Saturday, July 14, 2012

The Dark Eye: Chains of Satinav

It’s a question that haunts young Geron throughout The Dark Eye: Chains of Satinav. Thirteen years ago, an evil Seer prophesied that Geron would bring about the end of the world. He was promptly burned at the stake. After that, the only thing worrying the Kingdom of Andergast was its ongoing war against its neighbor, Nostria. The game begins innocently enough, when Geron, being a bird-catcher and having won an audience with the king in a contest, is instructed by the king to clear some ravens out of his guest bedroom so that a visit with a Nostrian monarch can run smoothly.

However, it soon becomes clear that these ravens are not what they appear, with their mere presence enough to make a man go mad. They soon infect the land by the thousands and, convinced the Seer has returned, Geron’s teacher, Gwinnling, sends him to fetch a fairy from the forest who is the key to undoing the curse. When he returns with the fairy, Nuri, however, she is greeted less than openly. See, Gwinnling neglected to tell Geron that the way she could halt the curse is by… well, not being alive anymore. Being a young man of honor, Geron won’t stand for this. He rescues Nuri from an angry mob and sets out to find the Fairy Scholar, the only one who may know enough about magic to break the curse without murder.

And so the real adventure begins.

It’s a wonderful story, and the slower pace of a point-and-click adventure game gives the melancholy Geron plenty of time to grow and consider his actions. Nuri, who is essentially a Cloudcuckoolander, is so naïve, innocent, and endearing that you will feel Geron’s plight as he tries to protect her from those that would do her harm. There is just one plot thread that does not get satisfactorily resolved — an early solution Geron comes up with is to send Nuri back to her fairy world of Neirutvena, something she steadfastly refuses to do. When you go there at one point in the game, it seems like a mildly unpleasant place at worst, and a wonderful land that worships a giant, friendly, talking peacock at best. It isn’t a central plot point to the game, but for all the whining she does about not wanting to go back there, an explanation would have been appreciated. Outside of this, the story is well conceived and thoroughly resolved in an emotionally satisfying way.

All of this heavy storytelling is driven home by brilliant voice acting and 2D animation that can only be described as sumptuous. Geron sounds every bit the wistful, pensive young man he should be in a grey situation such as this. Every character, from Gwinnling to the Seer to every incidental background character have distinctive and appropriate voices, and the sparingly-used orchestral score is just beautiful. Once in a while, though, there is a strange disconnect between what is being said by the voice actors and the text that appears on-screen. In one section, attempting to set fire to a certain living plant, Geron’s text says “Fire seems to scare this plant,” while his voiceover says that the plant does not seem to be troubled by fire. Point-and-click adventures live or die based on precise descriptions of objects, and while these mistakes are few and far between, they cause unnecessary confusion. As for the visuals, the hand-painted characters and backgrounds are simply stunning, and it is clear they were lovingly crafted by someone with a knowledge of how to create a sense of warmth or fear. Other than that, only two things need to be said. This:

And this:

In order to find the Fairy Scholar and hopefully break the curse, Geron will need to partake in copious amounts of puzzle-solving. In true point-and-click adventure form, this means finding lots of things and using them on lots of other things. The difference here is that, especially in later chapters, some of these solutions are pretty morbid. Need some bait to attract ravens? Use the knife to cut some meat off a dead horse, stick it on a broken pole that used to hold a ritualistic sacrifice, and stick the pole into a pile of human skulls. The Dark Eye is certainly a far cry from the more comedic and well-known Monkey Island series.

One of the best things that can be said about this game is that it gives you plenty of meat when compared to some of its cohorts in the genre. On the hardest difficulty, it takes about fifteen hours for someone relatively seasoned in the adventure genre to complete, and that’s when they’re a reviewer using a walkthrough for part of the last two chapters in order to get the game finished. Genre newcomers shouldn’t fret, however, as there are three difficulty levels, as well as various options for getting hints that can be turned on or off at any time.

The Dark Eye: Chains of Satinav is a great attempt by Daedalic Entertainment to move the point-and-click adventure genre forward. Geron is a much more complex and interesting character than Phoenix Wright or Guybrush Threepwood. The world he explores has an exquisite backstory, and the stark visual contrast between his hometown when he leaves and when he returns at the end of the game drives home that his actions have considerable consequences — if he had just killed Nuri at the beginning of the game, none of this would have happened. Guiding him on his journey and unraveling the mystery of the Seer’s curse and seeming reappearance, one feels like he has grown from a young boy to a world-weary wandering hero by the end. Few, if any, of its contemporaries in the genre can match that depth of character development. For any fan of challenging puzzles and wonderful storytelling, Chains of Satinav is a game that must be played — nay, an experience that must be had.

Read More... The Dark Eye

Point and click adventure games have provided plenty of classics in the past. Lately, the genre has been having a renaissance, as new adventures are made and new stories are told. Wadjet Eye and xii games combined to create Resonance, an adventure five years in the making. Finally, it has arrived, but was it worth the wait?


