Showing posts with label PlayStation. Show all posts
Showing posts with label PlayStation. Show all posts

Friday, October 7, 2016

The Impact Factor Ep. 75: Prime Time for PSVR?
Podcast
Welcome to the 75th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Twitch Prime, PlayStation VR, Skyrim Remastered, Gravity Rush 2, Beyond Good and Evil 2, Nidhogg 2, For Honor, Overwatch, Deus Ex: Mankind Divided, trying to separate art from its artist, and much more!

Join The Impact Factor’s Discord Channel: discord.gg/ptH8t6a
Add Alex on Discord: MegalodonPhD#3166
Add Fliss on Discord: FlissoftheNorthStar#9940


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Monday, October 3, 2016

TIF Plays: Week of 9/26
Gameplay

Welcome to the The Impact Factor's last week of gameplay! Check out below to links of all my gameplay. Be sure to catch me live on Twitch (MegalodonPhD). I stream Mondays at 5:30pm PT. Plus some special Friday streams, too! You can do me a favor by subscribing to The Impact Factor's YouTube channel, but hey, don't let me tell you what to do! 

To keep up to date with everything The Impact Factor, and me, follow me on Twitter: @alexsamocha

See you all next week!

Tuesday, September 13, 2016

Beautiful Spectrum
Review
Hyper Light Drifter, Heart Machine (PS4)

Abstract: Hyper Light Drifter is a new classic. The game’s stunning art direction and soundtrack compliment an immensely satisfying gameplay experience. Combat is a perfect balance of simplicity with depth and fluidity with strategy. Hyper Light Drifter creates a world that is easy to get lost in and is filled with hidden secrets. The game does so much with so little and respects the player’s intelligence and perseverance throughout. Hyper Light Drifter should not be missed. It is easily one of 2016’s best.

Hyper Light Drifter makes me jealous. Not as a game designer, not as a critic, but as a scientist. In many ways, Hyper Light Drifter resembles the perfect kind of research manuscript. The game sets itself a goal and accomplishes it with resounding success. And, with what feels little effort. More than that, though, Hyper Light Drifter does so much with so little – it is the perfect combination of small parts that delivers an extraordinary experience. Hyper Light Drifter is simple, but underneath that simplicity (as any good research scientist knows) there almost certainly was an excruciating struggle and peerless work. Hyper Light Drifter is everything I want my own thesis project to be: intrigue, complexity refined into perfect simplicity, and something that immediately grips its audience and doesn’t let go.

A fluorescent-steeped and moody prologue begins your adventure into Hyper Light Drifter. The textless exposition sets the stage of a world destroyed by giant monsters, a deadly disease, a sealed off power, and a people forced to rebuild. The quasi-medieval setting quickly unfolds into something much deeper, with echoes of a lost technological age. Your protagonist is a silent wanderer, donning a flowing cape, glowing sword, and small pistol. He finds himself in a small town with adventure waiting on all sides. The drifter seeks to explore the ruined world and uncover its truths. Along your journey you’ll fight monsters of all shapes and sizes, tyrannical bosses and treacherous terrain. Hyper Light Drifter’s narrative leaves a lot up to the player for interpretation, but by so confidently establishing both mood and lore I was immediately sucked in.

The world calls to me.
The game’s zoomed out isometric perspective gives a great view of its gorgeous world. Usually I wait until later in the review, but I can’t help myself. Hyper Light Drifter is an astoundingly beautiful game. From its animations to its highly detailed pixel art, the game’s aesthetic shines through. Snowy mountains, verdant forests, barren deserts are all wonderfully realized through Hyper Light Drifter’s unique perspective. The world has a certain indefinable charm that exists as a combination of art, music (by the amazing Disasterpiece) and enemy design. In all honesty, the art is what drew me from the start – as early as the game’s embryonic (i.e. Kickstarter) stages. I was so relieved to see the full realization of the designers’ vision in the game’s final release.

