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New Arc Line Review [Early Access]

Game Reviews - posted by 1998 on December 6th, 2024, 10:49

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New Arc Line, a turn-based role-playing game set in a world of conflict between Arcane Magic and Steampunk Revolution, launched in Early Access on November 26, 2024. While the initial release provided a preview of the game's potential, it was evident the full experience is still under development.

With only two classes, roughly 10 hours of gameplay, and some systems not fully implemented yet, the current build was quite limited. Additionally, the combat and story, at the time of this review, were underwhelming. Despite those shortcomings, the exploration aspect of the game was quite enjoyable. Overall, New Arc Line showed promise but will require significant improvement to reach its full potential.

There are not many choices available during character creation.

Before you begin your journey, you must create your character.

The Early Access build's limitations revealed itself quickly. You can only choose between two clases, Diesel Engineer and Voodoo Shaman, and two races, Humans and Elves. Either combination will affect your stats and skills. You receive points to put into six different stats and 18 skills. You're free to select all 18 skills for your character, as there are no trees or other conditions that must be met to unlock a particular skill. Lastly, you can select a trait to further modify your stats or skills. However, none offer unique abilities.

The citizens of Tatterhold are celebrating, but not your arrival.

You find yourself thrown into a dying world filled with chaos. Houses lie in ruins, the ground is crumbling, and total destruction is near. Awakening in nothing but your underwear, your first task is to find your equipment. This initial area of the game acts as a tutorial, guiding you through the basics.

You soon find the exit, and you're transported to a courtroom. At this stage, the reasons for your presence are unclear, but it quickly becomes apparent that you stand accused of causing the chaos you just witnessed. After a futile attempt to defend yourself, your real journey begins a few months before your court date.

You arrive in Tatterhold, a bustling city that serves as the gateway to the New World, where a conflict between Arcane Magic and the Steampunk Revolution is in full swing. You possess a mysterious artifact that must be delivered to a man named Mr. Simon. From this moment on, you can explore the vibrant streets of the city.

The importance of finding this handwheel is minimal.

One thing you quickly notice is the abundance of skill checks throughout the game. They occur in dialogues, during exploration, and while interacting with items. Unfortunately, these skill checks are open: for example, as you approach a point of interest, you'll often need to make an Observation roll. A successful roll will highlight the point of interest. If you fail, it won't be highlighted with a blinking effect, but you can still find it by exploring the area.

In dialogues, opportunities for skill checks are also common; they are not only open but also display the target number you must reach. In most scenarios, failing skill checks does not have negative consequences.

For instance, even if you have only a 10% chance of avoiding a fine, you can roll for it and pay the fine afterward if you miss. The same applies to stealing: You can always attempt to loot the chest next to the merchant, who won't care if you fail and will continue minding his business.

There are many things to discover in Tatterhold.

Tatterhold is home to merchants, thugs, and citizens, all of whom need your help. The game included two main areas: the arrival port and the slums, both of which offer multiple side quests to supplement your main objectives.

Some side quests are merely brief stories that require little time and reward you with a small amount of money instead of experience points.

In contrast, other side quests are more substantial, providing valuable loot and experience. However, these quests are often not creatively designed and can be characterized as straightforward fetch or kill quests.

A positive aspect of some quests is they often provide multiple solutions to a challenge, some of which can influence the game state through the Magic vs. Technology level. Each region has its own balance, and shifts in that balance impact combat strength for that particular style, as well as other elements. However, in the current version of the game, those effects were barely noticeable.

You are probably secretly carrying a Bag of Holding.

Another issue with the often lackluster quests is the rewards.

You start the game already overwhelmed with equipment and, in particular, money, which you can use to easily pay off any thug or bribe any merchant.

Most items, except for weapons, only provide stat boosts or skill modifiers, and you have plenty of options at the beginning. As a result, there's little excitement in finding loot or receiving rewards because you’re fully equipped from the jump.

While you might improve a certain skill by a few points, that's about the extent of it. Additionally, there is an abundance of random junk to loot, and, after a certain point, I stopped bothering to sell it because I didn’t need the extra money, nor did merchants offer anything of interest to my party.

One of your companions is Letta, the sharpshooter.

You can recruit up to three companions in the Early Access build. However, each companion joins at level 1, regardless of your own level. While companions offer typical banter, they lack extensive backstories or personal quests. They react to some of your decisions, either positively or negatively, but these reactions don’t impact gameplay.

This mob stands no chance against my party.

The combat system is turn-based, and each character has a pool of primary points for abilities, such as attack abilities and spells, as well as secondary points for complementary actions, like throwing grenades. You'll also need to manage your pool of movement points.

The order in which you expend these resources is entirely up to you. Your primary abilities have cooldowns, with some being so lengthy they are only usable once per encounter. In a pinch, your companions can lend you their weapons in combat.

One notable feature is that each character on both sides rolls for initiative individually in the classic manner.

While the developers wisely chose not to fix a nonexistent issue here, they have implemented a somewhat unusual armor system: the impenetrable armor of both sides refreshes every round. Before you can deal damage to a target's health, you must chip away his armor. So far, these armor values are not massive, but depending on the enemies, the first or second strike each round may not inflict any damage. This also means you need to estimate the damage of your final strike. If you can't defeat the enemy, you may as well take any other action instead.

Combat can be approached through two distinct methods: Magic and Technology.

