Wednesday, June 24, 2015

P&P's Winner of E3 2015: Sony Playstation


This weekend, P&P is on vacation.  That means that you’re getting Saturday’s article right now.  At this moment, you’re probably too shocked to read on.  And that’s understandable.  So take a moment to catch your breath and then proceed as normal.  But don’t worry because P&P will return to its regular schedule next week. Thanks for reading and enjoy.  

"Listen, I'm not going to tell you again.  Stop crapping on my house.  It takes me a week to
clean it, dammit.  And don't give me that look, I'm not falling for it."

An Article by Glitchiee
with an Introduction by Hank:

INTRODUCTION:
E3: the battleground that gives giant video game companies the opportunity to strap on boxing gloves and pound the crap out of each other, dominated every video game forum and streaming service last week.  And each new video game and announcement made gamers rip off their clothes and run wild, while declaring their very own victor.  Yes, E3 2015 was an amazing week for pixelated adventure enthusiasts.

And not only did gamers get to see the humongous console manufacturers return, but even new-comers arrived at the show.  For instance, Bethesda, threw their hat into the ring and shocked audiences with amazing gameplay from Doom and then devoted a large chunk of their time to the highly anticipated Fallout 4.  Microsoft came out of the gate with a couple of exclusives, while mainly focusing on new technology headed to their different divisions.  Square Enix put everyone to sleep with long drawn-out chatter, until finally showcasing the next Hitman game, and EA had gamers and Star Wars fans creaming in their pants from the impressive Battlefront trailers.

But that leaves one very important player in the gaming world.  There was one press conference that began with a game that hasn't seen the light of day in a better part of a decade.  This same press conference showcased game after game after game, leaving explanations and technology as an afterthought to the gaming world.  Who is this mysterious champ of E3 2015?  It's the one company that has outsold all other consoles since the current generation released.  The one company that continues to put games first, before anything else.  Ladies and gentlemen, boys and girls, P&P's winner of E3 2015 is…Sony Playstation.

"I feel like I'm forgetting something.  Pack the Fiber Wire, bury the neighbor, and...and...oh and
return those Glee DVD's to the library.  Damn, that's going to be a hefty fine." 

THE GAMES:
Sony started off the show with a trailer for The Last Guardian: a sneak peek into a beautiful world containing a young boy and his gigantic bird/dog creature.  Followed up by Horizon: Zero Dawn: a story revolving around life after some catastrophic event that has decimated our current way of living, and turned humans into hunters that stalk mechanical prey.  Hello Games brought the expanse of the universe to the show with their ground breaking game No Man's Sky.  This massive game—one whose scope has not even been fully created yet—allows players to wander around the universe and visit planets that are randomly generated as they are selected.

Next up were the Final Fantasy offerings.  A staple for RPG players, Final Fantasy is a huge crowd pleaser.  Breathing new life into the franchise, World of Final Fantasy was announced, showcasing a fun take on the series by creating chibi versions of characters and monsters that team up to fight.  Think Pokemon meets Final Fantasy.  But the crowd really exploded when the next trailer appeared on the screen, confirming what so many fans of the series have been yearning for.  That's right…a Final Fantasy 7 remake.  While the trailer was all the information that was released, Sony quite possibly could have won E3 from that alone.

"I don't know where the hell I am or what the hell I'm supposed to be doing, but this sure 
does look pretty."

Directly following FF7 was another big announcement in the form of Shenmue 3.  Their Kickstarter campaign was introduced on stage, along with footage from the first two games explaining that this project was a direct sequel to Shenmue 2.  With amazingly beautiful graphics, Shenmue 3 sets out to finish up what was left undone in Shenmue 2.  Having this project featured on stage during the conference ensured its funding, reaching their goals almost instantly.

Batman: Arkham Knight from Rocksteady, also popped up on stage from the point of view of a police officer.  When the cop politely asks a patron in a diner to stop smoking, you're shocked to discover the patron is the Scarecrow.  What follows is a terror-filled glimpse of darkness and chaos, bringing the Scarecrow's Nightmare Missions as an exclusive to only Playstation.  Things then toned down in the creepy department but ramped up in the hype department with Disney Infinity 3.0.  Disney Infinity 3.0 brought the Star Wars world to life with Twilight of the Republic and Rise Against the Empire play sets.  Along with the Disney Infinity announcement came the Star Wars: Battlefront gameplay bombshell.  Focusing on the survival mode of the game, Star Wars: Battlefront looks just like the movies and had long-time fans go berserk from the footage.

Sony then wrapped up their conference with another extremely anticipated Playstation exclusive, Uncharted 4: A Thief's End.  After a slight controller mishap, the gameplay started, showcasing an amazing mission filled with guns, car chases, hilarious dialogue, and fantastic feats in typical Uncharted fashion.  And as always, the return of Nathan Drake was the perfect way to close out Sony's Press conference, leaving viewers on a high note that other presenters found difficult to top.

