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Noid's Reviews & Editorials


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Welcome to my thread, where I will be doing various reviews and blog entries. Follow the index below to find the content within the thread!

 

Games Played/Beaten Spreadsheet:

 

At the moment my overarching goal is to get off my ass and finish some games. I've started a spreadsheet, and while it's not 100% complete yet it does encapsulate roughly 900 of my games on the PSN, 400 or so of which I've not beaten yet (and a few hundred untouched!). The goal is to beat the story/campaign of as many games as I can before I buy too many more. If you're interested in following my progress, you can check my progress in the spreadsheet below.

 

https://drive.google.com/file/d/0BwR7bFIH6TSSSzlNaDBqNHZUWmM/view?usp=sharing

 

 

Reviews:

 

I am primarily doing these writings to level up my writing skills. As such, I very much welcome feedback and criticism!

  1. Tiny Brains (PS3/PS4)
  2. Final Fantasy XIV: A Realm Reborn (PS3/PC)
  3. Killzone: Shadow Fall (PS4)
  4. Kabuki: Quantum Fighter (NES)
  5. Slender: The Arrival (PC)
  6. The Legend of Zelda: A Link Between Worlds (3DS)
  7. Strider (PS3/PS4)
  8. Yorbie Episode One: Payback's a Bolt
  9. Infinity Runner
  10. Warframe
  11. Fluster Cluck
  12. The Magic Circle

 

Editorials:

  1. Completionist Tendencies, PS4, WiiU, and All the Fun I've Missed (A year in review) (Part 1/2)
  2. Completionist Tendencies, PS4, WiiU, and All the Fun I've Missed (A year in review) (Part 2/2)
  3. Dat Backlog Tho
  4. Console gaming and digital-only lifestyle

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There's something to be said for co-op games on consoles that are primarily puzzle-based. The idea's there; you and up to 3 friends are each a lab animal, all with your own special ability, and together you are able to overcome puzzles while attempting to escape from the scientist who made you this way. At least that's the way it was "supposed" to be played.

 

I enjoyed Tiny Brains as a whole; that is to say, I really had a lot of fun playing by myself. As a primarily single player kind of guy, I originally dreaded the thought of a PS4 game which would require me to get 3 other people together, be it online or on my couch (the cost of the 4 controllers alone made me shudder). The small (read: non-existant) community was appealing to me, so I took the plunge. After much deliberation I decided to move forward with a solo approach, get what I could, then hit the forums to clean up. I was pleasantly surprised to find that the intuitive design of the solo game was actually quite solid!

 

Where I found the game failing, by my standards, was the online component. Playing with others is an exercise in patience, especially after having already cleared the game a few times solo. When you have mastered a game to an art form, then have to suddenly depend on others to help to do the same thing you've already done, it can get irksome. "No, go this way! Use this ability! Don't die!". If I only had a controller to control other humans!

 

The story plays out in a fairly typical way, spanning over 4 chapters, each taking roughly 15 minutes each, maybe a little more the first time through. Without spoiling anything, there's a particular plot twist which I saw coming just a bit short of a mile away. Each chapter introduces some new elements, and I found myself coming up with new ways to deal with old problems all throughout both the campaign, and the challenge puzzles which follow. The characters in the story are fairly one-dimensional; you have the "mad scientist" who created you, a delightfully pink baby chick, and the enemies with whom you primarily interact are various forms of other chicks. You also have a funny sidekick style computer, who is controlled by the scientist, and injects a fair bit of humour into the campaign.

 

http://i.imgur.com/zFQD5QU.jpg http://i.imgur.com/bfkXt76.jpg

 

One of the stronger points to the game is actually it's music. I still find myself humming the tunes from the game every once in a while; a true sign of some catchy tunes. Once particular instance will stick with me, where the scientist somewhat gives up trying to catch you, and goes to have a shower. You can hear him singing in the shower, and it's not only hilarious, but also quite catchy, as he sings the theme from the game!

 

As is typical in this style of game, there is a leaderboard system, which tracks your time per level, and progress in the challenges. Unfortunately with the very small community there's not much competition going on, though I did manage to start tweeting back and forth with the devs to compete with them, and that was entertaining! I ended up beating a particular high score by a lot, challenged them to beat it, then they did, and I beat them back (by a second!). Interactions with the fans in this form is commendable, and something you won't get out of many AAA games.