Currently, players have limited insight into the variety of each approach. For example, for Magic classes, you can only choose the Voodoo Shaman, which is a hybrid of crowd control and damage dealing, and the only other magic user available, a Celestial Mage, isn't recruited until late in this version of the game.

You can acquire new spells by combining magical cards.

A major difference between the two approaches lies in access to skills and spells. For characters focused on Technology, your weapons determine your attack abilities, making it beneficial to equip multiple weapons for each character.

In contrast, players can combine magic cards found throughout the world to create new spells. The game highlights which cards can be combined and even provides a preview of the resulting spell.

This also means that you cannot acquire talents or spells as you level up, which weakens the character progression system. Each time you level up, you allocate a limited number of skill points, and, every few levels, you choose a perk. However, these perks only enhance existing skills or stats and, as mentioned earlier in this review, don't offer any unique features.

The effects are uncertain, but they are unlikely to be positive.

Using magic also raises the Magic Corruption level. However, the effects of this increase remain largely unclear. Upon reaching Corruption Tier 2, I had to choose one of three effects. While ambiguous, they seem to be debuffs for a particular area.

Overall, combat was exceedingly easy. With the exception of one fight, I used the same strategy in every encounter without ever feeling at risk.

Sometimes it's better not to look too closely.

The overall presentation of this game felt quite AA.

While Tatterhold featured some visually appealing areas to explore, certain aspects such as animations, lighting, and facial expressions were clearly constrained by the budget.

The musical score followed a similar pattern: while it generally complemented the atmosphere well, the transitions into combat or conversations were rather clumsy.

Full steam ahead toward a hopefully improved 1.0 release.

New Arc Line is an Early Access title, and a very Early Access title at that.

It crashed frequently, had numerous bugs, and suffered from poor performance.

Additionally, its very limited scope in terms of length meant that many gameplay systems did not come into play. For example, the Magic vs. Technology level and companion reactions had not been properly implemented.

Because of these issues, I am not optimistic about the final result. The main story is uninteresting, and I found myself more focused on exploring Tatterhold than progressing through the main narrative. The combat lacked depth and consisted of easily defeating each enemy group within two or three rounds. The game's strength lied in its exploration and the flexibility to approach various situations.

For the developers, it will be a significant challenge to bring those unfinished ideas together, polish the game, and improve what is already present.
18 Comments

Ultimate Zombie Defense 2 Review

Game Reviews - posted by Finarfin on November 22nd, 2024, 18:42

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The developer generously provided us four review keys with which to try the game.

Ultimate Zombie Defense 2 is an indie first-person cooperative shooter game created by Terror Dog Studios. In it, you survive against zombie hordes while building defenses.

World and Lore

"The streets of modern day Europe continue to be plagued with zombies, all efforts to contain the outbreak have failed. They're killing everything in their path and swarming their wave of death upon every living being. This type of destruction will soon destroy humanity as we know it." ―Steam description

That's about it, lorewise; you don't need more. Zombies are there. Kill them and you're superior. They kill you, they're superior.

The game's atmosphere is somber and bleak, good for a zombie survival experience.

Gameplay

This game is all about surviving waves of zombies while building your defenses. How it works: you start with a basic gun (The Viper 9mm) on a map of your choosing. There's a counter in the corner that shows the current round. Soon, a horde of zombies will come after you, trying to break through the barricades. Your job is to take them out, which gets you credits for weapons and upgrades for them. Weapons can be purchased at locations around the map marked by wall scribbles. If you're feeling lucky, you can also try your hand at the mystery chest, which gives a random weapon. After a few purchases, it will disappear and appear somewhere else on the map; look out for the ray of light that marks its new location. You can also use your credits to buy perks and clear obstacles.

Every fifth round is a special enemy wave. On every tenth round, you fight a boss or a miniboss, which are tougher, but you can see their health bars, so you will know how well your weapons work against them. Each run lasts as long as you can survive. There is no fixed endpoint.

The structures you can build are varied. There are spiked barricades both large and small. You can build chainlink fences to make the zombies follow a certain path while using electric grids on the ground to shock them, letting you shoot them while they are stunned. There are barrels, one with hazardous content and one explosive. There's a laser fence, but be careful around that one since it also damages you. There are turrets both manned and, if you don't want to get your hands dirty, automated. Portals are placed in pairs and let you jump between them. There are two Tesla Towers: a normal one and a highly expensive one ($66.666) called the Terminator Tower. I think these do area damage, but I haven't tried them yet. That was just a quick sampling; the game has even more structures to build.

Pretty solid so far. You immediately understand how the game works even if you have never played a wave-based survival game.

Game Modes

The game offers three modes:
  • Just Survive, featuring round-based zombies and defensive construction;
  • Just Survive (No Building), a variation without defensive structure options; and
  • Defend the Objective, in which players safeguard a military radar, constructing and strategically positioning defenses to delay the approaching hordes of zombies.
I like that the game offers a variety of experiences. For those who enjoy Call of Duty Zombies, there's the Just Survive (No building) mode. I played a couple of matches in all three modes but had most of my fun in the No Building mode since that one was the closest to Zombies: nothing to worry about other than dodging zombies and knowing where to run next while getting better guns and perks. Just Survive, the mode with building, was just too janky: you have to be careful where you place buildings because they also block you, which makes it even harder to evade zombies since you can't jump in this game. Defend the Objective was better. You had something to defend, so building around it to prevent the zombies' reaching it was not as big of a problem as building in Just Survive: you can run around killing zombies while the defenses keep them away from the objective.