Hyper Light Drifter is a 2D action RPG. Gameplay divides nicely into a couple key areas: combat, upgrading your character, and exploration. Hyper Light Drifter’s combat is superb. Fights occur naturally when exploring, in set combat arenas, and against bosses. The drifter has a number of tools to deal with the monsters that flood the world. Your primary weapon is the sword. Enemies can be hit with quick single blows or, if you’ve read their patterns correctly, can be punished with a three-hit combo. Firing your sidearm can damage enemies at a distance. The damage is minimal, unless charged up for a big shot, and ammunition is limited (it refills slowly upon attacking foes with your sword). Your opposition is aggressive, so Hyper Light Drifter also provides the player fantastic tools for escape. You have access to a lightning fast dash move, which can be used offensively or defensively depending on your situation. The player is invulnerable for a short time while dashing, increasing the skill threshold as whole attacks can be mitigated by a well-timed dodge.

Nothing should be underestimated. Hyper Light Drifter
keeps you on your toes.
Combat starts slow as you learn the language of the game. Fluency comes rapidly, though, as your fights become a flashy choreography of dashes and sword strikes and weapon swaps. Mastery feels always just out of reach, perfect for a skill intensive game like Hyper Light Drifter. There’s always more to learn. Your skills are put to the test in boss fights. Bosses run the gamut of shapes and sizes but they always force fluency in some aspect of combat, whether it be pattern recognition, short punishes, or chain dashes. Hyper Light Drifter’s combat also quickly opens up to player customization. You’ll unlock new guns to bolster long distance or close range engagements and new abilities that make battles even more fluid. Combat is a perfect combination of simplicity and depth, risk and reward, and I couldn’t get enough of it.
 
Time to show what you've learned.
Speaking of unlocks, Hyper Light Drifter lives up to its RPG name by featuring a nice suite of methods to power up your hero. Gearbits can be found throughout the world and used as currency to unlock new abilities. Your sword can gain a charge strike to deal massive damage, or a dash strike to attack after a dash. Your dash can gain the ability to chain into itself infinitely and the ability to reflect enemy projectiles. While there are no stats to manage, Hyper Light Drifter does allow for the hero himself to be powered up. You can unlock the ability to carry more health packs, which is essential, as health never regenerates. As you progress through the game, you’ll also come across new outfits for the drifter. These are often more than just an aesthetic change as they can grant bonus abilities like faster ammo recovery or an extra point of health. Hyper Light Drifter is a great RPG while making your RPG-experience as streamlined as possible.

Streamlined or not, I enjoyed Hyper Light Drifter's RPG elements.
Exploration is where Hyper Light Drifter truly shines. Hyper Light Drifter has a world you want to get lost in. Tranquility belies a setting rife with intrigue. Tucked into every nook and cranny of the world is something interesting to see or some new item for your playthrough. The nonverbal communication of the game to the player is fantastic. You’re never told where to go or what path to take—everything is discovered through playing. You’re never told to look for secrets, nor are you told what to do with those secrets. There is a system in place that indicates where a secret hides, but Hyper Light Drifter relies on a player’s intelligence and perseverance to find the pattern. I hate comparing one game I’m reviewing to another, but I can think of no better way to put it here: playing Hyper Light Drifter evokes the same feeling I got playing the original The Legend of Zelda on the NES. The game is a puzzle box that can be solved as rudimentarily, or as meticulously, as you desire. The joy I felt moving from screen to screen scouring for paths is unparalleled in modern gaming. Exploring Hyper Light Drifter is part epic poem and part learning a new language, and the two combine to create something spectacular. There are a precious few games I wish I could erase from my memory so I could experience them again for the first time – Hyper Light Drifter is one of them.

In the spirit of the mostly wordless Hyper Light Drifter I attempted to keep this review brief. I could go on for another thousand words about the satisfying gameplay loop, the hidden bonus challenges, or how the real world around me dissolved while playing. Hyper Light Drifter is one of the most supremely well-designed games I’ve played all year. Hyper Light Drifter not only lived up to expectations, it created a new classic. Hyper Light Drifter is a wide spectrum of excellence not to be missed.