The game begins with an ominous news report of multiple mysterious explosions occurring at key points throughout the world. How could this disaster have happened? As soon as you ask yourself that, the game flashes back several days, where Ed receives a wakeup call from his boss, Dr. Morales, about his research project, called Resonance. From there, the narrative of Resonance begins.

Throughout the game, you will have control of four characters: Ed, Anna, Ray, and Bennett. Each of these characters start out separate from one another, but Resonance intertwines their fates as the effects of the Resonance research take hold on the world. Ray is particularly notable because several of his puzzles involve hacking into computers and servers to acquire data, which make for the most interesting puzzles in the game. At times, you will control multiple characters and be able to use them for one puzzle. One character can be used to strike up a conversation so another can complete their task, for instance. But outside of Ray's hacking, the four characters are the same in terms of gameplay.

Resonance-1
Having a good memory is important when playing games in this genre. Resonance takes that literally, using a short-term and long-term memory mechanic. Important story events will be placed into long-term memory, able to be accessed at any time throughout the game. Short-term memories act as a pseudo-inventory. You can grab any item, person, or event of interest on-screen and place it in your short-term memory window. You will then be able to use these memories in conversation, combine them with other memories, or combine them with inventory items. It's an interesting mechanic that can be difficult to grasp initially, but works well once you get the hang of it. Memory/item combination is key to solving many puzzles, so it's important to have the right memories on-hand (mind?).

As you progress through the game, you get points as a reward. The points are used to escape death, as points are subtracted when you die, allowing you to replay the lethal event. Losing all your points results in a game over, but if you're paying attention, this should never become an issue.*

Resonance-2
Graphically, Resonance's pixel art style is very appealing. The backgrounds are very well done; some of them are meant to be spooky and can be downright frightening once the mood is set. You can feel the seedy underbelly of the city when walking in the back alleys and, as the game progresses, the impending danger is further accentuated by the scenery. Scenes are also peppered with little details, such as the subway door stopping slightly away from the character who will enter, and e-mails in a person's inbox that show some humorous back and forth e-mail exchanges. These additions really make the game world feel real.

Also setting the mood is the excellent voice acting. The characters will change the inflection in their voices dependent on their situation; emotions such as relief, success, confusion and fear come right through in their voices and pull you into the world. I definitely felt connected to the characters and their plights and I might react the same way they did if these same events happened in reality.

Adventures tend to be short games, and Resonance is not an exception. Your ability to solve the puzzles will determine how long your experience will be. Conceivably, a sleuth might finish the game in four or five hours. Since I'm no genius, it took me about eight hours to complete. Either time is still good value for a $10 title, and once the game ends, you won't feel cheated by the short playtime.

Resonance-3
A good point and click adventure game relies on an engaging story and its puzzles. Resonance hits a home run in both departments, taking you on a wild, engaging ride through impeding chaos. This is the kind of title that will thrill adventure enthusiasts while intriguing players of any predisposition, and one that anyone who can appreciate a good tale should dig into.
Read More... Resonance (PC)

Almost five years ago, acclaimed developers BioWare started what is arguably one of the most ambitious projects in gaming history: Mass Effect, a trilogy of interconnected games that provide you with difficult choices, and consequences that carry over in the sequels. Along the way, BioWare delivered two of the best RPG experiences of this generation. Now, it all culminates here, with Mass Effect 3. Does BioWare provide a fitting conclusion for their epic space opera, or have they bitten off more than they can chew?

Mass Effect 3 begins with what the previous two games have been ominously building up to: The arrival of the Reapers - giant, sentient machines intent on destroying all life in the galaxy. Commander Shepard, on trial for his actions from last year’s “Arrival” DLC for Mass Effect 2, is caught in the middle of the Reaper attack on Earth. Facing a losing battle, Shepard and the rest of the crew of the Normandy are forced to retreat into space, uniting the rest of the species of the Milky Way to not only take back Earth, but save all life in the galaxy. Those who haven’t played the “Arrival” DLC will definitely feel out of the loop, but fortunately BioWare does a great job of bringing both newcomers and series veterans up to speed.

Mass Effect 3 is available on PS3, 360, and PC, but you are doing yourself a huge disservice if you do not play it with imported Mass Effect and Mass Effect 2 save data from either the 360 or PC versions (the first game is not available on PS3). Virtually all of your choices throughout the series, big or small, have an impact on the world of Mass Effect 3. Entire scenes can play out differently depending on who lived or died in previous games, as well as other choices you’ve made. Past games in the series often gave you with the hard decision of choosing between the lives of two or more characters. Mass Effect 3 ups the ante by putting the fates of entire species in your hands.

Your influence over the fate of the galaxy is far reaching in Mass Effect 3, and so is your control over the battlefield. Combat is refined from Mass Effect 2’s already great RPG-meets-third-person-shooter system, making this the most fun and responsive game in the series. You still fight alongside two squad-mates of your choice, and combine your abilities with theirs to gain tactical advantages in skirmishes. Squad AI is now much more intelligent than they were in previous games, and enemies follow suit, employing a much wider variety of tactics to make sure you don’t succeed against the Reapers.

