Blaine Smith Reviews Archives - GamersHeroes https://www.gamersheroes.com/honest-game-reviews/captain-campers-reviews/ Short and accurate game guides designed to save you time and effort. Honest Game Reviews, Breaking News, & More Tue, 06 Aug 2024 14:54:49 +0000 en-US hourly 1 https://wordpress.org/?v=6.6.1 https://www.gamersheroes.com/wp-content/uploads/2018/04/cropped-Gamers-Heroes-Site-Icon-32x32.jpg Blaine Smith Reviews Archives - GamersHeroes https://www.gamersheroes.com/honest-game-reviews/captain-campers-reviews/ 32 32 Creatures of Ava Review https://www.gamersheroes.com/honest-game-reviews/creatures-of-ava-review/ https://www.gamersheroes.com/honest-game-reviews/creatures-of-ava-review/#respond Tue, 06 Aug 2024 14:54:47 +0000 https://www.gamersheroes.com/?p=144512 Creatures of Ava is a heartwarming love letter to the action adventure games of old.

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When a game’s story really hits you, it hits those feels that stay with you long after you finish. I hate talking about it, I hate reviewing it. It stirs the emotions back to the surface. Whether it be a happy or sad ending to the story, it’s finished, it’s over. Those characters have lived their lives, the world taken its course, that’s it.

That’s very much how I feel about Creatures of Ava. While the game is not without problems, the story reminded of me of why these games are so important.

Creatures of Ava Review


When developers aren’t pressured to chase AAA juggernaut success, and can instead just tell a passionate and meaningful story, that’s when video games stand apart as the greatest entertainment medium on the planet.

Following Vic’s adventures through the world of Ava as she fights to save its creatures and the natives from a planetwide infection called The Withering is an experience that will remain with you long after you finish the game.

It’s a story of human heart, passion, and our constant drive to fix our mistakes, to right our wrongs, even if we still don’t truly understand the world around us.

The world of Ava is beautiful, captivating in places, and filled with charm and character. Exploring across the different biomes, Jungle, Desert, Swamp, and Grasslands, is an enjoyable and worthwhile endeavor, hampered only by the bizarre decision to cut slices of the world away through story progress.

While each area is unique in the creatures and puzzles Vic faces, exploration incentives remain the same throughout. Permanent Upgrades in the form of increased health, stamina, and backpack capacity, and various collectibles and photography opportunities to learn more about the world of Ava and the creatures that call it home.

During the early hours of the game, I really enjoyed exploring the Grasslands region. Saving the creatures, finding the permanent upgrades and lore collectibles, taking snaps of the creatures to fill out my Avapedia. I felt like I was running around as Spyro in a world of Pokémon Snap.

All of which quickly became a chore when the game’s multiple pivotal story moments forced me to cut off parts of the world, never to return.

This point of no return conundrum is one faced in many games over the years, but typically in the final moments of the game. Having several, in a game that runs about 18 hours, felt very oppressive.

It all makes sense from a narrative perspective, and the story is easily the game’s most defining aspect. However, constantly being faced with the choice of finding items I’ll never have the opportunity to find again, or following the heart of the story, felt contradictory to the game’s empathic nature.

Part of that decision-making process was made easier by the rather disappointing impact of the upgrades. The increased health, stamina, and backpack capacity was nice, sure, but you can get through the entire game without much of it.

Couple that with the fact that you need to invest skill points, alongside finding the collectible items, and it became all too easy just to ignore them entirely.

Thankfully, the rest of the skill tree was more impactful, albeit difficult to complete if you don’t spend the time completing areas fully before progressing.

Various upgrades improve Vic’s ability to craft items, tame creatures, and solve puzzles, but much of it still felt unnecessary.

I couldn’t help but feel much of the time dedicated to these systems could have been better spent on the game’s namesake, the creatures of Ava.

Each region is home to a variety of unique, colorful, and gorgeous creatures that Ava can interact with. During my adventures, I encountered 21 unique species, each as mesmerizing and intriguing as the last.

Each creature makes sense, feels like it belongs, and has a real impact on Vic’s progression. Although, as the hours passed, the initial awe and that fuzzy feeling you get when you pet something cute, was replaced by mechanical understanding and expectation.

Once tamed, Ava is able to connect with these creatures, controlling them for a short time and gaining access to their Co-Op Ability.

These abilities are just additional skills to solve puzzles, making the creatures feel more like tools than living, breathing entities. Using creatures to navigate pathways Ava is unable to use, breaking down walls and pillars, moving heavy boulders, it synergizes perfectly with the environment, and learning how these skills behave early in the game was really rewarding.

The puzzles are all very simple, minimal stress, and almost calming and relaxing in places — and this is from someone that absolutely hates puzzles. That said, I would have enjoyed more complexity to some puzzle elements of the game. However, if you’re easily frustrated by puzzles but still enjoy the positive returns of solving one, this is the perfect adventure for you.

That is, sadly, the only purpose the creatures serve. You save enough to complete a region, use some to solve puzzles, and you move on.

At the beginning of my adventure, I was enamored with the opportunity to snap as many images of these gorgeous creatures as I could, only to ultimately leave somewhat disappointed at the lack of unique character and environmental interaction.

Take a snap of one infected with the Withering, take a snap of one not infected, and you’re done with the camera.

Although much of your time is dedicated to exploring and solving puzzles, Creatures of Ava does feature a combat system.

Well, it’s sort of a combat system? You don’t really fight, but you do kinda fight? I’m not really sure what to call it. A pacifying system?

Many of the creatures that inhabit Ava are infected with The Withering, a deadly infection that causes creatures to become aggressive and attack Vic on sight.

In order to tame these creatures to solve puzzles or just get that warm feeling of helping innocent animals, Vic needs to “attack” them with the Nafitar, a ceremonial stick of sorts.

It’s an intriguing extension of the game’s puzzle system, one that works really well. The Nafitar can pacify multiple creatures at once, if you’re able to catch them in its beam. It definitely feels like Vic may have been a Ghostbuster in a previous life.

It’s a balance of trying to tame the creatures in the quickest way possible, while trying to use specific abilities to counter certain creature traits.

For example, certain creatures are infected with an advanced form of The Withering, requiring the use of the Krist ability to break through an additional shield before the Nafitar can begin the taming process.

Other creatures may be incredibly fast, requiring the use of the Ushun ability to briefly levitate them above ground, giving Vic a chance to tame them before the next attack.

While initially skeptical at how challenging or in-depth this system could be, by the end, it was one of the game’s features I enjoyed the most.

There is so much to love about Creatures of Ava. The 2D cinematic scenes are a work of art, the world of Ava beautiful from start to finish, and the puzzles a perfect balance of accessibility and challenge. I just can’t help but feel so much time was spent in areas of the game that really didn’t need it.

Creatures of Ava is a heartwarming love letter to the action adventure games of old. A captivating tale of empathy and reflection, its story will leave you pondering its teaching moments long after the credits roll. This title is pure charm, hampered only by a number of shallow features that feel like they don’t belong.

Creatures of Ava Review

Reviewed On: Xbox Series X
Release Date: August 7th, 2024
MSRP: $29.99
Platforms: Xbox Series X, PC
Developer: Inverge Studios, Chibig
Publisher: 11 Bit Studios
Alternative Reviews: Xbox Era, God Is A Geek, Gaming Trend
Aggregate Scores: Metacritic, OpenCritic

Review Policy | Scoring Policy | Meet the Reviewer

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Sand Land Review https://www.gamersheroes.com/honest-game-reviews/sand-land-review/ https://www.gamersheroes.com/honest-game-reviews/sand-land-review/#respond Mon, 29 Apr 2024 14:32:42 +0000 https://www.gamersheroes.com/?p=142158 Sand Land's vehicular combat is entertaining from start to finish, but bizarre progression pacing and the repetitive nature of the side content makes this a hard sell for those approaching the series for the first time.

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With no previous exposure to the source material – but a longtime love for Bandai Namco’s anime- and manga-inspired games, I went into Sand Land with minimal expectations. And the result?

Well, it’s a mixed bag to say the least.

It’s like struggling through a barren desert, hoping to find an oasis.

Within the first couple of hours, I shared a Tweet on X calling it one of the most boring games I ever played. If it wasn’t for the fact I was writing a review, I probably would have dropped the game there and then. I’m happy I didn’t, for the most part.

The game begins as protagonist Beelzebub, the Prince of the Underworld, and his merry band of loveable misfits fight to procure water for the Demon Village. Series favorites, such as Thief and Sheriff Rao, join Beelzebub on an adventure to seek out the Legendary Spring.

An image showing the Swimmer Gang, a colorful cast of enemy characters in the game Sand Land
Sand Land features a true cast of loveable anime characters like only anime can

With an understanding and passion for the source material, there’s a meaningful and worthwhile narrative adventure here, one full of charm and heart. However, for those like myself, it’s like struggling through a barren desert, hoping to find an oasis.

And it took me about 15 hours before the exhausting, awkward translations and dialogue made way for a cast of truly memorable characters.

Without that initial struggle to find the connection with Beelzebub and friends, I’m sure fans will enjoy every moment. For those perhaps exposed to the series for the first time, it’s going to be a very hit-and-miss experience.

An image showing the devastating aftermath of an Aquanium explosion in the game Sand Land
A crater left behind by a devastating Aquanium explosion

Much can be said about many of the gameplay elements of Sand Land. There’s a lot of fun to be had, but there’s a lot of work to get there.

Combat is separated into two main components: Beelzebub’s on-foot melee combat, a system you only really use when it’s forced by the story or environment, and a far more thrilling and rewarding vehicular combat system.

an image showing one of the bigger dungeons in the game Sand Lands
The game boasts a number of expansive dungeons but they all suffer from near identical visuals

Beelzebub’s combat is well done. Basic combination attacks, special moves, and careful dodging combine to deliver a responsive and fast-paced battle system, but one that just pales in comparison to the alternative.

Would you rather stand toe-to-toe with enemy soldiers throwing well animated kicks and spins, or do you bring a tank to a gun fight?

An image showing the main character about to execute a stealth takedown in the game Sand Lands
Stealth sections, although simplistic, offer a welcome break from the games combat

The vehicular combat, as explosive and entertaining as it is, takes all too long to get started. A near seamless ability to switch vehicles during combat creates for endless combination attacks and variations of combat style, but it can take over half the game to unlock all the bots.

