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Showing posts with label critique. Show all posts
Showing posts with label critique. Show all posts

Friday, August 8, 2014

Tinertia Video Game Review

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Final Verdict - Give It A Shot 

Tadah! We are back with another video game review of sorts here on In The Mind Of My Mind. This week we got access to a game that is still in development and thus far only in the Alpha stage of testing. A follower of the blog brought this game to my attention and told me to give it a shot so I did just that. We do it for the fans. So lets take a look at what Tinertia has to offer...



At its core Tinertia is a precision based platformer with a unique twist, there is no jump button. One might ask oneself how do you play a platform game without jumping but its actually a pretty cool concept. In what I can only surmise as homage the the old school days of Quake and rocket jumping the team over at Candescent Games decided to take this approach. Coming the finesse and skill of rocket jumping with air dashing to create an addictive and frustratingly fun game that you can't help but play. The game is slated for release on the PS4 and PC and has already been greenlit on Steam. The game supports Xbox 360 controllers, Playstation Dualshock 3, Playstation Dualshock 4, as well as the usual keyboard and mouse, if you’re into that sort of thing. Personally I found it easier to play using a controller but whatever floats your boat. At launch the game will feature eight unique environments each with its own Robo-Boss to contend with comprising of approximately eighty challenging levels. Add to that varying gameplay modes such as Speed Run and #YoLo Challenge from which you can compete on the leader-board rankings for best time. There will also be a replay system in place to capture those epic speed runs and jumps that you will undoubtedly be pulling off. Oh and I should mention the unlockable skins to pimp out and customize your player with some personal flair.


This would usually be the section where I talk about what was good or bad based on your grading scheme for game reviews using the categories of Gameplay, Storyline, Replay Value, Soundtrack & Graphics but since its not a complete game and only in Alpha testing I will forgo that this time around.

What Should Have Been Added:
So in conjunction with what I said above there isn't much I can say since the game isn't done yet but ill say this from what I have seen. The game needs a proper tutorial mode before throwing you into the game itself so first time players can get acclimated to the controls and gameplay mechanics. Next up I feel given the fact that when you die you start from the very beginning that there should be a check point for players so that they don't get overly frustrated dying and starting from scratch. I could be an option in the menu for those that might prefer it over the hardcore gamers that want the challenge and leaderboard competition. Another issue I had was with the control scheme customizability, hoping they put a dedicated option in there to choose a controller type beforehand so that the tutorial instructions show up based on your controller choice instead of just always showing the controller layout even when the person uses a keyboard. Also it would be nice to customize your own controller layout instead of sticking with the default layout. Most importantly I hope they incorporate a well plotted story-line so you can connect with the main character and have more motivation to play the game than just getting the best time and least rockets used possible for the achievement medals.



Final Thoughts:
Honestly the game is ridiculously fun; and I can see it being a big success if it gets the needed exposure and support. It would be amazing if they could figure out a way to get this on mobile as well since these are exactly the type of  games that thrive on that medium. Your friendly neighborhood gamer Zalgo Cometh wishes the team over at Candescent Games all the best and are rooting for their continued success at launch. Go check out their website for Tinertia at http://tinertia.com/ as well as follow them on twitter at @CandescentGames. Be sure to subscribe to their Youtube Channel as  well to stay informed with updates and video progress as the game matures. Enjoy the usual video gameplay with commentary as I play through Tinertia...




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Saturday, June 21, 2014

Guild Wars 2 Video Game Review

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Final Verdict - Definitely Worth Playing

Wow its been ages. Lets see if I can remember how to do this. Welcome to another video game review, been missing in action for a while due to real life events and this game. Being as such I figured may as well write up a review for this game since we been playing it for like a month or so. A bit old a release but it is still being supported with new content by its publisher; so even though this is long overdue here we go.



