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The Swapper Mini-Review (Vita)

August 15, 2014 By Keri Honea Leave a Comment

The Swapper originally released on PC in 2013 and was a cult indie hit, winning numerous indie awards, but it totally slipped past my radar. I was offered to review it when it released on the PSN, and it proved to be a great Vita companion when I went on vacation.

What I didn’t count on was how engrossing it was or how completely dark it was. I compared it a lot to Portal, but that was only for two reasons:

  1. The puzzles were largely based on teleporting yourself of sorts to access certain areas, open doors, press buttons, etc.
  2. I pulled my hair out a lot in frustration only to see that that answer was just so gosh darn simple and it was staring me in the face.

You play as a character who has no idea how he got on this particular space station or where all of its inhabitants have gone. He finds a tool called a Swapper, which places an exact clone of the character where you aim the beam. The Swapper can even swap out your soul with the clone, automatically beaming you to spots you couldn’t reach personally.

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Here’s a better explanation I provided for The Daily Crate:

The player starts off in an abandoned space station (or is it abandoned?) with absolutely no clue what happened to any other people who were presumably on the station or how he got there. He finds a Swapper device, which allows him to instantly clone himself wherever the Swapper’s rays will reach. The catch is that the clones will do everything he does. He moves forward, so will they at the same speed. He jumps, they jump, so on and so forth. In addition, he can swap his soul between clones, which is useful as sometimes clones must be sacrificed in order to reach certain areas.

After about three or four instances of where you swap your soul with the clones and watch some clones die or be abandoned in rooms, you start to wonder which body is yours and if it matters you’re no longer in your original body. That thought is the heart of darkness within The Swapper.

As you comb through the various empty rooms on the station, you come across portals that need a number of mystical orbs to operate. These orbs are in surrounding rooms, and, you guessed it, you have to use the Swapper in order to navigate the rooms and retrieve the orbs. The obstacles include pressure switches, blue lights that prevent using the Swapper, red lights that prevent swapping your soul, walls, pits, spikes, hovering conveyer belts, the list goes on and on.

The Swapper is a cross-buy puzzle game on the PSN, so if you buy it on one console, you’ll get it on all three. However, I highly recommend the Vita version. The game seems meant for a handheld.

Filed Under: Mini-Reviews

The Wolf Among Us Mini-Review

July 25, 2014 By Keri Honea Leave a Comment

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I loved Telltale Games’ The Walking Dead, but after the first season, I couldn’t handle it emotionally anymore. I was tired of the nightmares, tired of sobbing when kids were killed, and tired of playing a game that kept me constantly on edge. I’ve missed out on the second season, but I still wanted another amazing experience like it. Telltale seems to be the master of storytelling with its episodic point-and-click adventures, so I was always intrigued by The Wolf Among Us. I’d heard it was good, but I also wanted to wait until it was complete, as I know I have very little patience for waiting. I binge on almost all forms of media lately, from comics to TV shows, and now episodic video games.

Fortunately for me, that’s exactly how Action Trip wanted me to roll with my review–play it all at once and write up the review on that experience.

And holy cow what an experience it was.

I best describe the gameplay as a cross between the point-and-click gameplay of The Walking Dead and the exploration and mystery-solving of Murdered: Soul Suspect. The story, however, is like nothing I’ve ever experienced before, and I can’t emphasize its greatness enough. I need that second season like now. Here’s a snippet from my review:

As expected with a point-and-click title, the story its best overall facet, but the game mechanics are sound enough to not blemish or take away from any part of Bigby’s tales. In many ways, the gameplay reminded me of a mix between Murdered: Soul Suspect and the point-and-click style of The Walking Dead. Whereas The Walking Dead had a few somewhat complex puzzles and intense action scenes, The Wolf Among Us has a stronger focus on exploration and piecing together clues. Occasionally Bigby will have to rough up suspects or chase them down, which throws the player into a few QTEs, much like The Walking Dead. However, I never once felt as stressed or on the edge of death if I made one mistake as I did with The Walking Dead. Since The Walking Dead, is about survival and The Wolf Among Us is about solving a mystery, shifting the style of gameplay around a bit not only fits the game’s tone, story, and mood, it separates it from simply being a clone of The Walking Dead.