Hyper Light Drifter
5/5

Tuesday, September 6, 2016

TIF Plays: Week of 8/29-9/2
Gameplay

Welcome to the The Impact Factor's last week of gameplay! Check out below to links of all my gameplay. Be sure to catch me live on Twitch (MegalodonPhD). I stream Mondays at 5:30pm PT. Plus some special Friday streams, too! You can do me a favor by subscribing to The Impact Factor's YouTube channel, but hey, don't let me tell you what to do! 

To keep up to date with everything The Impact Factor, and me, follow me on Twitter: @alexsamocha

See you all next week!




Friday, September 2, 2016

The Impact Factor Ep. 70: For You, The People
Podcast
Welcome to the 70th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Enter the Gungeon, SteamSpy, EVE Online, Journey, Hot Lava, No Man’s Sky, Nintendo 3DS, #GameDesignSecrets, Total War Rome 2, Valkyria Chronicles Remastered, and what constitutes false advertising in gaming!

“A Video Discussing Whether Or Not Hello Games Lied About No Man’s Sky” by Jim Sterling


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, August 26, 2016

The Impact Factor Ep. 69: Confessions Of A PC Gamer
Podcast
Welcome to the 69th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex is joined by special guest host and economic scientist Patrick to discuss PS4 Slim, PS Now coming to PC, Nintendo’s big July, Dark Souls III, Titanfall 2, Obduction, PC gaming, Deus Ex: Mankind Divided, Stellaris, Bound and much more!


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, August 19, 2016

The Impact Factor Ep. 68: Dewritos and Gremlins
Podcast
Welcome to the 68th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Gamescom, PS4 4.00, Metal Gear Survive, For Honor, Overwatch, Heroes of the Storm, Final Fantasy XV, THQ Nordic, eSports, memes, Hearthstone, Headlander and much more!

“Why dank memes are killing the discussion around eSports” Cassandra Marshall, PC Gamer


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Tuesday, August 16, 2016

Cozy Up By The Fireplace
Review
I Am Setsuna, Tokyo RPG Factory (PS4)

Abstract: I Am Setsuna is Tokyo RPG Factory’s attempt to make what was old new again in JRPGs. A freshmen outing, I Am Setsuna is a mixed bag of success and disappointment. A likable cast of characters and beautiful world is hampered by a forgettable narrative and poor dialogue. Unnecessary complexity detracts from a fantastically fun and mechanically engaging battle system. I Am Setsuna evokes your fondest classic JRPG memories while mostly succeeding under a modern critical eye. I Am Setsuna is a warm fireplace in a snow storm, a piping hot plate of comfort food. It’s not perfect, but I Am Setsuna is satisfying and made me hungry for more.

The blips. The bloops. The menus. The music. Old-school Japanese role-playing games (JRPGs) constitute a hugely significant part of my gaming lineage. My earliest gaming was defined by quick-fixes and raucous multiplayer, which earned fighting games, arcade racers, and platformers top billing on my ‘favorite genres’ list I kept near my bed. JRPGs uprooted that and redefined the kinds of experiences I wanted out of video games. What started as simply as Pokémon Blue quickly evolved in Tales of Destiny, Final Fantasy IV, and Xenogears. JRPGs were my introduction to the immersive capacity of games—worlds and characters and combat systems I could get lost in.

The transition to full 3D was difficult for JRPGs. That is not to say there haven’t been great JRPGs made after 2000, but in adapting to a new medium they lost something. It felt like every JRPG develop at the time suddenly decided to redefine what a JRPG should be—for better and worse. I’ve kept my JRPG playing up in the years since Final Fantasy VII and Chrono Trigger, but the further we got from classic JRPGs the less I felt attached to those experiences. And I’m not alone.