Maps

As of this review, three maps are available:
  • Airport Terminal: A well-designed, atmospheric airport in a German-speaking country. It's spacious enough to navigate around zombies while providing strategic spots at which to set up defenses and slow them down.
  • Cemetery: The Cemetery has a lot of tight spaces and a few more open spaces to evade the zombies. It seems inspired by "Nacht der Untoten" from World at War. Wall weapons and perks are spread evenly across the map, meaning a new weapon is only a few steps away if you dislike your current one.
  • The Bridge: Very lengthy map. The bridge looks as if everyone deserted it in the middle of something, and it also has what appear to be CDC checkpoints. Good atmosphere.
The three very differently-sized maps.

I appreciate the diversity in map sizes, as each one offers a unique visual experience.

Enemies

The game features a variety of enemies, mainly zombies and demonic beings, each with their own dangerous quirks. Regular zombies range from rotting carcasses and burned corpses to zombies so recently turned they still appear living. Invisible ghost witches disorient you, making your screen all wobbly and your slowing your movement. Another enemy variation is the brute with a cleaver; these do a lot of damage. Snatchers pull you towards them so that other zombies can swarm you. Hazmats spit toxic goo at you; if the goo misses, it will stay where it lands for a short time, creating a damaging zone. There are also Hazard Bomber zombies that run up to you and explode.

It's a nice variety of enemies. They add to the challenge, but I have one complaint concerning the Snatchers: their hooking you and pulling you towards them feels too sudden and janky.

Every 10th wave, the game offers you a Hell Challenge. If you decline, a miniboss is sent to your current map. If you accept the challenge, you get sent to a boss arena. If you defeat the boss, you are rewarded with an opportunity to upgrade your weapons. The very first upgrade you choose is free; every upgrade after that costs credits. You should usually be able to upgrade your primary weapon to tier 2 or 3.

There are a few boss fights in the game. They are set up similarly to those in other games you may have played: you fight them in a special arena; they are usually bigger, stronger and faster than the normal zombies you have encountered so far; and there is a visible healthbar. The first boss is a huge demon in an arena with pillars all over. You bait him into running into them and then knife him; repeat until healthbar is empty. Very boring. The arena was cool, though. Generally, if you try to kill the bosses by just shooting at them, you'll have a hard time because they absorb a lot of damage, so figuring out their gimmicks is front and center.

During one playthrough as three players, we made it to the 10th wave, at which we accepted the Hell Challenge. The boss spawned, and we engaged in battle. Unfortunately, our combined damage was so low that it took an excessively long time to defeat him, and we only managed to do so because one player somehow ended up on top of the boss, out of its reach, allowing him to shoot without being hit. When I was playing alone, I figured out that you had to let him charge into those stone pillars all over about the map. The game hints at this by giving the pillars a red hue.

Weapons, Perks, and Skills

As you can see below, there is a broad selection of guns, some very good, some a waste of your money and time. To give my impressions of a few of them:
  • The flamethrower, from my experience so far, is a waste of money and time which ultimately cost me a run. Enemies burn, but you need a lot of fuel to actually kill them, and letting them burn and die from passive damage takes too long. Guns are faster and less dependent on damage over time. I'd avoid it in the future.
  • I disliked the VAL on my first time playing but came to appreciate it upon further testing. At first, the recoil was tough to handle, but once you get a feel for aiming with the sights, it's actually really fun and easy to take down enemies. It also becomes a good weapon for later rounds if you upgrade it.
  • The AA12 is by far my favorite weapon mainly because of its damage and magazine size. If you get the perk that gives you double the magazine size, it gets upped to 64 bullets, and, upon further upgrading it at the Pack-A-Punch machine, it gets even more bullets and damage. Very recommended!
As mentioned above, you get an opportunity to spend credits to upgrade your weapons, and thus their damage, after successfully beating each Hell Challenge.

Some of the available weapons.

There are a number of Perk Machines, which allow you to spend credits on buffs that lasts until you die. So far I have found:
  • Phoenix: When you die, you come back with 50% of your max health. You still lose your perks.
  • Fortress: Boost all buildings within a 10-radius of your presence, enhancing their damage output by 25% and durability by 25%.
  • Rapid Reflexes: Reload faster, reinforce defenses faster. Reload speed and barrier repair speed increased by 200%.
  • Blood thirsty: With every strike, you have a 17.5% chance to replenish 2 health.
  • Brain Buster: Consecutive headshots amplify headshot damage by 10%. If you miss, it resets.
  • Lock and Load: Magazine size and max ammo increased by 200%.
Fortress becomes pointless in (No Building) mode, but most perks are very useful. Rapid Reflexes, for example, makes reloading almost instant even when you use LMGs. Most perks seem to be 1:1 copies of those of Call of Duty Zombies, which is fine, as this is an homage to it.

There are three skill trees planned, but only two of them are implemented as of this review:
  • Engineer: This is the tree for building. Skills here increases durability of buildings, lower the price of the buildings, and also making certain buildings more effective, such as giving barrels a wider area of effect.
  • Scavenger: A more action-based skill tree with abilities that reduce prices of weapons and mystery box as well as giving you an ability that saves you from death once in a while.
  • Slayer: Not currently available.
At the end of each run, you gain points that can be spent on skills. As of this review, points may be spent in both the Engineer and Scavenger trees simultaneously, but after the game leaves Early Access, you will have to choose one of the three.