"Get a good look at the Fax machine, Tom, cause this is the last time I'm showing you how to work it.
Next time you end up on the floor like your buddy, Phil, over there."

MORE THAN JUST GAMES:
It may seem that Sony only presented games during their conference—even though video games were the mainstay of the show—that was not all they had to offer.  Sony unleashed Project Morpheus: a virtual reality venture looking to take console gaming to the next level by making every game compatible.  But not only that, the system also allows you to play alongside friends.  So now you can literally escape into another world and bring your buddies along for the ride.

Playstation additionally revealed its partnership with Spotify, allowing you to listen to your favorite tunes straight from your console, and also announced Playstation View: Sony's live streaming service for television.  Playstation View allows gamers to subscribe a la carte to channels you want to watch and forget about the rest.  With Sony stepping into the realm of becoming a home entertainment center, both of these are a humongous leap forward for Playstation.

"So how does it feel?"
"Like I'm wearing 5 pounds of sunglasses and holding a plastic squirt gun." 

CONCLUSION:
Sony brought out the big guns when it came to their E3 conference.  There wasn't a single moment when action slowed, or excitement diminished, or boredom reared its ugly head.  From new games such as Horizon: Zero Dawn to fan favorites such as the Uncharted series and Assassin's Creed, Sony did not disappoint with their showcase.  Mixed in between these large titles were Indie games from Devolver Digital, and a few other games like Fire Watch, and the extremely creative Dreams from Media Molecule.  On top of all that, there was no needless chatter in between the trailers or game play highlights.  Sony hasn't let up the pressure since the release of the PS4 and certainly didn't tap the brakes during this year's conference, making them the clear winner of E3 2015.


Writer: Glitchiee – Twitter / Twitch
Editor: Hank – Twitter / Twitch

Saturday, June 20, 2015

Fallout 4 - Kiss Your Real Life Goodbye


An article by Hank:

Ah…November, there's nothing like that time of year: crying kids, mobs of shoppers, annoying Christmas music, an influx of cold viruses, and everyone's favorite food holiday: Thanksgiving.  Yes…it's safe to say that nothing says family time like the month of November.  Well, not this year.  This year the family can kiss your ass.  Because there will be no time to converse with the In-laws, or ask the kids for their Christmas list, or even sit down with a turkey leg and listen to your favorite drunk uncle tell you why the country is going down the crapper.  Why?  Because this November 10, the sequel to a game that sucked hundreds of hours of your life back in 2008, will make its return to your joystick-fondling hands.  What game is P&P talking about?  Brace yourselves my pixel-loving friends, because Fallout 4 is dropping in less than five months on the current generation consoles and PC…and your life will never be the same again.

"Oh man...that's really gonna make traffic this morning a bitch."

STORY:
Fallout 3 was immense.  It started by birthing you from your mother's special place (Kansas if anyone is wondering) and then with Liam Neeson's sexy voice instructing you on life in a vault.  Well Fallout 4 is going further back.  It will begin before the nuclear bombs even drop.  And what does this do?  This allows you to relate more to the characters and their story.  You as a player will see what your character had before the nuclear explosion (a loving family, a beautiful home, a wonderful town with happy neighbors, maybe even a dog).  And then all that will be ripped away and you will be left with nothing but your Pip Boy and your wits.  As of this moment, not much about the story has been released, but you can be rest assured that your character will be searching for something dear to them within the game's main story.  But is that really why people play the Fallout series from Bethesda?  For the story?  Nope.  Fallout 4 will be played because of the amazing ability to create your own story, carve your own way through the wasteland of Boston…the ability to set out on your own pixelated adventures.  And Fallout 4 looks to deliver on all those fronts and more.

COLOR AND GRAPHICS:
Fallout 3 had all the aesthetics of a bleak, desolate world: trashed cars, blown-apart houses, hungry ghouls, silly killing machines, psycho settlers, giant scorpions, and an overall saturation in the greenish department.  This created a game that continuously seemed sick in some dark humorous way.  But Fallout 4 has thrown that art direction out the window.  Sure, all the inhabitants of the wasteland are still here, but the graphics have had a complete overhaul, and the green hue has been dropped and replaced with color everywhere.  So now you get a dangerously horrific wasteland with blue skies and colorful settlements that'll make you want to live there…right up until a grotesque creature tries to eat your face.

"I don't know, Honey.  What do you think?  Is the Abe Lincoln chin in this year?"

WHAT'S RETURNING, CHARACTER CREATION & GUNPLAY:
This is what's great about Fallout 4…everything you know and loved about Fallout 3 is coming back: the same goofy guns, silly armor, a canine companion, mister gutsy, deathclaws, the Brotherhood of Steel, Super Mutants, etc.  Everything is still here.  So it's safe to say, if you're a fan of Fallout 3, you'll feel right at home playing Fallout 4.  But there has to be more right?  You can't possibly take seven years creating a sequel to a game and not put more in there for your fans.  And that's where all the fun begins.  Fallout 4 is bigger and more in depth than any other Fallout game before it. 

