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Last Word Review

Added: 14.05.2015 20:00 | 2 views | 0 comments


In Last Word’s prim and proper world, words speak louder than actions, and combat is fueled by discourse, shifting the momentum of a conversation. This might sound dull in theory, but in practice, the numerous tactics and systems at play lead to an enjoyably varied, if initially confounding system. Combining tact, power, and a healthy dose of subtlety leaves your discussion partner susceptible to your every whim--providing little more than a deflated ellipsis in response to your last word. Despite its elementary presentation, Last Word stands out as a witty, novel venture carried by clever writing and a creative form of combat.

To buy into Last Word’s concept, you need to suspend your disbelief and accept the bizarre power of the spoken word within this otherwise realistic society. The courtly, cultured characters have the gift of gab, constantly spouting long-winded tales of their family names and the distinguished natures of their storied houses. Their words carry unique weight, though, as whoever speaks the last word and “wins” an argument leaves his or her counterpart powerless. You’ll often see NPCs at a door endlessly trading polite “after yous” or “I insists” in fear of letting someone else finish the conversation.

"After you!" "No, after you!" "No, I defer to you." "I simply insist you enter first." GET IN THE HOUSE ALREADY, DUDES!

This strange societal wrinkle produces plenty of silly moments, but when it comes to actually engaging in longer conversations, the “Discourse” mechanism is anything but simplistic. Think of it as a basic RPG battle, but instead of swinging a blade or blasting enemies with a fireball, you leverage disruptive, submissive, and aggressive forms of banter to push the conversation in your favor. You often open with a disruptive phrase in order to fill up your power meter, followed by something more submissive that spends power to gain tact. Aggressive phrases, which consume stored tact, effect the most change in the conversation bar, so you need to parlay your power into tact before the opportunity to really push the dialogue arises.

More and more systems are stacked atop this foundation. A character’s composure changes from collected, to irritated, and eventually to uncivilized, based on a sort of rock-paper-scissors system. Certain actions serve as counters to others, and if you continue to correctly rebut your foil’s last assertion, their composure cracks and eventually shatters. This adds a bit more venom to your aggressive moves, lowering your opponent’s defense and more quickly swaying the conversation meter in your favor. Purchased skills and attributes continue to add bite to your bark, but it takes practice to sharpen your conversational steel and become a true threat.

Some people are just better than you. It's best to accept it.

Even with a tutorial that helps you navigate through the dense schemes, Last Word’s Discourse feature is far too opaque early on. All the different tones and meters take time and effort to both understand and intelligently utilize, so you have to bang your head against the systems and fail a few times before the flow of conversations becomes clear. After you learn the ropes, this unique take on turn-based action begins to shine, and the fair-yet-steep difficulty curve gives you ample opportunity to test your tongue.

Outside of the conversational duels, the regular discussions you have with the cast are brainy and nimble. Last Word never falls too in love with its aristocratic tone, staying on the right side of "tongue-in-cheek" through its intentional pretentiousness. There’s a deep well of text to draw from, too, since the other major mechanism at play surrounds gossiping with your peers about specific hot-button topics. Leveling up these topics by talking to the right person at the right time opens up new narrative avenues, and if you manage to examine each corner of your environment and learn everything you can from its guests, a few interesting wrinkles are added to the last few story sequences. For a game trapped in windowed mode and focused on a single location, Last Word is rich in subsidiary content.

Coming to terms with Last Word's mechanics isn't easy at first.

On the surface, the characters appear as little more than colored silhouettes, their different hues based on each house of origin. But once you enter a conversation, hand-drawn caricatures appear, sporting expressions and audible squawks that pair well with their personalities. Each member of the small cast has a name as fanciful as their persona--from Whitty Gawship to Professor Chet Chatters. It’s a peculiar world with far too much one-upmanship for anyone to want to live in, but for a four-hour visit, it’s a treat.

It isn’t exactly easy to pick up, but the layered Discourse system in Last Word is worth the few verbal jabs and hooks needed in order to master it. The turn-based structure succeeds at supplying a fun alternative to the cavalcade of fantasy RPGs on the market, and while it can be easy to roll your eyes at all the patterned bow ties and discussions of fine wines, the posh tenor never tips so far that it becomes pretentious. Last Word shows that you don’t need a towering sword or a 15-minute summoning sequence to create an exciting battle system--sometimes it just takes a sharp script and an even sharper tongue.

From: www.gamespot.com

Review: Mortal Kombat X | Game Start

Added: 14.05.2015 14:16 | 7 views | 0 comments


Buy it. Forget the chatter about DLC and microtransactions. Just because someone needs to pay money for Easy Fatalities doesnt mean you have to. And you dont really need those other characters to enjoy the game either. The concept sucks, but it doesnt detract from a superb package.

From: n4g.com

Not A Hero Review

Added: 14.05.2015 14:00 | 1 views | 0 comments


It's election season. How will you campaign for mayor? Will you promise better schools? Guarantee that you'll fix all those potholes? Perhaps you'll run on the more straightforward assurance that you will "shoot criminals in the face"? That last one might not be the most humane of political platforms, but it makes for an entertaining 2D action game.

In Not a Hero, you are a hired gun for a politician named Bunnylord, an anthropomorphic purple rabbit who has come from the future to, presumably, save the world. He is convinced that to prevent the disastrous future he has seen, he needs to be elected as mayor by the end of the month.

In theory, this would make you, his employee, a hero. But true to the title of the game, you do a lot of things that aren't very heroic. Sure, you might take down a drug lord and save some hostages, but along the way, you murder a lot of people. Bunnylord himself isn't a big believer of things like court trials. He has open disdain for religious people, hates children, and throws around a word that disrespects the mentally handicapped. It's odd to think that he's supposedly on a mission to save the world, considering that he doesn't seem like a very nice man (or rabbit ... whatever).

The violence in Not a Hero might be disturbing if it weren't for the absurdity wrapped around it.

It's to the gameplay’s credit that I usually wanted to get through the story beats quickly and jump into the next mission. Each of the game's 21 levels (24 if you count a few secret ones) are short and relatively straightforward--kill enemies, maybe collect a few things, find the exit--but each stage's layout is well-designed, often offering a few different paths to the goal (maybe, for example, you crash through a window instead of entering a room from the door on the opposite side). A few different enemy types also help mix things up because several of the bad guys you come across are immune to certain attacks, like slide tackles. Occasionally, the longer levels in the game can be frustrating thanks to enemies that have a tendency to kill you in one hit (forcing you to go back to the beginning), but their size and complexity is still welcome.

The plain "kill all enemies" mission structure is also broken up with extra challenges to complete in each level, such as ... well, "kill all enemies." Other than that, you might be asked to find a hidden item, defeat a certain number of enemies without getting hit, or complete a level without using a certain number of bullets. You can reach the game's credits without completing any of these objectives, but they usually add challenge and variety to what might otherwise be a bland mission.

If you don't try to complete all these challenges, you can easily blast your way through Not a Hero in a handful of hours, unlocking most or all of the characters along the way. You can extend your time in the game by completing levels with all the different characters, but the game doesn't do a good job of incentivizing you to do so. Still, there's a lot of fun to be had in this explosive quest for political domination. Not a Hero's humor may not always hit the mark, but the action makes up for it.

Tags: Easy, With, Help, Other
From: www.gamespot.com


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