 

The trophy component of the game was overall entirely doable, though in time I can see it becoming tough to get 100% with the already tiny (heh) community. The PS3 version can be done entirely by one person with a single controller by taking advantage of some of the console's quirks (see my trophy guide here), but the PS4 version will require some help from others online (or 4 controllers (ouch!)). Some challenges will definitely pose a problem for some people, but all in all it's a fun and challenging list that I feel proud to have 100% in (twice!).

 

 

http://i.imgur.com/zv0yaVe.png

 

The game was designed to be played with friends. I had more fun playing it alone. Lots of fun music and good challenges if you go for the trophies and leaderboard scores. Not going to be the next college party must-have game, but definitely good for a once-over by yourself.

(Or maybe I'm just a sad individual who should really look into this drinking alone in the dark problem)

 

 

http://i.imgur.com/Ulk66fZ.png

 

AUDIO: (G)

Great music you'll be humming along to in no time!

 

VISUALS: (B)

The visuals are crisp and entertaining. Nothing over the top cool, but the job gets done.

 

PLAYABILITY: (S)

A co-op game that was more fun as a solo experience. It balanced out in the end.

 

DELIVERY: (B)

As a co-op game it falls somewhat short. That having been the intended design, this gets a low score.

 

TROPHIES: (S)

A fun, straight-forward, and challenging list. 8 hours or so to 100%, but reliant on multiplayer to complete on PS4.

 

OVERALL: (S)

It was fun enough for me to 100% on two consoles, but I will not likely be booting the game up again any time soon. I do suggest that others give it a chance, but don't expect to be blown away.

Edited by Noid
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Thumbs up!

 

Can a bad game be made good? Can a company take a failure and turn it into a success? Spoiler alert: YES.

 

This is happily the case with Final Fantasy XIV: A Realm Reborn, the game which has arisen (awoken!) from the ashes of it's predecessor. After a lengthy delay caused by poor reception from the community, the game that came to be is a huge improvement in every aspect, from leveling battle classes to crafting and gathering materials.

 

I play my MMOs in roughly the same way every time. I judge them based on my own personal criteria, and as a dedicated healer I find that my tastes may be a bit different from many others, but I think that they're valid no less.

 

I like to feel busy when I play my MMOs; it's not good enough to coast along and auto-level. I like raids where I have to dodge, dispel, and know when to focus or AOE heal. FFXIV:ARR delivers action in ways that I've come to expect from top-tier MMOs, like WoW (sigh, yes... WoW). One of my only real gripes is that despite the decent AMOUNT of action, in my opinion much of it is almost TOO easy (though you'd not know it with some of the people you can be paired with). Dodging is a primary mechanic in raid battles, and I feel that they'd made the majority of attacks broadcast a little too soon, too lenient, and too in your face. Giant red cones and long wind-up times are regular in the majority of instance. The amount of things to dodge though tends to make up for the ease of it; not often can I alt-tab out to another window to read the internet in the heat of battle (unlike WoW of late).

 

http://i.imgur.com/lBzQdSS.jpg http://i.imgur.com/KFLMQ80.jpg

 

Speaking of Alt-tabbing... You can't really do that on PS3, huh? So why would I say that? Well the reason being that I've found the PS3 version to be vastly inferior to the PC version of the game. I'm always the first to raise the Sony flag, but in this case, as I had feared prior to putting down my preorder (I wisely ordered both versions), the PS3 version is choppy during raids and FATEs (randomly appearing world instances), and people pop in and out constantly. I played the game happily on my PS3 for the first 40 or so levels. It was at this point that I started catching up to the bigger groups of people doing the hardcore leveling, and found that I couldn't even see the mobs (enemies). I moved over to my PC, and was astounded to find that the game was NOT DEAD! I legitimately thought that there were just not very many people playing while I was on the PS3; when I moved to PC suddenly the cities were full of life, vibrant at last! Fortunately you ARE able to play the game on PC and then unlock the trophies on PS3 afterwards, so that (P) will totally come with time!