Enter Tokyo RPG Factory and I Am Setsuna. Square Enix, the most widely known developer of JRPGs, moved their marquee JRPG franchise (Final Fantasy) to the modern era, replete with huge 3D environments and action-game-based combat. The demand for classic JRPGs never went away, though. Tokyo RPG Factory is a Square Enix initiative to make smaller, classic-feeling JRPGs for gamers today. I Am Setsuna is their freshmen outing. I Am Setsuna is a mixed bag, part wonderful and part disappointing, but ultimately it felt like a long lost friend. It was an experience I had been craving for quite some time. I Am Setsuna is JRPG comfort food.

JRPG comfort food through and through.
I Am Setsuna opens as the protagonist Endir, a young and deadly mercenary , is tasked with an assassination. Your target is named Setsuna, an 18-year-old girl who, as it turns out, was just selected to be a ritual sacrifice. Setsuna must journey to the Last Lands and offer herself up. In doing so, the monsters that plague the lands should abate. Endir decides not to kill Setsuna, seeing as she is about to die anyway, but rather join the sacrifice’s guard to ensure she makes the perilous journey in one piece. Over the course of your odyssey you assemble a rag-tag group of boisterous characters, each with their own motivations and combat specialties. I Am Setsuna’s uniqueness stems from its central theme—despair. I Am Setsuna isn’t a happy adventure. Death is everywhere, the line between good and evil blurs, and everything comes back to the tragedy of sacrificing innocence on the altar of compromise. The story isn’t spectacular, even by old-school JRPG standards, but it is functional and moves along at a brisk pace.

Death is a huge part of I Am Setsuna.
Homage to its predecessors or not, I Am Setsuna struggles narratively. The dialogue writing is poor, filled with saccharine professions of feelings and overly dramatic revelations that felt more functional than noteworthy. I Am Setsuna’s characters fall into formulaic molds, too. You have the old warrior who uses crudeness and sarcasm to mask his pain, a plucky youngster whose arcane power comes at a great cost, and the stalwart noblewoman who struggles to follow her royal calling. The worst offender is Setsuna herself, whose naïve cheerful good-to-a-fault personality becomes grating by the end of your journey. Surprisingly though, I found myself really enjoying I Am Setsuna’s cast of characters. They are quirky, memorable, and aesthetically striking. There are some great back and forths between party members and moments of levity that actually had me laughing. Combine this with beautiful hand-drawn art and cute little sprites and I’m sold.

Formulaic or not, I loved my party in I Am Setsuna. The gorgeous art helps with that.
JRPG’s live and die by their battle systems. After all, it’s what you’re doing for the vast majority of your time while playing. I Am Setsuna’s is fantastic. You choose a party of three characters. Monster encounters are always by choice, as you see them wandering around the dungeon. Walking into the monster triggers the fight. Actions are determined by a bar that fills up in real time, called an active-time battle (ATB) gauge. Once it fills you can attack, use a tech (spells and special attack moves), or use an item. I Am Setsuna adopts so much of what made old-school JRPG battle systems so much fun. It’s tactical but fast, as enemies can attack as you’re planning your move. Fights balance healing and damage dealing well, as low health on both player and monster keeps fights tense and prevents them from lasting too long. Useful abilities, like healing, are spread among all characters so players aren’t forced into a set party composition. On paper, and while playing, the battles are simple but plenty customization options exist to offer players opportunities to optimize.

I Am Setsuna adds new wrinkles to classic JRPG combat, too. The most successful of which is the game’s Momentum system. While your ATB bar is full, but you haven’t selected an action, your Momentum meter will fill. It can be filled up to three charges. Momentum is a resource that powers up any of the player’s actions. By pressing the square button at the right moment, and with at least one charge of Momentum stored, your attack will have bonus effect. Sometimes it’s extra physical damage, sometimes it adds status boosts like ‘attack up’ or ‘affects all enemies’. Momentum creates a brilliant balance of risk and reward. Waiting to fill up your Momentum meter exposes your party to enemy attack since monster ATB gauges don’t stop. Do you push for that extra damage or go for the quick kill? In some instances it can be even more challenging. For example, you need to wait to use Momentum on your heal spell because it gives auto-revive to your party. I love risk vs. reward systems in video games, and Momentum is one done very well.