Sound

Weapon sounds are 50/50, and not in a positive way. 50% have sounds that seem very amateurish and low quality, and the other 50% sound fine but are still not what one would expect. All of them have something in common: sound mixing issues. Some weapons far too loud and can damage your hearing (not even joking), while some are so quiet that you have to turn the volume up to hear them. Only LMGs are well-mixed and sound as they should. Reloading sounds are fine, as is zombie audio. The music is consistently good and very reminiscent of Killing Floor and Killing Floor 2 with its metal soundtrack.

Visuals

The visuals are quite nice for a small indie developer. The marines look detailed, and their gear looks like the real deal and not tacticool stuff from military movies and other media that like to give soldiers nonsensical equipment. They fit well with the world, as do the zombies.

Art Direction

The art direction is quite "realistic", meaning most places look like real places you could find somewhere on Earth. The only place that looks straight out of a fantasy or sci-fi horror flick is the demon plane:

The aforementioned demon plane.

A few different shots highlighting the nice art direction.

Player Characters

The player characters are nameless soldiers from various armies, nothing fancy. I do like that they are just soldiers and not special OC Donut Steel characters.

The different models used for the player characters.

Negatives

The core concept of the game is solid, but, unfortunately, some aspects fell short in execution. Building is a great idea, but structures can confuse the enemies' pathfinding: zombies will sometimes attack nearby structures even when there is a clear path to the player. A lot of the weapons just have bad sound mixing and are too loud or too quiet, and some sound very amateurish. The ability to place defenses seems very limited: you can't always place them everywhere you might want to, such as flush against walls or in corners. You can't walk through your own structures, and there is no jumping, so it's easy to accidentally trap yourself and die.

Conclusion

Fun with friends, but generally falls flat. Playing it alone gets somewhat boring. Building is a good idea but very rough. As this game is still in early access, everything described here is subject to change. As of now, I would not recommend the game unless you have three friends with whom to play it. If you are planning on solo play, don't bother.

Should this review prove compelling and prompt a purchase, please do so from the provided link:

Ultimate Zombie Defense 2 - STEAM
1 Comments

Passageway of the Ancients

Game Reviews - posted by 1998 on November 11th, 2024, 18:45

Passageway of the Ancients is a RtwP isometric RPG that aims to evoke the spirit of 90s classics but ultimately falls short in many areas. Although considerable thought has gone into the story and worldbuilding, the game unfortunately fails to create an engaging experience around that narrative. Many ideas seem either abandoned or underdeveloped, resulting in a confusing and often frustrating experience for players who find themselves questioning the original concept of the game.

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You play as a Dragonkindt, a race often unwelcome in the human realm. To navigate interactions with strangers, you need to adopt an alternate persona.

To start, you will create this alternate identity. You can choose from three races - Human, Elf, or Dwarf. These choices are purely cosmetic and do not provide any traits or bonuses. The significant decision lies in selecting one of five classes: Rogue, Mage, Sentinel, Paladin, or Cleric. Customization of these classes is accomplished through skill trees. However, each class provides only a limited number of skill trees, which may allow players to max them all out by the end of the game. Furthermore, some skill trees are not exclusive to a particular class; for example, both the mage and the rogue share two skill trees, including one focused on picking locks and setting traps. Finally, you will distribute your attribute points across seven attributes. You can either let the game randomly generate your attributes and distribute 3 points freely, or you can manually allocate 28 points. There are no specific requirements for particular classes or races. Each attribute must be at least 8, but there is virtually no upper limit. For example, you can create a Mage with the attributes 8/8/8/36/8/8/8 if you choose. At this stage of the game, there are no skills or talents to select.


No surprises during character creation.

Your parents were murdered, and you are determined to find the culprit. You begin your investigation in the Gatehouse, where you will soon meet your first companion. From your very first interaction, it becomes clear that this companion's role is to provide backstory and guide you toward your next objective. Throughout the game, you will add two more companions, resulting in a total party of four. You do not have the option to choose your adventuring buddies; instead, you will have three pre-determined choices. All three companions share the same role as narrators and quest markers. However, this often feels unnatural and clunky, as one of your traveling companions will always seem to have a crucial insight to share at just the right moment.


Your ever insightful companion is ready to share her stories.

If none of your companions provide insights, the rest of the story is primarily conveyed through your father's journals. As you read these entries, it's clear that significant care and thought went into crafting an interesting, unique world. Although the plot may not be particularly original, it develops well and consistently provides the party with reasons to advance, while also enriching the surrounding world. However, the issue lies in the fact that this narrative unfolds almost entirely through text, which ultimately fails to create any meaningful engagement.


Retracing your father's steps takes you down memory lane.

You are retracing your father's steps, starting from the Gatehouse, in an effort to unravel the mystery surrounding your parents' deaths. While the Gatehouse initially appears to be a typical, peaceful residential building, it is actually teeming with monsters. After battling through the Gatehouse and its cellar, you use a teleporter to reach the Family Chapel. Naturally, one would expect a serene environment, a priest to heal your wounds, and a bed to rest in—but instead, you find yet another dungeon filled with monsters. In addition to this surprise, you are introduced to another hallmark of this game: excessively bloated levels. The so-called Chapel consists of over 20 rooms in a sprawling mega-complex.