 

The story in the game is a step above the typical MMO fare, especially for a "new" game. It's hard to compare to the staple WoW story, as it's had a decade to build lore and backstory, but if I HAD to compare, I'm happy to report that FFXIV:ARR has a solid base for a strong future. Patch 2.1 came out recently, and the story has continued fabulously. The main story quests thus far end in something of a cliff hanger, and I can't wait for more to come out!

 

Visually, the game is a masterpiece; the world is varied and exciting to view. The Aetheryte tower in every main town is a sight to behold, and gives a good idea of what to expect on the whole. As the game moves from day to night and back again each landscape is brought to life in a beautiful new way, making revisiting territories meaningful and worthwhile. I've never wanted to see the entire world of an MMO so much before. It truly is a beautiful game.

 

http://i.imgur.com/r6hlI3y.jpg http://i.imgur.com/20DYtMR.jpg

 

Trophy-wise, the game is exactly what I thought and hoped it would be; there is a mix of crafting and battle class trophies to be had, and a "complete the end-game dungeon" trophy. They're all rather simple trophies, in the sense that not much THOUGHT is necessary. They're also very time consuming trophies in the general sense. You have to craft or gather 1000+ of every class-specific material for a bunch of bronze and silver trophies (10 classes total!). The hardest trophy by far is beating the Binding Coil raid, which consists of 5 raids in one, all of which are really tough. Totally not an easy list, but very rewarding if you're into MMOs anyway.

 

 

http://i.imgur.com/Aaumv8M.png

 

My time with the game these days is primarily spent doing raids on my White Mage, and in my spare time I play on my max level crafting classes, Alchemist and Weaver. Money is made largely with the Alchemist class at the moment, buying materials and making them into more expensive things to sell on the market. It's thus far exactly what I needed out of an MMO, and it's Final Fantasy to boot! The game is visually remarkable, and a pleasure to listen to. An absolute blast, especially for any Final Fantasy fan!

 

 

http://i.imgur.com/3Df0MOj.png

 

AUDIO: (S)

The audio in the game is roughly what you'd expect from the series. Especially the Titan Hard Mode Raid is a fantastic piece of music which ramps up as the fight moves on.

 

VISUALS: (G)

This is a beautiful and colorful world. A true sight to behold.

 

PLAYABILITY: (P)

I've easily played 500+ hours. I'm looking forward to at least 500 more.

 

DELIVERY: (G)

A Realm Reborn has risen from the ashes like a strong Pheonix (Down!). A very powerful entry into the series.

 

TROPHIES: (B)

A typical setup for the trophies, and a very long grind, with an extremely difficult final trophy.

 

OVERALL: (G)

I'm extremely happy with the game. I am excited on a regular basis to come home to play more, and I can't see that going away any time soon. Each patch and update has done nothing but brought more content and balancing. Expect a fun ride from start to addiction!

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Dat Lens Flare!

 

The titles that launch with a console are the base by which years into their lives we judge their early success. The Playstation 3 had Resistance: Fall of Man, and the PS2 had a pretty full launch lineup including Timesplitters, Unreal Tournament, and the highly acclaimed Fantavision (lol jk).

 

The big first party title for the PS4 comes from a pre-existing franchise which many Playsation owners hold dear, and it is Killzone: Shadow Fall. With a new generation of games comes a heightened level of expectation for just about everything a game might have to offer, and for the most part, Shadow Fall delivers on the promises of a bright future for the now current gen.

 

Visually, Shadow Fall is absolutely stunning. A few small grievances do exist, such as my wife constantly saying "lens flare much?" while watching me play, though they don't detract much from the overall splendor of the new high quality of graphics allowed by the Playstation 4. While the landscapes aren't quite as varied as the last game in the series, there are a few places that will stand out enough that you will find yourself stopping to look at the scenery, and reflect on what has happened in the series thus far to get you where you are at present.

 

http://i.imgur.com/A1jV4VU.jpg http://i.imgur.com/qy27UaZ.jpg

 

Speaking of what has happened thus far, the story of Shadow Fall is sadly one of it's arguably weaker points. Being a longtime fan of the characters and plot of the series, I did find myself attached to the new players in the game, while at the same time questioning just why certain things could possibly even come to happen based on the history. The story comes straight off of the ending of Killzone 3, the Helghans having just nuked their own capitol, on their own planet. They did this as a sign of resistance; they were not going to give up no matter the cost. Shadow Fall opens with the Helghans moving into slums on Planet Vekta. This threw me for a big loop, and didn't seem to make much sense, and it's the basis for the entire story from then on out, making much of it confusing.

