Tag: review

Guest Review – What Remains of Edith Finch

This is a guest review, written by Anna Kozakova. She can be found on Twitter as @Legit_Ann


What Remains of Edith Finch is a captivating experience veiled in mystery and tragedy. While the story deals with loss and death, it is well balanced with plenty of minigames that feel like little adventures of their own. Giant Sparrow created a game that will make you forget the fact that what you’re playing is mostly a walking simulator.

Edith inherits her childhood home and decides to visit. She is determined to discover the story behind the untimely deaths of her relatives and is writing a diary on the way. Upon entering the house, you can immediately feel the nostalgia. It is obvious that the mansion was left in a hurry. Sealed rooms, boxes everywhere, the meal from the last evening the family spent there still on the table. You can almost smell the dust in the air.

As a player, there are not that many actions that you can carry out. The captivating story however makes up for that, big time. Edith starts out with a sketch of a blank family tree. Filling in the empty spaces with names and portraits, you learn about how the Finches came to live on the coast of Washington state, and everything they had to go through.

Misfortunes, loss of young children, mental disease – all these grave matters are told in a sensitive way without being melodramatic. The story is conveyed through diary entries, read out loud by Edith, and mini-games that reveal the destiny of each character.

While the story itself is sad, the vignettes often have a light, playful feel to them. The writers did a fantastic job conveying that death has claimed Finch relatives young and old. You will take on the role of a toddler and observe plastic ducks and frogs in a bathtub spring to life. You will step into the shoes of a small girl who was denied dinner and turns into a cat in order to hunt birds. These examples truly capture the boundaryless imagination of kids.

In these types of story exploration games, the environment design plays a significant role. The house is so detailed and realistic that it doesn’t feel like a game at all. You will explore the rooms of all the family members who lived there. Each of them left their mark. A space shuttle in a kid’s room, a bathroom covered in pink plush or a miniature of a castle serving as a bedroom. The dead left behind a part of their personality and even after years you can still feel their eclectic presence.

The setting brings the story to life and tells years of family history and drama through a handful of small yet important details. Remembering secret passageways as Edith shares her memories gives you a feeling that you really are a part of the family. Compassion and curiosity will drive you to explore every corner of the mansion until you know all its secrets.

Another selling point is the protagonist. Every time the camera swings down to Edith shoes, you can’t overlook her pregnant belly. Given that she is only 17 and obviously dealing with a family curse of sorts will make you sympathize with her. Her diary entries leave even more impact thanks to brilliant voicing by Valerie Rose Lohman.

Without the minigames, the experience would feel rather flat and too similar to, say, Gone Home. Yet the team at Giant Sparrow came up with an original way to freshen up the walking simulator experience. The only downside is that game probably won’t take you more than three or four hours to complete.

The epilogue adds a melancholic touch to the experience that will leave you with a feeling of both sadness and satisfaction as you read the last pages of Edith’s diary. Short but intense, What Remains of Edith Finch is definitely worth playing for artistic value, fun game mechanics and deep story. Even if you’re sceptical about walking simulators, try this game before dismissing the genre for good.

 

Guest Review – God of War

This is a guest piece written by Max Taylor. Max is a freelance games journalist from Cardiff, UK.
You can follow his writing at PurePlaystation.com. Contact him at: maxedoutgames@yahoo.co.uk


God of War is the perfect game, a reflection of what this art form can achieve and the culmination of everything great about games as a medium. Every aspect of this meticulously-crafted world and Kratos and Atreus’s expertly told story, is best experienced firsthand. From exploring the vast expanses of Midgard and the many realms beyond, to embodying Kratos and Atreus as they learn about one another and the world of gods and monsters they inhabit, discovery is at the core of this experience.

God of War as a series has a long history, one which this game handles to great effect. By the seventh title in the series, God of War: Ascension, the Ghost of Sparta’s ceaseless vengeance quest and the series’ gameplay formula had begun to feel tiresome. In this iteration, Kratos’ story transitions from familiar Greek territory to Norse mythology, allowing the series to progress both narratively and mechanically, imbuing both character and series with a new focus and vigor. The ghosts of Kratos’ old life continue to haunt him, and themes of family, fatherhood, anger, power and vengeance are explored in a sublimely constructed story. Kratos and Atreus’s journey to the highest peak in the realms to the spread the ashes of Faye – beloved wife to Kratos and mother to Atreus – is personal, intimate and affecting.

This goal endures as their ultimate drive throughout the tribulations of the 25 hour main story. With Kratos’ reputation preceding him, the Norse gods soon embroil him in their affairs. To elaborate any further on the specifics of the plot would detract from its impact; however, the details in its delivery speak to its quality and nuance. Christopher Judge and Sunny Suljic as Kratos and Atreus, respectively, wholly embody these characters, their chemistry as father and son effortless. Judge’s Kratos is recognizable as the once-vengeful Spartan of old, yet this stoic, humble man has evolved, now consumed by his responsibility as a father rather than by resentment for his own. Unlike previous God of War games, this Kratos is a relatable, nuanced character that, despite his flaws, I like and enjoy inhabiting.