So let's start from the beginning with character creation.  The character creation engine and sequence is fresh and innovative compared to others found in games.  Now your character is looking in the mirror with their significant other standing behind them, trying to decide on a look for the coming day.  It's what everyone does before getting ready for work, or for school, or for a party where you're going to get sloshed, dance on tables and then throw up in a toilet.  It's such a simple concept and seamlessly allows you to change your character on the fly, by selecting a facial area and just pushing and pulling.  Simple.  Elegant.  Fresh.  On top of this the V.A.T.S. system has returned.  So selecting a body part of a beastie and blowing their face off in bloody chunks is still an option, while gunplay looks like it’s much smoother and much more precise than previous titles.  So running and gunning now has taken on similarities of other quality first-person shooters.  It looks like you won't have to constantly depend on V.A.T.S. for survival this time around.

"Damn...left the stove on again, didn't I?"

ITEM CRAFTING & SETTLEMENT BUILDING:
This is where the Fallout series has grown immensely from Fallout 3 and New Vegas.  In Fallout 4 there are about fifty base weapons in the game to strap to your back and unleash when the time comes.  But heading to a workbench now allows you to apply around 700 different mods to your arsenal.  So you can take a basic Laser pistol and modify it to become a Laser rifle.  Or continually add and change so many parts that by the time you're done it's a completely different weapon.  How is this possible?  Well, remember all that wasted garbage you saw lying around in Fallout 3?  It all has a purpose in Fallout 4.  All the junk you find in your environments can now be broken down and used for various building and crafting.  So not only will you be able to fully customize your weapons, but you'll also be able to customize individual armor pieces and…your very own settlements.  That's right.  In Fallout 4 you get to build your very own settlements.  Not a house or shack for your character, but a settlement which can be considered a small town.  The funny thing is some gamers may not want to spend time scraping tires and building walls or outhouses, but that's okay, because creating your own settlements with caravan trading and unique looks is totally optional.  Which is the best feature of Fallout games: after the beginning cutscene, you don't have to follow one damn quest within the game.  You can basically run around and just shoot things in the face for your entire play through or…you have the option to fully customize your world and your arsenal.

"OMG...put us down right near that rocket.  I wanna grab some awesome selfies for Facebook and 
Twitter...oh and maybe for that new thing called Tinder."

THE PIP BOY AND RETRO STYLE GAMES:
Just like in the past Fallout games, your trusty Pip Boy has made a return.  But now it comes complete with full animations from within the screen and you have the option of not even bringing it up while playing the game.  If you have a smart phone or tablet, a Pip Boy App can be used to navigate the Pip Boy features without covering the game screen.  But the developers didn't stop there.  Within the Pip Boy screen there are now retro-style mini arcade games that can be played.  So when your character has to make a pit stop to an outhouse, no more will they have to sit there and stare into space worried if a Radscorpion is going to bite their nether regions.  Nope, they can finally relieve themselves while playing games, essentially taking their mind off of the Deathclaw waiting just outside.  Thanks Pip Boy.  And if that isn't enough for you die-hard fans, you can purchase the special edition of Fallout 4 which comes with your very own life-size Pip Boy that can be strapped to your wrist and used for impressing the opposite sex.

The Mini Nuke: Why just kill an enemy, when you can destroy the entire land mass they're standing on?
Mini Nuke launcher and Nuclear Winter outfit sold separately. 

CONCLUSION:
Whether you're a humongous fan of the Fallout series or just a newly introduced gamer, one thing is for sure: with an extensive customizable world, hours upon hours of quests, beautiful graphics, humorous undertones, and a story sure to capture the Sci-Fi lover in us all...Fallout 4 will suck every second of your time without you even knowing it.  Why?  Because the game isn't about following a path or competing in online matches.  It's about creating your own story, your own pixelated adventure that no one else will have the pleasure of experiencing.  So come this November, Gamers from around the world will be kissing their real life goodbye and filling their time with pixelated Fallout fun.

Writer & Editor: Hank – Twitter / Twitch

Tuesday, June 16, 2015

An Interview with Red Hook Studios: Creators of Darkest Dungeon


Getting Down to the Nitty Gritty with Red Hook Studios' Chris Bourassa (Creative Director / Artist for Darkest Dungeon)

An Interview by Glitchiee:

Darkest Dungeon is a rouge-like dungeon crawler focusing on the stress of adventuring instead of just the slaughter of enemies.  Including gameplay elements such as darkness, starvation, and stress relief, the creators of Darkest Dungeon, Red Hook Studios, have introduced a fresh concept leading to an amazingly addictive game.  For more information on Darkest Dungeon, check out P&P's original review and the recent Fiends and Frenzy addition.  Since Darkest Dungeon is such a great game that is not even out of the Steam Early Access stage, P&P just had to sit down with Red Hook Studios' Chris Bourassa for a bit of insight into the game and its development.

