven’t finished Horizon.
It’s no lie that Breath of the Wild is the Nintendo Switch’s killer app on launch, the amount of hype and excitement it’s generated is incredible. It’s been recently unveiled that Breath of the Wild has an expansion pass, and Nintendo have detailed what is to come with it. The expansion pass is $19.99, providing access to two downloadable content packs as soon as they release later this year.
Pack 1 is to be released in Winter of 2017 and comes with:
-A new Cave of Trials challenge
-A new “feature” for the in-game map
Pack 2 is to be released Holiday 2017 and comes with:
-A new dungeon
-A new original story
This is a first for Zelda, but thankfully the expansion pass seems reasonably priced for what you get, and I’m personally looking forward to the additional content it has to offer. Hopefully it’s an addition to the main game, and not a necessity for those who choose not to buy it. The Legend of Zelda: Breath of the Wild releases on March 3rd, alongside the Nintendo Switch.
Dark Souls 3: The Ringed City was announced last night, and it will act as the 2nd and final piece of DLC for Dark Souls 3. The Ringed City will introduce new story, items, weapons, armour, NPCs, bosses, and a new area to explore. Some of the lore implications in the trailer are very interesting, and the theme of The Ringed City is extremely fitting for the finale of Dark Souls. According to the trailer, The Ringed City is set in the “End of the World”, and is currently slated for release on March 28th. There’s a lot of pressure on The Ringed City to deliver, due to Ashes of Ariandel being very average on release, and more importantly because this is supposedly Dark Souls’ final send off.
As a souls-fan, I’m incredibly excited for the release of The Ringed City, but I really do hope it manages to deliver. Dark Souls as a franchise deserves the best send-off it can get, and i’m sure that From Software are aware of this. Dark Souls is an extremely beloved franchise, and The Ringed City is going to play a vital part in the Souls series. Please From Software, take your time, and send-off this amazing franchise with the love and respect it deserves. The trailer for The Ringed City can be found here. Here’s to hoping Dark Souls ends the way it should.
On paper, Gravity Rush sounds like a concept that can be easily botched if it isn’t properly designed, and yet, JAPANStudio managed to pull it off. It’s a very niche game, it’s not terribly well-known, but it’s one of the Playstation Vita’s best games. It managed to do well enough to spawn a port to the Playstation 4, and a full-fledged sequel to be released in the following year. Gravity Rush 2 is finally out, taking everything the first game did well and doing it better, with some truly fantastic additions. Unfortunately, Gravity Rush 2 also inherits some problems from the first game, with a disjointed story, a monotonous third act, and a camera that occasionally tries to work against you. Still, Gravity Rush 2 is a really enjoyable time if you’re willing to get past its downfalls.
A Story of Two Shifters
Gravity Rush 2 takes place after the events of the first game, following protagonist Kat and her friend Syd trying to make a living in Jirga Para Lhao. I don’t want to go too in-depth about the context in order to avoid spoilers for the first game, because I highly recommend that you play through the original Gravity Rush before you play 2. Gravity Rush 2 doesn’t exactly follow one over-arching story line, it’s more multiple smaller arcs spread across 3 acts. This causes for the game to feel pretty disjointed at times, and while it’s easy to follow, I can’t help but feel it caused a few loose ends that weren’t properly concluded. It’s unfortunate, because the way Gravity Rush 2 handles it’s characters and storytelling is excellent, with likeable characters like Kat, Syd, Lisa, and Raven taking the limelight, and drawing you in with their varied personalities. Much like the first game, Gravity Rush 2 is told through an art style that’s most similar to manga. You read through comic panels, as the story unfolds page by page. It truly keeps Gravity Rush unique, and it’s done extremely well, making for a very charming way to flesh out the story and characters. It’s definitely not a terrible story, but much like the first game, it’s definitely not great either.