I Am Setsuna's combat is fun & rewarding throughout. Momentum is a great
addition to a classic foundation.
While combat is great, preparing for it is not without its problems. Many of these issues come back to the same root: unnecessary complexity. Spritnite, gems you equip to give characters new abilities (techs), is a host to most of these problems. Every time to you kill a monster you receive raw materials. These materials can be sold to a NPC. Depending on what materials you’ve sold, and in what quantity, certain Spritnite become available to purchase. Spritnite come in two flavors: command (techs you can use in combat) and support (passive abilities). The whole system is just a mess. Command Spritnite are specific to each character whereas support can be used by all. Spritnite can also undergo the poorly explained ‘fluxation,’ in which they gain boosts from your equipped armor. Getting the materials for specific Spritnite is also a challenge as the game never communicates where or how to get them. For instance, certain materials will only drop from monsters when they are killed in a specific way, like with water-elemental damage or overkill. On top of that, despite the limited number of monsters you’ll encounter, there are what feels like hundreds of different materials. And dozens and dozens of Spritnite. It’s immediately overwhelming and doesn’t get much better by the game’s end. With poor instructions and even poorer menu navigation, dealing with Spritnite is a pain. The Spritnite situation is unruly, especially for an ostensibly simple game like I Am Setsuna.

Spritnite, Fluxation, and Singularty are unnecessarily convoluted. You'll get a grip
on it eventually, but the process of getting there isn't fun.
Fortunately, you won’t have to worry too much about the Spritnite headache. I Am Setsuna is an easy game, and I mean that in the best possible way. Winning encounters is straightforward and bosses can be beaten even with suboptimal Spritnite equipped. I Am Setsuna wants to replicate your fondest memories with classic JRPGs, not the hours of frustrated grinding you spent because certain bosses were unfairly powerful. The “fond memory” design philosophy can be seen throughout I Am Setsuna. The game decided to trim the often tasty, but sometimes unpalatable, fat from the classic JRPG. Character stats are totally dependent on the weapon and amor you have equipped. You can finish I Am Setsuna in 15-20 hours. There are a small handful sidequests, but they only become available near the end of the game. The judicious use of Tokyo RPG Factory’s design scalpel sometimes goes a bit too far, however. I Am Setsuna has only a few monster types that are recolored and repeated frequently. Bosses aren’t memorable and are few and far between. Somewhere in the trimming process I Am Setsuna must have lost its cartographer, as it annoyingly lacks any form of in-game map. I Am Setsuna’s piano-only score is great at first, but becomes tiresome over time.

Problems aside, I couldn’t help but be enamored by I Am Setsuna. I loved getting lost in its tranquil snowy world. Playing felt like cozying up to a warm fireplace in a log cabin as snow falls gently outside. I Am Setsuna was comforting and transportative. I was brought back to my quietly humming CRT, PlayStation One controller in hand, on the floor of my basement. That I Am Setsuna can evoke such fond memories while still passing critical scrutiny of today is worth commending. I Am Setsuna isn’t perfect, but comfort food never is. It sure was delicious though.

I Am Setsuna
3/5

Friday, August 12, 2016

The Impact Factor Ep. 67: Team Justine, Redux
Podcast
Welcome to the 67th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex is joined by the amazing Justine to discuss PS4 Neo, No Man’s Sky, Duelyst, Vanquish, Pokemon GO, Telltale, Mr. Robot, eSports, the Olympics, work-life balance, Preacher and much more!

“Should eSports be in the Olympics?” Patrick Stafford, Polygon 


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, July 22, 2016

The Impact Factor Ep. 64: Download. Complete.
Podcast
Welcome to the 64th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about EVO 2016, Street Fighter V, LI Joe, Pokemon GO, ABZU, Bound, Life is Strange, Tomb Raider, Duck Hunt, DDR, Rock Band, DOOM and much more!