Grenades make their return from the first Mass Effect, and are much, much less cumbersome this time around. The most prominent new gameplay addition by far, however, is Shepard’s new Heavy Melee abilities, close-quarters techniques specific to each of the six available classes. Soldier, Sentinel and Infiltrator classes get access to the extremely visceral and satisfying Omni-Blade, while biotic Adepts and Vanguards get a biotic Blast and Punch, respectively. If you go with the Engineer class, brace yourself, because you will punch fire.

Kinect makes its Mass Effect debut, but it's not a particularly positive addition. Controlling your squad through voice commands is great in theory, but in practice the noise from your TV speakers constantly interrupts Kinect's ability to understand you. I found myself shouting to make my squad listen at all, and even then I was lucky if it worked 75% of the time. You can adjust the dynamic range to try to fix this, but I found little success. In a game that demands precise control this is completely unacceptable. You can also use it to open doors or select dialog options, but this always feels silly. In fact, I actually unplugged Kinect, because the speaker feedback made this little red microphone alert pop up constantly on my screen as I played, which was irritating. The only way I found that it consistently worked and worked well was when playing with a headset and my TV speakers muted. This was enjoyable, but a hassle. It's certainly not "better with Kinect."

From its inception, the Mass Effect games have always prided themselves on high production values and top-notch voice acting, and Mass Effect 3 continues this tradition. Unreal Engine 3 may be over five years old, but you wouldn’t guess it from seeing this game in action. Voice-acting is the best in the series; characters convey emotion and personality much more effectively than previous games (which is saying a lot), and Male Shepard no longer sounds like a robot. The biggest standout is Martin Sheen’s Illusive Man, who, despite having a much more scaled back role compared to the previous game, carries an unrivaled amount of gravitas (If only the same could be said about Jessica Chobot’s much-publicized character, Diana Allers. Yikes.).

Many fans lamented Mass Effect 2’s seeming abandonment of RPG elements in favor of a more action-oriented approach, and thankfully Mass Effect 3 finds the perfect balance between the two. Did you like customizing your armor and weapons in the first Mass Effect? Great, because it’s back, and with a much better interface. Ability customization is also greatly expanded, with branching skill trees opening up as you get to the higher levels for all the characters. This, combined with the ability to reassign Shepard new skills outside of his class, means that one player could potentially use the exact same team as another player’s, but employ a completely different strategy.

While Mass Effect 3 greatly expands your sway throughout the galaxy, it unfortunately loses a bit of its personal touch along the way. Side-quests in Mass Effect 2 were intensely personal and gripping, but in Mass Effect 3 there is somewhat of an emotional disconnect. These missions typically feature cameo appearances by characters from previous games, and while it’s great to see them again, they pretty much disappear afterwards, making it hard to feel like you’ve made much of an impact. The more minor side missions have been delegated to fetch quests accomplished by scanning planets (yes, planet scanning is back, but thankfully is much less of a chore this time around). Plus, a handful of side-quests are simply repurposed multiplayer maps thrown into the story. These missions lack the tight focus and design present in the rest of the game, and the disparity is jarring.

Thankfully, the multiplayer itself works rather well. While it’s essentially a horde mode at its core, the RPG elements combined with the camaraderie of working with up to three teammates online helps differentiate it from the crowd. Players must work together to complete various tasks randomly assigned during each mission, and the level of teamwork required to win as the difficulty ramps up becomes exhilarating. As reward, players earn in-game credits to buy booster packs, random packages which contain new weapons, item perks, and even characters. This randomness provided a huge level of addiction to the multiplayer, but it’s a shame that you can choose which you receive by spending real-world money in EA’s online store.

For the first time in the series, you can now play as races other than human - almost every major race is available in the multiplayer, including Turians, Asari, Drell, and of course, Krogan. The lack of Batarians and Geth definitely feel like a missed oppurtunity, but the it’s hard to complain with seven already varied options, combined with the six available classes. Many were hesitant when it was announced Mass Effect 3 would have multipayer, but it ends up being a welcome addition to the franchise. Fortunately, it’s not essential to getting the full Mass Effect 3 experience. While multiplayer progress can potentially affect your outcome in the ending, the effect is minor, and I’d say there’s no reason to play it if you’re only interested in the story.

And that brings us to the elephant in the room: the ending. Although it’s certainly not what we expected, I’m not sure if the extreme backlash from the internet lately is warranted. The choices you made throughout the entire trilogy do in fact affect the ending you receive, but not in the way most fans were hoping. I’ll admit, I was also initially opposed to the ending, but after a couple days to think it over, I’m glad BioWare went with a route that nobody saw coming. It sparked a reaction, and I’m pretty sure that’s exactly what they intended. Without spoiling anything, Mass Effect 3’s ending is controversial, thought-provoking, and unexpected. Honestly, I wouldn’t have it any other way.

Mass Effect 3 provides an epic, emotional, and stunning conclusion to an unprecedentedly personalized trilogy. By combining the best of previous titles, BioWare has delivered not only the greatest game in the series, but an early contender for game of the year. Disappointments over the ending, as well as a couple other minor storytelling gripes may be disheartening to some, but don’t let that hold you back from immersing yourself in one of the most profound experiences in gaming.