The Family's Chapel and Shrine

Combat in this game is real-time with pause. You can choose a basic attack, allowing your character to automatically and relentlessly attack, limited only by the combat animation. Alternatively, you can select a melee skill or magic spell, in which case you will be limited by either Mana or Stamina as resources. Before entering combat, the game recommends that you configure your combat options. There are two available styles: melee and magic. For each style, you can choose from various settings, such as the stroke of your melee attack (Thrust, Slash, or Cut) or the phrasing speed of your spellcasting. These settings affect several factors, including attack speed, damage, and armor class. You can customize the settings for each character or let the game select them automatically for you. However, the automatically selected settings may not always be optimal, as different enemies have unique weaknesses to these settings. Using the wrong options can result in your characters frequently missing their attacks. As you engage in more battles, the bestiary fills with detailed information about these weaknesses. In theory, choosing the right combat options is crucial; for example, aiming high to kill spiders will often lead to missed attacks. In practice, though, I found that using medium settings for all fights worked just as well.

Another interesting feature is the ability to individually select the aggressiveness and maximum attack distance for each character. Although this setting is intended to enable a more automated combat approach, characters frequently refuse to attack, even when set to the most aggressive levels and when enemies are within striking distance.


This set of combat options appears more tactical than they truly are.

Once you are engaged in an encounter, you will have the typical options of melee attack, magic, or support. In this game, skills and magic spells function similarly; they consume mana or stamina and have cooldowns. Most skills or spells you can learn are actively used, with the majority being damage-oriented. However, the game only allows you to equip four skills or spells at a time, which significantly limits your flexibility in combat unless you are willing to manually swap them frequently.

While this limitation is puzzling, I didn't feel particularly restricted during my playthrough. My melee fighters performed well with basic attacks, and I found myself using the same spells repeatedly for my mage. Although a variety of elemental spells are available, there are no elemental resistances in the game. Ultimately, using area of effect damage with lightning or fire didn’t seem to make much difference, so I stuck with my initial spell choices all the way to the endgame.

Combat in this game tends to feel automatic, with most encounters concluding in just a few seconds. The lack of positioning and crowd control options causes all characters, both good and evil, to be lumped together, making it difficult to understand what is happening on screen. I typically found myself sending my four characters directly into the enemy mob and letting them handle the situation on their own, including boss fights.


I'm not entirely sure why, but once again, I find myself victorious.

There is no need to worry about your defense either, as there appears to be no backstabbing, disengagement, range penalties, or other factors to consider. Although the game provides numerous consumables and spells to remove various status effects, you probably won't get hit with your first debuff until the late game.

Another poor design choice is the use of consumables. Players can use any potion or herb without penalty and as many as they like during pauses. Additionally, these items can be shared across different characters. This essentially makes your party unkillable, as you can pause the game and continuously use healing potions until your health is fully restored.

And you will have plenty of those in this game, as there is no shortage of any loot. The mega mansion levels mentioned earlier are actually rather sparsely populated with monsters. Much of your time will be spent searching a ridiculous amount of crates, shelves, flowers, pictures and so much more in otherwise empty rooms.


An average room for this game.

Most of the loot consists of junk, including consumables that you will likely never use. Even magical equipment does not significantly improve from the very first starter level. The one exception to this are equipment sets, which are scattered throughout the levels. Be sure to check every chair and bed for parts, as these sets are far superior to anything else you can buy or find.

You can sell your loot and make purchases at various stores. However, most of these stores are only accessible through a city map and cannot be found while adventuring. There are no settlements or non-hostile areas apart from individual shops, which means there are likely only around 10 NPCs in the game with whom you can interact.


Unfortunately, you are unable to freely explore the only city in this game.

Overall, the world feels strangely lifeless. I've lost count of the number of deserted taverns I've discovered. At one point, I even stumbled upon a large underground city, complete with typical buildings. However, you cannot enter most of the buildings, and the entire city is a ghost town, populated only by a few monsters.

This feeling of emptiness is exacerbated by the uninspired presentation. It resembles an asset dump, where developers have indiscriminately placed numerous assets in each level without any underlying concept or design. Although some individual elements are visually appealing, they rarely come together to create a cohesive level that I found enjoyable to explore.

The background music does little to enhance the atmosphere. Each level features a single track that plays on a relentless loop. There is no battle music, and even during moments when the game pauses for your character to reflect on their memories, the music continues unabated. This can be distracting and even irritating. Additionally, the few sound effects that do break the monotony often feel out of place; for example, in the only outdoor level, your footsteps sound as though you’re walking on wood despite the fact that you’re traversing grass.


These buildings are merely a facade and cannot be entered.

Passageway of the Ancients is a unique game, but not for the right reasons. It claims to draw inspiration from classic titles of the 90s and early 2000s, yet I find myself questioning which elements in this game truly reflect those eras. It's unfortunate, as the story and world show potential and are well-written. However, the game fails to create an engaging experience, with many design choices falling flat. Ultimately, you'll spend the majority of your time navigating vast dungeons in search of the exit while resisting the urge to loot every single container.
6 Comments

Final Fantasy XI

Game Reviews - posted by Val the Moofia Boss on November 9th, 2024, 22:11

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This is a review of both the current Retail game, and the level 75 era private server Horizon. I will cover Horizon first, and then the Retail game. For context, I actually bought the big fat HDD and played the game on my PS2 for a bit way back when, but didn't stick with it. I played 200 hours of Horizon when it launched a couple years ago, then played Retail for a couple months. Then I came back to Horizon a few weeks ago to play with other HQers.