"Hey, Phil, it says 'full' right above your head."
"Dammit, Tom, I told you eight Boston Cremes was one too many.  Let's just make this dungeon 
quick before I crap my pants."

P&P: Welcome, Chris, so tell us…did you come up with the idea for Darkest Dungeon first or did the art inspire the game?
CB: The idea for a classically-inspired RPG that focused on stress responses and the human cost of adventuring came first, but the art wasn't far behind.  I think the theme was strong enough that we built both game play and art direction out of the same core ingredients.

P&P: Were the Lovecraftian tones always part of the game design or an aspect that was including at a later date?
CB: We're huge Lovecraft fans, and given that the game focuses on the mental strain of adventuring, it was a perfect combination!  The core design, art, and tonal influences like Lovecraft all came at the inception of the project—they were our core ingredients, and we structured each of them to reinforce the other.

P&P: Where do the various themes for the dungeons come from? Such as the ectoplasms, swine, etc.
CB: Diversity in an RPG is important, so making sure that each dungeon had its own identity was vital.  We talked about color temperature, types of monsters, types of objects you'd find—anything we could do to make the regions interesting and distinct.  Monsters were themed based on the dungeon environment, and also have significant game play differences.  The idea was also to make different heroes more or less effective in the different dungeons, encouraging players to experiment with their party comps.

"Psst...what happening now?"
"What's it look like?  She's playing a mean air guitar and that's made the beastie burst into tears."
"Oh...makes sense."

P&P: There is a good amount of humor in Darkest Dungeon. Who is the humorist of the group or does the entire team contribute?
CB: There's some black humor in there for sure—even a couple song cameos (check the Jester's camping skills)!  A dash of that stuff is important I think to offset all the bleakness found everywhere else in the game.  The same way the characters themselves have just a hint of cuteness in their designs, while the writing tries to incorporate just the slightest bit of levity here and there.

P&P: Is developing Darkest Dungeon a full-time gig with your lives on hold or is it part time?
CB: The only way we've been able to get where we are is by making it a more than a full time commitment.  For the bulk of our development, we've been using up our own personal savings/RRSP's, and spending upwards of 55-65 hours a week with no weekends for 2 years.  We're all experienced developers, and we knew going into this that there would be no way we'd ever get across the finish line if we approached it as a hobby.  This game was an all-in move for us, and we're so grateful that it has paid off.

P&P: So what is the environment at Red Hook Studios then? Do you all work together in the same office or are things done via telecommuting? Does everyone help with everything or are certain aspects individual only?
CB: We were in the same office for over a year, but recently we've been working from home while we look for a new spot.  It's been nice to try both approaches, but each has its pros and cons (that steam library though!).  There's a good amount of collaboration across the team, but everybody definitely has their core areas that they handle.

"Are you sure beating this thing with a sock full of soap is the best the plan?"
"Hey, it smells like corpse ass...so it can't hurt, right?"

P&P: How do you feel about the success of the game? Are you guys shocked? At this point, are you further along than you expected?
CB: We've been blown away by the response to the game so far.  It's very humbling to see so many people engaged with it.  It's definitely performed beyond our expectations and that has been incredibly rewarding and exciting.  We also feel a responsibility to our players to make sure that each update improves and refines the experience.  We want everyone who has joined our early access community to enjoy the ride right up to our 1.0 release in October!

P&P: And finally, what are the hopes for the future? Expansions? Possibly a Darkest Dungeon 2?
CB: We'd love nothing more than to continue to expand and grow the core game, explore other versions like board games/tabletop, and yes, if there continues to be a demand, a sequel would be amazing.  We love the game and the world, so it's a dream come true to be able to continue developing it!

P&P would like to thank Red Hook Studios (especially Chris Bourassa), not only for making an awesome game, but for also taking the time out of their busy schedules to sit down with us and discuss Darkest Dungeon.  And P&P wishes them nothing but tremendous luck in all future endeavors.  Gamers, hold onto your butts, because the full game release is right around the corner.  Stay tuned to P&P for more Darkest Dungeon coverage.

Writer: Glitchiee – Twitter / Twitch
Editor: Hank – Twitter / Twitch 

Coming up this Saturday on P&P: Fallout 4, Kiss Your Real Life Goodbye.

Saturday, June 13, 2015

Video Game Review - Bloodborne


From the first moment you swing your weapon, Bloodborne will suck into its world and never let you go.

A Game Review by Hank:

STORY:
The player assumes the role of a lone hunter, seeking a powerful blood known as Paleblood.  Upon arriving in the city of Yharnam, the hunter discovers a plague that is turning the city's inhabitants into beasties.  The only way to obtain the Paleblood is to navigate the horrific city streets and defeat every damn thing in the way.  Humongous creatures, spilled blood, tremendous sound effects, confusing lore, and the most unbelievably addicting gameplay ensue.