Guild Wars 2 is a massively multiplayer online role-playing game developed by ArenaNet and published by NCsoft. Set in the fantasy world of Tyria, the game follows the re-emergence of Destiny's Edge, a disbanded guild dedicated to fighting the Elder Dragons, a Lovecraftian species that has seized control of Tyria in the time since the original Guild Wars. The game takes place in a persistent world with a story that progresses in instanced environments. As a sequel to Guild Wars, Guild Wars 2 features the same lack of subscription fees that distinguished its predecessor from other commercially developed online games of the time, though a purchase is still required to install the game. As reported by NCsoft and ArenaNet, by September 13 (about 2 weeks after launch), despite temporarily halting first-party sales, the game has sold over 2 million copies.


What’s Good:
Replay value: As most MMORPG's go there is always replay value in the classes and profession variety that is offered, this game is similar as such. Guild Wars 2 take it a step further though and offers  more replay value by featuring a story-line that is responsive to player actions and choices.

Soundtrack: This is well executed and heartfelt as the overall tone and pace of the game is dictated. Also of noteworthy mention is the cut-scenes and epic battles that take you throughout the world of Tyria.

Graphics: Graphically for a 2 year game it still holds up pretty well and will require some portion of tweaking for maximum performance. Guild Wars 2 uses a heavily modified version of the proprietary game engine developed for Guild Wars by ArenaNet. The modifications to the engine include real-time 3D environments, enhanced graphics and animations and the use of the Havok physics system.

Story-line: The story though a bit hard to follow at times is quite entertaining due to the nature of how the story progression quests are presented and the potential for party members to help in the completion of it. The characters are quite influential and memorable as they have continuing impact throughout the game.

Game Mechanics: Very well done character design system as well as combat system. The mere fact that they implemented the multiple weapon system enabling you to switch between weapons while your skill-set is in cool-down is really smart. Also of noteworthiness is the dynamic events system that replaces more or less the traditional questing format of most MMORPG's. This reduces monotony and encourages exploration and unique experiences for the player.

What Should Have Been Added:
This game needs mounts or some faster way to traverse the map and explore all the various aspects of the world of Tyria. Another potential good idea is to have full motion CGI cut-scenes with voice-overs and more back-story to better connect with the characters.

All the races available in Guild Wars 2
Final Thoughts:
All in all a very decent and enjoyable MMORPG experience. It manages to remain relevant in the sea of existing MMORPG titles even after 2 years and still has content updates to sustain and carry forward the community. Granted its no Vindictus but I can honestly say I had far more fun and addiction playing this than I would have imagined. I got lucky and had a friend buy me a copy when it was on sale maybe you can buy a copy for yourself and someone else to spread the love. Feel free to check out some of my game-play when I was streaming Guild Wars 2 below...

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Friday, May 2, 2014

Child Of Light Video Game Review

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Final Verdict - Definitely Worth Playing

Oh my freaking freak. Whats up gamers? Your friendly neighborhood gamer Zalgo Cometh here to bring you another video game review. Last week we checked out the free to play FPS game; Tom Clancy's Ghost Recon Phantoms, this week we look at Child Of Light. Another game from Ubisoft which had garnered much attention recently at PAX East 2014. So lets go see what all that attention was about...



Child of Light is a platforming role-playing video game developed by Ubisoft Montreal and published by Ubisoft. The game puts players in the shoes of Aurora, a child stolen from her home, who, in her quest to return, must bring back the sun, the moon and the stars held captive by the mysterious Queen of the Night. Helped by her playable companion Igniculus the firefly and several unlikely allies, Aurora will face her darkest fears in this modern take on a coming-of-age story. Child Of Light was released on Microsoft Windows, PlayStation 3, PlayStation 4, Wii U, Xbox 360 and Xbox One in April 2014.


What’s Good:
Replay value: This is a classic RPG with turn-based combat, 200+ skills to unlock, and 600+ crafting combinations for Oculi. There is no doubt that there is replay value abound in this game not to mention the various party members and attack strategies to utilize in battle.

Soundtrack: This is well executed and heartfelt as the overall tone and pace of the game is dictated or should I say indicated by the various sound track elements that help to submerge the player into the world of Lumeria.