I share similar issues with the party and progression systems. While Beelzebub and his allies core upgrades are fast enough to obtain, the ability to truly unlock the maximum potential of the bots is locked behind a party member that joins in the final hours of the experience.

Sand Land’s vehicular combat is entertaining from start to finish

This makes the final hours of the game the very best Sand Land has to offer. An impressive customization suite boasts a huge selection of options for each of the vehicles, both mechanically and visually. However, Sand Land’s difficulty and additional content fail to motivate any real necessity to take the time to grind.

This is largely due to the unsurprisingly barren and uneventful nature of the game world. It’s a desert. It’s full of sand and, sadly, not much else.

An image showing the impressive selection of vehicular upgrades and customization options in Sand Land
Upgrading vehicles is easily the games most exciting and engaging aspect

You occasionally bump into side quests, treasure chests and characters, some of whom will be happy to return to the game’s central hub. Adding new buildings and facilities along the way, but for the most part, it’s as barren as you would expect a desert to be.

Even in later areas when, after what seems like a lifetime, you find some grass and trees, the world feels very much empty and lacking purpose.

An image showing one of Sand Lands main antagonist characters
Truly chaotic boss battles standout from otherwise unimaginative game design

Sand Land is at its very best during the humorously over-the-top boss battles. Mowing down tanks and enemy soldiers using an impressive array of vehicles and abilities. It’s just a shame that, outside the colorful cast of characters, the rest of the game can’t match the pace.

Sand Land’s vehicular combat is entertaining from start to finish, but bizarre progression pacing and the repetitive nature of the side content makes this a hard sell for those approaching the series for the first time.

Sand Land Review

Reviewed On: Xbox Series X (A digital code was provided)
Release Date: April 25th, 2024
MSRP: $59.99 / £59.99
Platforms: Xbox Series X/S, PlayStation 5, PC, PlayStation 4
Developer: ILCA
Publisher: Bandai Namco
Alternative Reviews: Player2, HeyPoorPlayer, TheGamer
Aggregate Scores: Metacritic, OpenCritic

Review Policy | Scoring Policy | Meet The Reviewer

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Dragon’s Dogma 2 Review – The First Proper RPG In Years https://www.gamersheroes.com/honest-game-reviews/dragons-dogma-2-review/ https://www.gamersheroes.com/honest-game-reviews/dragons-dogma-2-review/#comments Wed, 20 Mar 2024 15:01:56 +0000 https://www.gamersheroes.com/?p=140588 Dragon's Dogma 2 feels like the first proper RPG I've played in years. Its world is captivating, filled with stories both told and waiting to be found. This is a must-play for RPG fans

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Dragon’s Dogma 2 is one of the most intriguing RPG’s of the last decade. It’s a combination of design and philosophy from across the spectrum of genres bringing together the player-driven storytelling of games like The Elder Scrolls, and the unforgiving challenge of Dark Souls, albeit not in a combat sense. All of this wrapped up a story that, simply put, has the most satisfying conclusion I’ve seen in this medium.

That being said, Dragon’s Dogma 2 is not going to have the widespread appeal of a typical RPG game. Modern day RPG’s often forgo the hardships of the arduous journey, instead constantly enticing players to focus on the destination, rush through to the objective, get the job done and move on to the next.

Dragon's Dogma 2 Review

It took me a couple of days to break away from those expectations. Traveling from coast to coast in seconds, objective markers highlighting every single area of interest, side quests rarely delivering more than the promise of a pot of gold at the end of a rainbow. The all too comfortable and instantly gratifying nature of the gaming product today. Dragon’s Dogma 2 is none of those things, and it’s all the better for it.

When I reviewed Final Fantasy VII: Rebirth, an incredible game as that is, I was left with a sinking feeling in the pit of my stomach. It was yet another in a long line of great RPG games that left me wanting, craving for the RPG experiences of yesteryear. If my favorite game of all time, remade to near perfect execution, was unable to satiate my RPG desires what hope did Dragon’s Dogma 2 have?

Dragon's Dogma 2 Review

Watching the credits roll, I realized, it was not my love for RPG’s that has waned in recent years, it’s just that these new titles don’t embody everything I love about the genre. I don’t want to climb towers to reveal locations. I don’t want to simply follow a string of objectives to complete a side quest. I don’t want to know that I am always only a few seconds away from quickly teleporting to a safe haven where I can regroup and resupply. I want challenge, I want to experience failure, I want things to go wrong.

Everything in the game feels earned, fought for, prized. Yes, you can fast travel between specific locations, but it requires an expensive consumable to do so, or you can ride an Oxcart and either enjoy the sights or skip the journey – only for a rampaging minotaur to impale the driver and leave you walking anyway.

Strips of convenience have been torn away to finetune an experience that tells a story of the how, what, and why, and not so much the where . The Oxcart only runs at certain times and you can only fast travel to certain locations. Many of the side quests require actual thought and problem solving. Sometimes, you’re just going to get stuck.

Dragon's Dogma 2 Review

It’s not a constant flood of positive reinforcement. You will fail, you will struggle, things don’t always go your way and that is why I love this game so much. It makes the world feel alive, with purpose, more so than simply existing to facilitate the needs and desires of the player character.

It’s on these long journey’s where the real storytelling takes place and not simply through cut-scenes and scripted events, but through the interaction with the world and those that walk its dangerous roads.

Dragon’s Dogma 2 is best played with friends which is probably the strangest thing I’ve ever said about a single-player RPG.

I’d just finished wiping out a camp of bandits when, at the end, the leader of the bandits betrayed one of his crew who was then promptly arrested by the palace guard. Quest complete. Got my reward, time to move on – or so I thought. I then begun following clues from conversations. No quest, no promise of reward, just the excitement of a hidden story.

Dragon's Dogma 2 Review

This one single event, in a game of hundreds, captivated me for hours. I broke someone out of prison, I travelled huge distances across two regions, I spoke to witnesses and acquaintances, and eventually I stood atop a misty mountain contemplating what in the hell just happened. What had I done?

These stories are present throughout. The main story arc is a slow burn but the ending is arguably the most satisfying I’ve ever experienced and much like my journey with the bandits, the best stories are those you discover for yourself.

a socially connected experience unlike any you will find in the genre.

The Pawn system is one that is as thematically fantastic as it is mechanically sound. Having stalwart allies to aid you on your quest has its clear benefits, utilizing similar classes and abilities to the Arisen in combat, but its their function outside of combat that takes the spotlight.

Dragon's Dogma 2 Review

Dragon’s Dogma 2 is best enjoyed with friends, which is probably the strangest thing I’ve ever said about a single-player RPG. The Pawns you encounter on the roads or recruit from the Rift have often spent countless hours travelling the roads with other players, experiencing events, completing quests, tracking down treasures.

They bring that experience into your party and when you know of the Arisen to which these Pawn’s serve, it’s even more gratifying. I completed a side quest, one of many in the game with various endings and choices, and one of my Pawn’s spoke to me.

She told me of an Arisen that did not aid a man in the way I did and the outcome, well, it was bad. Catastrophically bad. That particular Pawn belonged to another of our editor’s, Johnny. I lost count of the back and forth messages we sent discussing various events and activities our Pawn’s had experienced. Sharing our successes, our failures, and our surprise to hear of alternative outcomes. It’s an innovative system that is both a pillar of the games world narrative and a socially connected experience unlike any you will find in the genre.

Dragon's Dogma 2 Review

Even as I write this review, listing all of the things I loved, many will make that same list about the things they hate. Frustration is a real problem in the game and for some the challenge of overcoming that frustration may very well be a burden too heavy to bear.

Every great story has a struggling hero whether that medium be books, movies, or video-games. In games, we often experience that struggle from a detached perspective, watching emotional cut-scenes or dialog as our chosen hero fights to reach their destination.

Dragon’s Dogma 2 tells that same story but you will suffer alongside your hero. You will feel every step on that long road to the next town, you will feel every bit of frustration when something doesn’t go your way. Thankfully though, even frustration is no match for mounting the face of an angry cyclops as you repeatably stab it in the eye.

Dragon's Dogma 2 Review

The combat is such a vital component of the game and one that excels in every aspect. The vast majority of world challenges and events you encounter will be combat focused. Whether you’re getting ambushed by a group of goblins on the way to town or saving a single Pawn beset by wolves, most problems will be solved with an axe, or a sword, or daggers, maybe a magical staff? There’s a lot of choice

The Vocation system, basically character classes, is as versatile as it is creative. For as long as I can remember my go-to in games of this nature is the biggest guy with the biggest two-handed weapon possible. So I took on the mantle of the Warrior Vocation.

Every Vocation feels unique and rewarding enough to be a singular main class in any mainstream RPG game

Slicing through groups of enemies with a slow but broad swing of my massive sword. Cutting down goblins in but a single swing. If it wasn’t for writing this review, I probably would have settled for that the entire game, but boy that would have been a mistake.

Darting around the battlefield as a thief, countering blows and mounting beasts. Striking from afar with explosives arrows or magical bolts as the Magick Archer or Sorcerer. Every Vocation feels unique and rewarding enough to be a singular main class in any mainstream RPG game but to have each available and so free to explore? It’s incredible.

Dragon's Dogma 2 Review

Dragon’s Dogma 2 feels like the first proper RPG I’ve played in years. Its world is captivating, filled with stories both told and waiting to be found. This is a must-play for RPG fans who’ve grown tired of the hand-holding nature of modern games and just want to get lost somewhere magical and quite frankly, brutal as hell.

Dragon’s Dogma 2 Review

Reviewed On: PlayStation 5 (A digital code was provided)
Release Date: March 22nd, 2024
MSRP: $69.99 / £69.99
Platforms: Xbox Series X/S, PlayStation 5, PC
Developer: Capcom
Publisher: Capcom
Alternative Reviews: HeyPoorPlayer, Worth Playing, Noisy Pixel, Pure Xbox
Aggregate Scores: MetaCritic, OpenCritic

Review Policy | Scoring Policy | Meet The Reviewer

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WWE 2K24 Review https://www.gamersheroes.com/honest-game-reviews/wwe-2k24-review/ https://www.gamersheroes.com/honest-game-reviews/wwe-2k24-review/#respond Mon, 04 Mar 2024 18:23:56 +0000 https://www.gamersheroes.com/?p=139679 How does WWE 2K24 stack up compared to WWE 2K23? In this review we go over each game mode, discuss the pros and cons of 2K's latest wrestling games and answer the important question, is it worth buying?