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Monday, July 18, 2016

TIF Plays: Week of 7/11-7/15
Gameplay

Welcome to the The Impact Factor's last week of gameplay! Check out below to links of all my gameplay. Be sure to catch me live on Twitch (MegalodonPhD). I stream every Tuesday at 5:30pm PST and Thursday at 6:30pm PST. Plus some special Friday streams, too! You can do me a favor by subscribing to The Impact Factor's YouTube channel, but hey, don't let me tell you what to do! 

To keep up to date with everything The Impact Factor, and me, follow me on Twitter: @alexsamocha

See you all next week!


Tuesday, July 12, 2016

Feel The Fury
Review
Furi, The Game Bakers (PS4)
Abstract: Furi is a neon-soaked, electronic flurry of blades and bullets. A unique visual, aural and gameplay package, Furi confidently establishes itself as something you’ve never quite played before. As a boss-focused action combat game, Furi succeeds in a number of ways. The hyper fast combat, replete with skill intensive dashing, parrying, and attacking mechanics, plays wonderfully. Furi demands a lot of players and brutally punishes mistakes. Unfortunately, not everything in this diverse package works well. Bullet hell sections suffer from unclear projectile and player hitboxes that frustrate to the point of feeling unfair. Painfully slow and barren walks between boss fights leave the player bored. Taken together, however, Furi’s successes outweigh its failures to create a game well-worth playing for action fans.

Released for free as part of PlayStation’s July PS+ line-up, Furi is a new game from The Game Bakers that has its toe dipped deeply into Blade Runner, Tron and shonen (boys) anime. Furi is a wild ride, a breathless series of fights that test the true mettle of the player. Prepare yourself – it’s about to get furious.

The game starts with a prisoner shackled in a cell as a masked jailer is torturing him. Your protagonist, The Stranger, is silent. He neither knows where he is or why he’s there. As the jailer leaves you are greeted by a mysterious companion, a rabbit mask toting specter known as The Voice. The Voice frees The Stranger and informs him of the brutal journey ahead. The Stranger must fight through the most intricate, and deadly, prison ever built as he makes his way to the planet floating below. This is no easy task, as terrifying characters guard each floor: the guardians of the prison and bosses he must vanquish. As you move from floor to floor, The Voice slowly sheds more light on his motivation, who The Stranger might be, and who are the people trying to stop you.

Admittedly, the story is quite light. Motivations and the truth of your situation are revealed quite slowly. Questions are answered with more questions and much is left up to the player to interpret. The narrative framework for the game at hand, however, works well. Games don’t often need much to propel players through a serious of huge boss fights, and the same is true for Furi. What works best about Furi’s story is its establishment of a wholly unique world. The game’s credits cite game designers like Hideo Kojima and Goichi Suda as inspiration for creating Furi. It’s abundantly clear throughout. Furi’s world is like no other I’ve seen in a video game. The mixture of space with samurai with cyberpunk is perfect. From start to finish I was engrossed in Furi’s world. I only wish there was more to explore.
 
The Voice, The Stranger, and one impossible goal.
As you might have guessed, Furi is all about its combat. Furi is a “boss rush” game, meaning that the large bulk of the gameplay is spent fighting Furi’s 10 bosses. You move from one boss to the next with very little in-between. Furi would suffer if its bosses were bland, repetitive, or uninteresting, but that couldn’t be further from the truth. Each fight is different, testing the player in a variety of ways so they can prove their mastery of the game’s various systems. Each fight takes place in an arena, but no two arenas are alike. Bosses are visually striking and impressively memorable. You experience a fantastic sense of dread as you walk into the arena for a new boss. What new challenge are you about to face? Fights can take anywhere between 5 and 45 minutes, depending on player skill and the boss being fought. My completion time was about six and a half hours, though looking at leaderboards some have completed Furi in as little as 45 minutes. As I’ll explain in great detail, Furi is all about player skill.