Kratos is a relatable, nuanced character that, despite his flaws, I like and enjoy inhabiting.

Suljic’s Atreus is filled with awe and affection, both for his father and the world he inhabits. He looks to Kratos for life lessons and always strives for his father’s approval. This dynamic is established in the game’s early hours as Kratos teaches the boy how to hunt and survive in the wilds beyond their home. However, Atreus’ fascination for the cultures and languages of this mythological world also give him agency as a teacher. From knowledge gleaned reading runes and studying creatures, he provides guidance by contextualizing lore and advising combat for both Kratos and the player.

The relationship between Kratos and Atreus is symbiotic in many ways; they teach one another how to survive this world, whether that be through brains or brawn. As they develop, both individually and together, they instill more profound values in one another. Seeing echoes of his rage-filled self begin to arise in Atreus, Kratos strives to teach the boy discipline, poise and control, and as Kratos opens up, Atreus teaches him how to express compassion, vulnerability and the one thing that seemed lost to him: humanity.

The relationship between Kratos and Atreus gradually but meaningfully blooms throughout the hardships faced and lessons learnt on their journey. This relatable father-son dynamic, reflective of game director Cory Barlog’s own fatherhood, is incredibly well observed, written and acted. Every character you meet on your journey feels authentic and fully realised, an integral part of the history of the land they inhabit. The humorous bickering between blacksmithing dwarf brothers Brok and Sindri is always endearing and never overplayed. Mimir, a severed head who was once the smartest man in the world, serves as your guide for the latter half of the story. His acerbic wit and compelling storytelling is a constant source of entertainment and information, thanks to Scotsman Alastair Duncan’s beguiling performance. God of War’s main antagonist, The Stranger, is likewise an excellent creation. Jeremy Davies’ unsettling yet oddly charming portrayal channels the madman swagger of Heath Ledger’s Joker and the slurred articulation of Bill Nighy’s Davy Jones. The Stranger’s story arc plays cleverly into Kratos and Atreus’ journey, and his tragic development makes him more fleshed out than a typical bad guy.

Kratos feels weighty and powerful, with purpose behind every action. God of War’s audio design complements this heft and power; meaty axe thunks, guttural grunts, icy shimmers and eldritch screeches converge in a cacophonous maelstrom, amplifying the visceral feel of combat. God of War’s revamped combat system centers around Kratos’ new weapon: the Leviathan axe. With the ability to throw the axe, fight bare-handed, and block and bash with a shield, God of War’s combat is tactile and spectacular, intimate and balletic in its violence. Atreus helps distract enemies, flanking them and whittling down their health with barrages of arrows. Mapped to a single button, commanding Atreus to coordinate his attacks with yours is intuitive. Powerful runic attacks, summons and additional weapons also add depth. An extensive skill tree, along with the ability to upgrade and customize armor and weapons, further this intricately tactical yet gratifying combat system. While exp-unlockable skills expand your aptitude in combat, gear takes a priority, especially later in the game, rendering the easily-maxed skill tree somewhat redundant and leaving you with a surplus of exp post-game. Despite this, God of War’s combat is unparalleled.

God of War’s combat is tactile and spectacular, intimate and balletic in its violence

God of War is clearly the product of five years of intense, passionate work from Sony Santa Monica. The spectacular art design makes every detail of this world feel handcrafted and authentic, from detailed filigree and runes carved into aged pieces of armor to the sweeping, mist-draped vistas of its boreal expanse that invite exploration. Every mythical creature, from draugrs to dragons, is brought to life with naturalistic animations, and imbued with ferocious personality. This cohesion and authenticity makes even the most fantastical parts of this bizarre and darkly humorous mythology feel tangible and grounded. God of War harnesses its source material to fantastic effect, imparting an almost scholarly quality to the game through dialogue and environmental storytelling, while playing with preconceptions of both the series and Norse myth. Additionally, Bear McCreary’s breathtaking score builds on recognizable musical motifs from the series’ past – deep vocal choirs, pounding orchestral drums, triumphant brass – while using European folk instrumentation and sound palettes to create an auditory accompaniment that complements Kratos and Atreus’ epic and deeply personal journey. God of War’s attention to both scope and detail is something that will consistently pleasantly surprise you.

For a game of its length, God of War never feels tedious, and no moment feels empty. Presented in one continuous shot that seamlessly blends gameplay and storytelling, God of War’s pacing is expertly balanced, lending a sense of continuous flow to the entire experience. Every shore you dock at is a self-contained, ingeniously constructed level, strewn with chests, enemies, treasure maps, relics and more, which all feed back into your progression. God of War rewards the curious at every turn with gear, lore, or entire optional areas and storylines, yielding currency, materials and upgrades. God of War also seizes every opportunity to deepen your connection to its characters and enrich your immersion. Every boat trip is accompanied by a captivating allegory from Mimir. Every return trip to a previously visited area is rewarded with access to new paths, thanks to inspired level design which borrows from both Metroidvania and Dark Souls.