Read More... Mass Effect 3

Project Zero 2: Wii Edition

UK REVIEW--Project Zero 2 is a remake of the disturbing Fatal Frame II: Crimson Butterfly, and it might be one of the Wii’s finest retreads--it’s certainly one of its scariest. Nintendo isn't averse to a touch of horror, but Project Zero 2 is a far cry from the excesses of Resident Evil, and even the Lovecraftian menace of Eternal Darkness. Instead, it offers something altogether bleaker: a brutally intense and unsettling tale of ritualistic sacrifice, murder, and tormented spirits. The game is unrelentingly grisly to the point where you'd be hard pressed to say it's enjoyable to play, but it's incredibly gripping and genuinely frightening.

Ghosts are no match for Mio's pro-photography skills.

The narrative setup is fairly well-worn in the horror genre: twin sisters Mio and Mayu find themselves in an abandoned village with a mysterious secret that must be solved before they can escape. The two are separated, and though Mayu frequently appears to her sister, she always seems to be out of reach. While everything about the place should set off a warning alarm telling her to turn and run, Mio blindly follows her sibling, stumbling into a series of terrifying encounters with the wandering spirits that haunt the village.

It's a disturbing place even before the ghosts show up--a dilapidated, dimly lit settlement of cramped interiors and sinuous pathways. As in the original game, the fear factor is slow to build, the game holding back the shocks and ratcheting up the tension to near-unbearable levels.

Where the original used static camera angles, this adopts Fatal Frame IV's over-the-shoulder perspective, restricting you to an incredibly narrow field of view that only heightens the sensation that something terrible lies just out of sight. It also includes the exquisitely nerve-racking "touch" mechanic from the same game, where you have to hold the A button to have Mio gradually extend her arm to pick up an item, open a drawer, or lift an object to discover what's underneath. A further carryover is the sporadic appearance of a spectral hand, which will occasionally grab Mio's arm: these moments might seem like cheap jolts next to the constant atmosphere of creeping dread, but they're used infrequent enough so as not to undermine the scares when they do arrive.

Glowing objects are always helpful, though you'll take damage if you're grabbed by the ghostly hand.

Glowing objects are always helpful, though you'll take damage if you're grabbed by the ghostly hand.

Indeed, basic actions like opening doors or peering around corners are transformed by a more dynamic camera, which leans in closer, sometimes tugging you over Mio's shoulder to a near first-person perspective, forcing you into rooms before the character you're controlling. That the vast majority of the time there's nothing there only makes the surprises more potent. It's quite an achievement to turn the simple act of holding a button into a test of nerve: the game dares you to be brave and then provokes a genuine sensation of relief when nothing emerges.

It's not long before they do, mind you. Many of the ghosts have backstories, their tales sketched out through discarded notes and fragments of diary entries: tragic, but no less frightening. Some ghosts drop spirit stones in which their thoughts are vocalised; you can slot them into a strange radio and hear their wails through the remote's speaker, the tinny sound quality only making them more unnerving. Others are even scarier, unexplained horrors that float, stumble, and lurch unnaturally toward you, limbs and faces horribly contorted.

Of course, the wonderfully sadistic idea at the heart of the game's systems is that you're actively encouraged to let these malevolent spirits get as close as possible. The camera obscura you wield deals damage as it captures their image, with collectable lenses and upgrades allowing you to temporarily stun or push back your ectoplasmic aggressors. You inflict significant damage when the shutter flashes red for a fatal frame, while bonuses are awarded for snapping two and three ghosts simultaneously.

While the floating numbers and text remind you this is just a game, they never sap the intensity of these encounters. That's partly down to the very deliberate awkwardness of the controls, which regularly prove uncomfortable. Aiming requires a combination of the nunchuk's analog stick and tilts of the remote, which may sound clumsy, and in practice it often is. Yet it's an artful clumsiness, designed to make combat more difficult and thus more unsettling. If the camera obscura were an SLR, then you'd breeze through encounters; here, the controls fit the fiction and serve the game's systems well.

Spirit points from defeated enemies can be spent on enhancements to the camera's range, power, and shutter speed.

Spirit points from defeated enemies can be spent on enhancements to the camera's range, power, and shutter speed.

And just as you grow accustomed to negotiating combat scenarios without too much difficulty, the game disempowers you further. You're rid of your torch, forced to explore rooms lit only by the occasional lightning flash and the faint glow of a single lantern. Ghosts begin to move faster, and then suddenly disappear, teleporting behind you. The inclusion of a quick turn is welcome, though it's still startling to whirl around, raise your camera, and instantly witness a screaming face filling your viewfinder.