Simply put, if you’ve been putting off The Wolf Among Us for whatever reason or haven’t considered playing before, stop what you’re doing and download the game now. Of course, if you hate point-and-click adventures, feel free to walk away. But the rest of you, especially you story gamers out there, you need this in your life.

Filed Under: Mini-Reviews

Murdered: Soul Suspect Mini-Review

June 24, 2014 By Keri Honea Leave a Comment

Murdered: Soul Suspect

Murdered: Soul Suspect has gotten rather unfairly beaten up in reviews. It’s essentially an exploration game, one that reminded me a lot of Gone Home but with a far more interesting story, because this one really was about solving a murder. As the recently deceased Detective Ronan O’Connor, the player has to run all over Salem, Massachusetts to uncover clues and solve the Bell Killer murder mystery that has plagued the town. I fully admit that it sounds a lot like the movie Ghost, but that’s no reason to preemptively hate it. Fact is, Murdered: Soul Suspect is the perfect game for the story-gamer.

The only action the player has to participate in is executing demons that roam the afterlife. The demons are former spirits that were never able to move on, so they’ve become demonic beings that do nothing but absorb other wandering souls. Of course, they can only be taken out via stealth, so running and hiding in other ghosts’ residues and patience are the only ways to defeat them. These things terrified the ever-loving bajeezus out of me. Every time I walked through a wall and heard one scream, my heart stopped and I made Ronan back track as fast as ghostly possible.

Here’s a bit from my review on ActionTrip.com:

Gameplay is roughly 90-95% exploration. You’re a detective, and that means doing detective things. You search for clues. You interrogate people, whether it’s by talking to ghosts or eavesdropping on police interrogations. You sort out the pieces of the puzzle, figure out what which clue is most important–not all of them are relevant, after all–and unravel what really happened in each situation. Sometimes Ronan will do this for the main story, and sometimes he will do this to help other ghosts solve their own predicaments.

Solving a case question is not difficult, especially if you do gather all of the available clues. But even if you guess wrong, you will not get a fail state. Instead, you have to try again, and you lose points for each guess. The fewer guesses you have to make, the more proficient Ronan’s detective skills become, making finding clues and drawing conclusions a slightly easier task. However, like I said, it’s not really difficult, so I couldn’t tell you if a severe deficiency in points significantly affects Ronan’s abilities. Considering that the primary focus of the game is to tell an interactive story, featuring a fail state of this type would remove the player too much from the experience and would be, if you think about it, kind of pointless.

Of all the clue hunting there was in the game, I loved the collectible hunting the most. Each area had its own set of collectibles, and if you found them all, you learned of a murder mystery or ghost story that occurred in that location. It had absolutely nothing to do with the story, but they were very entertaining tales, much like the stories told in Lost Odyssey, but at least I didn’t need a box of Kleenex for these.

And you know, I loved the collectible-hunting so much, I went back to the game and found all of my missing collectibles for that Platinum trophy. That’s how much fun I had with this game.

But don’t think that because I’m praising it that it doesn’t have any faults. The game isn’t perfect at all, and there were problems that drove me insane, such as the lack of an in-game map. I cannot tell you how much this would have been helpful.

If you like exploring and games that focus on story, then I cannot implore you to check out Murdered: Soul Suspect enough. It was such a welcome break from all of the action games available right now, and as a story-gamer, this was an absolute paradise for me.

Filed Under: Mini-Reviews

Transistor Mini-Review

June 6, 2014 By Keri Honea Leave a Comment

transistor2It has been an insane last couple of weeks for me, review-wise. I put out two game reviews last week, and I’m fervently working on one more before I head off to LA. The second game I reviewed last week was Transistor, a game I had a lot of high hopes for after loving what I saw at PAX East in 2013.