Each boss fight is a unique combination of Furi’s three central mechanics: third person isometric arena fights, 3D fighting-game styled close combat, and bullet hell. Let’s talk about the first. The arena-based isometric fighting is superb. Bosses hurl attack after attack at the player: projectiles, area of effect moves, and close combat. Furi follows along with the recent trend we’ve seen in games like Hyper Light Drifter and Stories: The Path of Destinies in which movement speed and dodging are the key focus. The Stranger moves fast. Incredibly fast. Furi emphasizes use of your dash move, a quick teleport with invincibility that serves as both your primary way to avoid being damaged as well your method for getting close enough to the boss to attack. Like all combat mechanics in Furi, the skill ceiling for this dash move is quite high. The dash button can be held down. The longer it’s held down, the further your dash goes. Timing your dash and knowing how far to dash make all the difference. When dashing isn’t an option, you can parry. Parries only work on certain attacks, like projectiles and melee strikes (as indicated by a visual flash and a distinct sound) and need to be timed perfectly to prevent damage. A well-timed parry blocks the enemy’s attack and restores health to your character. A perfectly timed parry leaves the boss open for a huge counter-attack. Learning to use your parry is challenging but immensely rewarding (and essential for the game’s later bosses). Similar to the dash, it too has a high skill ceiling. Furi is all about mastery.
 
The Chain is the first stop in a long line of brutal bosses.
Attacking bosses is just as skill intensive. You typically have two options for dealing damage while in the isometric arena combat. You can fire a laser pistol with the right analog stick at the boss. For some bosses, this will chip away at their health bar. Others can block or ignore the pistol damage entirely. The bulk of your damage comes from sword attacks. After parrying or otherwise opening up a boss for attack, The Stranger can unleash a four-hit combo. Depending on your window of opportunity, sometimes you can get all four hits and sometimes just two or three. Much like dashing and parrying, Furi allows the player to perfectly titrate how they attack. The pistol can be charged by pressing another button, which unleashes a powerful knock down attack against the boss, but it can be incredibly hard to connect with the shot. You can also hold down the sword slash button, which similarly charges a difficult to connect but powerful knock down attack. Dealing damage is all about finding your enemies’ weak spots and exploiting them. Like many great combat focused games, Furi has a delicate but fantastic balance of risk with reward. Do you try for that extra damage knowing you could be punished? Or go the safe route but risk spending longer in the fight thereby increasing the odds you mess up a dodge and die? Furi is steeped in difficult split second decisions that test dexterity, reflexes, and pattern recognition. I loved it.

Dashes, parries, melee punishes. Combat in Furi is fast and fabulous. 
Typically, by the time you’ve dealt enough damage to the boss’ health bar (they have several) in the isometric arena, they’ll fall. This exposes them to a quick melee hit that cinematically shifts the combat into a 3D fighter styled brawl. Here, it’s no longer about enemy projectile attacks or area of effect moves: it’s all about melee combat. Trapped in a much smaller zone, you have fewer options to escape your enemy’s blows. Quick dodges and parries are critical. This zoomed-in fight is the perfect culmination of that boss phase, and the way the camera dramatically shifts makes the player feel so empowered. One of my favorite fights in the game, The Edge, is entirely fought in this 3D fighter style. It’s so cool. It takes the mechanics you use from the isometric viewpoint and reformat them in a new and compelling way. And typically, after you down a boss in this perspective they shift to their next phase, meaning a new health bar and new attack patterns. Like the isometric viewpoint, this fighting is again all about pattern recognition, risk and reward, and perfect execution.
 