 

One of the big downfalls in my opinion is that if you've played the also recently released Killzone: Mercenary for the PS Vita, the storyline in Shadow Fall feels somewhat "samey". Without giving too much away, having played through Mercenary and followed along with every intricate detail, Shadow Fall almost feels more like a rehash of that storyline, rather than a continuation. I feel that in that way, playing Mercenary has actually lessened my experience with this game.

 

Gameplay in Shadow Fall is what you've come to expect from a Killzone game; the movement is relatively slow compared to competing franchises, but the combat is no less exciting. Strong weapons and relatively low health pools mean that caution is key in many scenarios, especially on the harder difficulties. That said, even on the hardest difficulty, the game is not terribly difficult, as long as you play it smart. If you've beaten Killzone 2 on Hard, this will be a cake walk.

 

Multiplayer is where the majority of players will spend the bulk of their time. Whether you're going for trophies or not, there is a lot of fun to be had with the variety of modes available from the offset, as well as the ability to create your own custom "Warzone"s, which serve as servers for players to join. All of the weapons are available from the beginning, and as you complete challenges you will unlock attachments for the majority of the weapons. Challenges range from simple things such as "Kill 10 enemies" to the more specific "Capture 5 Beacons on Level X". I'm a big fan of how they've implemented "levels" in this game, where the number beside your name, which everyone will see, is the amount of challenges you've completed. Thus, leveling up becomes a matter of varied play across many modes and levels. Only the highly skilled and dedicated players will break the 1000 challenges mark (up to a maximum of 1595).

 

http://i.imgur.com/UzYxt9T.jpg

 

While we're on the subject of challenges, let's take a look at the trophies. They are for the most part your typical fare; beat the game, beat the game on Hard, collect the collectibles, don't kill civilians, beat the game without dying. Relatively simple, easy stuff thus far. Then you get into the multiplayer trophies. This is, once again, where the bulk of your time will be spent, is playing multiplayer, going for all of the ability unlocks. There are a few trophies which look daunting at first, such as "Accumulate 1 million points" and "Complete 400 Challenges", but they pale in comparison to the (G) Jack of All Trades trophy. Jack of All Trades requires you to completely level up every single ability in the game, each of which has 11 levels, and is typically something to the effect of "Kill 300+ enemies with Skill X". This is a LONG grind. Some abilities you will be lucky in normal play to get 5 kills with in a single 15 minute game. Boosting is possible to a degree with friends, while coordinating over Party Chat, but some abilities, such as the Buddy Drone, will be a long and arduous grind.

 

 

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Killzone: Shadow Fall does a good job overall of ushering in the new console generation, in about as technical a way as possible. A relatively mediocre single player campaign is balanced by a very fun multiplayer experience, and it's all shown off in beautifully high-res imagery. Stabbing a Helghast in the neck never looked so good.

 

 

http://i.imgur.com/Pu929A5.jpg

 

AUDIO: (B)

The soundtrack is roughly mediocre. For the majority of the game there is no real score, though the ambient noises do work well enough, and guns sound realistic and varied.

 

VISUALS: (G)

It's early on in the console's life, so we've not quite hit perfect yet, but as a show-piece for the new hardware, Shadow Fall comes off as really quite dazzling.

 

PLAYABILITY: (S)

The single player is alright, and the multiplayer is a blast.

 

DELIVERY: (G)

Compared to the last two generations' starting points, I have to give this one a gold. It feels like the game was skillfully crafted by experienced developers on the new hardware.

 

TROPHIES: (B)

Easily the longest haul of the launch titles for the PS4, the multiplayer trophies will set many people back 100+ hours. On the plus, it's a pretty fun grind.

 

OVERALL: (S)

At the end of the day, it's the next Killzone. It looks and feels like the next Killzone, and it looks and feels like it's on the next generation console. It does it's job well enough. Will it be remembered at the end of the console cycle as a masterpiece? Not likely. But as a showcase for the things to come, it does a great job of starting the PS4 off strong.