FF11 Horizon

Horizon is sold as a recreation of the early FF11 experience based on the Chains of Promathia expansion, which was the first expansion to launch for FF11 in the West (in the West, the game launched with the Zilart expansion already bundled with the base game). It also has some "balancing" changes. Basically it is the FF11 equivalent of a Vanilla+ WoW private server.

To get the game to work, I had to log in and log back out several times while I tried out the different controller presets in the Horizon launcher. The game was originally designed to be played on the PS2 with a controller. I also had to do some fiddling with the in-game options/config menu to adjust the aspect ratio and set my chat windows.

The first few hours of the game are pretty uninspiring to get through, as you are dropped off in a city with no overt guidance. You actually start off in a completely different section of the city than the questgiver who starts you on the nation storyline, the main storyline of the base game. You then solo to level 10, which amounts to a few boring hours of auto-attacking mobs. It is not practical to play with other people before level 10 as the party level syncing does not go down below level 10, so if you tried to party before that people would get wildly different amounts of exp. Level syncing ensures everyone is progressing at the same rate and makes sure that even players up to 10 levels higher than the synced player are getting exp equivalent for their level). Overall the introductory experience is bad, and the people I introduced to this game needed handholding to be walked through the setup and initial starter quest experience and encouragement/promises that the game does get better once you solo to 10.



Once at level 10, the fun begins. You then go to popular leveling zones, such as Valkurm Dunes or Buburimu Peninsula, to start doing what FF11 is about: the 6 man levelling party. In FF11, it is very, very difficult to solo mobs that are at the same level as you. You can run around everywhere looking for lower level mobs to zerg if you want, but that is very intensive and quickly becomes exhausting and boring. So you need to form a 6 man party (1 tank, 1 healer, rest are damage/supports) to kill higher-level mobs for more exp. To get the most exp your party wants to be fighting mobs that are labelled Very Tough (5 levels above you) or Incredibly tough (6+ levels above you). Combat is low enough APM that you can actually type and chat with your party while fighting. I have had more conversations with people in FF11 levelling parties than I have had doing "group content" in WoW, FF14, GW2, etc, where people are ostensibly doing something together but no one is really interacting.

Doing a levelling party in Horizon is a large time commitment, as mounts are limited and one way (can only be rented and ridden from a city, and then dismounted). You have to spend a lot of time travelling across several maps, dungeons, boat rides, etc, to reach a levelling camp location. You could be looking at 30 minutes to travel to a location to then grind there for a few hours. And if you die, you lose exp and can de-level and lose access to high level abilities or armor with a level requirement. So there are more stakes involved and more commitment is required to play the game, which in turn makes people more invested. It is also a private server with about 2-4k people online, and you will see the same names who are at the same point in their journey as you. There is a community feel in the game that is not present in continental megaservers like WoW or FF14 where you queue for a dungeon, get teleported to the dungeon with four other randoms, complete it in 15 minutes, and then everybody goes their separate ways and never sees each other again.

The game also gives players the tools to find other players on the same stage of their journey as you and form a levelling party with them. You can type "/sea all 30-40" to see all players online who are currently between levels 30 and 40. You can see what location they are currently at, what their job is, if they are a party leader (yellow name) or a party member (blue name) or unpartied (white name). You can also further specify what location they are at if you want people nearby, what job they are at if you want a tank or a healer, or if they are flagged specifically to join a party. You can then whisper those people and say, "Heya! Would you like to tank for my levelling party at Valkurm Dunes?" Some would say "well that's a more involved process than just queueing for LFD or duty finder!" and yes, they would be correct, but the point of this game is that it is more socially involved.

Anyway, that is pretty much the Horizon gameplay experience. 65 levels of the levelling party experience as you go from 10 to 75. You will occasionally form a party to go do story missions or an unlock quest together in which you battle enemies too strong to be soloed, or journey through a dungeon to reach a cutscene. There is a level cap "endgame", but most people won't get there quickly due to the long grind to level cap and how your friends might not be level capped and you might be syncing down to level them up.

The only other real thing of note is the job system/multiclassing, which is a little deceptive. It is not like Guild Wars 1 where you can fully be both classes. In FF11 you can equip a subjob. You would imagine that this would give you a lot of character customization, but in reality you're only really going to get one or two, maybe three notable abilities:
  • If you equip warrior as your subjob, you will get provoke (taunt ability), berserk for a damage buff, occasionally auto-attack twice, defender ability which reduces incoming damage and is useful if you are tanking or you accidentally take aggro, and Warcry (group wide attack buff).
  • If you equip ninja as your subjob, you can create shadow clones which will soak attacks aimed at you once (requires using stacks of expendable ninja tools, can be expensive to keep stocked if you are a new player), and stealth through areas. You can also dual wield, if you want.
  • If you equip samurai as your subjob, you can regen 600 TP in 15 seconds, dodge an attack once every minute, and gain a damage buff for wielding two-handed weapons.
  • Etc.
  • Some jobs cannot be very effectively equipped as a subjob, namely the three pet classes of Summoner, Beastmaster, and Dragoon, as you either lose access to your pet or they become ineffective.
  • (The Horizon private server made some changes for job and subjob abilities, listing them here would be getting a little too into the weeds)
This is an extremely, extremely time consuming game. When I played Horizon at launch, I sank 200 hours into the game to level up warrior to 30 and then to unlock and level up Dragoon to 35. The progression and community feel is very addictive and I would have liked to have continued, but unfortunately my time on this Earth is limited and there are other things I need and want to do, so I gave up there. I came back when RPGHQ became interested in this game and have sunk another 100+ hours into Horizon and have gotten to level 41 as a Dark Knight (also dabbled around in other jobs). I am not sure if I will make it to level 75, but I would like to at least beat the Shadowlord with the HQers which can be done at levels 50-55.