THOUGHTS:
There are video games that have remarkable stories.  This is not Bloodborne.  There are video games that have fantastic open worlds that allow you to choose your own adventure.  This is not Bloodborne.  There are video games that offer competitive online modes that turn into world competitions.  This is also not Bloodborne.  Then there are video games that beat you down and make you yearn to create the most badass, most violent, most heavy-hitting character you can, so you can go back to the foe that pounded you into the ground and destroy them, thus creating the greatest feeling of accomplishment you can get out of a video game.  This—my joystick fondling friends—is Bloodborne.  There is no doubt about it, once you finally beat Bloodborne, you will sit back for a moment and digest the amazing achievement you have just obtained.  Then seconds later you will pick up the controller and venture right back into the game on New Game Plus.  Why?  Because From Software has created an outstanding addictive game that can only be understood if played. 

"Seriously guys?  I wander off for a few minutes and already you've broken into my liquor cabinet?
What will they say at the next PTA meeting?"

WANDERING WITHOUT DIRECTION:
From Software is known to never hold the player's hand throughout a game.  And if you've played their previous titles, such as Demon's Souls or Dark Souls you'll know exactly what you're in for.  Would you like a map?  Tough.  You'll have to wander the streets like a drunken sailor looking for a cozy night with a soiled dove.  You want to know you're next objective?  Up yours.  You'll have to figure that crap out on your own.  Bloodborne doesn't hold your hand and help you across the street.  It lets you get hit by cars a few dozen times until you finally learn to look both ways. 

But can this be discouraging for the player?  Early on…yes.  You will wander around wondering just what your objective is as you strike down every foe in your way.  But once you defeat the first few bosses and move on to the next couple of areas, you'll come to understand why the game doesn't hold your hand.  When you discover a new place or a new disgusting boss and then walk away with a shiny new badge for taking them down, that's when you'll realize having your hand held, defeats the purpose of the game.  With a map or objectives, you'd instantly lose that amazing sense of accomplishment you just felt.  And on top of this, wandering around is half the fun.  Exploring every nook and cranny in the game leads you to amazing trophies, extra weapons, fantastic beasts, and unique gothic environments.  So why not just sit back, relax, swing your sword, and see where the grimy brick road takes you?

"Alright...I'm gonna be totally honest with myself here.  I have no frigging idea how I got up on this
 roof.  And those goddamn directions the bath messengers gave me make 
no sense.  Little f*ckers were probably drunk again."

COMBAT:
Oh baby…the most fun you'll ever have in Bloodborne is swinging whatever unique weapon you chose as your favorite.  From the first time your character lifts a heavy axe or sword or gigantic block of stone and pounds a foe into the ground, and you feel the weight of the character's weapon in your controller, you'll never want to stop swinging.  You'll beat the hell out of foes, bosses, lamps, coffins, birds, vases, books, crates, candlesticks, and whatever else you feel like demolishing.  Why?  Cause it’s just so much damn fun.  But that's not the only thing great about the game. 

The combat is perfectly balanced.  The weapons you choose in the game are considered trick weapons.  Each one comes in two forms: fast attack with less damage and slow attack with more damage.  It's up to the player to choose how to utilize these forms of brutality for each individual foe, but allows you to customize how you'll play the game.  Some players will run around with a gun in one hand, blasting away and hoping for those visceral attacks.  And other players will continually run around with a heavy weapon, looking for an opening to do the most damage.  Either way, you'll evolve as a player and the combat will become second nature.  If you're wondering whether your character is responsive during the game...allow your mind to be at ease.  Every movement, dodge, swing, and blast feels exquisite in Bloodborne, because every button has a purpose and is perfectly positioned on the controller.  Nothing ever feels like a chore during any battles.

Alongside attacks you'll have buttons to also consume blood vials (health) and buttons to dodge out of the way.  And after hours, upon hours of playing, dodging inside an enemy and chopping them down to the ground will become instinct.  And with the game being viewed in third person, it allows the player to virtually see all around them…because there is one place you don't want to be in Bloodborne: stuck in a corner, surrounded by multiple enemies.  The only disadvantage about the third person view is the sometimes wonky camera angle and locking system.

CAMERA ANGLE:
When dodging or striking, the combat system makes it easier on the player by offering a lock-on system when pushing the R3 button.  This places the camera directly behind the player and facing the enemy at all times.  Ninety nine percent of the time this works like a charm, but there are finicky spots in the game, where if you're not close enough to the foe, the camera will instead, spin around and have you facing the opposite direction.  Oops.  This leaves you open for an attack right down your backside.  While this doesn't happen all the time, it does pose a slight problem if you're not paying attention to the enemy, or have multiple enemies coming toward you.  Another wonky problem with the camera is its position in tight areas or those silly corners you accidentally find yourself stuck in.  In these magic moments the camera takes on a life of its own and flies anywhere it damn well pleases, leaving you spamming the dodge button to avoid danger like a madman with a nervous tick on crack.  Fortunately, both of these problems do not pop up nearly enough to hurt the mechanics of the game.  Just once in a while to get your heart pumping and the curses flying.  Most of time the camera is right where you need it: covering your beautiful backside.