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= Quantum Fighter =

 

The year is 2056, and you play as Scott O'Connor, a Colonel in an unnamed military whose Asiatic ancestry comes to form when his brain is transferred into raw binary code in order to take out a computer virus which threatens the ENTIRE EVERYTHING EVER! I don't know that I even have to say any more. Review over. 11/10.

 

But really... The game is an action platformer for the Famicom and Nintendo Entertainment System, released in 1990 and 1991 respectively. The gameplay is similar to a number of games from the time, including Batman, Ninja Gaiden, and Strider. Moving to the right is often the way to progress, though a few levels have you climbing vertically. Some of the most difficult sections are those which task you with climbing, as despite the smooth controls, a number of risky jumps with enemies on the other end can send you right back to the beginning of a level.

 

Your main weapon is possibly the best I've ever seen. Batman has his fists; Ryu has his swords; but you... have ROCKIN' HAIR! You fling your red hair like a rocker head-banging to some awesome tunes to defeat your foes.

 

http://i.imgur.com/3OqGT7L.gif

 

That's not to say you're limited to your luxurious locks, as you do have a secondary set of skills. Your arsenal is managed similarly to Batman, wherein you have a few different skills, all useful in certain scenarios, and must switch between them. Each skill uses up some of your energy bar, with some costing more than others. Every skill in your arsenal has a use at some point in the game, some of them even being almost absolutely necessary for certain boss battles, such as the thrown dynamite, which does significant damage, and is the only skill which can reach a boss who likes to stick to the ceiling for most of the fight. One interesting mechanic they've included is the ability, prior to each boss, to move around your health and energy bars. Are you low on health? Maybe you want to give up some energy to ensure you live through the fight. Confident in your ability to dodge? Toss what you are comfortable with into energy to hopefully down the boss even faster using your skills.

 

I will never forget the music in this game. It's got that bit-tune sound you'd expect, and it's extremely catchy. Each track is on a loop, and lasts for about a minute and a half to three minutes before restarting. Plenty of time in many cases to clear a level, if you've got the skill. The music from level two in particular will stick with me forever; give it a listen here: https://www.youtube.com/watch?v=ckLanPTg8bE. The music is a mix of rock and techno of the time, and it works really well with the "I've been plugged into a computer to fight a virus with my hair" theme of the game.

 

Gameplay is challenging overall, as was the case with many of the games of the era, and especially of this style. The first level serves as a good introduction to the systems, but even the first boss can be very challenging, especially if you haven't figured out how to use your skills yet (no hand-holding in this generation of games, so you have to read the manual, or figure it out yourself).The action is non-stop, with enemies appearing every few steps, many of them jumping around the screen like maniacs. A good tactic for much of the game is to actually try to simply avoid the enemies where possible, though many of them do give chase with sword or projectile.

 

http://i.imgur.com/vGknZee.gif

 

The artistic style of the game goes very well with it's overarching theme. It's certainly very abstract given the plot, but it works in the game's favour, creating a unique and varied look and feel from level to level. One very memorable (for whatever reason) part of the game's aesthetic was the lava for me growing up. It was obviously lava, there was no mistake, but my brother and I somehow convinced ourselves that it was spaghetti; sweet, delicious, painfully burning spaghetti. The end levels have a very "digital fortress" feel to them, with what look to be alien babies in pods mounted in the walls. The visuals do a fantastic job overall of pulling you in.

 

 

http://i.imgur.com/gVEbfKa.png

Kabuki: Quantum Fighter is a solid game that stands strong on more than simple nostalgia. It is a challenging entry into the NES's strong action platformer library, and still plays well to this day. It looks great, sounds great, and plays great. It's great.

 

 

http://i.imgur.com/0tUiqnB.png

 

AUDIO: (G)

Being at the end of the NES era, composers had had some practice getting this just right, and it really shows. Memorable tunes that can be listened to and enjoyed any time.

 

VISUALS: (G)

Crisp and varied backgrounds from level to level keep things fresh the whole way through. Enemies are varied in their design, and bosses are unique. Lots of activity in the set-pieces makes the world feel alive (sometimes literally).

 

PLAYABILITY: (G)

I come back and play through Quantum Fighter every year or so. It's a really great and very enjoyable game, especially if you have the skill and patience to see it through to the end.