Most chapters find new ways to terrify. You encounter deadly spirits that can't be harmed by the camera, forcing you to flee. You're teased with images of rooms you're about to visit, steeling you for the horrors that inevitably lie in wait. One particularly disturbing set piece sees you suddenly surrounded by corpses while a ghost shrieks with laughter before an invincible spirit with a deathly touch forces you to flee. That Mio runs at the pace that most game characters walk only makes your escape more fraught. Other moments offer subtler scares: there's a masterful fourth-wall-breaking sequence that puts you in a room with an old projector--the Wii's disc drive whirring in time with the spinning reel--and suddenly stopping as the film ends. Along with the voices of the spirits floating from the TV to the remote's speaker, it can sometimes feel that the horror is seeping into the real world.

If the Wii version is mostly an improvement on the original game, it does suffer in other areas. The perspective shift can result in camera problems in narrow spaces, and while Nintendo has put laudable effort into localising the game for a European audience, the British voices aren't a great fit for the Japanese setting. The performances are also a little flat compared with recent translations like The Last Story and Xenoblade Chronicles. And though the game works hard to make you feel uneasy, the revealing attire of its 15-year-old protagonist and the camera's willingness to highlight her flimsy clothes is the wrong kind of uncomfortable.

You frequently have to fight several ghosts at once, so it's crucial to find a spot where you're not surrounded.

You frequently have to fight several ghosts at once, so it's crucial to find a spot where you're not surrounded.

The only other notable addition is a new Haunted House mode, an on-rails scare ride that sees you exploring a series of locations unlocked by playing through the campaign. You might be asked to take pictures of spirits or simply remain calm in the face of some rather corny jump-shocks by keeping the remote still before being judged on your performance or stoicism. It's essentially a rather brazen copy of the Ju-On game, and while it's fleetingly entertaining, it's not a mode you'll revisit too often.

Thankfully, the story is more than worth the price of admission, and it's a reminder why horror games can be so intoxicating. Break Project Zero 2 down to its base mechanics, and you're left with something that is by turns awkward and embarrassingly simplistic: its puzzles are rudimentary, and it's as linear as games can get. But its claustrophobic atmosphere and masterful sense of pacing generate a pervasive sense of dread that immerses and consumes you. At one point, you come across a room with bloody handprints on the adjacent wall and smeared across the door, not wanting to enter, but knowing you have to. It's these excruciating moments of anxious anticipation that make Project Zero 2 one of the scariest experiences you'll encounter in any medium.

Read More... Project Zero 2

Endless Space is a new game to the 4X strategy scene, featuring non-linear gameplay and a demanding level of difficulty that pushes you to learn from past mistakes and strive to overcome the hurdles of galactic domination. This might not sound like everyone's cup of tea, but you'd be surprised how quickly Endless Space can trigger addictive tendencies. There is little in the way of story or variety in the presentation, but on all other counts, Endless Space is an excellent sci-fi strategy game that you can potentially replay for years to come.

When you begin a match, the first order of business is to define the size and density of the galaxy you wish to vie for. In addition to the dozen or so settings available for customizing the map, randomly generated star systems ensure that no two sessions play alike. Likewise, factions and allegiances are highly customizable, should you choose to veer from the predefined selections. There are just over 75 attributes that can be applied to a custom faction, and your choices impact your ability to interact with outsiders and exploit the universe around you.

Once you've committed to a galaxy and faction, you're treated to an intro cutscene in the form of a motion comic. The character and environment art are a treat, but their time in the spotlight is short and very much to the point. There's enough backstory to justify the sci-fi setting and your chosen faction, but little else. Before you know it, you're in command of two spacecraft on your home planet with the forces of enemy empires looming on the horizon.

Earth-like planets are some of the best resource producers around and should be colonized as soon as possible.

Earth-like planets are some of the best resource producers around and should be colonized as soon as possible.

To even stand a chance of emerging victorious, it's imperative that you hit the ground running. Thankfully, Endless Space's intuitive UI holds your hand as you stumble down the unbeaten path of galactic domination. Tutorials appear when you initiate menus for the first time, and there are always reminders when anything of consequence happens during the course of a turn. You're not forced to dig through menus time and again; instead, you click on notifications to easily access research, production, and expansion tools in an instant. This may not sound impressive, but for a genre that requires a ton of micromanagement and has historically lived deep within complicated menu trees, the UI's ability to communicate in an organized and logical fashion should not be taken for granted.

On the flip side of the coin lies the incredibly complex tech tree. There are four research branches to explore encompassing 138 unique technologies. The nonlinear design ensures you exhaust numerous matches finding your way within the sea of possibilities. Quite often, what worked during your last match might not be as useful in the next, so it's important to diversify your knowledge of the entire tech tree.

Your empire's technological growth is in your hands. Don't screw it up!

Your empire's technological growth is in your hands. Don't screw it up!

One barrier that stands in your way is the elaborate language used to identify and define various technologies. Words like "epigenetics" aren't common and are bound to leave a few people scratching their heads. You do get a clear understanding of the bonuses rewarded once you've acquired a particular tech, but quite often they are only vaguely defined in the initial description. Without proper experimentation, it's easy to waste time and energy on lackluster technology simply because the description is unclear. Lose your footing due to the nonlinear progression or complicated terminology, and kiss your progress goodbye.