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I often find it challenging to muster any real enthusiasm for yet another yearly release of a sports game , or a sports entertainment game for that matter. The journey of game development is a tough one, irrespective of the talent and resources available. How much can you really achieve with a new game released every year? However, 2K22 was an impressive return to form for 2K, so I was hopeful for another stellar release in 2024.

Despite a rocky beginning to the decade, developer Visual Concepts managed to completely revitalize the experience, making WWE 2K22 the most enjoyable wrestling game I’d played in years. New game modes, improvements to existing modes, the best in-ring action for a very long time, I was eager to see the improvements put in place in 2K24, and especially the new Showcase.

Where do I even begin with the game modes? WWE Showcase, MyFaction, MyRise, MyGM, Universe Mode, Online Mode, a creation suite that’s quite simply the best the genre has ever seen. It’s the epitome of throwing everything against the wall to see what sticks, except all of it sticks.

WWE Showcase

Discussing 2K24's WWE Showcase mode

WWE Showcase, despite telling stories we’ve heard for decades, reliving moments we’ve all lived before, feels so fresh and engaging. It puts players into the heart of these iconic stories in a way only possible in a video-game. 2K’s Slingshot Tech is such an incredible storytelling tool, offering near seamless switches between gameplay and WWE’s impressive archival footage. I’ve seen Hogan’s Andre slam more times than I can count. I’ve watched the first ever Wrestlemania ladder match between HBK and Razor Ramon a dozen times, but the Slingshot Tech combines playing through those moments as a player and then instantly reliving them as a fan, with all the heart and emotion that comes with it.

The Showcase mode begins its journey at the 1987 Wrestlemania III encounter featuring the Randy Savage and Ricky Steamboat, culminating in the epic clash at Wrestlemania 39, featuring a total of 22 matches. It may well be a path well travelled but the greatest stories never die and there has never been a better way to experience these stories than the showcase of the immortals. It’s also the only place in the game that let’s you play as Brock Lesnar, which immediately killed a lot of my interest in MyFaction.

MyFaction

Discussing the boss battles of MyFaction

In previous games, I haven’t dedicated much time to MyFaction mode, largely because I dislike card-based microtransaction-driven modes found in yearly sports game releases, thanks FIFA. However, I was determined to give it a proper shot this year.

I’d chosen my faction before I’d even installed the game. Brock Lesnar, Goldberg, Triple H, and Batista. I was intent on grinding through every challenge, every match, every grueling card pack opening, and then I learned both Goldberg and Brock are not featured in this years WWE game. Goldberg, assuming is some Legend Contract issue and Brock, well, I would guess it’s due to recent controversies but he’s playable in other modes? It’s confusing.

Analyzing the cards of MyFaction mode


So, initial disappointment aside, I laced up my boots and got stuck in. You create a male and female version of your faction with two teams of four superstars. You assign a manager, choose your faction name, customize a few visual components, and the start the grind.

That’s very much what MyFaction is, it’s a pure combat grind of earning currencies to buy and unlock new cards whilst upgrading existing cards with new abilities (badges) and buffs (sideplates). You can jump into Faction Wars, a series of escalating conflicts against various AI controlled factions, complete Weekly Tower challenges, enter the Proving Grounds, complete Live Events, played both Ranked and Quick Play against other players, it’s never-ending grind and constant injection dopamine-infused rewards promise endless hours of entertainment and one that I very much look forward to exploring more post-release.

MyRise

Reviewing The MyRise Mode Of WWE 2K24
I don’t enjoy checking my social media in real-life, I don’t need a virtual social media to-do list either

MyRise is probably my favorite of all the game modes WWE 2K24 has to offer, but it’s not without its problems. Offering two distinct storylines, WWE Unleashed and WWE Undisputed, following the journey of an up-and-coming male or female WWE Superstar, it puts players into the heart of their own WWE story.

It’s a narrative driven adventure with WWE’s typically over-the-top storytelling and explosive twists and turns. Swapping brands, Forging factions, getting betrayed, scheming and plotting, dealing with Miz and his trademark douchebaggery, branching decisions that lead your wrestler down a different path, it really is the ultimate story mode. Most of the problem with MyRise occurs outside the ring with an unnecessary focus on a clunky social media UI that has you checking post after post between matches, and loading and entrance sequences that can sometimes be longer than the actual match. Its this frustration that makes it unlikely I’d struggle through multiple story attempts, exploring each of the diverging paths, but the initial playthrough is well worth the time.

MyGM

Discussing the Booking aspect of the MyGM Mode

Last year, when I reviewed WWE 2K22, the MyGM mode stood out as the highlight for me, reminiscent of the a favorite game mode from the peak Smackdown Vs. Raw era. Excited to delve into the newest version, I embarked on the journey once more to elevate WCW as the premier brand on WWE TV. Although I would have preferred ECW, the absence of a women’s title was a killer. What’s a wrestling show without The Queen? Similar to last year’s experience, I relished in constructing and executing rivalries, nurturing tag teams, and sabotaging my competitors’ efforts. There have been some fantastic improvements but the rivalry system, the core of the entire thing, still feels a little behind.

Analyzing the Logistics options of MyGM mode

Rivalries often feel constrained, failing to capture the grandeur of the WWE universe’s most iconic and long-lasting narratives. They have added the ability to contest singles titles in more than just one-on-one matches, and matches involving multiple wrestlers can elevate individual rivalries, but the rivalry system still remains too simplistic to really capture the flavor of WWE.

Additional Championships keep rivalries fresh and engaging, trading options between brands allows for important shakeups for tired or over utilized superstars, trading scouts can help track down the next big thing and, probably my favorite addition, the Superstar Journey feature. Superstars in MyGM mode can now progress and advance through an XP system, unlocking new benefits and perks such as increased ratings during certain match types.

Looking at the new feature of MyGM, Talent Scouts, and analyzing it's importance compared to last years

One of my biggest complaints with last years MyGM mode was the lack of incentive to continue playing past the first year. With the addition of the new leveling system, upgrading the production levels, I was well into my 4th year and loving it.

I did struggle with some of the GM intervention methods. Almost every PVE event I had Eric Bischoff forcing three of my most popular champions to take the week off, and despite winning all the awards at the end of the season, all of the other GM’s and Triple H chastised my performance.

Overall, the improvements to MyGM mode add a lot of much needed depth and sets a really exciting foundation for future releases.

Universe Mode

Rating the Universe mode of WWE 2K24

The Universe mode features two styles of play. You can either control a single superstar or the entire brand, choosing who wins and who loses, scheduling title matches, resolving rivalries. For me, this mode scratched a very similar itch to MyGM but for those wanting to dive a little deeper, it’s a robust set of tools that really puts you in control of your very own WWE universe.

Want to take The Hart Foundation to new heights? Revive the Rock ‘n’ Sock Connection? Create entirely new stables and dominate the PPV’s. It’s a high-effort game mode, requiring a lot of micromanagement and navigating of menus, but this is the kind of game mode we dreamt of as kids.

Creation Suite

Analyzing and discussing the Creation mode in WWE 2K24

Whenever I’m discussing the greatest wrestling games of all time, I will always throw back to the wrestling games of yesteryear. No Mercy, Smackdown Vs. Raw, even Backyard Wrestling gets a mention, games were the gameplay was the core of the entire experience. I still feel those games provide a certain magic missing from today’s much grander visions but if there’s one area where the modern game completely dominates nostalgic competition, it’s 2K’s creation tools

Building a wrestler from their boots to their hair dye. Tweaking entrances to pull off that perfect persona. Customizing move sets to be both competitive and thematic. Messing around with arenas, match types, belts, it’s an incredible suite of tools that only gets better once the community gets involved and begins sharing creations. As soon as this goes live, I’m downloading Vince McMahon as a manager for MyGM and getting me a Brock to cause total carnage in the ring.

Gameplay

Discussing the gameplay of WWE 2K24

WWE 2K24 continues Visual Concepts efforts to create in-ring action as close to the real thing as possible. It’s a fast, fluid, and responsive combat system that works nearly flawlessly. The reversal system is fantastic, a far cry from that old stamina/tick based rubbish we suffered with for a while. A complete skill-based, timing reversal system that creates for a dynamic combat environment in every battle.

In one-on-one matches, it’s the best in-ring action of any wrestling game, ever. Once you start adding some chaos to the ring, be it additional wrestlers or one of the many toys WWE Superstars love to deploy, it does start to struggle.

The inability to switch targets during certain animations makes addressing threats and dealing with multiple targets a chore, and something that really falls flat when playing ladder matches and the likes. Interactions with the referee don’t feel very natural, and trying to figure out the controls for tag partners in the heat of the moment is a complete gamble.

It’s a fantastic core and one wrestling fans are sure to love but with so much of the game based around larger matches, a better targeting system is needed.

Final Thoughts

Ultimately, WWE 2K24 is the single best wrestling game on the market today, and the best one in decades. Building on the already solid foundations of WWE 2K23, the in-ring action is smooth and rewarding, the flurry of game modes offers a little something for everyone, and the Wrestlemania Showcase retells some of WWE’s most iconic stories in new and exciting ways.

Review Logo breaking down the facts about this review

WWE 2K24 Review

Reviewed On: PlayStation 5 (A digital code was provided)
Release Date: March 4th, 2024
MSRP: $69.99 / £54.99
Platforms: Xbox Series X/S, PlayStation 5, PC, Xbox One, PlayStation 4
Developer: Visual Concepts
Publisher: 2K Games
Alternative Reviews: Hey Poor Player, GamersHub
Aggregate Scores: MetaCritic, Open Critic

Review Policy | Scoring Policy | Meet The Reviewer

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Final Fantasy VII Rebirth Review – Saying Goodbye To An Old Friend https://www.gamersheroes.com/honest-game-reviews/final-fantasy-vii-rebirth-review/ https://www.gamersheroes.com/honest-game-reviews/final-fantasy-vii-rebirth-review/#respond Thu, 22 Feb 2024 14:03:32 +0000 https://www.gamersheroes.com/?p=139186 My time through Final Fantasy VII Rebirth was profound. In one moment I was relishing in the opportunity to learn more about a world and characters I have loved for nearly 30 years. In the next, I was mourning the passing of principles and ideas that represent the very foundation of my love for the RPG genre and the Final Fantasy franchise as a whole. Final Fantasy VII Rebirth marks the very best in class across practically every element of game design for the Final Fantasy franchise, but I still couldn't help but feel I was bidding farewell to an old friend.