===================

Retail FF11

Retail differs from FF11 in that the game is not about the levelling party experience. The player base is concentrated at the level cap endgame, so before then it is a mostly lonely experience. You can acquire exp multipliers, summon NPC party members anywhere, and generally just level very fast and don't need other players' help for most things. I played a Summoner and only needed to ask other peoples' help for getting my summons (I do not recall at what level, I think maybe level 30-50ish). I wound up levelling to the high 70s/low 80s before stopping levelling to concentrate on the main story so that I did not become over-levelled and trivialize it. Retail is also different in that there are books in every zone and dungeon that you can teleport to and from. Unlike Horizon FF11 which is a simulation of inhabiting and traversing a fantasy world, Retail FF11 is pretty much teleport simulator as you travel to go get the next quest item or talk to the next NPC.

The early FF11 is a little strangely structured, in that you start by doing nation storylines but then the nation plots are forgotten as everything converges in Jeuno with the Shadowlord plotline. Apparently, the base game suffered from the same issue as Trails in the Sky FC, where the game had to be shipped out the door before the whole story was implemented. It ends half way through at the Shadowlord fight, and the other plot stuff is not resolved until the Zilart expansion, in which the central storyline and the nation stories are separated. So you have to go back to your nation to finish their stories from rank 6 to rank 10. Then you go to Norg to continue the main story from where it left off at the Shadowlord fight (and retcons in some additional events). The base game story (both the nation missions and the Shadowlord story) aren't much to write home about, but the main story does become a little more interesting in Zilart.







As for the nation stories, I overall liked Bastok's the most, since it had the most likeable cast of characters and the nation I was rooting the most for. San d'Oria's story has two twists, one at rank 6 (or 7?) that piqued my interest, but then also a twist near the end that soured me. Windurst's story is overall very boring up until the end, as you do lots of chores for different ministries that all look the same (both the buildings inside and the people you are working for), though it did get exciting towards the very end.

I got a little bit into the Zilart storyline before I got tired of Retail and unsubbed. I have heard that the story continues to get better as FF11 goes on, but I just couldn't endure the gameplay anymore. The Retail gameplay experience is fundamentally a lot of teleporting around, going to dungeons and farming mobs for a quest item or some other tediousness, and I just was not able to endure that for the sake of getting to the next cutscene. But in light of how boring the moment to moment gameplay of the latest FF14 expansion's story was (four hours of boring visual novel in which you literally never get to fight, vs lots of teleporting and running around to get quest items), I am not sure which of the two I would pick. Hopefully neither. And before anyone says, "Well they are MMOs, of course you are going to get a bad single-player RPG experience!", I would point to GW2 and WoW, which while they have dubious writing do have enjoyable moment to moment story questing-based gameplay experiences.





===================

The game looks aesthetically very nice. It has an overall grounded aesthetic without looking like a brown ugly game. I like how much of the game takes place not in generic green European medieval forests, but also in vast rocky landscapes (and, again, doesn't look ugly like in other games). It reminds me of places I have been hiking to like sandstone canyons. Reminds me of the Wild West.
























There are more nice locations. The Japanese-y forest of Zi'Tah. The bridge city of Jeuno. The mining city of Bastok. The scenic ruins of Tavnazia. Even a few really high fantasy locations like Al'Taieu or Promvyion, but due to the cost and time to travel in this game (unlike in WoW/GW2/FF14 where I can teleport and fly and get a good shot within a couple minutes), I only posted the screenshots I had on hand.

I do have a gripe with Horizon, which is that they replaced the faces with redrawn upscaled textures. I do not think they look good, and there is no option to revert to the original faces. I have heard that there is a fix mod floating around somewhere. Apparently it does not address the custom faces that the Horizon devs implemented though, so you would have the redrawn faces next to original faces.

Another neat thing about FF11 is that you can get really big summons/pets, and they can remain on the field indefinitely unlike FF14's summons or WoW's Pitlord which just spawns in for a couple seconds and then spawns out. I do not have a screenshot from when I played a Summoner on Retail FF11, but I had a quite big Fenrir wolf summon. The only other MMO off of the top of my head that let you have large pets like this was Star Wars Galaxies.

The music is very good. Half of the base game's soundtrack was composed by Nobuo Uematsu, the other half by Naoshi Mizuta who would go on to do the expansion tracks. Overall I do not find Mizuki's tracks as likeable as Uematsu's stuff, but there are some good tracks here and there.

I like the anthem music of the Republic of Bastok.


I like the music that plays when you are on the boat to another continent:



I was going to post them all as videos, but then realized that would be a lot so here is a list:
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Beyond Galaxyland

Game Reviews - posted by 1998 on October 9th, 2024, 22:35

Image

Beyond Galaxyland is a side-scrolling JRPG platformer adventure that invites you to embark on a quest to save Earth by exploring many extraterrestrial worlds. While the story is engaging and concludes satisfyingly, its short length limits character development and depth of its gameplay systems. However, it compensates for these shortcomings with visually great environments and an engaging story.

