Matthew Byrd – Gameverse https://gameverse.com Thu, 18 Aug 2022 17:18:11 +0000 en-US hourly 1 https://wordpress.org/?v=6.1.3 https://gameverse.com/wp-content/uploads/2019/05/cropped-gameverse-icon-600px-32x32.png Matthew Byrd – Gameverse https://gameverse.com 32 32 The Worst James Bond Games Ever Made https://gameverse.com/2022/08/18/worst-james-bond-games-project-007/ https://gameverse.com/2022/08/18/worst-james-bond-games-project-007/#respond Thu, 18 Aug 2022 16:51:41 +0000 https://gameverse.com/?p=6783 James Bond Jr
James Bond Jr.

In 2020 it was revealed developer IO Interactive was working on a James Bond game known as Project 007 which, understandably, shook the video game world. Still in production, there’s a possibility that their James Bond game could be the best ever made.

But we’re not talking about those kinds of Bond games today. We’re talking about the other kind of James Bond game. They’re the kinds of games that exist to remind you that all-time classics like GoldenEye 007 are largely an anomaly. The fact is that most James Bond games have been either mediocre or something much, much worse.

These are the five worst James Bond games ever made.

Tomorrow_Never_Dies_Coverart
“Tomorrow Never Dies” Electronic Arts/MGM Interactive

5. Tomorrow Never Dies

If I’m being honest, there are worse Bond games than Tomorrow Never Dies. Some of the older Bond titles or Goldeneye: Rogue Agent could easily occupy this spot.

However, Tomorrow Never Dies holds a special spot in many people’s memories due to the fact it was the James Bond game that PlayStation fans had to rely on while N64 gamers were spending sleepless nights with GoldenEye 007. It was never close to being close enough.

The game was also pretty bad in its own right, even if it falls short of all-time bad status. Picture a worse version of Syphon Filter with that game’s creative weapons and action sequences, and you’ll have a pretty good idea of what Tomorrow Never Dies had to offer. Honestly, the PlayStation would never get a Bond game that came close to competing with GoldenEye.

James Bond Jr video game cover art
James Bond Jr (1992) – Nintendo

4. James Bond Jr.

The whole James Bond Jr. concept has always been odd. So James Bond has a nephew whose life as a teenage spy often mimics that of his uncle’s? Even for a time when everything was being turned into a cartoon, that’s a pretty weak premise.

Somehow, though, the James Bond Jr. games manage to be much worse than the show. Both the NES and SNES versions of the game are pretty bad, but it’s the SNES edition that feels worthy of real scorn. Despite benefiting from the console’s increased processing power, the game plays like the abandoned project of a high school student developer.

Again, there was potential for this adaption to actually be a fairly enjoyable platformer, but a complete lack of effort turns this into an embarrassing curiosity.

A View to A Kill (Commodore 64)
A View to A Kill (1985) – Commodore 64

3. A View to A Kill (Commodore 64)

The only reason that A View to A Kill doesn’t take the top spot on this list is that it was made in 1985. You kind of have to give games from that era a little credit compared to more modern titles (with one exception we’ll discuss in a bit).

Still, the Commodore 64 version of A View to A Kill is indefensible. The text adventure edition of this title works well enough, but the developers of this game attempted to create a visual adventure for Bond that largely consists of awkward driving sequences. No amount of begrudging credit for ambition makes it easy to forgive this game for its awful glitch-filled gameplay that is borderline unplayable.

I don’t know if it’s possible to actually like this game.

007 Racing cover art
007 Racing (2000) – EA Games

2. 007 Racing

I fully understand if you clicked on this article expecting to see this game in the top spot, but the truth of the matter is that I have to give 007 Racing credit for at least thinking outside the box. There’s a world where this game was actually a fun distraction.

Unfortunately, we don’t live in that world. We live in the other world where 007 Racing is ruined by ungodly controls, poor level design, and an absolutely unforgivable hesitance to embrace anything fun.

007 Racing could have been a series of compelling racing missions, a Mario Kart-esque racing title, or a Twisted Metal-like car combat multiplayer game. It was somehow a little of all of those things and yet not enough of any of them.

Live And Let Die cover art
Live And Let Die (1988) – Domark

1. Live And Let Die

Given what we’ve looked at thus far, you may be wondering what makes Live so “special.” Why is it worthy of the honor of the worst James Bond game ever made?

Well, the main reason is that it’s not really a James Bond game at all. This was just going to be a generic boat action game before its publishers realized that there was a boat in the latest James Bond movie and they could just slap the license onto what they already had.

We’ve seen some lazy Bond games in the past, but it’s a special kind of lazy to have a James Bond game that was almost literally thrown together at the last minute.

Article updated. Original publish date: Nov 19, 2020

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5 Games You Didn’t Know Changed Gaming Forever https://gameverse.com/2022/07/21/games-changed-gaming-forever/ https://gameverse.com/2022/07/21/games-changed-gaming-forever/#respond Thu, 21 Jul 2022 16:18:51 +0000 https://gameverse.com/?p=6710 Mark of Kri

The history of gaming isn’t that old compared to other artistic and entertainment mediums. Many people have lived through the entirety of video game history, and more people have seen most of it. As such, you’d think that the history of video games would be pretty well documented.

Yet, there are some games that just don’t get the historical credit they deserve. It’s strange to think that some of the most important innovators in video game history can be largely forgotten, but it happens more than you may think.

With that said, here are five games that we bet you didn’t know changed gaming forever.

ChuChu Rocket

ChuChu Rocket

How it Changed Gaming: One of the first console games with functional, official online multiplayer.

Gamers of a certain age may remember ChuChu Rocket and the buzz it generated in 1999, but the game’s innovations have tragically been overlooked as the years go on.

ChuChu Rocket is a puzzle game that was essentially designed as a test of the Dreamcast’s online multiplayer capabilities. At a time when online console gaming was little more than a pipe dream, ChuChu Rocket offered easy-to-access competitive multiplayer that ran fairly well. It even let players upload and download custom maps!

The game itself was fairly simple (yet still a lot of fun), but it should be remembered as the game that helped a generation of developers figure out how online console multiplayer was practically going to work.

So while you may have been able to technically play other console games online before ChuChu Rocket, this is the game that made the dream a reality.

Kill Switch

Kill Switch

How it Changed Gaming: The introduction of an active cover system.

This one is a little hard to explain. See, there were games before Kill Switch that featured a cover system. Metal Gear Solid 2, for instance, let you take cover to avoid detection or incoming damage.

Yet, Kill Switch is the game that introduced the cover system as we typically see it used today. By that, I mean that Kill Switch allowed you to rapidly move from cover to cover and pop out from your cover to engage in firefights. Whereas previous cover systems were largely defensive, Kill Switch‘s use of cover was all about staying on the offense.

Granted, Kill Switch borrowed a rough draft of that concept from games like Time Crisis, but at the time of its release in 2003, nobody had seen a third-person action game that let you move like that. Kill Switch‘s cover system was even featured in the game’s marketing and on the cover of the game’s case.

Gears of War tends to get the credit for this one, but we owe a lot to Kill Switch.

Mark of Kri

Mark of Kri

How it Changed Gaming: Use of 3D, multi-target combat.

It’s funny how a game can come along, garner critical acclaim, and over the years, kind of fall by the wayside. That’s about what happened with Mark of Kri.

Mark of Kri is a pretty great game in general, but its best feature was a dual-analog targeting system that let you assign an attack button to enemies around you. By doing so, you could easily jump between multiple enemies during combat sequences.

Does that sound familiar? It should, as it’s basically the combat system that Batman: Arkham would eventually help popularize. The difference is that Arkham came out in 2009 and Mark of Kri came out in 2002. While Kri‘s system was certainly rougher, it still feels like a generational leap ahead of everything else that was around.

At a time when 3D combat was rough, Mark of Kri figured out how to make it feel satisfying.

Jet Rocket

Jet Rocket

How it Changed Gaming: The first open-world game, first flight simulator, and first first-person game.

To be honest with you, I tend to hate talking about absolute firsts in gaming as the earliest technical examples of a concept tend to be rough.

However, Jet Rocket‘s historical accomplishments are too notable to ignore despite the very, very rough nature of the game itself.

Released in 1970, Jet Rocket allowed players to navigate an open 3D landscape while piloting a fighter jet. Its open-world design is particularly interesting, as the environment featured a few simple digital landmarks that actually offered a sense of perspective. Remarkably, the arcade cabinet was even shaped like a cockpit which enhanced the feeling of actually piloting a plane.

So why isn’t Jet Rocket typically remembered as an innovator? Sadly, a couple of companies got their hands on an early prototype of the game and ripped it off ahead of its global release. At least we now know we have Jet Rocket to thank for so many early innovations.

Marathon

Marathon

How it Changed Gaming: Introduction of free-aim mouse and keyboard controls.

Go back and play the original version of Doom. If you’ve been raised on modern first-person shooters, we’re willing to bet that the first thing you’ll notice is the fact Doom does not use the mouse for aiming and looking.

Actually, the first game to really introduce that concept was Bungie’s Marathon.

Generally remembered as the series that Bungie made before Halo, the Macintosh version of Marathon featured a mouse-and-keyboard look and movement system that feels remarkably modern. It actually took a little while for this innovation to catch on, but once it did, it led to the development of FPS games that emphasized precision aim and fast movements.

It’s truly incredible to think that such a seemingly simple control concept would change gaming forever.

Note: Updated from the original article dated Nov 1, 2020.

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10 Most Underrated NES Action Games https://gameverse.com/2022/07/20/underrated-nes-action-games/ https://gameverse.com/2022/07/20/underrated-nes-action-games/#respond Wed, 20 Jul 2022 18:16:58 +0000 https://gameverse.com/?p=6927 Bucky o Hare

30+ years on, there’s somehow nothing quite like an NES action game. From the soundtracks to the level design and airtight mechanics, classic NES games like Ninja Gaiden and Mega Man remain some of the absolute best the medium has to offer.

However, the NES library of action games is too extensive to be limited to those halls of fame-worthy examples. In fact, some of the best NES action games you’ve never played could easily rank among the best all time.