"Crap.  After all that...I forgot my frigging rowboat." 

STRESS, ELATION, AND LEVELING:
No other game, currently, will stress you out as much as Bloodborne, but then leave you open to such elation once the battle is all over.  You will constantly be scrambling for lost echoes, but gaining those back is like being kicked in the nuts and then promised the greatest roll in the hay of your life.  Stress…elation.  Aggravation…accomplishment.  This mechanic of the game adds to the addicting gameplay.  But what happens when you finally have a gigantic bucket of echoes?  Well, you get to turn those in for a prize.  What's the prize?  Leveling up of course.  Here's where RPG elements erect themselves within the game.  You can basically build whatever type of character you please, or whatever type of character fits your play style.  Do you enjoy swinging heavy weapons and crushing foes into the ground?  Then you'll be leveling up strength and stamina.  How about pulling a trigger and blowing holes in a creature's face?  Well then, skill and blood tinge is probably where you'll want to drop your blood echoes.  The point is...both the feeling of elation and being able to level your character to your liking, fuels the addiction of having to play Bloodborne and virtually grow your character from nothing.

GAMEPLAY:
As stated above, the point to Bloodborne is growing your character into a wrecking ball and taking down the foes that are the size of mountains.  There's nothing better than getting your ass kicked and then coming back, stronger, faster, and more powerful and taking down the enemy that was giving you trouble.  And remarkably, Bloodborne allows you to do that simply.  The only thing you'll have to somewhat enjoy is farming for blood echoes.  Can you possibly make it through the game without farming?  Maybe.  More than likely though, you'll die too many times and get discouraged and put the game down.  But with the perfect combat and variety of enemies that Bloodborne provides, farming isn't as dull as you would think.  It's actually quite fun running through a level a couple more times and taking down the foes.  Not only will you gain precious blood echoes for leveling, but you'll also become very, very good at the game…to the point that you'll take down almost all the bosses the first time you meet them, even the last boss.  On top of all this, if you do happen to lose all your blood echoes to a boss or a creature that caught you unaware, the ability to go through the level and retrieve them by either finding them on the ground or killing the foe that killed you, pushes the player forward, instead of discouraging gameplay.  This system is perfectly balanced and without it, many Bloodborne players would have stopped playing a long time ago. 

"I came.  I saw.  I destroyed."
"Quiet!  Some of us beasts are trying to sleep."
"Sorry.  Didn't think anyone was still around.  Just practicing some cool lines, while looking cool."
"Beat it, moron."
"Ew...rude."

ART DIRECTION, SOUND, AND LEVEL DESIGN:
Bloodborne is gorgeous in a disgustingly horrific way.  From creatures that crawl around on their bellies and throw up on you, to gigantic spider-like bosses that fall from the sky, to unbelievable gothic architecture, Bloodborne will never cease to impress in the art department.  And along with the aesthetics, there's also the inventive level design.  Are you going to push forward with a boatload of blood echoes?  Well, you may only have to worry for the next couple minutes or so, because every level comes with wonderful shortcuts that allow you to make it safely back to a lantern (lanterns allow you to go back to home base and level up or buy stock in whatever you need to continue) to rest.  On top of level design and art direction, comes the characters and creatures.  Never once will you be bored traveling around in Bloodborne.  Every new area has wonderfully nasty new ghouls for you to discover.  And when you finally do pull out your favorite trick weapon and swing for the fences, the sound will make you feel like you're right there in the action.  From footsteps, to groans, to squishy flesh, to breakable vases, Bloodborne's sound design is impeccable.  From Software wanted a chilling experience with a feeling of despair around every corner and with all the above wrapped up in a nice tight bow, they delivered exactly what they set out to do.

"I swear to God, these doors get harder and harder to open as I go.  Next door I come across, I'm
calling the maintenance man first, so he can give it a good oiling." 

CHALICE DUNGEONS, NEW GAME PLUS AND MULTIPLAYER:
So you put sixty hours into Bloodborne.  You know almost every level by heart.  You've taken down all bosses, side bosses, and various other hunters roaming the landscape.  You've even managed to acquire every awesome weapon in the game, along with every piece of secret armor.  Now what?  Well that's where the fun begins.  You could go back and start a whole new character and run through the game, leveling up different attributes or...you could just keep the one you have and give New Game Plus a try.  New Game Plus keeps the game exactly the same way as you remember it, but you'll have tougher enemies and much, much tougher bosses.  But fortunately for you, you get to keep all your leveling and weapons and inventory and everything you learned to help conquer the new challenge.  And you never stop leveling up.  So you can now try out that mysterious magic offered in the game if you'd like by dropping blood echoes in those attributes, effectively making your character not only a heavy hitter, but also a ranged opponent. 