Graphics: The game itself is powered by UbiArt Framework, an in-house engine by Ubisoft previously used for Rayman Origins and its sequel, Rayman Legends. So it has a cartoon but very artistic and detailed design, which is very vibrant and engaging providing the player with remarkable environments to transverse.

Story-line: The story at times can seem cliche but even so everyone enjoys a heartfelt adventure filled with danger and challenges to overcome. As Aurora travels and grows you discover more and more about the land and its inhabitants so your focus expands from just the central theme of rescuing Aurora and completing the primary objective of making it back home.

Game Mechanics: Well executed turn based system that has appeal to both the casual player and the more adept. By including attributes of a side-scroller with RPG elements such as leveling-up to increase stats over time, the game gives you varying aspects of the overall game-play to master. Combat and Non-Combat features of the game are smooth and easy to utilize which further promotes an enjoyable gaming experience.

What Should Have Been Added:
I would have liked to been able to fully use all the party members I gained instead of having to randomly switch out or not use some at all. I ended up playing this through mostly with just Norma and Aurora cause they had a good synergy for AOE attacks and Status effects. Possibly they could have either had bigger party limits to allow full use of a more diverse party strategy. Only other thing I can think of is maybe voice acting for the cut-scene parts of the game like the below picture.


Final Thoughts:
This game is very well done and the game industry definitely could use more games this well executed. Games that place a strong focus on the art of storytelling and creating a connection between player and character that lingers even after the game has been beaten. Being a gamer that thoroughly enjoys platformer games and RPGS (my two favorite game genres followed by fighting games) I am very thankful I got to experience this game. I'm happy it did not pass me by due to lack of hype or major advertising like we typically see for franchise titles. Feel free to check out the below gameplay with commentary we did for Child of Light...



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Saturday, April 26, 2014

Tom Clancy's Ghost Recon Phantoms Video Game Review

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Final Verdict - Give It A Shot 

Ok so its been a while since I gave you a free game to enjoy so buck up cause this one is on the house. Found out about this through a friend as I don't usually find myself playing a lot of free games but he said I should give it a try. So shoutouts to Alvarez aka Rez for bringing this to my knowledge, let go shoot stuff in Tom Clancy's Ghost Recon Phantoms...



Tom Clancy's Ghost Recon Phantoms (known during the beta as Ghost Recon Online) is a third-person perspective, multiplayer action video game released for Microsoft Windows PCs and planned for Nintendo's Wii U console. The game is part of Tom Clancy's Ghost Recon series. This game is supported by micro transactions. The Windows version is confirmed to be a free-to-play game, and requires a Uplay account. Whilst not officially confirmed to be a free-to-play model as well for the Wii U as of January 2013, Nintendo's president and CEO Satoru Iwata commented in an interview that he has no opposition against this model and is willing to work with it.


What’s Good:
Game Mechanics: Not so much a fan of Third Person Shooter (TPS) games but Tom Clancy is a veteran at his craft so this long standing franchise has solidified and mastered its representation of the control and fluidity of a TPS game.


What’s Bad:
Replay value: Not much considering its a free to play online game. Shit will get pretty old pretty fast without much consideration of a story line or diversity between the three offered classes.

Story-line: There is none, there isn't much compelling you to play aside from completing the daily self challenges for the free in-game currency to buy upgrades or to level up your character class of choice.


What Should Have Been Added:
Some personal customization options would be nice so that you can better differentiate your own player from all the other people who play the same class as you online. Maybe something as simple as color dyes or something as complex as specialist/hybrid class building. 