To get you started on that journey, here is a list of the 10 most underrated NES action games ever.
Shatterhand NES

Shatterhand

Shatterhand‘s bizarre cover did it no favors, but beneath the strange packaging lies a truly great NES action game.

Bolstered by great level design and a truly unique upgrade system, Shatterhand nails core NES action game concepts before introducing just enough little touches to help it stand out from the pack.

Little_Samson_NES_package_art

Little Samson

While the visual design of this game may remind you of the excellent Little Nemo, it’s actually a thinly veiled knockoff of the Mega Man series.

What truly distinguishes Little Samson, though, is its character swap system. The ability to swap between different characters with different abilities (but shared resources) adds an element of depth to an already solid Mega Man-like experience.

Clash at Demonhead NES cover art

Clash at Demonhead

Scott Pilgrim references aside, Clash at Demonhead absolutely deserves to be remembered among the best NES action games.

Clash at Demonhead‘s excellent visuals are reason enough to recommend it, but it’s the game’s open exploration level selection system that makes it stand out all these years later. Why didn’t other games borrow this title’s ideas?

Powerblade NES box art

Powerblade

It would be easy to forget about Powerblade if it wasn’t for the game’s truly brilliant boomerang weapon and combat system.

While the ability to attack in eight different directions isn’t a big deal now, Powerblade‘s incorporation of that feature put it far ahead of other action titles of its era as well as made it one of the more strangely accessible action games of this era.

Jackie Chan’s Action Kung-Fu NES

Jackie Chan’s Action Kung-Fu

I’m as surprised as you are that there’s a Jackie Chan game for NES worth recommending, but here we are.

This game obviously doesn’t come close to recreating Chan’s brilliant fight scenes, but its stunning soundtrack, cute visuals, and martial arts side-scrolling combat make it an easy play that doubles as a somewhat strange historical footnote.

Low G Man NES package art

Low G Man

To be entirely honest with you, Low G Man’s stiff animations and bland visuals probably tell you all you need to know about why it’s not better remembered.

Yet, this game’s fascinating primary weapon (a long spear that behaves similarly to the cane in Ducktails) and varied combat design make it an often-overlooked oddity that at least deserves more of a cult following than it currently has.

Wizards and Warriors NES

Wizards and Warriors

As unbelievable as it is that an NES game made by Rare could ever be overlooked, Wizards and Warriors is just one of those titles you never hear anyone talk about.

Even though the game’s visuals and combat leave a lot to be desired, there’s an undeniable charm in the soundtrack and design concepts that invokes developer Rare at its best. Don’t make this the first NES game you revisit, but definitely check it out.

Bucky o Hare

Bucky O’Hare

While Bucky O’Hare actually did garner quite a bit of acclaim in its day (it’s an NES game made by Konami after all), I’m not sure this game has ever really gotten the love it deserved.

Bucky O’Hare is a nearly perfect NES action game that’d I call the love child of Battletoads and Ducktales. It’s brutally difficult, but few NES action games feature the variety seen in this gem.

Metal Storm NES package art

Metal Storm

Metal Storm has actually become slightly more popular thanks to the power of the internet, but it’s hardly a stretch to suggest that not enough of you have actually played this game.

Even if Metal Storm‘s combat can feel a little stiff at times, the title’s multi-level navigation gimmick adds an element of platforming brilliance to the affair that you don’t usually get from NES action games. Think of this more as a great NES platformer with a little action thrown in for flavor.

Updated: Original post date Jan. 28, 2021

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10 Best Twisted Metal Characters We Want to See in the TV Series https://gameverse.com/2022/04/16/best-twisted-metal-characters-tv-series/ https://gameverse.com/2022/04/16/best-twisted-metal-characters-tv-series/#respond Sat, 16 Apr 2022 21:38:57 +0000 https://gameverse.com/?p=6977 Twisted Metal Sweetooth

(Updated 4/18/22) Even at a time when it feels like every game is being adapted into a show or movie, the news that Twisted Metal is being turned into a TV series stands out. Why? Well, it probably has something to do with the fact that one of the more ignored major franchises in PlayStation history has always felt perfect for such a format.

See, along with its own brand of car combat action, the best Twisted Metal games offer an appropriately twisted story that feels somewhere between Tales From the Crypt and Spawn. It’s the kind of “dark” entertainment with a humorous bend that you just don’t see enough of. The series also happens to feature some of the most overlooked characters in gaming.

Those characters are what we’ll focus on today as we count down the 10 best Twisted Metal characters that we can’t wait to see in the upcoming TV series.

10. Outlaw 

While the Outlaw vehicle certainly isn’t the most interesting in the early games, the lore of this vehicle (and its drivers) perfectly captures the better continuity elements of the series’ mythology.

By the time that we watch Twisted Metal 2‘s Outlaw driver join her brother in space and uses her specially rigged vehicle to slowly make their way back to Earth for revenge, you really start to appreciate just how ridiculous these games really are and how much effort goes into shaping the often equally cruel and hilarious fates of its drivers.

9. Roadkill

There’s really no such thing as a heroic protagonist in the Twisted Metal series, but Roadkill comes fairly close to filling that void.

As one of the series’ true regulars and most well-rounded drivers, Roadkill rises above his “default” status by virtue of a fantastic back story that sees him battle the very reality of the Twisted Metal universe. His discoveries call into question the very fabric of the games.

8. Shadow

Shadow became watered down in subsequent Twisted Metal games (who didn’t?) but his debut sets the standard for what this character is all about.

Essentially an agent of supernatural chaos sent to claim revenge on behalf of those who died in the original Twisted Metal game, Shadow’s “Grim Reaper” design affords him a unique place in the Twisted Metal universe that takes into account the influences of Heaven and Hell.

7. Spectre

Granted, the Spectre vehicle is best known for its mechanical abilities, but the lore of the driver is also fairly fascinating.

The best version of Spectre is arguably the runaway bride in Twisted Metal Black who enters the competition to find true love. As her dark ending suggests, though, it’s her relentless pursuit that’s more fascinating than the goal.

6. Warthog

Many versions of Warthog are actually fairly generic military dudes, but the version of the Warhog driver featured in Twisted Metal Black stands tall among the pack.

As a serial killer who feels remorse for his actions, you’d think that Twisted Metal Black‘s Warthog would enter the contest looking for redemption. Instead, he’s hoping to ask Calypso for the power to remove the part of his brain that feels remorse. It’s a twisted little detail that captures the series at its cruelest.

5. Minion

While Minions is often presented as a somewhat generic devilish “boss” character, there are aspects of the character that have long left fans looking for more.

As one of the few characters in Twisted Metal who may be more powerful than Calypso, it’s been strongly suggested that Minion may be the true evil in the Twisted Metal universe. Then again, he always seems more interested in maintaining the balance than gaining power.

4. Axel

Axel’s iconic tire arms make him an instant standout, but if you dive deep enough, you’ll find he’s one of the most sympathetic and interesting characters in the entire series.

Axel’s best story beat arguably occurs in Twisted Metal 2 when we see the character wish for the strength to confront his father and seemingly get revenge on the man who left him in this appropriately twisted form. In reality, though, Axel is one of the few characters looking for something much deeper than vengeance.

3. Mr. Grimm

Granted, Mr. Grimm’s popularity can partially be attributed to the fact he’s a skeleton riding a motorcycle, but various versions of this character over the years have benefited from surprisingly interesting lore.

Initially presented as an all-consuming force that thrives on chaos, the Mr. Grimm character was eventually shaped into a tortured soul that refused to die until he claimed vengeance. Honestly, any version of the character would play well on the big screen.

2. Sweetooth

The undisputed mascot of the Twisted Metal franchise is one of the few Twisted Metal characters that has survived the series’ dark downfall.

As the only vehicle to be driven by the same character in every game, the iconic Sweet Tooth benefits from one of the most consistent backstories in series history. Still, it’s that creepy flaming head and even more disturbing ice cream truck that elevates him above the pack.

1. Calypso

He’s not nearly as famous as Sweet Tooth, but at his best, Calypso is absolutely the most interesting character in the Twisted Metal franchise.

As the head of most Twisted Metal tournaments, Calypso is best known for granting ironic rewards to contest winners. However, as a few winners can attest to, sometimes getting what you want from Calypso is really about knowing what to ask for.

This will undoubtedly be the most desirable role in the upcoming Twisted Metal series.

Original Publish Date 2/24/21

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Mortal Kombat vs. Street Fighter: Which Has the Better Roster? https://gameverse.com/2022/04/15/mortal-kombat-street-fighter-rosters-best/ https://gameverse.com/2022/04/15/mortal-kombat-street-fighter-rosters-best/#respond Fri, 15 Apr 2022 20:46:44 +0000 https://gameverse.com/?p=6971

(Updated 4/15/22) The reveal of the Mortal Kombat movie trailer and news that Street Fighter characters are joining the Fortnite roster has both legendary franchises on the minds of gamers everywhere. So, it’s only natural that fans have also started to compare and contrast the series.

Any of those comparisons have to start with a discussion about the franchises’ rosters. As two of the most notable fighting game franchises ever, it’s no surprise that Street Fighter and Mortal Kombat boast two of the greatest collections of characters in the genre.

Which roster is better, though? Nobody is ever going to write the definitive word on that topic, but if you’re looking for talking points, here are our thoughts on how they compare.

Mortal Kombat’s Roster

Mortal Kombat Roster

Notable Fighters

  • Liu Kang
  • Sonya Blade
  • Shang Tsung

Strengths

The biggest strength of the Mortal Kombat roster is the story that NetherRealm Studios has crafted over the recent major installments in the franchise.

The idea of a substantial Mortal Kombat story seemed absurd for a franchise (and, frankly, genre) that so often ignores traditional storytelling, but Netherrealm has carefully constructed a compelling narrative that has not only evolved over time but finds a role for most of the series’ major characters. Granted, it’s not much deeper than say the MCU films or the Fast and the Furious franchises, but much like those movies, the games find something wonderful in combining spectacle with more serialized storytelling.