On top of New Game Plus are Chalice Dungeons.  These are dungeons found in Bloodborne that can be randomly generated and run through if you have the proper items in your inventory.  Some items will drop in the main game to get you started, but most items are found within the dungeons themselves.  But why should you try out the dungeons, when they're just the same thing as the main game, right?  Wrong.  The Chalice Dungeons have unique enemies, bosses, and items to acquire, effectively making them a whole new game in and of themselves.  What more replay ability could you possibly ask for?  The only problem with the dungeons is learning how to navigate through them.  Just like the main game, you get no help, no map, and no idea how they even work.  So a little Internet reading may be in store if you want to tackle these bad boys and earn yourself the precious Platinum trophy.

To add to the fun, Bloodborne even has co-op multiplayer and player versus player in its arsenal.  Now, most people will prefer to take the adventure alone, but if you so choose, you can have a buddy or stranger help you defeat a certain area or a certain boss in both the main game and Chalice Dungeons.  Or you can challenge other players to a duel if you’re feeling frisky.  What could be better than that?  Actually…many things, because attempting to do any kind of multiplayer in Bloodborne is so convoluted and confusing it may discourage some players to even try.  For example: instead of entering a lobby or something similar, you get bells for multiplayer.  Say what?  Ring this bell for this thing, and ring that bell for that thing...oh and this bell helps you do this and that…again, some Internet studying may be required.  Now, on top of ringing all the different bells for different things, the person you're trying to play with has to be in the exact same area to link up.  What does this all create?  A ridiculously confusing system that absolutely requires an overhaul.  Why not just have the ability to link with a friend in the very beginning and be done with it?  Or go to a lobby and find other people trying to fight through the same area as you?  If there's one facet of the game that needs work, sadly, it's the multiplayer aspect.  Fortunately, since the game has been released, From Software has already improved the online aspect a tad, so that means anything listed above can be improved with an update if the developer sees fit.  So here's hoping for the future.

"Listen, I know we haven't known each other that long, but you complete me.  See, Doll...you 
have blood echoes and I need them..."
"Be still my beating heart.  Please, don't stop there.  Tell me more my sweet Hunter."
"Um...that's it really."

CONCLUSION:
Bloodborne is an outstanding exclusive for Playstation.  There's no other way to put it.  With fantastic combat, addicting gameplay, unbelievable art direction, chilling atmosphere and only a few minor hiccups in the camera department and multiplayer, Bloodborne easily falls into one of P&P's 2015 game of the year candidates.  What does that mean?  It means, if you own a PS4 this game should not be missed under any circumstances.

4.5 out of 5 Stars (minus a ½ star for confusing lore, atrocious multiplayer and wonky camera)

Writer & Editor: Hank – Twitter / Twitch

Tuesday, June 9, 2015

Darkest Dungeon: Fiends and Frenzy Brings Stress to the Next Level


An article by Glitchiee:

Darkest Dungeon by Red Hook Studios is still on Steam Early Access, but that doesn't mean they are not bringing their A-game when it comes to new content.  While the game in and of itself is superb, as you can see in my original review, introducing new game play aspects helps keep the game moving forward, attracts new players, and increases brand awareness.  Plus, new things to beat into a pulp, is just so exciting.  Fiends and Frenzy, packed with fun and dastardly new things for players to explore, released on May 28th to much hype.  With new character classes to play, new bosses to fight, the stress mechanic getting an addition, and even new art, Fiends and Frenzy brings a lot to an already great rouge-like dungeon crawler.

CHARACTER CLASSES:
New character classes always breathe freshness into a video game.  New abilities, new team compositions, and new personalities lend themselves to wreaking havoc in game.  And Darkest Dungeon is no exception.  Fiends and Frenzy introduces the Man-at-Arms and the Arbalest, the latest to join the ranks of fighters in Hamlet.  The Man-at-Arms is a front line tank with amazing buffing skills.  But not only that, his ability Retribution comes with a unique skill: Riposte.  Riposte allows the Man-at-Arms to counterattack whether an enemy lands a hit or not.  On top of that, Riposte ups the attack damage and critical chance of the counterattack.  This makes the Man-at-Arms a high damage class with plenty of health and protection to keep on ticking.

To back up the Man-at-Arms is the Arbalest: a ranged attacker with area of effect debuffing skills.  She is the perfect companion to those melee attackers.  Working well with the Bounty Hunter and Occultist due to marking enemies, she also comes with a heal that buffs other heals through a Battlefield Bandage ability.  And her synergy with the Occultist is perfect.  Not only can he mark an enemy for the Arbalest to attack, but her healing buff can help his Wyrd Reconstruction heal for even more.  Combine that with the Bounty Hunter's damage output and you have a deadly team.

 "Listen up, the plan is simple: you distract the guards while I stuff the canon full of bananas."

