Tag Archive: story

Review: Wanderlust: Rebirth

So, hell has semi-officially frozen over. Yes, it’s true. I’m doing an actual review. Kind of. Saying it right now; no, there will be no score at the end. It’s a retarded trend that is plaguing the industry that you can attach a numerical value to how much someone subjectively enjoyed a game. There is no objectivity to it. So don’t go in thinking I’m going to sum this all up with a number, because that’s not how I roll. There will be words though. Lots of words.  Second, this is mostly because Wanderlust happens to be a fairly short, enjoyable game that I’m able to do this. Don’t ask for reviews on other, bigger games unless you want the love-child of insanity and a college thesis. Right, we’re done with that, we can look at the game itself.


Control is very simple, movement being WASD and then using the arrow keys to use abilities for three of the four playable classes. Each one has a fairly unique play style with a couple of different styles. If you’re sadistic or boring Alchemists and Warriors can just stand behind enemies and spam basic attacks to wrack up massive combos and give the various wildlife some serious lower-back problems. Warriors can spec in to tanking or just bludgeoning things to death. Alchemists can be the back-stabby rogues or use a variety of potions to blow-up and debuff enemies. Clerics have the hilarious ability to heal and damage with basically anything they do. Specializing for one or the other makes it better, of course, but it’s hilarious to see my friend’s Cleric who was built solely to heal our party through missions run around beating everything to death with the power of healing. And no, not just undead things. You haven’t seen anything until you’ve seen someone heal a bear to death.

I wish I could be that cool.

Special mention goes to the Elementalist, the mage with the most ridiculous gameplay of the four. Unlike the other three, the Elementalist can only ever have 2 spells active (used with Right/Left mouse instead of arrows, you have to aim spells), but every spell is composed of runes that have varying cooldowns and combinations. Fire can inflict Burn, which sets and enemies Frost resist to zero. Boulder is a line-shot that penetrates and hits everything in a line. Every element you can pick from has a summon-able pet once you put in enough points to that skill.
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Darkness Calling

As some of you might remember, I mentioned buying Dark Souls before, and now that Ive finally gotten out of the spot I was in before, I think it’s time to chat a little bit about the game proper. Rather than go too in-detail about anything specific, and we will later on, I’m just going to give an overall coverage of the things that really stick out to me. Consider it a review if you like, just don’t pretend there will be a number attached at the end!

The World:

Probably one of the greatest things the world of Dark Souls has going for it, well, the world itself. The backdrops are massive and picturesque, and the detail on the varying levels always creates a beautiful aesthetic. The feeling of the world is further punctuated by the very infrequent and often slightly-off meetings of NPCs, which creates a mix of solitude and lonliness. In a truly creative way, the world can make being alone feel good and bad at the same time, setting the world around you up as a harsh, but fair, companion to your travels. In a lot of ways, the world around you captures the feeling of Rapture which had a similar comforting and yet antagonistic feel. But through it all, no matter how dark and bleak the future looks, the world of Dark Souls always offers hope, that you can succeed and push forward.

Don't let the beauty distract you from killing.

In a way, the game world is very telling but without having to overtly say anything. The sheer solitude by lack of friendly npc shows just how bad the world has gotten, but once the enemies have been cleared away, the feeling quickly switches to loneliness as the world becomes more and more empty. The fact bonfires revive all standard enemies almost becomes a blessing in the end.
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Hidden Knowledge

This one will probably be a quick one, just because I can’t really think of many images to go with it that are actually coherent to the words at a glance. Now the, I’m noticing a major problem with gaming recently, and the worst part is, it has to deal with my other preferred hobby: reading. I’m talking about the almost retarded tendency of releasing of a game with a paper-thin story, and then releasing a book with more story and going “No, see, you didn’t read the book! The book explains everything!” That is extremely bad storytelling. Your job is to tell a complete and thorough story, not to point at a book and use it as an excuse for plot-hole filling. But that isn’t to say using other media as a tie-in or to fill backstory shouldn’t be done. Let’s give off a few examples of how this is done right and how it’s done wrong.

The Bad:

Right out of the gate, Halo falls flat on its face for this one. The Halo universe is one of political intrigue, survival against impossible odds, and the culture clashes of unlikely friendships. Guess how much of this the player sees? About none of it. At all. The closest hint comes in the lowest rating of the series, Halo 2, when you play as an actual member of the alien race, the Elites. The politics and high-stakes games played by the Covenant are intriguing and deep, and the answers are never quite satisfying enough to want to stop looking. The human side of the story involves gunning down hundreds of fanatically religious aliens. The Alien side involves fighting to regain lost honor and a massive conflict of self as Arbiter uncovers more and more of the truth.
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