 

DELIVERY: (S)

The plot and the delivery are certainly interesting, but the moment you start thinking about it (your ancestors having been Kabuki wouldn't be the first thing I'd think a computer would deem an appropriate avatar creation method in my mind) it sort of falls apart. It's very similar in it's delivery to shows like Digimon, where you have to suspend your disbelief and logical thinking to accept that this is the world within a computer.

 

TROPHIES: N/A

As an NES/Famicon title, there are no trophies to be earned.

 

OVERALL: (G)

Gold ratings pretty well across the board. This is a great example of a solid game through and through. By no means is it perfect, but it definitely shines above much of it's competition. Those who've played it tend to agree that it is a fantastic game, and those who haven't tried it would do well to give it a spin!

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Every so often, I'll stop playing a game because it has bored me. Once in a blue moon, I'll put a game aside because right now it's maybe a little too difficult. Only twice in my life have I stopped playing a game because I was too scared to go on. This is one of those times.

 

Slender: The Arrival is the fleshed out follow-up to the hit experimental game Slender: The Eight Pages, and it improves upon it's predecessor in every conceivable manner. The core mechanics of the game are based around working as hard as possible to jump-scare you, but it doesn't stop there. The way the game builds tension using ambient noise is gut-wrenchingly well done, and had me quitting the prologue and back to the internet looking at sweet, safe kittens without so much as a glimpse at the game's titular character, the Slenderman.

 

Pacing in the game is well executed, with some breaks in-between the stretches of terror, and a number of varied styles of "oh shit oh shit oh shit oh shit!". One level you might be patiently looking for notes in a house, the next you're in a forest setting; one level has you actively defending yourself from "chasers" who are, well, chasing you. In any case, you typically want to be as far from the danger as possible, but it always seems to be right on your tail. You do your best not to turn around, for your sanity's sake, but eventually curiosity will take hold, and yes, he is right there.

 

http://i.imgur.com/lFHRclB.gif

 

Visually, the game is beautiful, especially at the aptly named "Fantastic" graphics setting. Trees move realistically, and scarily, as they sometimes look like they just might be Slenderman creeping into view. But they're totally not him... right? My only gripe with the set pieces was that in one or two places in the game, you are looking down from a high place into a sea of trees, and every single tree is the same model; this took me a little out of the game in what was otherwise a stunning landscape view. Character models are creepy or scary in the context you will typically find them in, in that when you see Slenderman, you really don't WANT to be seeing Slenderman, and so will look (and run) away.

 

As is the case though in most games of this ilk, if you can center yourself in reality, and tell yourself calmly that you are indeed playing a game, you can easily ruin the fun for yourself by saying "I really want to see that Slenderman model". If you find Slenderman, and proceed to walk up to him slowly, then yeah, you can get a good look at him; he'll just stand there for a bit before eating your face. But then you might be missing the point a little; don't do this until maybe after you've played through the game, and earned your stripes.

 

This time around, there is a story involved, and it is a deep, and relatively hidden one. Throughout the game there are notes and the like scattered about, and it is largely up to you to find them and discover the story. That said, the MAIN pieces of the story are presented through easy-to-find notes, which are typically directly in front of you on a path you are guaranteed to traverse. The basic gist of it, without giving anything away, is that you are Lauren, and you are going to visit your friend Kate, who is selling her house. When you arrive, Kate is not there, and she's left you some drawings of some happy little trees, and a note or two urging you to find her. This gets you started on your journey, and giving anything more away I feel would ruin the story part of the experience.

 

http://i.imgur.com/NbRpJoT.gif

 

Gameplay in Slender: The Arrival is tense and foreboding. The gamer in you will want to forge forward, but your brain will certainly tell you a few times that if there's any way to get away from this experience, please do so. This is the type of game that actually gives you something you didn't know you needed. There are a number of human emotions that we don't experience quite as often as others, and this game truly brings out the fear of being lost, alone, and pursued by the unknown. As the tension in the game rises so will your own heartbeat, and just when you're about to grab that page to progress, there he is. Completing a level, and to an even greater degree, the game itself, delivers a sense of accomplishment. You will have conquered the fear of the unknown, and succeeded in beating one of the scariest games that I have ever played.