NEW BOSSES:
Along with new character classes, Fiends and Frenzy, brought three new bosses.  The Prophet, the Brigand Pounder, and the Flesh.  All three bring new abilities needing new battle tactics in order to defeat.  The Prophet is a twisted man who juggles his own eyeballs.  And with bits of pew in front of him, just reaching his nastiness can be a challenge.  The Brigand Pounder is a beast of a cannon guarded by bandit reinforcements.  Trying to take down this metal monstrosity will take more than brains.  Patience, determination and someone with heavy hitting is the way to go.  And last but not least, comes the Flesh.  This freaky pulsating conglomeration of random parts will not only disgust you, but it can change its form.  On top of that it can heal itself which is infuriating to no end.  But once you find that sweet spot to hit however, taking down this grotesque aberration is a piece of cake.

"Okay.  I've got one.  What's worse than spiders on your piano?"
"I give up."
"Crabs on your organ!  Get it?  Get it?"
"Yeah...I'm going to bed.  Wake me when something interesting happens." 

DUNGEON CRAWLING AND STRESS:
While it may seem like the bosses are the only dangers to rear their ugly heads in the dungeons with this new patch…that is hardly the case.  Implementing some balance changes, the Red Hook Studios crew has upped the stress, made monsters stronger, added in a surprise mini-boss, as well as other small things that will chip away at your sanity.  Not only will these changes take you by surprise if you are not prepared, but they can completely wreck your day in a flash.

To start off, the darkness is stronger now.  So stress piles up quicker than ever before, making its management even more important.  But not only that, if you max out the stress bar again after becoming afflicted—BAM—heart attack.  And this isn't like battling at death's door.  Any character hit by a heart attack is instantly gone.  So if you fail to keep your character's stress down, a winning battle can quickly lead to defeat when the heart attacks start.

Healing has also had an addition.  The same way that attacks can crit, so now can healing abilities.  This is incredibly helpful when the crit is massive, lessening the need to heal that character again.  It is also important because characters become full when eating now.  So no more food spamming.  After eating four pieces of food a character will refuse to eat anymore, notifying you with the word "full" appearing above their head.  However, the healing that food gives can also crit making the need to keep eating less necessary.

Mobs are now stronger than before.  When wandering through the dungeons, spiders, skeletons, ghouls and swine now inflict more damage.  So planning ahead is more important than ever.  Consider having a constant healer in the team or bring more food to be able to eat after every battle.  And there's another inclusion in the dungeons: Shamblers.  These mini-bosses are found at the Shambler Alter and summoned by sacrificing one of your torches.  Resistant to debuffs and marking, this baddie snuffs out all light when it makes its appearance from the void.  But defeating a Shambler allows you to obtain an ancient artifact.

"I just...I just don't understand how he keeps hitting us, if he's juggling his eyeballs."
"Because we're in a video game you idiot.  It's not supposed to make sense."

HAMLET CHANGES AND SELLING TRINKETS:
When you are done exploring the dungeons of your old estate, it's time to return to Hamlet for some stress relief.  And the town has had some upgrades.  The statue now has a purpose as it holds your ancestor's memories.  So go there to listen to what your ancestor said as you loaded into a boss dungeon or when you first started the game.  The graveyard also received an update.  Now all your dead characters have fancy gravestones that progressively get fancier the higher the level they are when they die.  Some even get flowers, while others get tentacles, or are just stuck with a plain old headstone.

Done visiting the graveyard?  Good, now you can take a tour of your new trinket inventory.  A big addition with Fiends and Frenzy is the ability to sort and sell your trinkets.  Low on cash?  Just sell a trinket you are not using for some quick coin.  Have ten Debuff Stones?  Sell off a few.  Want to unequip all your trinkets to see what you have or better equip your characters?  That can be done as well.  And you can quickly sort items by those that are class restricted first or keep everything sorted based on their rarity.  The only con is that the trinkets do not sort next to each other.  For example, if you sort everything based on rarity, all your Stun Stones will not necessarily be sorted next to each other, making the process of looking for trinkets to equip or sell a bit more tedious than it really has to be.

"The best way to deal with this thing is to crack it on its head."
"But, Sir, I can't tell if I'm looking at its ass or its face."
"I feel the same about you.  Now get swinging!"

CONCLUSION:
Fiends and Frenzy not only brought in balance changes, but it introduced new character classes, new bosses, and new ways to stress out.  Red Hook Studios hit it out of the park with this new content, reeling in old and new players alike.  With more content slated to come in the near future, Darkest Dungeon's future looks bright.  Still haven't checked out Darkest Dungeon, do so now!  You will not be disappointed.

Keep an eye out next week as P&P sat down with Red Hook Studios for an interview on Darkest Dungeon and the studio’s future in the gaming world.

Writer: Glitchiee – Twitter / Twitch
Editor: Hank – Twitter / Twitch