Ivaldi’s Workshop, a perilous maze with a risk-reward dynamic, Muspelheim’s gauntlet of challenging combat encounters, and the addition of other optional favours, collectibles and bosses flesh out post-story content, adding another 20+ hours to this already substantial experience. With so many enticing distractions, it is a testament to God of War’s main storyline that I felt compelled to follow it almost exclusively. Despite all manner of extraordinary adventures available to me, I found it impossible to tear myself from the main path, consistently anticipating what astonishing location, creature or set piece I was going to encounter next. The emotional connection I developed with Kratos and Atreus made me feel personally responsible for carrying out Faye’s final request.

God of War is a glorious, generation-defining masterpiece that celebrates the power of video games as a storytelling medium. Kratos and Atreus’s grand yet deeply affecting journey takes place in an incredibly well-realized world that seems to exist even beyond their humble goal. Intelligent writing, outstanding performances, stunning art design and a beautiful score combine to deliver an enthralling experience, anchored by vivid lore, gratifying combat and exceptional level design. Every minute of God of War is engaging, compelling, and most importantly, fun.

thelizardrock daily news thursday

Thursday 2-15-18: Sea of Thieves, Farming Simulator 19, and OPUS: Rocket of Whispers

Thursday! This week is going by fast. Here’s the news.

  • Sea of Thieves Stress Tests
  • Farming Simulator 19
  • OPUS: Rocket of Whispers

Sea of Thieves Scale Test


The highly anticipated game of pirates and sailing recently concluded their closed beta. Developer Rare has learned a lot from this experience and is now looking to test the changes they’ve made accordingly. How? With another stress test! The first test is taking place Friday, February 16 at 10 am GMT and will go until Sunday, February 18 at 10 am GMT. That’s this weekend. It will be available to all closed beta members, as well as Xbox Insider members. Happy sailing!

Farming Simulator 19


That’s right, Farming Simulator is back and better than ever. According to developer Giants Software, the graphical engine has been entirely reworked, making for an amazingly good looking farming experience. Expect new features, equipment, animals, and crops. More details are will be released later on. Until then, check out the reveal trailer.

OPUS: Rocket of Whispers


I have another review to link to. But wait, this isnt my usual client. Perhaps because I have a new client! I am now writing news and reviews for backlogcritic.com! They’re a fresh new site that’s climbing the ranks quite quickly. You can see news by me daily, but for now check out my review of the indie adventure title, OPUS: Rocket of Whispers.


Thanks for reading, everyone. I’m currently contemplating another site rework. With my schedule changing around, and better website themes coming to my attention, I might have to make some changes that I believe will be better for the site as a whole. Time will tell. Check back tomorrow for more gaming news. Otherwise, have a great night!

thelizardrock daily news wednesday

Wednesday 1-24-18: Subnautica Launch, EVE Battle Bust, and Arizona Sunshine

It’s Wednesday and boy are my arms tired. Here’s the news

  • Subnautica Leaves Early Access
  • EVE: Online Battle Results
  • Arizona Sunshine Review


Subnautica Launch
That open world ocean survival game has finally left early access and with that comes a big number of fantastic improvements to the game. For those not familiar with the game, check out their new and improved webpage. Subnautica can be found on Steam for $24.99.


Million Dollar Bust
Yesterday I reported on an upcoming EVE: Online battle that was expected to cost over a million dollars. That battle has now taken place, and the final asset toll tallies up to… $4,000. The battle came up extremely short. This was because 6,000 players arrived at the scene to take place in the expected onslaught. The game servers simply couldn’t handle this much, which caused many players’ games to crash and connections to be lost. So none of the big, expensive plans took place. This is certainly a shame.


Arizona Sunshine
I published a new article on my site, here. It’s a review of the VR shooter, Arizona Sunshine. It’s an amazing game that was ruined by a single flaw. I’ve had this review sitting for months, and it’s been revised numerous times. I wanted to make sure it came out as high quality as it could be. Be sure to check it out.


Thanks for reading. Not much news today. Be sure to check back tomorrow for more up-to-date happenings in the blogosphere. #fleek am I right fellow kids? As always, have a great night!

VR Review – Farpoint

Spoiler Disclaimer: the game contains a few plot heavy moments. For the interest of the readers, I have left out mention of what those are in the article. Please excuse any vague language used regarding such.

Farpoint was a long anticipated first person shooter developed for the PSVR. Announced during the Electronic Entertainment Expo (E3) in 2016, Sony showed off what would be an action packed shooter based on an alien planet. As the PlayStation VR was merely a baby by then, this was considered a big step towards quality content being developed for the format. What stood out, however, was a special controller premiering with the game, known as the PSVR Aim Controller. Being a strong believer in the future of VR, I was eager to see how this game would turn out. After spending a few solid days playing Farpoint myself, it proved to be not what I was expecting.

Powered by WordPress & Theme by Anders Norén