Those serialized spectacles have certainly elevated the Mortal Kombat characters in recent years, but they’re really just an extension of the things that the MK franchise has typically done so well. The MK games’ iconic use of fatalities has ensured that most players latch on to a particular Kombatant in a way that they may not necessarily do in other fighting games. It’s not unreasonable to pick a Mortal Kombat character on the basis of their personality. That’s quite the accomplishment from a storytelling and design perspective.

The Mortal Kombat roster’s star power is unlike anything else in the genre. There’s a reason so many people were able to name so many characters in the recent MK movie trailer even if they’re not big fans of the game.

Weaknesses

While recent MK games have emphasized the personality of the franchise’s roster, it’s important to remember that things haven’t always been that way.

There was a long, dark time when MK‘s designers relied on color swaps just to put an expanded roster on the box. They would try to introduce those characters to the franchise via brief backstories, but they usually just made things even more confusing.

There’s a degree to which that problem lives on in the modern MK games. While recent installments have trimmed the roster and done a better job of distinguishing characters, there’s a large chunk of the overall MK roster that remains forgettable. Furthermore, you can kind of tell that the developers are still fighting their reskin urges.

The relatively simple nature of the MK games from a mechanical standpoint also means that fighters are largely defined by their most elaborate moves. It’s nice that even new players can just kind of “pick up” most MK fighters, but the comparative lack of a larger learning curve means that some characters again start to blend together.

Street Fighter’s Roster

Street Fighter Roster

Notable Fighters

  • Ryu
  • Guile
  • Chun-Li

Strengths

The best quality of the Street Fighter roster is the quality of their fighting.

Over the years, the Street Fighter series has become a favorite among genre fans who emphasize the mechanical elements of fighting gameplay. It’s not the most complicated fighting game out there by any means, but it is a series that has managed to maintain most of its roster over the years while evolving many of the characters in ways that stay true to how they began without feeling handicapped by those origins.

There’s a real joy in truly learning a Street Fighter character then growing with them as they grow between installments. You really start to feel like you’re connecting with a character in a way that makes fighting games so appealing in the first place.

The power level of the Street Fighter roster is also fascinating. Along with the “tier list” approach to fighting game characters, you have the ways that the series’ lore establishes the idea of a mythology-friendly power system without nuking the idea that many characters could beat other characters.

Weaknesses

Simply put, the biggest weakness of the Street Fighter roster is the narrative of the Street Fighter games themselves.

The Street Fighter stories have improved over the years, but it’s pretty clear that Capcom just isn’t that interested in telling substantial stories through these games. That’s fine, but their attempts to tell more of a story without really committing to that concept has left many characters feeling like they’re in a holding pattern.

Even if you accept that Capcom isn’t into Tekken or MK levels of direct storytelling, there’s the feeling that they’re missing out on an opportunity to do more with their roster. Many Street Fighter games focus on the stories of a select group of characters, leaving many others fighting for bits of narrative scraps.

It’s fine for fighters to be defined by their fighting, but as real-world fighters from Muhammad Ali to Connor McGregor prove, a little more showmanship can go a long way.

Which Roster is Better?

While the Street Fighter roster is undoubtedly impressive, the improvements made to the Mortal Kombat roster over the years are hard to deny.

By virtue of their star power, growth, abilities, and personal stories, the MK roster feels like the winner here. As for who would win if the major players from both rosters ever got the chance to square off…well, that’s a debate for another day.

Original Publish Date 2/19/21

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The 5 Best (and 5 Worst) Tomb Raider Video Games https://gameverse.com/2022/04/13/the-5-best-and-5-worst-tomb-raider-video-games/ https://gameverse.com/2022/04/13/the-5-best-and-5-worst-tomb-raider-video-games/#respond Wed, 13 Apr 2022 18:28:00 +0000 https://gameverse.com/?p=6946 Tomb Raider

(Updated 4/13/22) Netflix’s recent reveal that they’ve greenlit an animated series based on the Tomb Raider franchise has given many gamers a chance to reflect on the legendary video game series.

Do so, and you’ll probably find that Tomb Raider of the most uneven and fascinating franchises in video game history. Among the entries that make Tomb Raider so successful and famous are games that you wouldn’t play on a bet. 

With that in mind, here’s our look at the best and worst Tomb Raider games so far.

The Best Tomb Raider Games

5. Tomb Raider (1996)

The first Tomb Raider hasn’t exactly aged gracefully, but there’s no denying the craft that went into this early 3D action/adventure game.

Graphics and control problems aside, Tomb Raider‘s balance of action and puzzles set a standard for variety that subsequent titles struggled to replicate. This really was the template for what a great Tomb Raider game should be.

4. Tomb Raider: Legend

This often-overlooked Tomb Raider game benefits from the era of action/adventure titles that it was released in.

Softly modeled after the more modern Prince of Persia games, Tomb Raider: Legend retains the adventurous spirit of the original games but greatly improves the visual and control problems that plagued those early releases. It’s a real gem.

3. Shadow of the Tomb Raider

While this game sometimes tries a little too hard to be more “cinematic” than it is, it’s hard to deny how enjoyable the overall ride is.

Shadow of the Tomb Raider is a fundamentally enjoyable game that features some of this franchise’s best set pieces and gameplay ideas. Even if the story doesn’t quite get there, it gets close enough to be worth your time.

2. Tomb Raider 2

The gold standard of retro Tomb Raider games remains the best overall entry in the franchise in the minds of many fans.

Through a combination of smart improvements and some of the best actual “tomb raiding” in this franchise’s history, Tomb Raider 2 showed what this franchise could be when it was firing on all cylinders.

1. Tomb Raider (2013)

Yes, this game borrows heavily from Uncharted, but this reboots intimate scale and personal stories help it find its identity.

Everything in this reboot feels much more grounded than what we see in the Uncharted series. Even when the title goes too dark, it effectively sets up the new adventures of Lara Croft.

The Worst Tomb Raider Games

5. Tomb Raider 3

While this title was initially well-received, the years have highlighted this sequel’s flaws in ways that are hard to ignore.

Simply put, Tomb Raider 3’s difficulty too often makes it a fundamentally unenjoyable experience. This game’s infamous instant death sequences are made all the more annoying by an unforgivable collection of glitches.

4. Tomb Raider: The Prophecy

It feels wrong to pick on a handheld Tomb Raider game, but The Prophecy deserves some flak for not even trying to replicate the main entries into the series.

This top-down game relies too much on simplistic action sequences and painfully simple puzzles. If it weren’t for the fact this carries the name of one of gaming’s most famous franchises, there would be no reason to talk about it.

3. Tomb Raider: The Last Revelation

To be honest, The Last Revelation‘s biggest problem was that it was the game that showed old-school Tomb Raider titles were finally losing their luster.

This game doesn’t really do anything better than its predecessors but features all the visual, camera, and control problems that hurt those early titles to this day. What should have been a chance to showcase the power of the Dreamcast felt like a phoned-in sequel.

2. Tomb Raider Chronicles

While I absolutely love the idea of a Tomb Raider anthology game, Chronicles fails at everything besides its premise.

Once again, Chronicles features everything that had already aged poorly about the Tomb Raider series. This time, though, those problems are complimented by awful stealth sequences, poor level design, the worst camera yet, and the general feeling that you’re playing every idea that wasn’t good enough to make it into the previous games.

1. Tomb Raider: Angel Of Darkness

The often undisputed candidate for the worst Tomb Raider game ever is a failure on every conceivable level.

Ultimately, Angel of Darkness is an unfinished game that’s rushed development cycle resulted in countless glitches, half-finished ideas, and the absolute worst gameplay in Tomb Raider history. This one basically killed the franchise for years.

(Original Publish Date 1/31/21)

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Why the Pokemon Diamond and Pearl Remakes Art Style is so Controversial https://gameverse.com/2021/02/26/pokemon-diamond-pearl-art-style-remakes-controversy-explained/ https://gameverse.com/2021/02/26/pokemon-diamond-pearl-art-style-remakes-controversy-explained/#respond Fri, 26 Feb 2021 21:12:48 +0000 https://gameverse.com/?p=6983 Pokemon Diamond and Pearl

Today’s announcement that remakes of Pokemon Diamond and Pearl are coming to Nintendo Switch was a big win for Nintendo. Not only do the remakes look to bolster a sometimes struggling Switch library, but they’ll allow Pokemon fans new and old to revisit what many consider to be some of the best Pokemon games ever made.

Even better, these remakes appear to fairly faithful to the original titles in many of the ways that matter most. That means no “Let’s Go” gameplay gimmicks or content cuts designed to compensate for the bolstered visuals and other enhancments.

Yet, there’s already a vocal contingent of fans who have wasted no time expressing their disappointment in these remakes. Why? Well, most of the complaints so far actually have to do with the remake’s art style.

See, the Pokemon Diamon and Pearl remakes utilize what is often referred to as a “Chibi” art style. It’s essentially a “tiny” and “cute” style that first rose in popularity in the late ’80s and early ’90s as a kind of companion piece to more serious anime and manga. The art style has since attracted quite a fandom of its own.

It’s also an art style that we’ve seen Nintendo use before. The recent Link’s Awakening remake utilized a version of the Chibi art style to update that title’s original Game Boy graphics. At that time, though, there weren’t many complaints about the remake’s visuals, except from those who outright dislike the style altogether.

Why is this situation different? There are a couple of factors in play.

First off, the fact that Nintendo so recently relied on this exact style for another remake extends an existing concern that Pokemon developer Game Freak is “phoning in” their Switch work by relying on technology and ideas borrowed from other titles rather than their own designs. This is hardly a new complaint as fans felt that Pokemon Sword and Shield were also visually uninspired. We’re even already hearing similar complaints about the recently revealed Pokémon Legends: Arceus.

There is something to be said for how the early footage of this remake stacks up to not only other games with similar styles but even Pokemon Let’s Go which many argue did a better job of adhering to the traditional Pokemon style while offering more detailed visuals. That’s obviously all a matter of opinion, but it’s hard to deny that Let’s Go did stick closer to some of the handheld Pokemon games in terms of its basic visual design.