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Whenever I introduce my career to someone for the first time, they always respond the same. They ask that fateful question, “what’s your favorite game of all time, then?” I always respond the same: it’s Final Fantasy VII.

 

Well, apart from that one time when I was on camera as a VIP at the launch event for the PlayStation 4, I panicked and said Digimon. Idiot.

Anyway, my love for Final Fantasy VII is no secret. Cloud has been my avatar on Twitter for years. My window sill is adorned with Cloud sitting atop the Fenrir and Barret striking a fearsome pose.

I have custom art of Cloud, Nanaki, Tifa, and Barret on my wall. I have an unopened deck of Cloud’s Final Fantasy TCG sitting on my desk because my friends all play Magic and think I’m sad.

I’m a fan, a fan stuck in his ways, but if any game can sway me to the modern direction Final Fantasy is taking, it’s Final Fantasy VII Rebirth.

Well, somewhat at least.

Final Fantasy VII Rebirth Review

The story events that unfold in Final Fantasy VII Rebirth stands as a once in a lifetime event, a convergence of elements made possible only through the meticulous planning of a trilogy of games interwoven with a beloved source material.

It’s unlikely we’ll ever see an event like this again. The narrative events that take place, both new and old, bring together events from Final Fantasy VII Remake and the original Final Fantasy VII in ways that are simply not possible for any other modern video-game release.

 

Seldom does a developer get to release a game all but guaranteed to have a trilogy of titles in which to weave a complex and immersive story. Square Enix took full advantage of this opportunity and left it nearly impossible to wait several more years for its conclusion.

Despite much of the story being a path well-travelled, Rebirth provides so much more depth to the characters and the world.

Like Remake before it, the modernizing of Final Fantasy VII’s story continues in epic fashion. The characters feel authentic, the voice acting fantastic and, ignoring some of the anime-style cringe moments, it’s simply the best telling of the story so far and one that is sure to resonate with fans of the original game.

Final Fantasy VII Rebirth’s Story Is A Once In A Lifetime Event

I wanted to scream from the rooftops. At every unexpected turn I urged for someone to share it with. Theories of what’s next swirling in my head at the breakfast table.

I’m not a fan of change and I really struggle when things come to a conclusion – it took me over a decade to finally finish Final Fantasy VII, despite reaching the end a dozen times.

I didn’t think it possible for me to walk away from a reimagining of the story with a positive outlook on what’s to come, but I cannot wait.

If you’re at all familiar with my Twitter feed, you’ve probably noticed my frequent appreciation for the golden era of turn-based RPGs. From the early Final Fantasy titles to gems like Shadow Hearts and Legends of Legaia, I’m always advocating for the inclusion of classic combat systems in modern video games.

Marvel’s Midnight Suns is one of the greatest turn-based games of all time, and I’ll die on that hill. This sentiment holds particularly true for remakes of games that played a foundational role in shaping today’s turn-based systems.

That said, Final Fantasy 7 Rebirth achieves a remarkable balance between turn-based and real-time combat, arguably approaching complete perfection in their synergy.

Never once did I avoid an enemy hoping to skip combat, never once was did I grow weary of repetitive hack-and-slash mechanics so often associated with real-time combat experiences.

From start to finish, I enjoyed every battle and the scaling difficulty options strike a perfect balance for all players.

Regardless of your skill level, your affinity for turn-based or real-time combat systems, fans of both approaches have all the tools they need to strike a balance between challenge and accessibility that is as welcoming to new players as it is challenging to experts of real-time combat systems – and I’m definitely not the latter.

As someone who would have told you, just weeks ago, that Final Fantasy turn-based will never be trumped by a real-time combat system, today I am happy to admit, I was wrong.

Experimenting with the different difficulty settings throughout much of the game is something I typically do in most games I review, but rarely do I spike up the difficulty at certain points on purpose.

Battling against the iconic summons from the franchise, taking one of the games many bosses down, pushing these fights to the peak of your personal ability level is as rewarding as it is challenging and I definitely recommend players experiment with these settings to truly appreciate the depth of the combat system.

On the battlefield, every single playable character is a main character in their own right. Each with an arsenal of different skills and abilities, each suited to different tasks, and each as vital as the next.

Getting to grips in the early hours of the game, I relied on singular characters, experimenting with different combinations of attacks to maximize damage. As the game unfolds and more characters joined the fray, I’d switch and learn more about my new allies.

Towards the latter stages, I was switching between abilities to capitalize on the synergy between multiple characters, stringing together attacks in seconds.

As someone who would have told you, just weeks ago, that Final Fantasy turn-based will never be trumped by a real-time combat system, today I am happy to admit that I was wrong.

If Final Fantasy VII Rebirth were to be judged solely on its combat and story, I’d argue that you’d be hard-pressed to find a more compelling narrative-driven RPG.

However, the game’s excellence in these aspects unfortunately isn’t mirrored across other areas of the game. While each of the regions within the game offer expansive, pseudo open-world environments teeming with quests, mini-games, and treasures, this is precisely where Rebirth falls short.

It recycles outdated and unimaginative open-world mechanics that were stale back in 2013, when the sixth Assassin’s Creed game had us climbing yet more towers.

Each region welcomes you with open arms, offering a warm embrace for fans of yesteryear. The visuals are stunning, and the accompanying soundtrack delivers a wave of nostalgia like no other.

The excitement of what you know is to come, the anticipation of what could be, every region filled with untapped potential – and that’s just 15 seconds after you’ve arrived.

However, before long, that warming embrace turns cold as the cursed repetition of the “open-world” experience sets in.

Final Fantasy VII Rebirth marks the very best in class across practically every element of game design for the Final Fantasy franchise, but I still couldn’t help but feel I was bidding farewell to an old friend.

Although each area is unique, and a visual splendor to enjoy, the path of discovery and exploration is well worn, walked just moments before in the previous region you visited.

You explore the area looking for towers to climb, which in turn reveals nearby points of interest, you interact with near identical points of interest to the last region, and you repeat.

Lifesprings, locations where Mako energy has condensed into beautiful crystalized form, offer meaningful insight into the history and events of each region, providing a charming way to connect the player to the world they are trying to save, the first few times.

Receiving a call from Chadley, annoyingly stopping you in your tracks, as he informs you of a mutated species nearby that needs “taking care of,” is interesting the first few times. Digging around for treasure with a Chocobo is fun, maybe the first time.

You repeat these same objectives for each of the games regions but the thrill of adventure and exploration dwindles with each repeated objective.

Final Fantasy VII is the game that taught me the golden rule of RPG exploration: You always go the wrong way first.

That game is nearly 30 years old, and it still remains unrivalled in how much reward there was to the exploration.

In today’s industry you would be utterly insane to expect a AAA developer to hide something as important as a character voiced by Matt Mercer in a place players could actually miss, but it was that love of exploration, that philosophy of reward that I feel lacks most in Final Fantasy VII Rebirth. Everything feels easy, almost spoon fed through fear of players missing out.

I never once had to buy a weapon, I found every single upgrade for every character with minimal effort. Whilst exploring the Grasslands I discovered this huge factory, sitting atop a cliff overlooking the rocky beach below.

In Cosmo Canyon, I studied strange Cactuar rocks and structures. In the Nibel Region I was stumped by these bizarre doors embedded into a rockface. What happened at all of these locations? Nothing, well, until I had collected the appropriate quest from a conveniently placed job board.

The environments of these open-world style areas feels fabricated, each location designed to serve a single purpose, a purpose chosen to be executed at a specific time and in a specific manner.

The game all too often controls when and where you can explore, when and where you can sprint or walk. Rebirth was never sold or described as a true open-world game but even in its more linear design, and as beautiful as the game world is, it’s left to feel like nothing more than a backdrop to the story.

It’s important for me to quickly follow up on that last bit as Rebirth’s other side content is actually incredible, ignoring the repetitive and unrewarding nature of exploration.

The side quest design in Rebirth sets a standard for modern RPGs. Each side quest presents players with a chance to delve deeper into the game’s world and the characters it brings to life.

These quests aren’t just mundane fetch tasks meant to boost character levels; rather, they offer invaluable insights into the rich universe of Final Fantasy VII and provide the chance to forge stronger connections with Cloud’s closest companions.

It very quickly offsets the disappointing nature of the open-area design with opportunities to explore the motives and emotions of the characters that the original Final Fantasy VII game just didn’t have the chance to do. And that’s without talking about the mini-games; oh boy.

I don’t even know where to begin. I honestly intended to count the individual mini-games as I progressed through the story but I lost count at 10.

Some, mere feeling moments offering fun and excitement, but others stand at the forefront of the experience, deeply engrained into the main story and it side content.

Queen’s Blood, a turn-based card game that sees both players attempting to win battles across three lanes, would easily be the single best mini-game a Final Fantasy game has ever produced – if it wasn’t for Blitzball.

Queen’s Blood is one of the greatest mini-games in modern gaming history

I’m an avid fan of Tetra Master, I’ve dedicated countless hours to the mastering of Triple Triad. However, both pale in comparison to the depth of Queen’s Blood.

It resembles more closely the complexity of games like Magic: The Gathering or Yugioh. It offers near endless opportunities for deck construction, experimenting with different tactics, strategies, and cards.

Undoubtedly, it stands out as one of the highlights of the entire Rebirth experience for me, and the accompanying narrative offers a captivating story into the life of its creator.

Chocobo Racing is another mini-game that plays a pivotal role in the main story, and some of the side content to boot.

The Mario Kart style drift and race mechanics are immediately familiar and while a bit more challenge and depth would have been welcomed (we miss Chocobo breeding), it’s just another one of many things that is the best in class for the Final Fantasy franchise.

It would be negligent of me to discuss the mini-games of Rebirth and not mention the Gold Saucer. I won’t get into specific details, you need to experience this for yourself, but it took a fan-favorite location from the original game and turned that dial up to 11, reimagined and revitalized to offer one of the most exciting areas of the entire game.

I could talk about this game forever. No other game has taken me on an emotional journey of this magnitude, the good and the bad.