Even if you've honed your ability to navigate the tech tree, there are some conditions that are completely out of your control. Just as the densities of star systems and planets vary, so too do their attributes. Planets are randomly assigned anomalies and advanced resources that further complicate your empire's development path. Newfound dangers and opportunities pop up when you least expect them, and if you don't adjust accordingly, you can count on your opponents to take advantage of your mistakes.

Give your neighbors a space inch and they'll take a space mile. Jerks.

Give your neighbors a space inch and they'll take a space mile. Jerks.

The AI is punishing, even on normal difficulty, forcing you to constantly correct past mistakes and improve your ability to micromanage. You may not comprehend the entirety of the game's systems during your first few matches, but frustrating losses quickly give way to incremental improvements, and each successive match bears the fruit of your experience, narrowing the gap between victory and defeat. Though Endless Space is daunting in the beginning, deciphering the game's verbiage and developing your potential are what make it a rewarding experience in spite of the challenge.

Eventually, you encounter outsiders, and before you are thrust into battle, you can negotiate the terms of engagement. Depending on your faction and resources, it may be best to butter up your opponent with a peace treaty until you've acquired the proper warfare tech to penetrate their defenses. Quite often, though, enemy encounters result in combat. Combat consists of three phases: long range, medium range, and melee. You can assign a move for each phase consisting of offensive or defensive maneuvers, or you can opt to auto-battle if you wish to simply roll the dice. Unless the tables are tipped in your favor, manually assigning commands is the best way to mitigate damage from an opposing star fleet.

Gorgeous battle sequences break up the inevitable monotony of micromanagement.

Gorgeous battle sequences break up the inevitable monotony of micromanagement.

Combat is also the only time the camera shifts perspective, revealing the grandeur and might of your spacecraft. As the phases of battle progress, the camera cuts to different angles, highlighting the action against beautiful expanses of outer space. Ship designs vary greatly between factions, often mimicking the appearance or evoking the attitude of the commanding race. As you begin to customize the parts and functions of individual ships, it's encouraging to see the result up close, but quite often, the drive to complete a turn means you rely on auto-battle to keep the ball rolling.

Once you've adjusted to the flow of gameplay and empire management within Endless Space, beware: addiction is in your future. You will lose, lose, and lose again, but the motivation to succeed keeps you going back for more. If you wish to mix things up, online multiplayer opens the door to new levels of variety and difficulty. There is also native support for game mods, should the community wish to retool and iterate on the game's formula even further.

Teaming up with alien empires is often your only hope for survival against such unfavorable odds.

Teaming up with alien empires is often your only hope for survival against such unfavorable odds.

4X strategy games have the ability to captivate you with engrossing depth, requiring forward thinking and an extreme aptitude for juggling numbers large and small. With all of these qualities, Endless Space takes its rightful place on the 4X podium. The numerous options available during game creation are outnumbered only by the possibilities within an individual match. By the time you've got a few turns under your belt, it becomes painfully obvious that Endless Space is anything but a walk in the park, and if you are a fan of deep, methodical strategy games, you'll be thankful for it.

Read More... Endless Space
In a genre filled with dryads and dragons, The Secret World emerges as a dark and thoughtful counterpoint to the enchanted forests of most modern online role-playing games. Even when the skies are bright, an emotional cloud hangs over your every action. Rather than rush you from waypoint to waypoint, The Secret World takes its time to tell stories and build tension. Instead of spelling out your goals, it makes you think about the reasonable next action hinted at by scribbled notes and cryptic clues. This is an unusual game, and like many unusual games, it demands patience and focus.

What makes this massively multiplayer game so unusual? To begin with, the setting is unlike any other MMOG. The Secret World doesn't whisk you away to a fantasy fairyland or a scorched sci-fi landscape, but occurs in an off-kilter version of our own planet. "Everything is real" a quest giver might tell you, and so it is: biblical plagues, haunted house horrors, and zombie invasions are threats--as well as symptoms of a greater power at play. Even the so-called "hollow earth" is real, serving as a central network of walkways that connect you to your various destinations, where police captains and academy administrators await delivery from their waking nightmares.

Some quests are doled out by objects you stumble across--a corpse sprawled across the road, or a computer terminal, perhaps. Most are provided by any number of mysterious citizens, who offer the most melodramatic of explanations for their needs. The writing and dialogue are notably self-conscious. "The city is a honeycomb of terror, each cell barely cognisant of the others" says one entry in your lorebook. And in a quest giver's monologue: "Men queuing up to cross over, animals guarding the threshold, returning gods and demons. Musical chairs of the soul." None of this writing sounds particularly natural, even though the excellent voice cast sells each and every alliteration and pregnant pause.

Were it not for the zombies, this burg would make for a perfect New England getaway.

As belabored as the writing is, it works remarkably well in context, inviting introspection and analysis. The Secret World cultivates an oppressive tone in almost all of its aspects, including its wordy dialogue. After you choose a faction (Illuminati, Templar, or Dragon), the game introduces you to your home city, and the mysterious organization for which you work. After this lengthy blend of cutscenes and rudimentary exploration, you enter Kingsmouth, Maine, where you keenly sense the inspiration of authors Stephen King, H.P. Lovecraft, and Edgar Allan Poe. The darkness is thick, and gnarly trees loom large over you. Iron fences and brick columns surround an abandoned mansion, its rising parapets ever-so-slightly askew.