The other “popular” problem with the remakes’ art style is the idea that the original games simply looked better despite their technically inferior graphics. Again, this is a subjective stance, but there is actually something to this discussion that goes beyond opinion.

See, Brilliant Diamond and Shining Pearl do indeed appear to stick fairly closely to the games they are based on in most respects. Many consider that to be a good thing, but when you remake a game and stick that close to the original level and character designs while changing the overall art style, some oddities can appear. To put it another way, everything in Pokemon Diamond and Pearl was designed to conform to the game’s original art style. None of those designs have been changed significantly (based on what we’ve seen so far), but the overall art style has been modified. That’s the main reason why there are certain elements of the remakes that simply don’t look right.

Again, these complaints tend to come back to the idea that Game Freak is still struggling to properly utilize the Switch’s hardware capabilities. That potential struggle combined with a combination of sometimes conflicting art styles can certainly result in visuals that simply feel off to some.

Is any of this really a problem? Again, it all comes down to personal preferences and opinions, but there ultimately probably aren’t that many people out there who are going to refuse to play these games on the basis of their new art style.

Even still, it’s going to be interesting to keep an eye on how Game Freak progresses from here. This is a studio that set a high bar for itself on the handheld market and is still working to translate that success to consoles in a way that doesn’t come with quite as many asterisks as we’ve seen have so far. Ultimately, though, the feeling seems to be that Diamond and Pearl are a necessary step in the right direction.

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Is Epic Games Metahuman Tech Bad For Gaming? https://gameverse.com/2021/02/10/epic-games-metahuman-demo-reactions/ https://gameverse.com/2021/02/10/epic-games-metahuman-demo-reactions/#respond Wed, 10 Feb 2021 22:52:33 +0000 https://gameverse.com/?p=6959 Epic Games Metahuman Demo

In the midst of a surprisingly busy week for gaming news, you may have missed Epic Games’ surprise demo for an early access design tool called Metahuman. I highly recommend you check out the full demo trailer if you haven’t already.

The first thing you need to know about the Metahuman demo is that the technology itself isn’t necessarily a tremendous leap forward in pure graphics or visual design. It’s stunning and will no doubt eventually benefit from Unreal Engine 5, but what Epic’s showing off with this demo isn’t necessarily the kind of thing that’s supposed to blow gamers away and send them out in the streets to beat down the doors for new graphics cards.

No, the big deal here is actually the “accessibility” of Metahuman. Not only does Metahuman make it easier to design characters that look this good via a series of smart tools and optimizations, but as a tool delivered through the cloud, it should be more viable for studios of various sizes. Previously, the ability to make characters that look this real was largely limited to developers with the resources to invest in extensive motion capturing.

Metahuman has a long way to go before it’s ready for the mass market and quite a longer way to go before it becomes the industry standard. To be honest, though, I kind of hope that we never really get to that point.

It’s a fantastic idea to make this kind of technology more accessible for developers big and small. From Death Stranding to The Last of Us Part 2, realistic visuals are typically used to help chart the evolution of video game technology. There are just some games that wouldn’t be the same if they didn’t feature that visual style, and there are many developers who have to devote too many resources to making that style a reality.

However, the fact of the matter is that there are many other games that don’t demand that visual style. Undertale, for instance, would look odd with realistic characters. Nobody wants to see a realistic Mario in a Nintendo game. Even Grand Theft Auto typically demands a level of cartoonish artistic design that helps give the series its character.

The problem is that the evolution in Triple-A gaming visuals over the years has made it clear that more and more developers are pursuing increasingly realistic graphics. The cultural evolution of the medium tends to suggest that there’s a growing expectation among gamers that the most advanced games feature this visual style. That’s especially true among mainstream gamers that typically stick to titles like Madden NFL and Call of Duty that practically embody this style.

Ideally, making the tools required to better render those visuals helps those who were planning on utilizing them anyway, but the history of gaming (and other mediums) has proven that there’s actually a creative value to forcing artists to navigate certain restrictions.

One of the best examples of that concept is the evolution of handheld gaming. In the age of the Game Boy Advance and Nintendo DS, handheld game devices were able to offer unique experiences you couldn’t get on consoles. They typically fell short when it came to replicating console titles but they allowed developers a medium to pursue additional experiences. They also gave companies like Nintendo a venue to keep 2D games alive at a time when everyone was craving 3D titles.

There’s a very real worry that any major weapons added to the video game arms race could make hand-drawn visuals, rich color palettes, and, yes, even 2D gaming, even more of a novelty than they currently are.

While there’s probably not much that Epic can do to stop that, and it’s not as if Metahuman is somehow going to kill various visual expressions, the growth of the kind of visuals we see in the Metahuman trailer is currently being held back by artistic preference, budget, and time. When the impact of two of those factors is removed or diminished…well, we’re going to have to wait and see what happens.

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Hitman 3’s Best Levels, Ranked https://gameverse.com/2021/01/20/hitman-3-best-levels/ https://gameverse.com/2021/01/20/hitman-3-best-levels/#respond Wed, 20 Jan 2021 22:00:59 +0000 https://gameverse.com/?p=6918 Hitman 3

Hitman 3 is finally here, which means that it’s time for fans everywhere to dive into the trilogy finale’s collection of levels and see what wonders developer IO Interactive has come up with this time.

To spare you the drama, the good news is that most of Hitman 3‘s missions live up to or exceed expectations. If you’re wondering how, exactly, the new levels stack up, here’s our ranking of Hitman 3‘s new levels.

6. Carpathian Mountains

For the last level in their Hitman trilogy, developer IO Interactive decided to craft a largely linear mission designed to conclude the series’ story.

It’s a questionable move to say that least. While the level itself is enjoyable in its own way, this is the conclusion of a trilogy that elevated the open-ended gameplay and storytelling concepts that made this franchise infamous in the first place. While Hitman’s arching narrative has gotten better over the years, you have to wonder how many people are going to be emotionally invested enough in this story to really care about such a structured payoff.

All things considered, this level feels like a missed opportunity to send this series off on the high it rode in on.

5. Dubai

Whereas Carpathian Mountains feels like it’s trying to be too different for its own good, Hitman 3’s Dubai level loses points for not daring to be different enough.

Essentially an elaborate tutorial level, Dubai is designed to let you test the waters of the Hitman concept. That’s nice, but it feels out of place in the third game of a trilogy as well as a game that makes it relatively easy to access the levels of the previous two Hitman levels. Even if you’re coming in from the cold and starting with this game, you’re probably familiar enough with the concept to dive in a bit deeper.

That said, Dubai does feature some creative kills, and the level’s James Bond-like entrance makes it that much easier to get excited about IO’s upcoming 007 game.

4. Mendoza

Mendoza’s initial layout may cause you to sigh (it features yet another mansion in the mountains), you’ll find that the creativity of this premise rests in the smaller moments.

In lieu of an obvious path forward, the Mendoza level does a tremendous job of genuinely encouraging you to explore the possibilities by eavesdropping, observing your surroundings, and simple trial and error. It should also be noted that the visuals of this level’s premise may not be innovative, but the garden party proves to offer an array of amusements for those willing to seek them out.

Overall, this is a solid overall level, which is why you find it in the middle of these rankings.

3. Chongqing

Much like Mendoza, Chongqing secures its place in the series via a creative series of objectives, kill possibilities, and story beats. Unlike Mendoza, Chongqing elevates itself via unique level design.

Chongqing is essentially a two-tiered structure that requires you to navigate between the interior of a secret facility and the city’s streets. The visual dynamic between those locations is compelling in its own right, but the real joy here are the ways that IO managed to blend those two environments into some elaborate objectives that fill you with joy when you realize the possibilities.

This is as pure of a Hitman level as IO has ever created. It’s just that the next two missions offer something entirely different.

2. Dartmoor

Hitman 3’s biggest selling point may be the Dartmoor level and how it essentially serves as a “Whodunnit?” mystery set in the Hitman universe.

By disguising yourself as a famous private investigator summoned to solve a murder at the mansion of a prominent family, Dartmoor lets you live out your locked-room mystery fantasies. Even better, clever players will find a way to weave their investigation into the pursuit of their assigned target.

While the murder mystery aspect of this level obviously elevates it, even those who choose alternate routes will find that Dartmoor is quite simply one of the best Hitman levels ever created.

1. Berlin

I never would have suspected a Hitman level could usurp a murder mystery mission, but the brilliance of Berlin and the ways it cleverly plays with the Hitman formula simply cannot be denied.

The premise here is that Agent 47 must enter a nightclub filled with 10 operatives tasked with killing him. Part of this mission involves identifying five of the undercover agents before they can spot you. The other part requires you to find a way to kill them in an absolutely packed arena filled with onlookers and operatives.

From a visual and audio standpoint, this level is a masterpiece. Yet, it truly sets itself apart via a fantastic premise that alters the Hitman formula enough to make things feel fresh without straying too far from what makes the franchise special.

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What Resident Evil 8’s Vampires, Witches, and Werewolves Tell Us About the Game https://gameverse.com/2021/01/15/resident-evil-8-vampires-werewolves-werwolves-plot/ https://gameverse.com/2021/01/15/resident-evil-8-vampires-werewolves-werwolves-plot/#respond Fri, 15 Jan 2021 20:24:25 +0000 https://gameverse.com/?p=6912 Resident Evil 8

While we’re just days away from an extended look at Resident Evil 8 and months away from the release of the game itself, we actually don’t know that much about the sequel. Most of what we do know (or assume to know) comes from speculation, trailer analysis, and a few key pieces of official information.

That’s why it’s hardly a surprise that fans have been adamant to tear into every piece of Resident Evil 8 media in the hopes of finding something new to talk about. It’s also part of the reason why fans are currently obsessed with Resident Evil 8‘s vampires.

Ok, so there are…other reasons why some fans are obsessed with Resident Evil 8‘s vampire lady that we won’t dive into here. It should also be noted that we don’t actually know that the character seen in recent Resident Evil 8 trailers is a vampire. That’s another one of those reasonable assumptions fans are making.