The soundtrack is one of the best this industry has ever produced. Each character and their relationships given infinitely more time to shine and develop than the original game. Everything about this game is fantastic, but I still can’t shake a sinking feeling in the pit of my stomach.

Final Fantasy VII is the game that taught me the golden rule of RPG exploration, you always go the wrong way first.

My time through Final Fantasy VII Rebirth was profound. In one moment I was relishing in the opportunity to learn more about a world and characters I have loved for nearly 30 years. In the next, I was mourning the passing of principles and ideas that represent the very foundation of my love for the RPG genre and the Final Fantasy franchise as a whole.

Final Fantasy VII Rebirth marks the very best in class across practically every element of game design for the Final Fantasy franchise, but I still couldn’t help but feel I was bidding farewell to an old friend.

Smith is totally right. Final Fantasy VII: Rebirth completely deserves a 9/10
@GamersHeroes
Smith is an absolute moron. I can’t believe he gave Final Fantasy VII: Rebirth 9/10
@GamersHeroes

Final Fantasy VII Rebirth Review

Blaine Smith

Official Score
90%

Summary

My time through Final Fantasy VII Rebirth was profound. In one moment I was relishing in the opportunity to learn more about a world and characters I have loved for nearly 30 years. In the next, I was mourning the passing of principles and ideas that represent the very foundation of my love for the RPG genre and the Final Fantasy franchise as a whole. Final Fantasy VII Rebirth marks the very best in class across practically every element of game design for the Final Fantasy franchise, but I still couldn’t help but feel I was bidding farewell to an old friend.

90%
pros
The best real-time combat system in a Final Fantasy game to-date
Perfectly builds on the relationships of iconic characters 30 years in the making
A gorgeous game world
Incredible selection of mini-games
cons
Story may feel discombobulated to franchise newcomers
Exploration isn’t as rewarding or satisfying as the original
A pseudo open-world may disappoint some fans

Reviewed On: PlayStation 5 (A digital code was provided)
Released: February 29th, 2024
MSRP: $69.99 / £69.99
Platforms: PlayStation 5
Developer: Square Enix
Publisher: Square Enix
Alternative Reviews: Hey Poor Player, Easy Allies, The Outer Haven
Aggregate Scores: MetaCritic, Open Critic

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Skull & Bones Review – Troubled Waters https://www.gamersheroes.com/honest-game-reviews/skull-bones-review-troubled-waters/ https://www.gamersheroes.com/honest-game-reviews/skull-bones-review-troubled-waters/#respond Mon, 19 Feb 2024 12:56:30 +0000 https://www.gamersheroes.com/?p=139049 If you can stomach the rough seas of the early game, Skull & Bones has a bounty of live-service content on offer. The end-game mechanics and loot loop rely completely and entirely on the combat system that, thankfully, is one that delivers with every firing of a cannon.

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We’ve traversed the tumultuous streets of Paris amidst the chaos of the French Revolution, braved the cobblestone alleys of Victorian London, and clashed with deities in the ancient sands of Egypt. We’ve even sailed alongside fierce Vikings in their quest to conquer Britain.

A decade has passed since the launch of Assassin’s Creed: Black Flag and the beginning of Skull & Bones’ development journey, yet it hasn’t all been smooth sailing. Enduring numerous delays, shifts in genre, and geographical transitions from fantastical realms to real-world settings, development has struggled through troubled waters.

Regrettably, the aftermath of that journey leaves Skull & Bones grappling to define its identity. It’s a clash of compelling ideas and concepts, each brimming with potential, yet few have been afforded the necessary time to flourish. While there are undoubtedly elements of Skull & Bones I’ve grown to love, its inherent challenges are evident for all to witness.

Skull & Bones Review

Usually, this is the part where I delve into my experience with the game’s storyline. Taking a moment to explore significant characters, dissect important plot events, and offer my overall perspective on the narrative direction before transitioning to other meaty parts of the experience. In the case of Skull & Bones, well, the story doesn’t offer all that much. Relationships feel forced and rushed, never given the time to develop through trial and tribulation, and the overall plot just feels flat.

After completing just a handful of seafaring missions, I found myself unexpectedly hailed as a hero by the pirates standing on the docks of Sainte-Anne. John Scurlock, the esteemed Kingpin of Sainte-Anne, now celebrating my achievements, when just moments before he was mocking my lack of experience. I struggled to remain interested in the lives and motives of the characters I encountered, and feeling rushed to develop that interest didn’t help the situation.

It’s a disappointing execution of the story, but as is often the case with live-service games, the story is rarely a focal point. It’s a few hours in a grand adventure, often spanning hundreds or thousands of hours. So, leaving the underwhelming story off the stern, many other areas of the game are truly remarkable.

Despite the hurdles of delays and change of genre, one key component was clear in the development of Skull & Bones: naval combat was destined to be its cornerstone. This is evident by the level of quality and polish in the ship-to-ship combat, a captivating and thrilling experience from start to finish. It offers a deep layer of strategy and tactical thinking as you analyze the movements of enemy ships, looking to capitalize on the smallest mistake. This is all the while providing pure satisfaction derived from just blowing the ship out of something.

Every encounter, even the trivial battles against enemies offering little to no rewards, is an enjoyable one. Lining up the perfect mortar shot onto the weak point of a moving enemy ship, sniping enemy flares before they call for reinforcements, watching three torpedoes hit at maximum range for insane damage; the combat in Skull & Bones is quite simply at the top of its class.

This is enhanced by a robust ship class and customization suite that offers a surprising variety of build options and loadouts. Each boat can be tailored to suit a number of different play styles, with a variety of different armaments and furniture pieces designed to support a holy trinity style approach with tank, DPS, and support. It may be difficult to swallow that your support ship is firing balls of goo to help heal your hull, but it works nonetheless.

While clearly designed to support co-operative and multiplayer play, each of these roles functions perfectly well for solo players. Choosing the bulky tank class of vessels, I was able to sustain incredible levels of damage whilst ensuring enemy vessels prioritized me over my allies. Switching up to one of the ramming style DPS ships, complete with a bow-mounted flamethrower, plowing directly into enemies and leaving a pile of flotsam in my wake was equally fun. It’s a system that is perfectly suited to the live-service model, one that has a multitude of avenues for advancements and improvements but one that, alone, may struggle to keep players engaged through the rough seas of the early game.

Skull & Bones doesn’t really leave the dock for the first 30 to 40 hours. The early hours, including the immediately forgettable intro, are a combination of tutorial missions and fetch quests. Fetch quests that, even with the most beautiful of oceans and a fantastic combat system, quickly become stale. I was approaching the 35-hour mark when I hit Kingpin rank, the final rank before the prestige-style grind enters the arena.

It wasn’t until nearly 40 hours into the Skull & Bones adventure that the true essence of the game unfolded. The vast expanse of the Empire stretches across three distinct regions: the Coast of Africa, Red Isle, and East Indies. Each features different locations such as foundries, encampments, and settlements. I had to grapple with frustrating time limitations and the inherent drawbacks of the GaaS model, but eventually I could seize control of these strategic points, tapping into their resources to amass Pieces of Eight, the top-tier currency. These Pieces of Eight serve as the key to unlocking much of the end-game content, from named weapons to ship cosmetics and pirate outfits, bringing the live-service elements of the game to life.

It’s a completely fresh gameplay loop from the rest of the game. Sure, it’s still very much a glorified fetch quest with epic combat, but the Empire system is where you find the best rewards, the biggest battles, and the most epic PvP encounters the game has to offer. Prior to unlocking this feature, the largest battle I had was with three enemy ships. After my first attempt at a hostile takeover of a territory, that number was closer to 20. After capturing a location, funding its resource development, and then attempting to grab your haul, you have to travel back and deposit it at one of your central hubs – or you can risk it all and take a double-or-nothing gamble on reaching another location but with other players at your heels.

There is definitely a potential for problems in the very latter stages of the live-service grind. It will be relatively easy to max out multiple locations, stack up near infinite supplies of silver, and end up managing more of an economic simulator than a pirate game, but hopefully Ubisoft can address that before the average player gets there.

Finally, touching on an area of the game that struggles to find its place as much as the story, there is controlling of the actual character. You cannot walk around on your ship, and there is no on-foot combat. Rather, it’s purely an avatar for navigating towns, cities, and camps – most of which are very tiny locations that serve little more purpose than a menu with an environment. It feels a bit sour, considering the what-if scenario. Overall, it’s a minor, annoying time sink at worst.

I played through most of the game on the Xbox Series X but also played a fair amount on PlayStation 5, both co-op and solo play. Skull & Bones is perfectly suited for solo players, although the more challenging and exciting missions are definitely geared towards co-op and multiplayer play. It’s a lot of fun solo but whack that dial way up if you can sail with some friends.

If you can stomach the rough seas of the early game, Skull & Bones has a bounty of live-service content on offer. The end-game mechanics and loot loop rely completely and entirely on the combat system that, thankfully, is one that delivers with every firing of a cannon. Taking over towns and cities, conquering trade routes, climbing the leaderboards – Skull & Bones is a thrilling ride. It’s just a shame that it can take 30-40 hours to get there.

This review of Skull & Bones was primarily done on the Xbox Series X, although the reviewer also played the PlayStation 5 version. Digital codes were provided by the publisher

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Suicide Squad: Kill the Justice League Review: Running on GaaS? https://www.gamersheroes.com/honest-game-reviews/suicide-squad-kill-the-justice-league-review-running-on-gaas/ https://www.gamersheroes.com/honest-game-reviews/suicide-squad-kill-the-justice-league-review-running-on-gaas/#respond Sun, 04 Feb 2024 20:32:50 +0000 https://www.gamersheroes.com/?p=138330 Does Suicide Squad: Kill The Justice League stand out in a crowd of games struggling to survive, or is this, as some feared, the downfall of Rocksteady?

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Even before launch, Rocksteady Games faced an uphill battle with their latest release. Mainstream gaming media holds little love for the games-as-a-service model, and more recent forays into the DC Universe haven’t exactly ended well. Suicide Squad: Kill The Justice League is a stark contrast from Rocksteady’s trademark gritty Arkham games, a legacy that almost feels condemning at this point.

So, does Suicide Squad: Kill The Justice League stand out in a crowd of games struggling to survive, or is this, as some feared, the downfall of Rocksteady?