The zoomed-in melee clashes never stop making your feel awesome.
Just in case it isn’t abundantly clear by this point in the review, Furi is not an easy game. Furi is brutal, punishing players for even the smallest of mistakes. Though the game (usually) communicates what the player needs to do to defeat the boss, actually doing so is another thing entirely. The player only has 3 health bars. Get K.O.’d three times and you lose – you need to restart the entire fight. Destroying one of a boss’ health bars restores one of your own, but this only goes so far when the boss’ last few phases can devastate the player. I consider myself fairly skilled at games with combat like Furi’s, and even I typically took 2-3 attempts to beat a boss. This can sometimes be an exercise in frustration. Going back to the very beginning of a 40 minute fight just because you died to attack patterns you had never seen before isn’t super fun. This difficulty is compounded by the fact that Furi offers very small windows for both dashing and parrying. Mess up your parry timing by even a quarter of a second and you could be looking at losing a third of your current health bar. With all that said, I enjoyed Furi’s difficulty as it relates to isometric and 3D fighter combat. I love tough games when they’re fair. Furi, for the most part, nails that fair toughness.

Unfortunately, not all mechanics achieve the same degree of success. Namely, the bullet hell segments. I’m someone who loves a good bullet hell. They aren’t great here. Bullet hell segments take place from the isometric viewpoint, which poses a serious perspective problem. It’s hard to know exactly where the projectiles are or where your character’s hitbox ends. There is a reason most (good) bullet hells are top down or 2D. Getting hit by a projectile you’ve anticipated and dodged feels awful. This problem could have been mitigated in a couple of ways, but the most obvious of which is it make projectile boundaries more clearly defined. Like with a bold, dark outline for instance. Instead, projectiles are bright amorphous blobs of energy with fuzzy boundaries. While some bosses have limited bullet hell sections, like The Chain or The Scale, others rely on this mechanic for their entirety. Because of it, The Line and The Burst fights become painful to complete. Even more egregiously, Furi’s final final-boss is entirely bullet hell making it the worst fight in the game.

The fourth or fifth time you get hit by a projectile you were SURE
you dodged can really suck the fun out of the fight.
The problems don’t end with bullet hell segments, however. Outside of fighting bosses there is nothing to do. Normally this wouldn’t be a huge issue. I am more than ok with a game focusing on what works – Furi didn’t need anything more than boss fights. The player, however, needs to walk from one fight to the next. I appreciate what The Game Bakers try to do with these sections. Slowly walking gives The Stranger that badass feel. It also gives The Voice time to build upon the narrative and show off the game’s unique world. But the walking is so slow. With nothing to do other than push the stick in the direction you want to go walking becomes painful. A walk from boss A to boss B can take upwards of 5+ minutes. Slowly moving your character through barren, linear pathways is not fun for 5+ minutes. It’s not fun for 2. To make matters worse, sometimes it isn’t exactly clear which way to walk. This can result in walking several slow minutes in the wrong direction, adding to your snail’s crawl to the next fight. The walking problems are compounded by Furi’s decision to use fixed cameras along your path. Transitioning between one angle and the next messes with your directional controls. Furi tries to keep it consistent, like if you were holding down on one screen and the next you’re moving up holding down will still move you in the same direction, but it gets messy. Each new screen I would stop my character and reset which way I was holding the control stick just so The Stranger wouldn’t awkwardly stutter or walk into invisible walls.
 
I have one fear: having to endure the next overlong walking sequence.
Slow walk and chaotic boss fight alike are accompanied by a stellar electronic soundtrack. Furi has one of the best soundtracks of the year. The game features the works of several artists, like Carpenter Brut and The Toxic Avenger, that synergize with each other to reinforce the mood set by the combat and visuals. The pulsing beats get you pumped up and ready to take on the world. When combined with the cool character designs, great cell shaded look and diverse visuals, Furi is a complete aesthetic package that bolsters the entire experience.

Furi is a game with high highs and some low lows, but one that I can’t help but be enamored by. I want to return to the sci-fi samurai 80’s neon world to inflict havoc on the game’s fantastic bosses. I also feel the urge to better myself, to achieve the elusive A and S Ranks on the fights, or even complete one without taking damage. Furi is, for better and worse, very much its own thing. Furi is one prison I wouldn’t mind being trapped in again.

Furi
3/5