Assuming she is a vampire, though, then the Resident Evil trailers we’ve seen so far have featured witches, werewolves, and vampires. It’s enough to make you believe that the Resident Evil team is abandoning zombies in favor of classic movie monsters.

Actually, that appears to be exactly what happens, and that change in philosophy tells us quite a bit about what to expect from Resident Evil 8 and the future of the franchise.

It’s no secret that Resident Evil 7 was different from most other games in the franchise, but lost in the discussions about the game’s setting, characters, and first-person gameplay was the fact that there weren’t really any zombies in Resident Evil 7. You could argue that a couple of the creatures in the game are zombie-like creations, but the title notably lacked traditional zombie creations.

Isn’t that odd? After all, we’ve had Resident Evil games with different camera perspectives, different settings, and different characters, but the vast majority of Resident Evil games have featured some kind of traditional zombie in some form. Even Resident Evil 4‘s villagers were zombie-like in their movements and mentality.

What’s maybe even more interesting is what the zombies were essentially “replaced” with. Resident Evil 7‘s monsters ran the gamut, but the vast majority could be traced back to some kind of genetic experiment that resulted in creatures with supernatural abilities and Evil Dead/Texas Chainsaw Massacre vibes. Despite some thematic differences, it’s important to keep in mind that the wellspring of these horrors was the same kind of genetic experimentation that gave us Resident Evil‘s zombies.

For the moment, let’s assume something similar is happening in Resident Evil 8. That is to say that we should assume that all of the monsters we’ve seen in Resident Evil 8 so far are the result of the kind of experimentation that has led to the majority of Resident Evil creatures so far (at least in some way). In that instance, scientific experiments (not zombies) are the threads that tie the games together and not zombies.

Even if that is what’s happening, though, it still doesn’t answer the bigger questions about why Resident Evil is suddenly populated with classic monster archetypes straight out of the Universal horror films.

There’s a very good chance that’s exactly what Capcom is going for, and I don’t mean just as a wink and a nod. No, it really looks like they’re trying to build a world where Resident Evil becomes essentially the Universal Studios brand of horror video games. That is to say that they’re trying to create a world where Resident Evil is even more of the definitive name in horror gaming as well as a world where any kind of horror experience is within the realm of reason.

If that is their move…then it’s a very smart one. At a time when the market for horror games means that very few companies can produce Triple-A single-player horror titles, the continued success of the Resident Evil series shows that it’s one of the genre’s few surefire hits in that respect.

That being the case, then why should Capcom limit themselves to any one particular corner of horror? It’s not like there is a ton of competition out there that may have the same setting and ideas as they’re interested in. While zombies and certain storyline tropes helped distinguish Resident Evil from a thriving horror market in the past, they only limit the potential of the series now.

Business cynicism aside, this is a smart creative move for Capcom. The Resident Evil series has been the hallmark of gaming horror for years anyway, so why not have it become the home of popular horror character archetypes and anything else the team can dream up?

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Is Uncharted The Best Indiana Jones Game? https://gameverse.com/2021/01/12/uncharted-best-indiana-jones-games/ https://gameverse.com/2021/01/12/uncharted-best-indiana-jones-games/#respond Tue, 12 Jan 2021 21:39:32 +0000 https://gameverse.com/?p=6897 Indiana Jones and the Fate of Atlantis

The recent announcement that Bethesda and Wolfenstein developer MachineGames will team up to make a modern Indiana Jones title was entirely unexpected but welcome in ways that feel hard to describe.

However, questions remain regarding the upcoming Indiana Jones game’s ability to usurp the Uncharted series which has become the default way to replicate an Indiana Jones-like film experience in a video game.

So has there ever been an Indiana Jones game that has replicated or surpassed the brilliance of the Uncharted franchise? That’s the question we’ll try to answer today as we look at some of the best Indiana Jones games so far to see how they stack up.

Indiana Jones’ Greatest Adventures

One of the first noteworthy Indiana Jones games was released later in the SNES’ lifespan (94/95). For some reason, it never seemed to get the attention you’d think it would have.

That’s a shame because this really is a very fun game. Essentially an Indiana Jones-themed take on the SNES Star Wars titles, Greatest Adventures retells the events of the first three Indiana Jones movies. Its various gameplay sequences even include vehicle and platforming events.

Actually, the game’s biggest shortcoming is that it tries a little too hard to replicate the mechanics of its Star Wars siblings. So far as that goes, it rarely surpasses the brilliance of those incredible titles and fails to find its own way outside of the visuals of the movies themselves.

Is it a better Indiana Jones game than Uncharted? No

Indiana Jones And The Infernal Machine

As the first fully-3D Indiana Jones game, The Infernal Machine was burdened by the fact it was released after the Tomb Raider series became iconic for advancing 3D gaming with the help of Indiana Jones-like themes.

What’s interesting about The Infernal Machine is how much it embraces Tomb Raider‘s innovations. More of a platform puzzler than a straight-up action game, The Infernal Machine actually attempted to replicate some of the more subtle adventuring elements of the franchise.

Sadly, the impressiveness of that effort can’t hide Infernal Machine‘s technical shortcomings. This was a rough era for 3D gaming, and while Infernal Machine made the most of what was available, it’s very difficult to revisit this game today and not wish you were playing either Uncharted or some of the latter 3D Indiana Jones titles.

Is it a better Indiana Jones game than Uncharted? No

Indiana Jones And The Emperor’s Tomb

Somewhat strangely released in 2003 far from the release of any Indiana Jones movie or show, The Emperor’s Tomb tried to pick up where Infernal Machine left off by offering an original 3D Indiana Jones adventure that felt true to the films.

Honestly, it succeeded in ways that exceeded any expectations. Emperor’s Tomb features a genuinely compelling story complimented by exciting action sequences spread across a bountiful amount of levels. Honestly, it’s still playable and enjoyable to this day.

Well…mostly. The game’s rough platforming sections do take some of the fun out of the experience and remind you that developers hadn’t quite figured out 3D cameras by 2005. Still, this is a more than worthwhile adventure you should absolutely check out.

Is it a better Indiana Jones game than Uncharted? Close, but not quite

Indiana Jones And The Fate Of Atlantis

We’re going all the way back to 1992 to talk about a game that many people refer to as the greatest Indiana Jones title ever made.

You know what? They’re absolutely right. Made by Lucasarts at the height of their point-and-click adventure creativity, The Fate of Atlantis‘ compelling narrative, devious puzzles, and wonderful environments raise a compelling argument that Fate of Atlantis is also the best adventure game ever made.

Adventure is really the keyword here. Fate of Atlantis taps into the pure adventurous spirit of the Indiana Jones films while using the stylings of the genre to offer an experience that no 3D action title could ever quite replicate. That’s why it stands alone amongst otherwise noteworthy adaptations.

Is it a better Indiana Jones game than Uncharted? Yes

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6 Things You Don’t Know About the Michael Keaton Batman Games https://gameverse.com/2021/01/05/6-facts-michael-keaton-batman-games/ https://gameverse.com/2021/01/05/6-facts-michael-keaton-batman-games/#respond Tue, 05 Jan 2021 22:06:17 +0000 https://gameverse.com/?p=6890 Batman NES

The news that Michael Keaton may return as Batman in the DC film/television universe has rightfully caused many fans to fondly recall the actor’s golden days as the caped crusader.

One element of the Keaton era of Batman that is sometimes unfairly overlooked, though, is the surprising quality of the games based on Michael Keaton and Tim Burton’s Batman films. You’d think these games would be much more fondly remembered given the generally poor quality of adaptations at that time, but too many of them remain strangely forgotten.

Even if you do remember those games, you almost certainly don’t know these facts that showcase just how wild and weird those titles really were.

The First Batman Game Based on the ’89 Movie Wasn’t The Infamous NES Title

The first game based on Tim Burton’s 1989 Batman movie most of us played was probably the notoriously difficult NES adaptation (more on that in a bit), but that wasn’t actually the first video game based on that movie.

That honor goes to the Batman game released in 1989 for Amiga, Commodore 64, and other platforms. It’s actually a pretty clever adaptation that features different gameplay segments (including a puzzle level) based on scenes from the movie. Honestly, it might have been the best video game adaptation of a movie released until that point.

Batman NES Was Initially Even More Different From the Movie

With its crushing difficulty level, acrobatic movement system, and bizarre enemies/level design, many gamers have long speculated that the ’89 Batman game for the NES may not have even initially been developed as a Batman game.

While that doesn’t seem to be the case, it’s worth noting that the early version of the NES game was significantly different from the retail version and even further from the movie it was supposed to be based on. The initial art style was much closer to the comics and certain cutscenes were altered entirely shortly before the game was released. The Joker wasn’t even the final boss in that version of the game!

It’s believed that the working build of the title was rejected for being too different from the movie, but there’s never been any confirmation that’s what actually happened.

Batman Tries to Kill The Joker In a Sega Genesis Game

One of the most memorable scenes in the ’89 Batman movie sees Batman try to save Jack Napier from falling into a vat of chemicals. He fails, but it’s a nice little reminder that Batman doesn’t want to kill his enemies.

That reminder is thrown out the window in the Genesis version of Batman. An early boss fight sees you end the battle against Jack Napier by triumphantly knocking him into a vat of chemicals. It’s a reminder that video games of that era weren’t exactly great at telling even slightly subtle stories through gameplay.

Batman: Return of the Joker is Somewhere Between a Sequel and a Spin-Off

1991’s Batman: Return of the Joker is a bizarre game. It was developed by the same team who made the ’89 NES game, and its title certainly suggests that it follows the events of that title. Yet, its art style and gameplay are entirely different from the previous game.

So is Return of the Joker a sequel or spin-off? Well, it’s a sequel to the game, but it feels like a weird trip into an alternate dimension where the end of the ’89 Batman movie led to a more “comic book” universe. It’s definitely an oddity.

Batman Returns for Sega Master System/Game Gear Featured a Unique Level Selection System

At a time when a game released for multiple platforms could vary wildly (again, more on that in a bit), the Sega Master System/Game Gear version of Batman Returns features a unique mechanic that has unfairly been forgotten about over time.