Suicide Squad: Kill the Justice League Review

Kill The Justice League’s story follows the traditional superhero trope: There’s an impending world-ending event of biblical proportions that only Earth’s greatest heroes could hope to overcome. Well, that was if the entire Justice League hadn’t been turned into Brainiac’s mind slaves.

Instead of the usual spandex-wearing goody-two-shoes, players take the mantle of the Suicide Squad, a ragtag group of Arkham convicts set loose on Metropolis. This was pulled off by Amanda Waller, who, quite honestly, may just be the greatest villain in the entire DC Multiverse. She’s more terrifying than any of the Suicide Squad; I’d rather go toe-to-toe with Brainiac.

The story follows Harley Quinn, Deadshot, King Shark, and Captain Boomerang, the latter of which has quickly become one of my all-time favorite characters. They all set out to take down the Justice League and destroy the evil Brainiac before he enslaves what’s left of the human population.

It’s a rewarding narrative, one that toes a careful line between routing for the antihero and just flat-out destroying our childhood dreams before our very eyes. Its most impressive feat is the ability to create a bond between the player and members of the Suicide Squad that’s strong enough to endure some of the heinous events of the latter stages of the story, events that could sour the experience for some.

Unlike the humor, which is smashed out of the park in the first 30 minutes. The writing is fantastic, effortlessly blending a rather doomsday-like scenario with quick one-liners and banter between allies, all timed and delivered to near perfection. Some of the game’s funniest moments don’t even require words; the facial animations are some of the very best this industry has to offer. An entire joke can be delivered with the raising of an eyebrow or the rolling of the eyes. Supported by fantastic performances throughout, it left me feeling both fulfilled and empty. As a live-service title, the story was so much better than I was expecting. Despite this, it left me lovesick, wondering how much more we could have had in a more traditional single-player setting.

Running in at about 10-12 hours, the story felt short. It does flow through the games-as-a-service end-game style grind in fantastic fashion, arguably the most thematic we’ve seen in the genre to-date, but if that GaaS style end-game grind isn’t your thing, the experience may not feel deserving of the price tag.

Suicide Squad Kill The Justice League Review

Each of the four main characters – Deadshot, King Shark, Captain Boomerang, and Harley Quinn – each boast their own arsenal of weapons, abilities, and traversal powers. I typically struggle with games that require diverting of attention between too many skill trees and loadouts. While Suicide Squad’s user-interface makes it a seamless and effortless process, I still found myself drawn to Deadshot – a character I played throughout much of the game.

Once the story is over, when the GaaS grind begins, these games live and die by the quality of the combat. Thankfully, Kill the Justice League’s combat system is one of the most exciting I’ve played in a long time. Hulking brutes, long distance snipers, armored melee units, fortified tanks…the game throws a bevy of different enemies at you, each requiring different tactics and solutions. The satisfaction of stringing together the perfect counters, launching to the next group of enemies with combined traversal abilities, and hitting special attack to clear an entire platform never grows old or feels stale.

After every cutscene and story segment, I was eager to get back to the skies of Metropolis and just kill stuff for the fun of it. Both fitting of the genre and the theme, I suppose. However, that enthusiasm did dwindle somewhat when it came to the boss battles. While none of them were bad – you battle against the majority of the Justice League at one point or another – none of them really stood out either. Not really a crime, but when you are battling against characters as iconic as those seen in the Justice League, I expected combat on far grander scales.

Suicide Squad Kill The Justice League Review

As with all the GaaS launches of recent years, much of the pre-launch discussion was sharing the woes and concerns of the genre. I get it, they are not for everyone. Grind and repetition are often seen as negative elements of the gaming experience, but there’s still a large audience that thrives on the challenge and lives to log in each and every day. Is this that game? I’m not sure, but it has a hell of a lot more chance than I thought it would have.

The live-service elements, while limited in variety, do boast an impressive array of character customization and loadout options. Every aspect of the characters can be enhanced and improved. Personal stats, weapon rarity, weapon traits and perks, special abilities, there’s a huge list of min-maxing opportunities that offers the perfect playground for fans dedicated enough to withstand the limited mission choices of the post-game scenario.

Suicide Squad Kill The Justice League Review

Suicide Squad: Kill The Justice League is a great game for a certain type of player, having all the hallmarks of a fantastic single-player cinematic experience. It features a great story, excellent voice acting, beautiful environments, and captivating characters, but it all feels cut short to service this live-service model. I had a lot of fun playing through, and I’ll likely dive more into the end-game grind. Still, I still can’t help but ask: What if?

This review of Suicide Squad: Kill the Justice League was done on the PlayStation 5. A digital code was provided by the publisher.

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The Star Named EOS’ world building is at the top of its class, turning the genre on its head with camera in hand.
Nintendo World Championships: NES Edition gives a number of Nintendo classics a new lease on life, but the overall package is a bit light on content.

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For The King 2 Review – Co-op At Its Finest https://www.gamersheroes.com/honest-game-reviews/for-the-king-2-review-co-op-at-its-finest/ https://www.gamersheroes.com/honest-game-reviews/for-the-king-2-review-co-op-at-its-finest/#respond Mon, 06 Nov 2023 11:26:37 +0000 https://www.gamersheroes.com/?p=134624 For The King 2 is the perfect sequel. It takes the very best components of its predecessor and uses those time-tested elements to raise the series to new heights. To put it simply, For The King 2 is one of the best strategy-based co-op experiences on the market today.

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It never feels like we get enough co-op games nowadays. I don’t mean all these always online multiplayer games as a service stuff, just good old-fashioned co-op fun. Developed by Iron Oak Games and Published by Curve Games, For The King 2 is a direct sequel to the 2017 original, offering players strategy-fueled turn-based combat with tabletop-inspired exploration and roguelite progression.

For The King 2 is an old-school sequel. It doesn’t try to reinvent the wheel or mash things up with an entire genre change. It simply takes everything that made the original game as fantastic as it was, and just adds more. We’ve got new random events, new locations, new classes, new weapons, all fantastic stuff but best of all? We can now bring in a 4th player.

For The King 2 Review



For The King’s original cap on three playable characters was, arguably, about the only thing I didn’t like in the original game. We always had a 4th in the wings waiting to play, doing dice rolls or a quick round of rock, paper, scissors to see who had to sit it out this time. If you’re more of a solo player or don’t have a 4th friend to bring, each of the 4 characters you choose can be controlled by any number of players.

Each player can control a single character or it can be divided with fewer players. For the entirety of our time in the game, both Johnny and I controlled two characters each. This is something I usually find off-putting in games. I like to have my main character and not bother controlling an “AI” but with the way the gear and classes function, it feels more like double the fun and not double the work.

Each class comes with its own stats and individual abilities, typically a small random chance to do something useful and thematic for that class. The Blacksmith, for example, has an ability that will sometimes entirely negate the damage of an attack. The Alchemist has a small chance to brew potions at the end of each turn, basically grenades, and the Farmer sometimes creates a Scarecrow in battle that acts as a frontline tank. There is definitely some disparity between the classes, with some being so effective it’s stupid not to take them, and others being nigh on useless, but there’s enough variety of good classes for a ton of different party lineups.

Most of the classes excel in a couple of areas, making ideal builds and playstyles very apparent, but it’s not without flexibility either. You can play through different chapters with exactly the same class and party lineup and have different builds for most of the characters. Sometimes, this is by choice, other times you’re forced to adapt to the challenges you face.

The advancement and progress of each class is tied directly to the equipment you find in the game world. Tons of different weapon types, multiple defensive options between physical defense, magical defense, and evasion, it’s a system of mixed emotions. Sometimes you will find the perfect items, creating that ultra-powerful build you’d planned right at the start of the campaign. Other times one of your character struggle, falling behind the party because you’re not finding the perfect gear. This may sound somewhat disappointing but it’s the lows that really make the highs such a remarkable achievement.

Exploration remains a pillar of the For The King experience and remains largely unchanged in For The King 2, with good reason. When exploring the Overworld every hex hides possibility, it hides excitement. A brand new class, a powerful new weapon, a challenging battle, just a few potential discoveries with each shiny question marked hex that you explore. It’s a system that worked so well in the original and one that continues to be one of the game’s most appealing elements.

The challenge and difficulty of exploration lie within the efficiency and management of your party’s movement and locations. Allies can only join battles if they are within range, certain classes excel at avoiding enemy encounters while others struggle. It’s the careful planning and execution of an exploration plan that keeps turn after turn, an explorer’s dream. It sounds simple enough, right? Don’t start a battle unless all your allies are within range. Don’t go exploring with a class that is unable to sneak past an ambush. Those ideas are sound in principle, but then, something shiny.

And that’s all it takes. A new event appears, an enemy you’ve not fought before, a pot of gold at the end of a rainbow (literally and figuratively), and that’s it. One of your idiot friends has run off 7 hexes in the wrong direction to try and pull a sword out of a stone and your plans have gone to shit. Exploration is a constant test of risk vs. reward, made riskier by the friends you keep, and that’s without considering the constant threat and peril of a looming world event – one that may strengthen every enemy you encounter or steal items from your loot pools.

These world events can either be directly related to the story of a specific Chapter or Scourges, unique enemies that promise some of the most difficult battles in the entire game. This creates further tension as you need to balance exploration with controlling the worlds Chaos level, a timer-like system that’s difficult to manage, but very rewarding when you’re able to find the perfect mix of objectives and freedom. Considering the difficulty of these battles the rewards are often underwhelming, an issue the original game struggled to solve, but the satisfaction of taking down these difficult bosses nearly offsets the disappointment, nearly.

For The King 2’s combat system, on the other hand, has seen quite a number of improvements and changes, primarily, the combat grid. It’s a formation system that rewards tactical placement of specific characters in specific locations. Tanks and melee users excel on the frontlines, while magical and ranged users benefit from defensive bonuses on the back, there is a caveat however, it’s random. This was quite jarring initially, having to constantly move characters around to the correct locations but without the random element, the system becomes quite passive and relatively dull. It’s not a complete mess, the game won’t place your squishy guys on the frontline, but the lack of fixed formations may be off-putting for some.

After understanding its importance in creating a more dynamic combat environment, it’s a feature that grew on me as time went on. Toward the end, we understood that we’re not going to begin each fight in a perfect formation but neither is the enemy. Managing character locations to avoid area of effect attacks, careful placement of your buffing characters to maximize effectiveness, it’s another rock on this mountain of risk vs. reward that the game builds and relies on so heavily.