I’m not sure if it is because this is the second depressing game I’ve played in a row or what (Wolfenstein was so depressing), but Transistor didn’t resonate with me at all. I get that the story was supposed to be “told” in a manner where the player had to piece the puzzle together, but when it was all spread out before me, it fell flat. The gameplay didn’t do it for me, the story didn’t do it for me, and I really wasn’t happy with how linear it was with no side questing options.

Here’s a bit more from my review on ActionTrip (ignore the hateful comments…or jump in, whatever):

The gameplay is quite fun at first, but near the end, you know what the magic combination is for the last few enemies, introducing a strong level of monotony. It’s briefly interrupted by the final boss, but it doesn’t take long to figure out how to crack his code either. The emphasis in the game is obviously on the art direction, story, and overall presentation, with which I’m normally just snazzy, but this time, I needed more with the gameplay, even if that meant side quests or seeking collectibles. Keeping the path so linear with relatively simple gameplay did not make me eager to continue my gaming sessions; it only made me want to get to the end sooner.

At least the game’s visual and audial effects were quite aesthetically pleasing. You can’t help but be mesmerized by the beautiful, painting-esque art style and the dulcet tones of Darren Korb’s melodies. The sword provides all of the dialogue, save for a few of Red’s songs, and his narration fits in with the flow of the game better than any other narration attempt I’ve heard with a game. He’s never overbearing, annoying, or that repetitive, and unlike some narrators or talking heads in games, he knows when it’s best to keep quiet. Most importantly, he knows how to make subtle suggestions that maybe you’ve already gone this way before or you’ve been dallying one area for too long without making the player want to duct tape his mouth (if swords had mouths).

I know I’m vastly alone in this opinion, and I’m okay with that. I didn’t like BioShock Infinite either, and I was really alone in that too.

Well, we can’t agree on everything, or how boring would the world be?

Filed Under: Mini-Reviews

Wolfenstein: The New Order Mini-Review

May 30, 2014 By Keri Honea Leave a Comment

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I haven’t played a Wolfenstein game since Wolfenstein 3D back when I was in college. And when I say played, I really mean watching my boyfriend at the time play it with his friends. I was into Doom II and couldn’t be bothered with petty Nazi killing. I don’t remember much about the game except for mecha-Hitler, red dots filling up your screen when you got shot (it was the best they could do for blood spatter back then), and opening a door to see a massive Nazi with a chaingun waiting for you, right there behind that door.

Even though I wasn’t a die hard fan of the franchise, I was still super excited about Bethesda and Machine Games’ reboot of the series in Wolfenstein: The New Order. The game was a delightful combination of incredibly dark and depressing themes (it is set in an alternate reality where the Nazis win WWII, so not much to be happy about there) and silly reflections. For example, hero BJ Blaskowicz never really stops talking to himself about what is going on during his missions. Sometimes it’s super cereal, sometimes it’s really dark reflections on his past, and sometimes it’s hilarious commentary on what is going on around him. And then there are the glorious Easter Eggs for Wolfenstein 3D.

I reviewed the game in full for Action Trip. Here’s a snippet of my gushings.

As silly as a lot of the game was in terms of plot devices and Easter Eggs, it was balanced out incredibly well with the horrors of Nazi atrocities, something the developers did not spare the players from witnessing. You may laugh at one minute, but the next may find you with your hand covering your mouth in shock. In this balance, the next iteration of Wolfenstein was executed extremely well, giving it a fun combination of a serious first-person shooter without forgetting its roots or how absurd typical set pieces for first-person shooters are.

Yes, I absolutely loved it. the shooting mechanics were smooth, the perk system added a layer of depth that helped me tailor the game to how I wanted to play, and the fact that you can make a choice that alters your game’s story was a nice surprise. Just…just don’t expect it to be the happiest story in the world. And from what I hear, don’t try to play it on PC.

And if you want to see me absolutely suck at playing games, check out my first run through the Wolfenstein 3D Easter Egg.

Filed Under: Mini-Reviews

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