Basically, the games let you choose which “path” you would take through a level. Along with being visually different, each path offered a different difficulty level that varied from “Easy” to “Hard.” It was basically an early attempt at dynamic difficulty that offered two different games (at the very least) based on your challenge preferences.

Batman Returns For DOS is a Unique (and Fascinating) Adventure Game

While the Sega Master System/Game Gear version of Batman Returns is fairly different from its counterparts, the DOS version of the title is an entirely different beast.

Essentially an adventure game, the DOS version of Batman Returns sees Batman try to uncover the Penguin’s scheme over the course of several days. While the game does feature action sequences, the bulk of the experience focuses on information gathering and puzzle-solving.

While the game honestly isn’t that good, it’s one of the few attempts at a (mostly) pure Batman detective game.

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5 Best Video Game Stories of 2020 https://gameverse.com/2020/12/22/5-best-video-game-stories-of-2020/ https://gameverse.com/2020/12/22/5-best-video-game-stories-of-2020/#respond Tue, 22 Dec 2020 19:08:55 +0000 https://gameverse.com/?p=6846 Final Fantasy 7 Remake

The best thing you can say about 2020 is that this year might make for a pretty good story at some point. At the very least, the year gave us some of the best video game stories in recent memory.

Popular perception suggests that the industry is dominated by multiplayer games, but 2020 showed that there are enough storytellers left in the industry to ensure the state of narrative-driven games is bright despite whatever concerns remain about its future.

If you’re looking for some of entertainment’s greatest adventures, you’ll find them in our look at the best video game stories of the year.

5. The Last of Us Part 2

The Last of Us Part 2‘s biggest issue from a storytelling standpoint is the game’s length. This sequel’s messages and themes are stretched thin across the length of a 20+hour game, and large sections of the campaign drag on without contributing anything substantial to what makes the story work.

That doesn’t mean the story doesn’t work, though. While The Last of Us Part 2‘s bloat hurts its grander ideas, the personal adventures of the story’s best characters and the little moments along the way work as intended. Ellie’s tragic growth reflects the scars of her twisted upbringing and Abby’s journey proves to worthy of the time it is afforded despite the vitriol the character endures from fans who feel she “doesn’t belong” in the game.

The Last of Us 2′s triumphs as a vehicle for smaller stories makes it easier to overlook the times it fails to stick the landing when making its most ambitious leaps.

4. Yakuza: Like a Dragon

Yakuza games generally feature excellent stories, but their impact is negated somewhat by the fact that the game’s long-running mythology can often make it difficult for new players to really feel invested in the universe, certain characters, and what can sometimes feel like an overwhelming number of callbacks.

That’s why Like a Dragon is so special. It not only converts the Yakuza series into something closer to a JRPG, but it uses that gameplay conversion as an excuse to establish a fresh Yakuza story that invokes this series’ ability to balance absurdity with heartfelt drama.

It’s easy to judge the quality of a video game story by its weight, but there is something to be said for how Yakuza: Like a Dragon tells what is a fundamentally enjoyable narrative in a way that still leaves you feeling invested in its wide cast of characters and unable to stop playing until you’ve seen what happens next.

3.Half-Life: Alyx

The brilliance of the Half-Life franchise’s stories isn’t necessarily found on the pages of its scripts but rather through Valve’s in-game storytelling methods. Half-Life helped pioneer the art of immersive video game storytelling that doesn’t rely on an onslaught of cutscenes or text.

Half-Life: Alyx retains the series’ storytelling methods and translates them into the still-wild frontier of VR. The result is a compelling narrative that retains Half-Life‘s trademark methods but uses the enhanced immersion of VR to further all of the things that this series already excelled at.

It’s been a long time since we’ve played what you could consider to be a “true” Vale game, and while Half-Life: Alyx is a VR title, it’s also a glorious return to form for a legendary studio. The game’s ending also offers a terrific cliffhanger that we hope Valve doesn’t wait another decade to follow up on.

2. Final Fantasy 7 Remake

Final Fantasy 7 Remake‘s hype was teetering on the edge of a dangerous tipping point ahead of its release. What could have once been little more than Final Fantasy 7 remade with modern graphics took longer than most fans ever anticipated. With each passing year, the expectations for what the remake should be started to dangerously grow.

In its own way, Final Fantasy 7‘s story is all about expectations. Without diving too much into spoilers, it acknowledges that the original Final Fantasy 7‘s story not only exists but was this monumental event that forms the backbone of the remake’s adventure. The remake then attempts to somehow recapture the glory of its predecessor and simultaneously forge a new path.

Final Fantasy 7 doesn’t always make the most of its ambitious set-up, but it still stands tall as one of the best examples of meta storytelling and one of the boldest remakes in any medium.

1. Hades

The idea of a roguelike with a substantial story is already hard to believe. The idea of a roguelike that boasts the best story in a year that certainly wasn’t lacking in compelling tales feels like an impossibility.

Hades manages to take the sting out of roguelikes by almost making you root for the next death in order to see what little piece of this compelling universe is going to reveal itself next. While the game takes you on a grand adventure of mythological proportions, it’s really a collection of little adventures and examples of personal growth that so happen to form a grand tale you simply can’t see from the outset until you’ve taken the time to assemble the pieces.

Hades’ mechanics would make it one of the greatest roguelikes ever, but it’s the game’s story that makes it one of the most essential gaming experiences of the last decade.

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Cyberpunk 2077’s Best Side Quests https://gameverse.com/2020/12/15/cyberpunk-2077-best-side-quests/ https://gameverse.com/2020/12/15/cyberpunk-2077-best-side-quests/#respond Tue, 15 Dec 2020 22:23:21 +0000 https://gameverse.com/?p=6839 Cyberpunk 2077

Cyberpunk 2077 may not live up to all expectations, but the one area of the game that somehow manages to even surpass developer CD Projekt Red’s high standards are the game’s side quests.

Just like The Witcher 3, some of Cyberpunk 2077‘s best moments are found off the beaten path. It’s easy to miss many of these quests, but trust us when we say that you won’t want to if you’re interested in seeing the best this game has to offer.

Here are the best Cyberpunk 2077 sidequests that we’ve found so far:

Epistrophy

One of Cyberpunk 2077‘s best quests is also the one that we’re willing to bet most players will be tempted to skip.

After all, the prospect of driving around Night City just to retrieve some rogue Delamain cabs isn’t exactly thrilling. However, a series of twists soon turn this apparent fetch quest into one of Cyberpunk 2077‘s best stories. Without spoiling the mission entirely for you, let’s just say that this quest sheds a little light on one of the world’s most fascinating corners which would have otherwise gone largely unnoticed.

If you can stomach this quest’s slow start, you’ll be rewarded with an essential part of the Cyberpunk 2077 experience.

The Hunt

Even if The Hunt isn’t Cyberpunk 2077‘s best mission, it’s the one that every player should experience.

Unlike Epistrophy which takes some time to get going, The Hunt hits the ground running with a fascinating story involving a missing child and a madman on the loose. You’ve played similar investigation storylines in other RPGs, but The Hunt makes the most of some of Cyberpunk 2077‘s unique mechanics to explore ideas that we guarantee you won’t see coming.

Make sure you don’t put Cyberpunk 2077 down until you’ve beaten The Hunt.

Beat on the Brat

This series of side missions sees you take on some of Night City’s best brawlers in a series of underground matches.

While the appeal of this quest will speak loudest to Cyberpunk 2077 players pursuing melee fist builds, everyone should give these side quests a shot due to the unique characters that you’ll meet along the way and the often challenging nature of the fights themselves.

While it’s a bit of a shame that the fundamental idea of this questline wasn’t expanded on in a more meaningful way, these missions are a blast while they last.

Chippin’ In

It’s wild that Chippin’ In isn’t just part of the game’s main questline, but we strongly suspect that most players will end up experiencing it at some point.

If for whatever reason you’re thinking of skipping Chippin’ In, though, then let’s just say that you’ll be missing out on one of the missions that justifies the constant presence of the Johnny Silverhand character and really shows you the thought that CD Projekt Red put into this character beyond the chance to work with Keanu Reeves.

This brilliant look at Johnny Silverhand’s past also happens to feature some of the coolest rewards in the game.

Skippy

Ok, this isn’t really much of a “quest,” but there’s no way we can talk about some of Cyberpunk 2077‘s best side content without talking about Skippy.

Skippy is a smart gun with a unique AI personality that can be found in a Night City alley. Skippy is an entertaining presence in his own right, but the real draw of this gun is its ability to automatically target enemy heads (at least for a time) and the fact that this gun’s stats scale with your level.

There is a bit of a story associated with this weapon, but the real joy of this gun comes from discovering it, Skippy’s quips, and understanding exactly how this unique weapon works.

Happy Together

Cyberpunk 2077‘s writing doesn’t always hit the marks that it’s aiming for, but the Happy Together mission stands as one of the team’s most poignant and fascinating examples of subtle storytelling.

This mission involves a man named Barry who lives next to V. Barry has been feeling a little down lately, and his friends on the force are hoping that you can talk to him and try to get him back on his feet.

Sound easy? Well, it certainly looks that way, but what you may soon find is that it’s even easier to fail this mission with devastating results if you don’t really pay attention to what’s happening. This is a beautiful, heartfelt quest that you’ve got to try for yourself.

I Fought the Law/Dream On

As another strong contender for the absolute best quest in the game, I highly recommend that every Cyberpunk 2077 complete I Fought the Law and Dream On.

While technically listed as two separate quests, these missions tell a continuing story of Night City’s political scene and the couple at the center of what could be a massive conspiracy.

While these quests present a tantalizing set-up involving corporate and political intrigue, it soon becomes an entirely different story that ranks among Cyberpunk 2077‘s most surprising and enjoyable.