Final Thoughts:
The game is free. It deserves at the very least a try. So what more can I say but go ahead and try it. Even better if you can get friends to sign up and play with you. Got the usual footage for you but no commentary due to technical difficulties that I didn't realize until it was already too late. I do apologize for the seemingly half-assed review but I honestly hold true to the point that if its free and tolerable it has to be someones cup of tea so its worth a look. The game is currently available on Steam at the following address:


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Friday, April 4, 2014

Goat Simulator Video Game Review

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Final Verdict - Give It A Shot 

The little goat that could; or should I say the little joke that could. Goat simulator fever has taken the gaming community by storm and what started out as a simple joke project soon became a reality. Coffee Stain Studios, the Swedish team behind the Sanctum series, have used artistic licence and given us their view on the epic day to day life of a goat. So come along for the ride and experience the only Goat Simulation game in existence...(as far as I know of anyways)


Goat Simulator is an open-ended third-person perspective game in which the player controls a goat. The player is free to explore the game's world, a suburban semi-urban setting, as a goat, and jump, run, bash things, and lick objects, which attaches the goat's tongue to the object and lets the player drag the object around until they let go. At any time, the player can let the goat drop into a rag-doll model, allowing the game's physics to take over, and another control makes the game run in slow-motion. It was released for Microsoft Windows via Steam on 1 April 2014, while ports for Mac OS X and Linux are presently being developed. The game has been compared by the developer as akin to skateboarding games, but where the player controls a goat aimed at doing as much damage as possible around an open-world map, without any other larger goals. The game, initially developed as a joke prototype from an internal game jam and shown in a early alpha state in YouTube videos, was met with excitement and attention, prompting the studio to build out the game into a releasable state while still retaining various non-breaking bugs and glitches to retain the game's entertainment value.


What’s Good:
Game Mechanics: Somewhat paying homage to the innovator of its engine Goat Simulator the game features a scoring system similar to skateboarding games like Tony Hawk's Pro Skater, whereby doing tricks or other actions earns points. Like the old adage goes "if it ain't broke don't fix it" and oddly enough this works well in Goat Simulator. Couple that with insane rag-doll physics and even a slow down time button and you have the makings of a fun time whether you are high, drunk or sober.

Replay value: The DLC is a coming so that give us hope for replay value as well as a Leaderboard that tracks world wide ranking points for the game so you can be the very best like no one ever was. There also exists a variety of different goat models that the player can gain access to via small golden goat statues that are hidden in the game's world and certain quests. 

Soundtrack: The game's soundtrack is somewhat limited but this is to be expected somewhat given the overall nature and price of the game. The soundtrack music is however quite catchy and I found myself quite naturally humming along to the music.

What’s Bad:
Story-line: There is none, short of a couple quests that get you acclimated to the game and its controls there is no real directive or flow to the mayhem that is Goat Simulator. I can see how since the game is a open world sandbox title it lends itself to the premise of creativity though. Essentially letting the player do as they please, but there isn't any excuse not to have even a crappy story-line instead of none at all to give some sense of meaning to the twisted world of Goat Simulator.


What Should Have Been Added:
Definitely should have added multiple levels at launch considering the small size of the only level available. Can't really fault them though since the game is in general just one big joke that went viral and had a strong enough hype to get it made into a reality.  Obviously a story-line would need to be added as well to give further motivation past just the occasional cheap laugh at the rag-doll physics that befall the goat. Some form of multi-player interaction maybe akin to the Dark Souls franchise where you can invade other players games. 

Final Thoughts:
Honestly the game is ridiculously fun; for about the first 15-30 minutes depending on your sense of humor, creativity and maturity level. Without a story-line or sense of meaningful progression its hard to say that you will stay motivated to play. This is the fundamental flaw of the game as its novelty and viral hype can only be expected to carry it for so long and no more. Thankfully this game is priced nowhere near the full retail price of a AAA game title so you don't have much to lose on experiencing the one of a kind "goating" experience.



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Friday, March 28, 2014

Strider Video Game Review

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Final Verdict - Give It A Shot 

Well not much to say for this week's game review, This game has been sitting on my back burner for a while now but we finally found some time to jump into it. A classic franchise is reborn with improved graphics and an all new story-line to appeal to a new generation of gamers as well as placate the die-hard fans. So without further adieu lets start on our path as ninjas....