The Power of Gravity
Gravity Rush 2 is definitely at its strongest when you’re allowed to freely roam its beautiful world, and there’s always something to do. NPCs with side-quests and small talk are scattered across Jirga Para Lhao’s vertically arranged islands, and completing them and/or exploring is when Gravity Rush 2 is at its finest. It’s easy to get drawn in and lost into the world, and while the plots of the side-quests are small, the NPCs have enough personality and energy to make you care about them and what you’re doing, and I look forward to jumping back in to complete the rest. The main story on the other hand is a bit of a mixed bag, some is good, some is okay, and some is just straight up boring. Early on, the story missions are simple but enjoyable, and there are some truly wondrous environments you get the opportunity to explore. It starts showing signs of weakness in its early stealth missions, and while they aren’t overly frustrating, I found myself hoping I wouldn’t see them again. The third act of the game is easily the weakest in terms of gameplay, with one extremely monotonous stealth mission (sigh), and 2 very slow, boring boss fights which includes the final boss. Speaking of which, boss fights for the most part are handled very well, and they genuinely make for some good moments except for the few I mentioned earlier. Gravity shifting still works the same way it did in Gravity Rush, with a few new additions which greatly enhance the experience of having power over gravity. The controls are slick, and flying through Jirga Para Lhao at high speeds is as thrilling as it was travelling through Hekseville from the first game. Kat has the ability to create a stasis field, enabling her to throw objects at her enemies, human or otherwise, or if you want you can make use of her kick combos returning from the first game. Gravity Rush 2 never proved truly difficult until some of the latter missions, and even then all it took was one or two more attempts to finish it off. Gravity Rush 2’s single biggest change to game play comes in the form of Gravity Styles. Kat will slowly but surely unlock 3 different Gravity Styles she can use, all effecting how she shifts gravity, how she jumps and how she fights. They’re extremely well implemented, and after some practice, I found myself swapping between styles, both in and out of combat to best fit my current situation. All of them feel fleshed out, and they’re all very useful in their own ways. One other thing Gravity Rush 2 does very well is the design of its open world. As I mentioned earlier, Jirga Para Lhao is a very vertical map, with different floating islands to explore, further enhancing how good it feels to control gravity over the course of the game. While exploring, Precious Gems can be found scattered across Jirga Para Lhao, allowing you to further upgrade Kat’s abilities. It’s addicting to just explore the world and collect Gems, and trust me, there are plenty to collect.
The Sky’s the Limit
I played Gravity Rush 2 on the Playstation 4 Pro, and it was a gorgeous experience from start to finish. The game looks absolutely stunning in 4K, and there were a few moments where I had to stop myself and take in the environment. The colours pop, and the different islands make for unique and varied environments. While Gravity Rush 2 looks fantastic, it unfortunately runs at 30FPS, but it was a very consistent 30FPS, with no drops whatsoever throughout my 8 hour experience. What I did experience however, were camera issues, and while they were inconsistent, they got in the way and I found them to be very annoying. Finally, the game isn’t technically flawless either, I got stuck on a loading screen forever, and had to restart my game in order to start playing again, but that’s just one blemish on an otherwise technically sound game.
Gravity Rush 2, much like its predecessor, suffers from a slew of issues that undeniably bring the experience down, but that doesn’t mean it’s a bad game. If anything, Gravity Rush 2 is a good game, and a vast improvement in terms of gameplay from the first. I thoroughly enjoyed my time with Gravity Rush 2 when it was at its best, exploring the city, collecting precious gems, and helping people complete side quests. New additions to gameplay such as the new Gravity Styles and the fantastic design of the over-world also keep the game fun and entertaining. If you enjoyed the first game, I highly recommend Gravity Rush 2, and if you think you can look past its faults, there is a very enjoyable experience to be found gravity shifting across Jirga Para Lhao on the Playstation 4.
-Great characters and story telling
-Gravity Styles feel fleshed out and properly implemented
-Incredibly well designed open world
-Gravity Shifting is even better
-Stunning visuals and 4K
-Monotonous third act
-One infinite loading screen
Thanks for reading guys, over the next week I’ll be putting up a few articles on something relevant at the time, so keep an eye out for those! I also might do an article on the Switch pretty soon too. Thanks again, and have a good day.