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Is Cyberpunk 2077 A Disappointing RPG? https://gameverse.com/2020/12/11/is-cyberpunk-2077-disappointing-rpg/ https://gameverse.com/2020/12/11/is-cyberpunk-2077-disappointing-rpg/#respond Fri, 11 Dec 2020 22:09:26 +0000 https://gameverse.com/?p=6834 Cyberpunk 2077

The conversation surrounding Cyberpunk 2077 is loud, confusing, divisive, and sometimes too much to bear. It’s hard to dive into the game productively without jumping from contested topic to contested topic.

That being the case, let’s limit our Cyberpunk 2077 conversation to one of the game’s most intriguing debates: whether or not Cyberpunk 2077 lives up to expectations as an RPG.

It’s actually a fascinating debate. In the earlier days of Cyberpunk 2077‘s promotional campaign, developer CD Projekt Red went out of their way to promote the game as an RPG. They seemed to recognize that they needed to manage expectations from fans who would look at the game’s combat and open-world segments and assume that Cyberpunk 2077 was a first-person shooter or GTA-like experience.

What’s somewhat odd, though, is that Cyberpunk 2077 ended up being much more of an action/adventure game than CD Projekt Red sometimes indicated it would be during the buildup period. In fact, some fans have noticed that CD Projekt Red has started referring to the game as an action/adventure title rather than a role-playing game.

At first, it’s hard to see the disconnect. A few hours with Cyberpunk 2077 reveals character skills, equipment points, origin stories, dialog options, and so many of the other elements that we’ve come to associate with the best modern RPGs. Even the combat system emphasizes a more methodical style of action based more on your character’s stats than pure gunplay.

It’s when you dive deeper that things start to unravel. For instance, you can choose your character’s origin story, but the impact of your choice is largely limited to a few additional dialog options once you’re past the introductory sequence. Items have stats, but unless the stats are significantly different, the impact of different items is highly debatable. There’s a character creator, but the options are limited and you have very few opportunities to alter your character’s appearance after the initial creation process. I could go on, but the general idea is that Cyberpunk 2077 is incredibly limited when it comes to building your character and making them your own through cosmetic, skill, and dialog choices.

In some ways, Cyberpunk 2077‘s approach to RPG mechanics is to be expected. After all, The Witcher 3 was lacking in terms of certain customization options, but it’s widely accepted to be not just an RPG but one of the most beloved RPGs of all-time.

When it comes to Cyberpunk 2077, though, expectations were certainly different. In a game world that’s all people using the latest technological advances to escape the confines of their physical form and other traditional human boundaries, it’s a little strange that Cyberpunk 2077 won’t even let you get a haircut. Even many of the game’s implants and skill choices ultimately result in performance bumps rather than entirely new abilities and additional ways to solve key sequences.

If you go back and review every official thing we’ve been told about Cyberpunk 2077, you’ll probably find that the vast majority of the content that was expected to be in the game is in the game. Cyberpunk 2077 ultimately doesn’t look that different from the various extended gameplay previews that CD Projekt Red started releasing earlier this year.

Yet…something certainly feels off about the way that everything comes together. While it was strongly suggested that Cyberpunk 2077 may ultimately be a more ambitious take on the Deus Ex series, the game falls just short of expectations even in that respect by sometimes failing to offer the character building and gameplay freedom that defined that series.

If it turned out that we misread CD Projekt Red’s intentions and what kind of game they intended for Cyberpunk 2077 to be, then it would be easy to overlook the ways that Cyberpunk 2077 falls short as a more hardcore RPG. However, it really feels like the more likely explanation was that CD Projekt Red either didn’t have the time to fulfill the game’s role-playing potential or were otherwise conflicted in regards to what the game should ultimately be.

The shame of it is that if you look at Cyberpunk 2077 as an action/adventure game with RPG elements or even a slightly lighter modern RPG game similar to Fallout 4, it’s actually a well-executed example of those design concepts. Like so many other elements of the Cyberpunk 2077 experience, though, even the most enjoyable moments of the game can sometimes leave you with the feeling that the game we got isn’t necessarily what its creators fully-intended for it to be.

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Why Are Early Cyberpunk 2077 Reviews Controversial? https://gameverse.com/2020/12/07/early-cyberpunk-2077-reviews-controversy/ https://gameverse.com/2020/12/07/early-cyberpunk-2077-reviews-controversy/#respond Mon, 07 Dec 2020 21:57:55 +0000 https://gameverse.com/?p=6828 Cyberpunk 2077

Cyberpunk 2077‘s release is a few days away, but the earliest reviews of 2020’s most anticipated game are already here.

While the reviews are generally positive, it shouldn’t come as a surprise that they’re just mixed enough to cause some fans to be upset that a reviewer doesn’t agree with what they think their feelings about the game will be. What is a little surprising is that the controversy in this instance seems to be focused on a few major points.

To help you make a little more sense of the madness that’s floating around at the moment, here is our read on why early Cyberpunk 2077 reviews seem to be controversial.

Not Everyone Got to Review Cyberpunk 2077

One of the earliest Cyberpunk 2077 concerns actually involves the people who haven’t gotten to play it.

While we don’t know the criteria for CD Projekt Red’s selection process, the fact is that even some major outlets and critics will not receive review copies of Cyberpunk 2077 ahead of the game’s launch. This has created the perception that critics were chosen based on potentially biased criteria.

However, that doesn’t seem to be likely considering that even outlets that have been vocally critical of the game in the past received review copies. Instead, the limited number of review copies can seemingly be attributed to fears over leaks and perhaps Metacritic involvement.

Some People Worry Cyberpunk 2077 Reviews Came Out to Quickly

We don’t know how long Cyberpunk 2077 is, but the idea seems to be that you can spend hundreds of hours playing the game if you’re willing to do so.

That’s why some fans seem worried that early Cyberpunk 2077 reviews came out as quickly as possible. These worries are amplified by the fact that some reviews leave fans with the impression that the reviewer mostly only played the game’s campaign.

However, quite a few reviews did mention the game’s side content, and it seems that those who did receive a copy of the game for review likely got their copies weeks before the embargo date.

Fans Believe Some Cyberpunk 2077 Critics Have an Agenda

This is one of those concerns that never goes away and is always ugly.

Simply put, there’s no getting around the fact that some gamers believe that outlets and individual reviewers have an agenda that will pre-determine their review of Cyberpunk 2077. It’s a concern that has formed the basis of some of the most worrisome groups in the gaming industry.

While there’s a level of subjectivity in the review process which makes it hard to guarantee that some level of bias wasn’t a factor in some reviews, it’s worth noting that some outlets which were previously critical of Cyberpunk 2077 came away with positive impressions of the final game and vice-versa.

Some Worry That Cyberpunk 2077 Reviewers Didn’t Know What the Game Really Was

This is one of the more interesting concerns that we’ve seen emerge since the first Cyberpunk 2077 reviews started to hit.

Basically, there’s an idea that some critics went into Cyberpunk 2077 expecting a first-person shooter or even a sci-fi version of The Witcher 3. When they got a game that many feel is spiritually closer to the Deus Ex series, some think that they reacted based on their own mismanaged expectations rather than the game itself.

Like we said, this point is actually kind of interesting. There do seem to be some reviews that leave you with the distinct impression that there was a fundamental misunderstanding of what Cyberpunk 2077 was supposed to be.

Generally speaking, though, most reviews seem to be judging the game on its own merits with the odd review which feels a bit misguided in certain places being notable outliers.

Some Fans Feel Cyberpunk 2077 Reviews Don’t Know What to Do About the Bugs

One thing that you’ll find in every Cyberpunk 2077 review are references to the game’s various bugs. While pretty much everyone assumed that Cyberpunk 2077 would be a buggy game, it does sound like the number of bugs in the final title has even managed to surprise the most understanding of critics.

What’s funny is that different outlets seem to be weighing the bugs differently than others. There are concerns on both sides with some fans arguing that bugs are being too accepted by reviewers and others saying that the bugs are being factored too heavily in the review scores given that they’re likely going to be patched out in the near future.

Like so many other elements of early review controversies, this really comes down to personal preferences and your own tolerance for glitches.

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8 Most Underrated Games of 2020 https://gameverse.com/2020/12/04/most-underrated-games-2020/ https://gameverse.com/2020/12/04/most-underrated-games-2020/#respond Fri, 04 Dec 2020 21:24:36 +0000 https://gameverse.com/?p=6823 The Falconeer

We’ve taken a look at the most overrated games of 2020, but why just be negative when we have an equal chance to shine some light on some of the year’s more overlooked titles.

Before we dive into the list, though, let me share a quick note. You won’t find many ultra indie titles on this list, but that’s largely because those games are overlooked by their very nature. Instead, I wanted to focus on some of the year’s slightly more notable releases which, for one reason or another, not enough people played.

With that in mind, these are some of the most underrated games of 2020.

Gears Tactics

Look, Gears Tactics really is little more than an ambitious XCOM mod. Is that really a bad thing, though?

Gears Tactics could have been a cheap cash-in on a fairly popular concept, but it instead proved to be a well-made strategy game in its own right that smartly utilizes elements of the XCOM universe that even the main games in the series haven’t always taken advantage of.

Honestly, you could argue that Gears Tactics is a better overall game than Gears 4. Definitely give this one a shot on Game Pass if you haven’t already.

Minecraft Dungeons

Despite its association with one of the most popular game franchises ever (or perhaps because of it) Minecraft Dungeons failed to make much of an impact.

While the game is too simple to win over the Diablo and Path of Exile crowd, it really stands out as a gateway with a co-op experience that’s at least as fun as any of the much more popular Lego games.

This is another title you should absolutely try out on Game Pass, especially if you’ve got someone on the couch next to you to share it with.

The Falconeer

As one of the few original Xbox Series X launch titles, it’s bizarre that The Falconeer didn’t generate a little more buzz simply by default. I work in this industry full-time, and I don’t think I’ve ever spoken to anyone that’s played this game.

That’s a shame because The Facloneer is nothing if not interesting. As an open-world air combat game, The Falconeer automatically fills a genre void that has been overlooked for too long. While I suspect the game’s simple combat has contributed to its undoing, it breaks my heart that this project’s beauty and unique concepts haven’t inspired more people to give it a shot.