Strider is a side-scrolling platform game developed by Double Helix Games and Capcom's Osaka studio. It was released in February 2014 for the PlayStation 3, PlayStation 4, Xbox 360, Xbox One and Windows. The player control the series' main character, Strider Hiryu. The environment is freely explorable in search for weapons and items. Strider Hiryu's main weapon is his Cypher, a plasma weapon that can take several properties. Upgrades for the Cypher can be obtained by exploring the various levels throughout the game. In 2009, a Strider reboot was in development by Grin. However, due to financial difficulties that bankrupted the company, the game was cancelled. Development of the 2014 game was made possible thanks to the series' popularity especially in thanks to Capcom's surveys and forums.


What’s Good:
Story-line: The game is considered a retelling of the first arcade Strider game with elements from the NES console game. So its nice to see the attention to nostalgia.

Graphics: Double Helix has done a phenomenal job in bringing the futuristic ninja into the modern day by upgrading the visuals while maintaining the two-dimension plane.

Game Mechanics: Robust game design with a wide variety of attacks, powerups and level interaction.

Replay value: Just enough replay value can be found in the various hidden areas of levels and added concept art rewards hidden through out levels for the die hard fans.

Soundtrack: The game's soundtrack features multiple homages to classic Strider themes but with several modifications. The sound quality is also meant to resemble the music from the original games.


What’s Bad:
Game Mechanics: They have utilized what I like to refer as the A.I. reload mechanic where if you go off screen the enemies you already cleared are reloaded and you have to fight them again. This deters you from actively wanting to explore a level for fear of dying.


What Should Have Been Added:
Pretty good for a standard 2-D side scrolling game but I feel the combo system was a bit lacking in depth.
Final Thoughts:
Solid reboot of the series no doubt; long time Strider fans will appreciate the nostalgia. The game certainly retains much of the appeal of the original games. From the reloading enemies, to the random A.I. difficulty spikes; the game is sure to bring a tear to your eye. Feel free to check out our game-play with commentary videos...


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Friday, February 28, 2014

Thief Video Game Review

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Final Verdict - Give It A Shot 

Well 2014's first reboot is out and boy is it a doozy. It is a revival of the cult classic Thief series of stealth games, of which it is the fourth game. Thief was initially announced in 2009 under the working title Thief 4(also known as Thi4f or Thief), after rumors of its development. Well you came here for a game review so that's what you're going to get. Small heads up about the usual game-play with commentary videos that accompany my reviews. We were trying something different this week where we took the video from our stream that we did but the quality was very disappointing in comparison to the usual so we apologize profusely. Will return to normal for our next review but feel free to check out the hilarious commentary as always. Lets slink into the dark depths of Thief...



Thief is a stealth video game developed by Eidos Montreal and published by Square Enix. It was released for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One platforms. Players control Garrett, a master thief, as he intends to steal from the rich. Similar to previous games in the series, players must use stealth in order to overcome challenges, while violence is left as a minimally effective last resort. Gameplay is choice-driven, with players having a number of possible paths and approaches in a given level. Players may use the environment to their advantage, as well as pickpocket characters. As Garrett attempts to steal in levels, guards and other non-player characters (if they are aware of his presence) will try to flush him out and kill him. Different NPCs may use different means to find him, and the game's artificial intelligence will be aware of the level design, and therefore, know of potential hiding spots. Players may enter a "Focus" mode, which provides several advantages. It enhances Garrett's vision, highlighting pipes that can be climbed, or candles that can be put out to make the area darker. Focus can also slow down time, so that Garrett is able to steal more effectively while pick-pocketing. Garrett can also use Focus to push enemies or perform debilitating attacks. It can be further upgraded over the course of the game.


What’s Good:
Story-line: Pretty solid story-line and interesting characters in the game. The way the story unfolds and progresses is also noteworthy as it keeps the pace of the game steady. 