The dejected atmosphere works hand in hand with the mythical tales that develop as you push forward. In New England, you learn of a league of young monster slayers, and the first girl invited into the fold. In Egypt, cultists worship ancient gods, and sand creatures roam the desert. In Transylvania, the locals tell chilling tales of the Draculesti. Each region is a bleak wilderness to be tamed, and there's a sense that frights and chills lurk just out of view. The bleakness can even get overwhelming, the nighttime becoming so black that you can't see an inch in front of you, making you long for an in-game flashlight to break the gloom. (Certain quests grant you a miner's helmet, but you may not get to use it once the missions are complete.)

The end justifies the means. Even when the end is gruesome and the means are--equally gruesome.

For the most part, however, The Secret World's graphics engine serves the art design well, scattered visual glitches notwithstanding. Of special note are the layers of sound shrouding your adventure. You roam the halls of an abandoned asylum, where the trembles of a bass drum build anxiety, later released by the chilling howl of a tortured spirit. On the outskirts of al-Merayah, shimmering dissonant chords create an air of unease. Even the smallest of sound cues--the notification that you have earned ability points, the discovery of new lore--fit seamlessly into a remarkably cohesive sound design.

Some of The Secret World's quests can be boiled down to the kinds of kill-this, fetch-that tasks you've seen in countless other games. Even when this is the case, however, developer Funcom does its best to give your actions context and chain missions together so that even ordinary objectives are organic to that particular area, and fit within its ongoing narratives. If you enjoy online RPGs for the comfortable cycle of "take quest, arrive at waypoint, kill monsters, return for reward," The Secret World isn't for you. You can queue up only a small number of quests. The downside is that you perform fewer tasks at any given time and earn quest rewards at a slower rate. The upside is that you are fully conscious of why you are doing what you are doing at any given moment.

With that consciousness comes emotional investment and intellectual engagement. Your group's investigation of an amusement park turns to matters far more treacherous than most visits to the fun fair. Claiming ancient artifacts means confronting groaning creatures made of stone and sand. You disguise yourself in order to infiltrate a hideout, and even avoid trip wires and the roaming eye of security cameras to escape a solo dungeon unscathed. Such stealthy endeavors occur in car parks and claustrophobic mines, and in many cases, a head-on conflict means certain death. These are memorable quests, though it's too bad that you must leave any party members behind while you complete them.

Nothing a can of Raid can't fix.

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Even better are quests that leave fighting and collecting behind and force you to sort out puzzles or even jump online (perhaps using the handy built-in Web browser) to do a bit of research. This might mean identifying a painting, sorting out a word-logic puzzle, or even figuring out the meaning of an Arabic scrawl. Such quests give you pause, particularly when you must piece together clues that provide your next destination. Make no mistake: many investigation quests are challenging, and bring your adventure to a halt as you sort through them. But when that "Eureka!" moment comes, elation kicks in as the game showers you with experience points for your mental efforts.

When you put in the work, you usually expect a game to fulfill its obligation to reward you--or at least provide proper feedback--but The Secret World often fails to fulfill its end of the bargain. Sometimes, this betrayal comes in the form of a small but basic execution flaw, such as the pixel-perfect exactness required when trying to click on certain items. You might stumble across the correct solution, but if you don't hover the cursor over an object in just the right way, you might never be able to interact with it. And then you move on, unaware that you were staring directly at the solution. On other occasions, other players can interfere, interacting with vital items and forcing you to start from scratch.

The Egyptian heat drives lesser men to evil acts.

The Egyptian heat drives lesser men to evil acts.

Other times, The Secret World pushes past "challenging and thoughtful" into "frustrating and time consuming." A puzzle based on Morse code is one thing; having to translate fast-moving audio, or to download a smartphone application capable of doing it for you, is a step too far. Less forgivably, it might be a bug that gets in the way, preventing you from knowing if you are in the wrong, or if the game is. In one case, you must activate a staff that in turn lights a series of fires that guide you to your goal. Yet the fires may not blaze, and you are left staring at the screen, wondering where the clue to your destination might be.

The Secret World rarely suffers from online issues, its bugs more often limited to "annoying" rather than "crippling." Questing issues aside, most glitches relate to elements like chat channels and visual communication. And in some cases, feature execution is simply lackluster rather than outright broken. The in-game browser is a real help, for instance, but there are moments when you wish you could save bookmarks, or at least have the browser remember the last page visited when you reopen it, since you might need to refer to it multiple times. For that matter, opening the browser can lead to a full game crash, making using a laptop or tablet a better option.

It's best to heed warnings of fire and brimstone.

It's best to heed warnings of fire and brimstone.