The core components of the combat system, attacks and abilities being tied to dice rolls based on specific stats, remains much of the same. It’s an experience of massive highs and incredible lows. Nailing that awesome 60% chance for an enormous strike is as satisfying as it gets, matched only by the utter dismay of missing a 95% chance to hit and having a character killed as a result. It’s a love hate relationship that creates memories and experiences that will last a long time.

The most exciting additions to For The King 2, that truly set it apart from its predecessor, is the inclusion of a loadout system and its roguelite elements. As you complete story objectives and dungeons you are rewarded with Lore Books, these Lore Books can then be spent in the Lore Store to unlock new items, classes, events, and cosmetics. Previously, this simply added stuff unlocked to the random pool of things to find in the next campaign but the new Loadout system makes unlocks far more effective.

At the beginning of any Chapter, you can assign a Loadout to each character in your party, using Loadout Points. These can be used to start with additional healing items, extra gold, stronger weapons and armor, it adds a level of strategy and tactical thinking that the previous game lacked. Being able to fine tune and plan your strategies for the earlier stages of the game is really engaging for the entire party and makes the previously predictable and often boring first few turns, more impactful and exciting.

Bringing in the best of the old with the creative direction of the new makes For The King 2 feel instantly familiar and charming, like coming back to a warm home after a cold days work. The addition of new combat and reward mechanics deliver the thrill of exploration and combat that only died down in the original after completing the entire game and running out of things to unlock.

For The King 2 is the perfect sequel. It takes the very best components of its predecessor and uses those time-tested elements to raise the series to new heights. To put it simply, For The King 2 is one of the best strategy-based co-op experiences on the market today.

This For The King 2 review was done on the PC. A digital code was provided.

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Nintendo World Championships: NES Edition gives a number of Nintendo classics a new lease on life, but the overall package is a bit light on content.

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RoboCop Rogue City Review https://www.gamersheroes.com/honest-game-reviews/robocop-rogue-city-review/ https://www.gamersheroes.com/honest-game-reviews/robocop-rogue-city-review/#respond Tue, 31 Oct 2023 10:05:59 +0000 https://www.gamersheroes.com/?p=134327 RoboCop Rogue City pays homage to its source material like no other. A faithful recreation of a beloved character and world over 30 years in the making. At its core, it's a fantastic over-the-top 80s action shooter but dig a little deeper and you'll find a dark, dystopian tale of man and machine more relevant today than it ever was before.

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RoboCop Rogue City looks to build on a franchise that started way back in 1987. Fantastically exaggerated violence, 1980s slapstick humor, social satire, and designs slapped on every t-shirt and lunchbox in the school cafeteria. RoboCop has been a cultural phenomenon for nearly as many years as I’ve been alive but even still, we’ve yet to see a truly worthy RoboCop video game. Is that all about to change with the release of Teyon’s RoboCop: Rogue City?

RoboCop Rogue City Review



If I’m being completely honest, whenever a new game hits my radar based on an IP we haven’t really seen in nearly 10 years, I’m immediately skeptical. All too often studios deliver sub-par games in the hopes that the IP carries it to financial success, I’m looking at you Rise of Kong, but developers Teyon had a pretty solid shooter with Terminator: Resistance, so I had some hope. That hope was not misplaced. I’ve spent the entire weekend humming the RoboCop theme tune, I’ve rewatched the original movie and I even paid an extortionate price to watch RoboCop II on Prime. Nearly £8 for a movie released in 1990, can you believe that? Anyway.

RoboCop Rogue City takes place between the events of RoboCop 2 (1990) and RoboCop 3 (1993). A hyper-violent Detroit, still gripped by a deadly Nuke drug epidemic, struggles to stay alive as an evil mega-corporation, OCP, fights to privatize the police force in order to deploy its latest batch of crime-fighting cyborgs. All the while they were trying to swindle citizens out of their homes to build a new mega-city, Delta City. The story is so closely tied to the original movies to be predictable throughout but it never felt cheap or uninspired, more an honorable nod to a beloved franchise that has survived over three decades. A worthwhile story for seasoned RoboCop fans, and a fantastic glimpse into a dystopian Detroit controlled by corporate superpowers for those jumping into the RoboCop world for the first time.

Even if the rest of the game was complete garbage, which it’s very much not, RoboCop Rogue City is worth playing for the fan service alone. The level of passion and attention to detail in delivering a believable installment in the RoboCop universe is incredible and had me grinning from ear to ear throughout most of the game. Chasing down a stolen 6000 SUX, RoboCop mentions Acapulco being a warzone, the computer screen being an exact match of the one in the archives room in the original movie, a Sunblock 5000 side quest, even the way RoboCop drives the police car out of the garage is near identical to the movies. Most of these are tiny, almost insignificant elements of the movies but when tied together, it gives it a level of authenticity I was not expecting.

It’s a heartwarming combination of iconic characters, lines of dialogue, and world-building that makes RoboCop Rogue City one of the most authentic video game adaptations I’ve played in years. As a huge fan of RoboCop growing up, I felt as though I was exploring a new movie, a new saga in Alex Murphy’s journey. Simply put, this is a must-play game for RoboCop fans of the 80s and 90s.

Although it’s easy to remember the original movies as nothing but over-the-top, mindless violence, RoboCop has stood the test of time because it was always so much more than that. Alex Murphy’s inner battle of man or machine, struggling to come to terms with the loss of his family. The moral dilemma of protecting the people of Detroit or obeying his very creator, OCP. Teyon managed to create an immersive balance of both sides of the man, the one in the metal suit and the man underneath.

Much of the game centers around RoboCop and his relationships with his friends, allies, and the people of Detroit. This manifests in the game using a choices and consequences system that plays out throughout much of the experience, offering alternative endings and encounters depending on RoboCop’s interactions. You can choose whether to aid these people or turn them in to OCP, although not all choices are black and white. It’s a meaningful system, not one that merely presents an illusion of choice, but the lack of proper save functionality meant I didn’t get to explore as many alternative routes as I would have liked.

Rogue City’s combat system is arguably the games most impressive element. It perfectly captures RoboCop’s superior fire power and machine heightened reactions and senses, whilst still maintaining a level of vulnerability and threat. Walking into a room, scanning around with RoboVision, analyzing threats and taking out targets, it never gets old. Every encounter throws you into the middle of a ridiculously over-the-top 80s action movie and it doesn’t apologize for it. Ever.

It features a robust selection of enemy types as RoboCop takes on everything from ED-209 to rampaging bikers and well-armed mercenaries, all with an arsenal equally as impressive – even if most of them feel a bit weak compared to an upgraded Auto 9. It’s near perfect pacing of investigatory and passive exploration scenes meant I was foaming at the mouth in preparation for the next glorious opportunity to explore how many body parts I could remove before my enemies fell to the floor.

Whether you’re blasting through halls, busting down a door in slow motion, or cleaning up the streets of Downtown, RoboCop’s iconic stomping and his rapid-fire Auto-9 provide equal measures of nostalgic highs and good old fashion fun.

A picture of the Auto 9 upgrade system for RoboCop Rogue City

RoboCop’s iconic “that fucking gun” side-arm, the Auto 9, features a unique, engaging, and rewarding upgrade mechanic that allows RoboCop to effortlessly shred an ED-209 to pieces. Throughout the game you discover Circuit Boards, upgrade paths that can be installed in the Auto 9 with various paths and upgrades. You also discover chips that can be placed into the slots of each path to unlock powerful upgrades and bonuses.

It’s a mix-and-match style approach, with certain nodes accessing new features, while others may lead to weakening the weapon overall. As you discover and craft better quality chips, you can further enhance various attributes of each weapon. This is a vital part of progression as it has the power to turn difficult enemies into, well, a bloody pulp. One of the upgrade paths turns up the gore setting to 11 while another gives RoboCop’s weapon infinite ammo without the need to reload. Yes, it’s as glorious as it sounds.

I walked into a pristine courthouse with marbled pillars, expensive art adorning the walls, a glorious statue taking pride at the center of the building. After I’d finished RoboCoping everyone inside, it was a mess of rubble and body parts. The explosive nature of Rogue City’s fantastic combat system combined with meaningful and impactful weapon upgrade mechanics is a thrill to explore and execute.

A picture of the skill tree system in RoboCop Rogue City

On the other hand, the games skill system doesn’t feel as rewarding or well planned. There are several skill trees you can invest it, increasing everything from your damage to how well you can speak with suspects and allies, but the either or approach means some of the games best features are tucked away behind late-game upgrades and progress. That’s not to say you don’t have a choice, you can level any skill whenever you want, but the game holds a gun to your head and unless you want to miss vital bonuses, you’re going to stick to a certain path.

Maybe it’s all my years of being denied loot and opportunities in Bethesda games but given the choice in Rogue City, I spent much of the first half of the game leveling my Deduction and Psychology skills. Deduction allows RoboCop to read hidden notes to discover the combination to a nearby safe, containing items to give more XP, and the Psychology skill highlights favorable dialogue options – something I couldn’t avoid if I wanted to end the game on a positive note.

Once I’d invested enough in those to be confident I wouldn’t accidentally give OCP the run of Detroit by the time I was done, I started exploring the other skills. Focus, providing an insanely satisfying slow-motion system, Scanning allowing me to ricochet bullets in case a baby needed saving, and Vitality, a skill that let me drain energy from fuse boxes to restore health. All of the skills are rewarding, I just wish some of the more exciting ones were available on out of the box RoboCop, without needing an upgraded model.

When you’re not shooting down scum, RoboCop: Rogue City uses familiar yet effective methods to engage players in more authentic police work. Using RoboCops advanced scanning and detection systems, you’ll be searching crime scenes for clues, taking statements, and chasing down suspects. It’s a system of simple design, merely scanning around a picture to locate things out of place, but it never gets frustrating or overwhelming.

Rogue City’s demo was not without its problems and while many of those were improved or fixed, the full release is not without it’s buggy woes. I lost about 2 hours of progress due to a bug that wouldn’t let me open a door. Secondary Objectives, the games side quest style system, would often play out multiple times after completion. Characters would vanish when shot, certain areas struggled in the FPS department. All in all, nothing major, most mere minor inconvenience, but a bit more work under the hood is needed post-release.