Graphics: Stellar graphics all around, the textures, environments and lighting truly go above and beyond what expected. The game is visually well crafted on all platforms but it truly shines on the XBOX One and PC.

Game Mechanics: Definitely an originator of modern day stealth, the Thief franchise employs a very robust and expansive world to traverse. With multiple paths  to achieve objectives the game offers much needed  variety and liberalness to not restrict the user and confine them to a totally linear path. Also the freedom of movement that is offered to the player is interconnected with the flow and play-style of the game being heavily stealth based and is executed very well. Guard A.I. is hit or miss at times as they sometimes look right at you but seemingly have bad eyesight and cant see in the dark but other times will very skillfully hunt you down and drive you out of hiding. 

Replay value: With all the aforementioned freedom in paths and approaches to dealing with situations one could only imagine that there exists a fair amount of replay value. Couple that with all the various challenges and large number of items available for theft present in game and you have yourself hours of entertainment at the ready. Another noteworthy claim to fame for this reboot title is the custom difficulty setting, honestly cant recall seeing this in any games I have played. I was quite surprised and intrigued by this however it seems primarily directed at making the game more challenging more-so than easy.

What’s Bad:
Soundtrack: Not much of significant mention as well as the voice acting for the game seemingly fell short. This makes the character (Garrett) not as convincing and you don't feel as attached overall to him unless you were already a long standing fan of the series.


What Should Have Been Added:
I would like to have potentially seen a co-op mode especially since they game starts you off as a part of a team. The idea of running a thief tag team against unsuspecting guard could have added such depth and varied game-play tactics.

Final Thoughts:
Solid reboot of the series no doubt; long time Thief fans will appreciate the well executed nod to a long lost franchise. While new comers to the lore of Thief may find it quite the adventure to embark on. Definitely a little rough around the edges since its been out of the gaming world for a while but it made good on it return. Feel free to check out our game-play with commentary videos...



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Friday, August 9, 2013

We're Going Straight To The Wild Wild West

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Game Mechanics - 1.5/2
Story-line - 2/2
Graphics - 1.5/2
Soundtrack - 2/2
Replay Value - 2/2
 Total Score - 9/10

It's video game time again folks. As we trudge along through this the annual summer drought of gaming we try to clear up our backlog of games in anticipation of the early fall AAA releases. Thankfully it is almost over and balance and order will be restored to the force as this should be the last week of the gaming summer drought. I had heard about this game a while back and more or less forgotten about it cause I personally had not seen much hype or advertisements for it. Somehow it has found its way back into my life and this week we review "Call of Juarez: Gunslinger"...


Call of Juarez: Gunslinger is a Western-themed first-person shooter video game, the fourth in the Call of Juarez series. Call of Juarez: Gunslinger is a linear first-person shooter game. Like the previous Call of Juarez games, the game consists of completing objectives to progress through the game. Call of Juarez: Gunslinger returns to the traditional Old West setting and features three unique game modes (story, arcade and duel) while the setting is the life story of a bounty hunter named Silas Greaves. The story levels are flashbacks of the life Silas Greaves, who is an unreliable narrator. As his audience challenges the lies and inconsistencies in his tales, Silas revises his story, which results in abrupt changes to game environment. This mechanic allows the game to recycle sections of the game with minor alterations. Staple gameplay elements of the series such as bullet-time and gunslinger duels make a return.


What’s Good:
Replay value: The game allows the player to carry their accumulated skills over to replays, so they can eventually fully master all categories thus giving the player added incentive to revisit the game upon completion. Scattered throughout the game are collectible secret items called "Nuggets of Truth", which recount the historical truths behind Silas' tales. These also help to level up your character and contain real world history about famous happenings and figures of the Wild West.

Story-line: The story and recounting of the adventures of Silas are engaging and rewarding as you both play and listen to Silas explain his past adventures. 

Soundtrack: Soundtrack is definitely solid and immerses you fully into the game and the Wild West ambiance of the game as a whole. Guns sound authentic as do the accents and vernacular of the characters you come in contact with.