 

Now much of the above is actually fairly reliant on one caveat; you should play this game alone, in the dark. You absolutely should, if you want to get the most out of the experience. Slender: The Arrival is an experience to be had, more than just another game to be beaten. The adrenaline rush you get from truly immersing yourself is fantastic, and even now, writing this, has me wanting to go back in for more. We need more games like this, and I urge you to play it as intended. Suspend your disbelief, turn off the lights, and do your best not to throw your headphones from your head in fear.

 

 

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AUDIO: (P)

This game lives on it's audio. Gritty, hard, thumping noises tense you up, then a scream or a static shock blast you into a sprint. Play this with surround sound headphones, and you will have a good time.

 

VISUALS: (S)

At a glance the world is beautiful and frightening at the same time. Unfortunately when you look a little too closely you can almost ruin the experience for yourself, for which the game might have benefited from some more truly horrific imagery.

 

PLAYABILITY: (S)

The controls are simple. You have naught but a flashlight to aid you, along with your wits. A few levels have some nonsensical invisible walls, which can really suck when you have Slenderman on your tail, and opening and closing doors is unintuitive.

 

DELIVERY: (P)

The Arrival took the concepts from The Eight Pages and improved upon them tenfold. Tense and thrilling, you will likely have to take breaks from the game, and that is not a bad thing. It's been a while since a game got my blood pumping in the same way that this one did.

 

TROPHIES: N/A

At the time of writing, this game is only available on PC/Mac, so no trophies exist. That said, a PS3 version has been announced, so I will revisit this part of the review after that version is released and I have personally completed it. If I don't quit like a wuss.

 

OVERALL: (G)

A truly enjoyable experience, and a base upon which I believe future horror games can expand. If you're into horror games, or otherwise just looking for something fresh, check this game out.

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http://i.imgur.com/R3NLbBH.gif

 

It’s dangerous to go alone, so listen to some music from the game while you read my review:

The Legend of Zelda: A Link Between Worlds - Review Music

 

1991. It was the middle of the night, and as rain fell upon the kingdom of Hyrule, one man armed with naught but his sword ventured into the dark. "Link, I'm going out for a while. I'll be back by morning. Don't leave the house." There wouldn't have been much of a game back then if we were the types to listen to orders. It's been 20 years since players ventured out into the dark of that fateful night; Link has returned, and this new, yet familiar story is happily one that fans of the original and new players alike can rally around with reverence.

 

Nostalgia can be a harsh mistress at times. Many times have I picked up a game from my childhood excited at the prospect of reliving the happy memories of time lost only to be sorely disappointed at the experience. Creating a new game in this day and age which mimics the feeling we remember can be a wholly different task, many times all that much more difficult to pull off. The Legend of Zelda: A Link Between Worlds is a rare example of an homage done extremely well. This game is not simply cashing in on a previous hit (I'm looking at you, Ocarina of Time 3D), but an entirely new game with it's own plot, enjoyable characters, and a whole new weapon system that serves to revamp the way you look at the Zelda formula!

 

Graphically speaking, the game is absolutely top notch. This was the first time on the 3DS that I’ve actually kept the 3D on at full blast through the entire game, and I have to say that it definitely added to the experience. In A Link to the Past perspective was handled very well, considering there were no 3D effects, only different shades of pixels to identify depth. The same depth exists here, but the 3D serves to enhance it in a way that only the 3DS could.

 

http://i.imgur.com/BlYEeS4.gif

 

The world is lush and vibrant, with lots of variety in the landscape. The actual geogrpahy is much the same as A Link to the Past, and they’ve done a wonderful job of bringing the world to life in a beautiful way. In cutscenes characters are emotive and fluid; there’s lots to see, and the varied angles (where the SNES was limited to it’s top-down view) give a new and appreciated view to the world, and a much closer look at both the hero and the villain.

 

Speaking of the villain, I have to say I was a little worried at first; the antagonist in A Link Between Worlds very much looks like a clown. While this style of character has certainly been done well in other series before (Kefka from Final Fantasy 6), the Zelda series has misstepped in many peoples’ opinions on this before (Ghirahim). It really depends on your view of these characters, but I ended up liking this antagonist as an enemy. I never came to like the guy, and I feel that that’s a trait necessary of a villain in the Zelda universe.