You play as Doug, an ordinary teenager from Earth. One night, after being pursued by a mysterious creature, you step through a portal into Galaxyland, the center of the universe largely controlled by the megacorporation DreamCore. Within minutes of your arrival, you discover that Earth has been destroyed by a force known as TheEnd. DreamCore has rescued a select number of humans and other lifeforms to preserve life far from their home planet. The game openly embraces the blatant evil intentions of DreamCore, playing with this trope rather than attempting to conceal it for a later big reveal.


Erros, your new home.

The game's focus is on a blend of side-scrolling platforming, puzzle-solving, mini-games, creature collection, and combat. Platforming is generally enjoyable, particularly with the double-jump ability and sliding sections. However, they are not designed to be major obstacles, and you won’t even die if you occasionally miss a platform.


Old-school platforming.

Puzzles are equally short and easy to solve. However, the game does a good job of offering a variety of challenges, ranging from pushing rock puzzles to labyrinths. You can auto-solve some puzzles as well, but at least the game does not automatically drop hints if it takes you a bit longer to solve them.

There are several mini-games scattered throughout, effectively serving as enjoyable distractions from the main gameplay. Like puzzles, these mini-games are generally not intended to be major challenges; instead, they add flavor to your overall experience. The only exception is one particular race, which suffers from an annoyingly poor camera that makes the entire experience extremely frustrating.

It took a couple of attempts to get used to it.

Another focus of this game is creature collection. You can capture most creatures you encounter in combat. Each creature provides specific skills that you can equip and release during combat to gain various bonuses or to attack enemies. Once equipped, these creatures level up, regardless of whether you use them in battle, allowing them to unlock much more powerful skills.


Captured creatures provide meaningful customization to your characters.

Combat in this game is turn-based. You control up to three characters from a pool, consisting of Doug and five companions you meet during your adventures. However, for most of the game, you do not have the option to choose all of your companions, as they are determined by the story. Some of the five companions also come into play quite late or only briefly; ultimately, you will probably spend most of your time with Doug, his transformed guinea pig Boom Boom, and one or no other character.

During combat, you can choose to attack your enemy, use a character-specific ability (such as healing or area attacks), utilize consumables, or release one of your captured creatures for a specific effect. Many of these effects are linked to six elements, each of which has a specific opposite that determines its strengths and weaknesses.


Enemy mobs won't stand a chance.

A key aspect of combat is the shared pool of ability points among characters, which can be used to unleash powerful abilities. This pool increases when you successfully hit an enemy, but it decreases twice as quickly if you miss. Additionally, if an enemy attacks, you must read their attack motion and defend in real time; failing to do so will further deplete your ability points. Effectively managing this pool is central to success in combat and is fun, as the risk of losing ability points keeps you engaged.

After successfully defeating an enemy mob, you will earn experience points. This is your only source of experience, as completing quests rewards you with money or items.


You can enhance your characters further by selecting different pieces of equipment.

However, as you level up, your abilities (such as strength or intelligence) automatically increase without any options for customization. Character customization is determined solely by equipment and creatures.

One primary weakness of the game is its length. I completed it in about 13 hours, which feels a bit short for meaningful progression or customization of the seven characters. Roster management, which allows you to freely choose your companion, unlocks only a few hours before the end credits roll. Moreover, the game features only one difficulty setting outside of New Game+, making it quite easy overall. As a result, there's little incentive to optimize your equipment, skills, or combat strategies. For most of the game, I found that simply using standard attacks and ensuring I had enough points for healing abilities was sufficient.

Despite its length, this game features numerous optional quests and non-linear exploration. After a few hours, you are free to travel between several planets, exploring their secrets and tackling their quests. These quests are often much more substantial than typical fetch or kill quests, frequently providing powerful items as rewards. However, while these quests are optional, they’re typically gated behind specific level requirements. There are a few exceptions where the game allows you to attempt quests far beyond your current capabilities. Doing so will almost certainly result in failure.


Intergalactic travel unlocked.

One reason for its short length is the significant focus on presentation. While the characters may not stand out compared to many pixel games released in recent years and are generally quite bland, the environments are often beautifully designed. The diverse landscapes, biology, and architecture create a sense of adventure and exploration, despite the game's limited duration.

A significant amount of time was also devoted to the soundtrack, which features over 50 different tracks. While I appreciate the effort and some tracks nicely underscore the scene on screen, I found it to be overwhelming at times. In certain scenes, the music was so dominant that I had to lower the volume to focus on what was happening on screen. Additionally, I felt there was a lack of a cohesive theme or atmosphere among the tracks. They are well-crafted, yet each seems to be composed specifically for individual scenes rather than contributing to a unified experience.


Explore a variety of environments, from forests and deserts to bustling megacities.

In conclusion, Beyond Galaxyland is a fun, lighthearted sci-fi JRPG that never takes itself too seriously and consistently offers new experiences to keep players engaged. However, it does lack the length and substance found in other games. The story concludes satisfactorily and feels complete, yet it seems that the original scope may have been larger. For instance, after a few hours of gameplay, you will finish Season 1, and there is no mention of a second season. Recommended for any player who is not put off by JRPG mechanics and systems.
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