What’s Bad:
Game Mechanics: Granted most if not all the things about the game mechanics are positive I just wanted to exclusively make mention of something I found highly frustrating. The dueling system; it starts off pretty intuitively and straight forward but then somehow becomes confusing and complicated. The addition of speeding up your draw time via the 'A' and 'D' buttons is not explained or demonstrated clearly, this in turn does not give the player the chance to adapt and utilize the mechanic effectively.

What Should Have Been Added:
I feel that maybe they could have given you a choice in customizing your character, maybe even let you decide the gender. Another possible idea could have been to add a co-op mode where you play through the game as a dynamic duo. 

Final Thoughts:
Honestly a refreshing change of pace considering the typical military oriented first person shooters we have grown accustomed to. Throwing in a leveling and RPG (Roleplaying Game) element to it with the varying skill sets was also a nice touch. My only gripes with the game overall was the ridiculous fall damage in the game and the hard to figure out dueling aspect that I made mention of earlier on. Aside from that I most certainly enjoyed my time with this game and will be looking out for others in the series. Until then you can check out my game-play with commentary...


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Saturday, August 3, 2013

The Little Man That Could

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Game Mechanics - 1.5/2
Story-line - 1.5/2
Graphics - 1.5/2
Soundtrack - 1.5/2
Replay Value - 2/2
 Total Score - 8/10

We are here again for another video game review with your friendly neighborhood gamer Zalgo_Cometh. It's been a while since we reviewed a PSVITA game I think so this game came along just in the nick of time during the usual summer drought of new releases. I'm gonna try to make this short and sweet for the most part today cause got a hectic work schedule dealing with while the second video game-play video is uploading to YouTube. So lets look at Dokuro...



Dokuro is a video game developed by Game Arts and published by GungHo Online Entertainment for the PlayStation Vita. The player is Dokuro, a skeletal worker for the Dark Lord. One day, the Dark Lord captures a princess and forces her to marry him. Dokuro sees the princess crying which breaks his heart and he thus decides to help her escape the Dark Lord's castle. Dokuro can flip switches to open up paths, carry the princess after drinking a potion, as well as others. The game's levels grow steadily more complex as the game progresses. The game uses a graphical style that imitates artwork in a children's storybook. The game's director, Noriaki Kazama, previously worked on gory video games such as Ninja Gaiden Sigma under Team Ninja. Kazama said that after he had a baby, he browsed through children's books at the bookstore and was inspired by the art style.


What’s Good:
Replay value: This is here in spades as most puzzles have a variety of ways they can be solved as I came to realize while playing this game. Also you can replay levels for faster overall times or to collect coins as you progress through each level or to find the optimal solution to each level's puzzle.

Game Mechanics: Simple and very intuitive controls make for a fun and easily enjoyable game-play experience. Also worthwhile mentioning is that the touchscreen and overall integration of a PSVITA control system feels nature and smooth overall while playing this game.

Graphics: Overall design scheme and art style seems very fitting to the nature of the game and the PSVITA brings forth a certain crispness and level of subtle detail that can be appreciated in this handheld title.

What’s Bad:
Only fault I could come up with which isn't much of a fault as it seems intentional as a part of the challenging game design is that you can't do much to control the actions of the Princess. She just aimlessly walks forward and only turns away for fear of enemies that approach her.

What Should Have Been Added:
At times I found myself wanting the princess to stay in a certain position away from danger so maybe a stop/follow command would have been a nice addition. Another idea that came to mind was maybe getting a special power from each boss defeat that would help you along the way in your fights against other bosses and regular enemies.

Final Thoughts:
Even though it is a well documented fact that I suck at and despise puzzle based games I must admit I thoroughly enjoyed my time playing Dokuro. At times the going got rough and I faltered, but it was never a case where I was just totally and utterly left feeling defeated like there was no solution in sight. The puzzles strike a fair balance between challenging and straight forward; the onus just lies with the player an dhow fast they can figure it all out to move on to the next one.

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