Meanwhile, the excellent storytelling might have you seeking out glowing icons that represent morsels of lore that form a larger narrative. The riddles and mysteries are worth piecing together, given the intriguing tales they convey. And yet discovering these tidbits (and completing certain quests) sometimes requires jumping to higher ground. That wouldn't be such a bad idea, were jumping in The Secret World not so inexact and unsatisfying. In fact, the two most basic elements of most games--movement and action--don't feel quite right. The floaty animations and inconsistent collision detection keep you from feeling like your feet make real contact with the ground, or that your weapons make real contact with your enemies. Enraged cultists fall before you see the sword swipe that kills them, and damage and status effect notifications appear before your grenade lands.

And so the most fundamental aspects of moment-to-moment interaction fail to engage, and this is the unfortunate first impression that could push players to a more immediately fun game. Sadly, the wonderful flexibility and challenge of the Secret World is lost on anyone that quits early on. In the vast majority of RPGs, you level up; here, there are no levels. You do earn experience and reach milestones, however, so while there is no number assigned to your level, you still have that sense of progress associated with it. You frequently earn points that allow you to purchase new abilities and improve your handiness with certain weapons, and ultimately, the idea of a "no levels" system is neither as aimless as you might think--nor as groundbreaking.

More refreshing is the lack of specific classes. In The Secret World, how you fight is determined by the weapons and abilities you equip, and you can mix and match within the game's framework. There are a number of weapon types: shotguns, assault rifles, magical focuses, katanas, and so forth. You can equip two weapons at a time, along with seven active and seven passive abilities. It's a free-form system, and in time, you could potentially purchase abilities from multiple trees, allowing you to take on the right set of abilities for any occasion. In fact, it's best to have multiple sets of gear on hand, should you hit a roadblock.

Lobotomies for some; miniature American flags for others!

Lobotomies for some; miniature American flags for others!

If this freedom sounds intimidating, The Secret World includes prebuilt "decks" of weapons and abilities that more or less correspond to classes--and fulfilling one's requirements nets you a nice new outfit. Outfits are purely cosmetic, but after you see some of the stylish threads on others as you pass, you may find yourself in London, browsing aviator sunglasses and trying on pinstripe suits to see which looks most dapper. You can even spend real-world funds on clothing, titles, and other inessentials. Such microtransactions are a free-to-play staple, yet The Secret World sells at retail price and charges a monthly fee. A real-money store thus comes across as a cash grab, though to be fair, you can safely ignore the nickel-and-diming.

As for in-game currency, you spend it on more inventory space, upgrades to your sprint speed, and items such as talismans. Talismans are accessories used to enhance your attributes to best suit your play style. They impact such elements as your hit points, defense rating, and healing prowess. You earn talismans as loot as well, though you might be better off crafting them. By breaking down items into raw materials, you can then upgrade those materials and combine them into talismans and other craftables. You can do this at any time using the crafting interface, which has you dropping these materials into a grid in a particular pattern, Minecraft style. Just be sure to take notes: the game doesn't make it easy to refer to these patterns, though in time, you might remember them.

The light at the end of the tunnel isn't always welcoming.

The light at the end of the tunnel isn't always welcoming.

Alone or with others, some encounters require you to be aware of your surroundings. Many creatures perform area-of-effect attacks, signaling the danger zone with a visible cone or halo. You need to dodge to avoid them--and do so without getting the attention of any other giant bugs buzzing nearby. The game requires situational awareness in other ways too: avoiding flaming crevasses during a boss battle, luring foes from objects that render them invincible, and so forth.

Five-player group dungeons require even greater acumen. You fight more powerful creatures than you do small ones, so each encounter is dangerous if you aren't smart about it. Once you're locked into a boss battle, there is no battlefield resurrection: either enough players remain alive to defeat the shrieking horror, or you all respawn and try again. Navigating environmental hazards while determining creature behavior and the proper ways to attack is part of the fun--as is rearranging your abilities to best suit the needs of the group. Sadly, finding a group is harder than it should be: there is no group finder tool, nor is there a way to queue up for a dungeon from the world at large.

One clue alone is of no use. When combined with others, it is priceless.

One clue alone is of no use. When combined with others, it is priceless.

You can queue up for player-versus-player matches from anywhere, however. There are three maps in play, one of which is a persistent tug-of-war in which each faction struggles to retain control over key points. The other two are one-off matches of finite duration. There is some entertainment to be had as you roam the persistent map with bands of brothers, shooting up mobs of other players en route to your destination, where a hectic fight against a towering monstrosity awaits. The Secret World isn't a proper home for a PVP enthusiast, however. The auto-grouping tool on the Fusang map is barely helpful, and the skittery movement and combat are front and center here. And on the non-persistent maps, getting into a match can take longer than you would wish.

And so The Secret World isn't a game for those craving a quick and satisfying player battle. Instead, it's for those who seek uninviting crevasses and insidious conspiracies. It's for those who want their intelligence challenged--not to mindlessly battle monsters lifted from the Book of Generic Fantasy Creatures. You must still endure a fair share of annoyances, broken quests, and uninspired fundamentals. The Secret World requires you to dig more deeply than you might have expected. But when you do, you find a fascinating game willing to divulge its secrets to anyone ready to listen.

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