RoboCop Rogue City pays homage to its source material like no other. A faithful recreation of a beloved character and world over 30 years in the making. At its core, it’s a fantastic over-the-top 80s action shooter but dig a little deeper and you’ll find a dark, dystopian tale of man and machine more relevant today than ever.

This review of RoboCop Rogue City was done on the PlayStation 5. A digital code was provided.

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The Star Named EOS’ world building is at the top of its class, turning the genre on its head with camera in hand.
Nintendo World Championships: NES Edition gives a number of Nintendo classics a new lease on life, but the overall package is a bit light on content.

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The Lord Of The Rings Return To Moria Review – In Progress https://www.gamersheroes.com/honest-game-reviews/the-lord-of-the-rings-return-to-moria-review-in-progress/ https://www.gamersheroes.com/honest-game-reviews/the-lord-of-the-rings-return-to-moria-review-in-progress/#respond Fri, 27 Oct 2023 07:49:14 +0000 https://www.gamersheroes.com/?p=134167 The incredible writings of J. R. R. Tolkien are no stranger to the gaming industry. Battle for Middle-earth was a strategy epic, Lord of the Rings Online is one of the most impressive and long-standing MMO's on the market, and Shadow of Mordor thrived on the war and conflict of its beloved setting. That said, there are still many corners of the Middle-earth we've yet to truly explore, many genres left untouched.

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The incredible writings of J. R. R. Tolkien are no stranger to the gaming industry. Battle for Middle-earth was a strategy epic, Lord of the Rings Online is one of the most impressive and long-standing MMO’s on the market, and Shadow of Mordor thrived on the war and conflict of its beloved setting. That said, there are still many corners of the Middle-earth we’ve yet to truly explore, many genres left untouched. Free Range Games and North Beach Games look to address at least two of those aspects, bringing the world of Lord of the Rings to a new genre and a new setting.

The Lord of the Rings Return to Moria follows the journey of a company of dwarves summoned to the Misty Mountains by Gimli as they hope to reclaim their home and restore honor to the dwarven people. Players will get to explore iconic locations from the movies, books, and beyond, all the while exploring a dark and gritty environment filled with peril and promise.

The Lord Of The Rings Return To Moria Review



Return to Moria doesn’t really look to bring anything new to the survival genre. Many of the features and mechanics are things we’ve seen time and time again, but it’s the Tolkien twist that really makes the game something special. Brewing beers and chanting with friends, swinging a pickaxe singing mining songs in unison, following the footsteps of the Fellowship as you dive deeper into the dark depths of the Misty Mountains. If nothing else, this is a game Tolkien fans will love.

Stumbling across iconic locations from the movies and books is exactly the same, every time. You hear a deep inhale as everyone in your party gasps in excitement as you discover Gandalf’s hat that was lost after the fight with the Balrog, food left behind by the hungry hobbits of the group, each and every one of these moments is inspiring, prompting chatter and sharing from everyone in the group. There are some truly epic moments that I don’t want to spoil but if you can push through some of the questionable survival design choices, there is awe and wonder to be found.

The Lord of the Rings Return to Moria is advertised as “the only survival crafting video game set in the Fourth Age of Middle-earth”, which although true, it occupies a niche within the survival genre that few games dare to tread. Heading into the darkened halls of Khazad-dûm and expecting an experience akin to ARK, Conan Exiles, any of the big names in the survival genre, is going to leave you frustrated and disappointed.

While the game shares a lot in common with the giants of the survival genre, it’s a more nomadic experience than most. Sure, you can build up a huge base and use it as a center of operations, but more than likely you’re going to construct a handful of bases at locations that have pre-existing facilities. You then use those as forward operating bases as you venture deeper and deeper into the depths. It’s not a bad design, far from it, but the traditional approach of survival games doesn’t really blend together with the progression-based exploration of the world itself.

Return to Moria is not about hunkering down building massive structures and hoarding endless resources. Almost the entire game is driven to focus on a single aspect, the journey. The challenges and adventures that await the dwarves as they look to reclaim their homeland. When you do stop to construct new base features or upgrade your weapons, it’s with the sole purpose of reaching the next tier of equipment so you can venture into the next area. It’s a finite experience, even with the procedural generation, which is a far cry from the near-endless gameplay loops typically offered in the survival genre.

Ultimately, I think it offers a more casual and accessible approach to the genre, giving players clear goals and objectives to follow every step of the way. Exploring and enjoying the core staples of the genre, crafting, survival, and gathering materials, all without needing to invest hundreds of hours over the course of a few months. However, this is unlikely to be what the average survival fan is looking for, so I’m expecting a mixed reception.

It feels closer to a narrative-driven experience borrowing from the survival genre, than a game with survival at the forefront of its design. However, what it does take from the survival genre, it takes with honesty and delivers with care. The crafting system, the backbone of both surviving and progression, is fantastic. You are constantly discovering new materials and recipes, expanding your bases functionality, discovering new ways to use valuable resources. It never feels overwhelming, you’re never expected to spend countless hours farming the same resources over and over, it’s a constantly moving and evolving system that is as rewarding as it is detailed. Construction, the art of building bases and large structures, not so much.

The game explains, through various tutorial and prompts, that structures require support and careful design. Pillars and bracers should be used to support and prop up larger structures, staying true to the legendary building prowess of the dwarven people. However, in practice, it doesn’t really work. I spent around 2-3 hours trying to build a larger base but I was unable to get even a single building to work. Endless pillars and supports, so many it would have made the building completely useless in a functional sense, and I still couldn’t get ceiling and walls to place with any structural integrity. Thankfully, the game is littered with the remnants of the dwarven civilization that once thrived here, so it’s much easier and faster to simply breath life back into these ruins and adopt those as a base.

Gathering, the art of spending ridiculous amounts of time doing menial labor tasks, is one of the core components of the survival genre but one thats importance is often overlooked. Return to Moria’s approach is infinitely better than the average competitor in the genre, delivering both ease of access and immersion in almost effortless fashion. Mining is incredibly satisfying, chipping away at rocks and ores as chunks disappear and reveal new materials. Think Age of Conan but with a little less realism. The real icing on the cake? Singing mining songs with your friends as you seek rarer and more valuable materials, singing in unison with each swing of the pickaxe. It’s such a basic concept but one that’s true to the source material and really makes something as boring as mining, surprisingly fun.

The combat system in Return to Moria is simplistic, and the lack of any real depth or meaningful progression does feel somewhat disappointing, but it still manages to deliver an incredibly rewarding and satisfying experience. There are very limited weapon types and each functions in the same manner. You have a quick, light attack, and a heavy attack that needs to be charged. You can block enemy blows with either a shield or your weapon, and with a shield equipped, you can push enemies to the floor. The combat you experience in the first few minutes of the game is nearly identical to the combat in the final moments but despite the lack of depth, I still really enjoyed it.

You can block indefinitely, there are no stamina or other restrictions. Enemy attacks are easy to scout and predict. This allows you to survive almost any encounter if you have the skill and patience to block, dodge, and counter at the opportune moment. The lack of enemy variety, a handful of different orcs, some spiders, trolls, few unique creatures, leans further on the one-dimensional combat system, and it’s either going to make you love it more or hate it entirely.

Weapons and equipment come in different tiers and each enemy you encounter will be resistant to lower-tiered weapons. The progression loop is identical throughout as you reach new locations and find new resources, you craft higher-tier weapons that do more damage to higher-level enemies. Early on this feels rewarding but as you unlock the higher-tier weapons the lack of meaningful change does start to feel underwhelming, making the latter stages of progression in the game the most disappointing.

And this is where the game struggles the most. The progression is often set at a different pace to your exploring efforts. There are 4 main regions in the game, The Western Halls, The Lower Deeps, Dwarrowdelf, and Barazinbar – all of which we explored fully with the exception of the final area. Each a combination of procedurally generated rooms and jaw-dropping set pieces created by developers with a clear love and passion for the universe. Each area is inhabited by stronger creatures and orcs than the last, and with the materials to upgrade your equipment to suit.

The trouble is, you are often reaching these locations and exploring them long before you have the required equipment to engage the enemies. In the Lower Deeps we explored every cavern, every orc camp and town, and were left short of a vital resource required to progress. Then in Dwarrowdelf, an area almost entirely consisting of stone structures and buildings, we struggled for hours to find Ironwood, chopping down and destroying every wooden structure we could find. Ultimately, this is what prevented us exploring further. In a game that is so heavily focused on progression, exploration, always moving forward, these hard-stop resource blockers just left a sour taste.

We did reach out to the developers to learn if this was a bug or an error but never heard back and sadly, it’s not the only bug skulking away in the dark corners of the mines. Fast travel points with infinite loading, others that didn’t work at all, graves of players (and all their loot) disappearing from the UI, a UI so cluttered with icons and objectives that it was nearly impossible to explore in certain directions (you’re meant to be able to turn these off), enemies spawning within the walls of your base or inches from your face. The entire map being ridden of all enemies, including important boss fights, breaking a number of quests. It’s a game that feels as though it enjoyed a few months polish under Early Access but still isn’t quite ready for release.

I really enjoyed my time in The Lord Of The Rings Return To Moria, despite its numerous issues. It’s a heartwarming gesture of passion and dedication to the works of J. R. R. Tolkien. Gathering around the Meal Table and sharing breakfast with friends before venturing out to explore. Encountering the remnants of the iconic journey of the Fellowship. Everything Lord of the Rings about this game has been done perfectly, it’s just a shame other areas of the game did not get the same level of love and attention.

I’m going to hold out on giving the game a final score until we’ve seen a few patches. In its current state, the earlier levels are perfectly playable but as you get further in to Khazad-dûm, the experience is poor.

The survival genre is already a niche of its own and the Return to Moria experience carves out an even smaller corner for its own existence, chipping away at the genre norms and forging its own path. Fans of Tolkien’s creation are sure to fall in love with the level of passion and detail given to the lore and environments but traditional survival fans may find the combat and linear nature of the game to be somewhat disappointing.

This review of The Lord of the Rings Return to Moria was done on the PC. A digital code was provided.

Creatures of Ava is a heartwarming love letter to the action adventure games of old.
Fans of the SteamWorld series will be happy with Heist 2. If you like steam bots and robot pirates - and who doesn't? - pick this one up.
The Star Named EOS’ world building is at the top of its class, turning the genre on its head with camera in hand.
Nintendo World Championships: NES Edition gives a number of Nintendo classics a new lease on life, but the overall package is a bit light on content.

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