 

The main antagonist throughout the game, Yuga, has the magical ability to turn any person into a painting, and this drives much of the narrative as well as a new and interesting ability for Link. Not far into the game, you are turned into a painting yourself, splashed onto a wall. By some happy coincidence, you just happen to be wearing a particular piece of jewelery which allows you to escape doom, and the mixture of Yuga’s spell and this item gives you the ability to jump into walls as a painting at will (albeit at the cost of your mana being drained).

 

http://i.imgur.com/evZN2ST.gif

 

A number of interesting new game mechanics serve to provide a fresh take on the age old formula, perhaps the most exciting of which being the item system. Gone are the days of going to a dungeon, finding an item within, and using it throughout. Many dungeons do focus on an item or two in particular, but instead of finding them, the developers have opted to have a shop set up which allows you to rent, and later purchase the items needed to progress through the game. This opens up some very interesting possibilities, as once you’ve progressed a certain amount, the world opens up and you can literally tackle any of seven dungeons in any order you wish. This freedom breathes new life into the term “adventure” as it pertains to the Zelda series. You are truly in charge here.

 

Another really interesting new mechanic is the "pvp". It's not quite pvp, in that you're not actually playing in real time against other players (which would have been a fantastic addition!), but you play against difficult AI versions of Shadow Link, equipped with the gear, stats, and abilities of other players. You have to turn the feature on manually by speaking to an old man in Kakariko Village, and when you do so you set up your own Link to trade with others via Streetpass. When you pass by someone else who has enabled the feature, you will swap Shadow Links, and that Link will now inhabit your world. The Shadow Links are passive, and you have to talk to them in order to initiate an arena-style one-on-one battle with them. Based on the items and stats of the Shadow Link, the bounty for beating it will go up, maxing out at 999 rupees. Beating the Shadow Links awards the bounty of rupees, as well as potentially unlocking badges, based on your play style. There are a total of 50 badges to be collected, and this can be a rewarding and fun addition to the game, which serves to shake things up in yet another new way.

 

As you venture forth throughout Hyrule, you will be accompanied by an absolutely beautiful score. Old songs are made anew, and very few things can pull at your nostalgia heartstrings in the same way as hearing a familiar tune after years of it being hidden in the back of your mind. These are not simply quick remixes, either; many of the songs in the game are full-on orchestral masterpieces. I don’t think there was a single time while playing the game that I did not like the music, or felt that it did not fit the mood. Everywhere you go the music works with the environment to pull you right into the game, and it really goes to show that some of the most musically talented people in the entertainment industry are right here, working on the games we love.

 

 

http://i.imgur.com/JEciRzQ.png

 

The Legend of Zelda: A Link Between Worlds is a wonderfully vibrant, fresh take on a beloved formula. Fans of the SNES game and new inductees alike are sure to love the characters, the world, the visuals, and the music on offer for what may arguably be an even better game than it’s predecessor. And that is saying a LOT.

 

 

http://i.imgur.com/BWndvHW.png

 

 

AUDIO: (P)

The audio in A Link Between Worlds is absolutely beautiful. It's been listed on a number of "Best Game Music of the Year" lists for 2013, and it will surely stick with those who play the game.

 

VISUALS: (P)

The 3D works wonderfully and the characters are all extremely well realized. The world runs the gamut from lush green forests to pitch black dungeons, and is engaging throughout.

 

PLAYABILITY: (P)

The simplicity of SNES controls shines through to the 3DS, and it serves to enhance the game overall with it's accessibility. This is a story just about anyone can play and take to with ease, not at the detriment of fun gameplay.

 

DELIVERY: (P)

They made a better Link to the Past. It's really hard to argue against that.

 

TROPHIES: N/A

Being a 3DS game, there are no trophies. That said though, as is typical of Zelda games, there's a ton of stuff to collect for the completionists out there!

 

OVERALL: (P)

A Link to the Past was my second favorite Zelda game; Majora's Mask my first. I'm having an internal battle in my mind between A Link Between Worlds and Majora's Mask for the top spot right now. While I can't say for sure that this will beat out MM for me, someone out there will have found a new favorite Zelda game. That is something to be celebrated.

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