Maybe you should wait for a sale before you commit to this game, but it’s absolutely worth a look.

Clubhouse Games: 51 Worldwide Classics

Granted, this game did generate some social media buzz, but I’m not sure people are paying Clubhouse Games the respect it deserves.

Clubhouse Games brilliantly utilizes the Switch’s interface to revitalize some truly timeless games. In a better world, this title would have been pre-installed on every single Nintendo Switch, but its nearly infinite replay value makes it one of the year’s best purchases.

In a year that wasn’t exactly bursting at the seams with new Nintendo Switch games, Clubhouse deserves a little more recognition.

Nioh 2

This is another one of those games that I’m not sure I’ve ever actually talked to anyone about at any point this year.

I feel like Nioh 2‘s biggest problem is that it probably should have been DLC. It doesn’t feature a lot of new ideas and the new content that is there isn’t robust in terms of innovations or even improvements.

However, as the well-made follow-up to one of the best Soulslike titles ever, Nioh 2 deserves to be played by everybody who enjoyed the first game.

Streets of Rage 4

Generally speaking, the biggest problem with old-school beat-em-up titles is that our memories of them tend to be far greater than the actual experience of replying these fundamentally simple and typically short games.

That’s what makes Streets of Rage 4 so interesting. It captures the fundamental appeal of the Streets of Rage series while introducing just enough modern innovations to revitalize the fun that is sometimes lost in translation when you try to play a legitimate old-school beat-em-up.

Much like 2016’s Doom, Streets of Rage 4 combines the best of the old and the modern.

Sackboy: A Big Adventure

There was a time when PlayStation fans were begging for truly great 3D platformers to call their own. It’s a testament to the decline of that genre’s popularity in the mainstream that Sackboy hasn’t garnered more attention.

A Big Adventure is hardly the new Super Mario Odyssey, but I’d go so far as to call it a better version of the recent Yoshi platformers. It’s got a great style that perfectly complements its solid platformer gameplay.

I’d love to see this game’s team take another shot at a similar concept as I feel they’re on the verge of something truly great.

13 Sentinels: Aegis Rim

Released in Japan in 2019, 13 Sentinels made its global debut in 2020 to very little fanfare outside of those who already knew about it.

13 Sentinels will absolutely be too weird for some people, but if you happen to enjoy its blend of visual novel storytelling and hybrid side-scrolling/RTS gameplay, you’ll find that this is one of the year’s most original and well-executed games.

If you’re not entirely alienated by the concept, then you should consider giving 13 Sentinels a shot.

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8 Most Overrated Games of 2020 https://gameverse.com/2020/11/29/most-overrated-games-2020/ https://gameverse.com/2020/11/29/most-overrated-games-2020/#respond Sun, 29 Nov 2020 21:20:39 +0000 https://gameverse.com/?p=6796 Assassin's Cred Valhalla

Despite all of the hardships it presented, 2020 ended up being a pretty special year for gamers. Against all odds, developers everywhere turned in an incredible lineup of titles that will surely make this year’s game of the year awards a challenge to figure out.

Yet, there are a few titles I see that keep popping up as candidates for those awards that just make me wince. They’re not necessarily bad games but they are, for one reason or another, games that are just getting a little too much love.

These are the most overrated games of 2020.

Assassin’s Creed Valhalla

Assassin’s Creed Origins was a fascinating, but flawed, attempt to softly reboot the complacent Assassin’s Creed franchise. Assassin’s Creed Odyssey did a brilliant job of fixing many of those flaws, solidifying the franchise’s new direction, and setting us up for something potentially special.

Valhalla is occasionally that something special, but it’s mostly another incremental improvement that received a little too much praise for being another largely familiar entry in an increasingly familiar franchise. Not every AC game needs to reinvent the wheel, but we should also temper our praise for amounts to a better version of an already good game.

Call of Duty: Warzone

It didn’t take long for Call of Duty: Warzone to become the darling of the battle royale scene. The popularity of the Call of Duty franchise made Warzone immediately notable while the title’s free-to-play status got it into the hands of more people than may have otherwise given it a chance. On top of that, it’s a fun game in its own right.

Yet, at a time of constant updates, Warzone‘s general complacency has been frustrating to watch. The one advantage of live service games is that they typically stay fresh enough to become the only game you need for months at a time. Aside from a couple of fun events, Warzone‘s updates have largely focused on balancing the existing game.

Ghost of Tsushima

This one is tough. I actually think Ghost of Tsushima is a really good game. It’s got a great open-world, fun combat, a ton of style, and a fairly good story. There’s not a lot wrong with it from a purely critical standpoint.

Yet, at a time when Ghost of Tsushima is clearly becoming an award season darling, I feel that it’s necessary to be realistic about this game’s accomplishments. It’s a very well done version of a kind of game that we’ve seen before. Much like Valhalla, Ghost of Tsushima executes a formula to near perfection, but it perhaps plays it a bit too safe to be considered truly great.

Marvel’s Avengers

Granted, there aren’t a lot of people hyping up Marvel’s Avengers these days, but this feels like a fairly well-deserved case of “We told you so.”

After listening to everyone who wanted to defend this game for months despite an ever-growing pile of red flags surrounding it there’s an admittedly dark pleasure that comes from seeing this title turn out to be exactly what many others suspected it would be. Aside from its fairly good campaign, this is a soulless cash grab that tries and fails to cash in on a license with an unlimited amount of potential.

Star Wars: Squadrons

Squadrons is another game I actually like quite a bit. At a time of increasingly lowered expectations for Star Wars games, Squadrons offers a fun take on this universe that is often fairly clever.

However, Squadrons was hyped as a return to the glory days of Star Wars spaceship games, which it simply isn’t. It lacks the pure arcade action of the Rogue series, and it fails to replicate the simulator brilliance of the PC Star Wars space fighter titles of the ’90s. It’s stuck reminding me of better games it simply is not.

Genshin Impact

Genshin Impact caused quite a stir earlier this year with some fans going so far as to call it an improved version of Breath of the Wild that you can even play on mobile devices.

However, a little more time with Genshin Impact reveals its gameplay reliance on a microtransaction system that is too aggressive to be condoned at a time when microtransaction ethics are such a big talking point. To be honest, Genshin Impact feels like the most successful and ambitious mobile knock-off ever.

Resident Evil 3

I loved the original Resident Evil 3 and often wondered what would happen if the game got a chance to shine outside of the shadow of Resident Evil 2. Unfortunately, Capcom decided to release Resident Evil 3‘s remake in the shadow of Resident Evil 2‘s remake.

Similarities to the previous Resident Evil remake aside, one of the most disappointing elements of 2020’s Resident Evil 3 is how little new content it adds to the original game. It tends to cut some of the original game’s more frustrating moments rather than rework them which seems unambitious for a big-budget remake.

Super Mario 3D All-Stars

At the end of the day, Super Mario 3D All-Stars features three classic Mario games. It’s hard to argue with the idea of getting all of these games in one package or the merits of the original games.

Yet, nearly everything else about this collection feels like a mistake. Its ports are little more than glorified emulations that fall short of paying these games the tribute they deserved. Even if you’re willing to overlook this game’s bizarre limited digital release schedule, you’re still left to wonder where Super Mario Galaxy 2 is or why these games aren’t just straight-up available to download on Nintendo Switch.

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PS5 Shortages: Who Deserves the Blame? https://gameverse.com/2020/11/22/ps5-shortages-blame-explained/ https://gameverse.com/2020/11/22/ps5-shortages-blame-explained/#respond Sun, 22 Nov 2020 17:48:23 +0000 https://gameverse.com/?p=6788 PlayStation 5

The ongoing PS5 shortages have left many without a next-gen console in time for the holidays and many more people with the question “What happened?”

It’s a valid question that has led to a significant amount of finger-pointing. There are a lot of frustrated people out there right now who are just looking for someone to blame all of this on.

While the answer may not be quite so simple as that, a look at the PS5 shortage situation so far reveals a few suspects who deserve some of the blame in this instance.

Sony is to Blame For PS5 Shortages

When you’re looking for someone to blame, it’s always tempting to go right to the top. In this case, that means Sony.

The case for blaming Sony is, in many ways, the simplest one to make. After all, if Sony had just made more PS5 consoles or found a way to ship them faster, then there would be more PS5’s to buy, right?

While there is a conspiracy theory that suggests Sony intentionally made fewer PS5’s to increase demand, that’s a theory which (like so many conspiracies) does not hold up to any level of scrutiny. Sony inevitably made some missteps along the way in terms of how they decided to manufacture and ship the PS5. You could even suggest that they may have underestimated demand and other logistics.

Yet, Sony has nothing to gain from shipping anything less than as many PS5s as possible as soon as possible. As we dive into the many other factors that contributed to the PS5 shortage, you may find actually find that Sony arguably deserves the least amount of direct blame.

Retailers Are to Blame For PS5 Shortages

Many of those who tried to purchase a PS5 online likely encountered some kind of bottleneck issues that made the process incredibly difficult or downright impossible. Some even had a PS5 in their cart but were not able to actually complete the checkout process.

The fact of the matter is that retailers have been dealing with this problem for quite some time now. Even Amazon, one of the largest companies in the world, couldn’t seem to handle the massive influx of people trying to buy a PS5 at once. There wasn’t a single major online retailer that seemed to be working properly on launch day or when PS5 pre-orders were opened.

Some of the blame here is absolutely on online retailers who have yet to solve this problem despite seemingly knowing it is going to happen every time before it actually does. There has to be a better way of handling these product launches.

However, there’s one more factor to consider here before you think about placing all the blame on retailers…

Scalpers Are to Blame for PS5 Shortages

You’ve probably seen the photos of people stockpiling PS5s despite apparent “one per customer” restrictions that were in place. Whenever you see one of these scalpers, it’s easy to say “That’s the reason I don’t own a PS5.”

We don’t know how many scalpers there really are or how many PS5s they actually bought, but there is something to this theory. After all, a single scalper can easily clean out a retail store’s PS5 stock if that store doesn’t care about the rules or doesn’t have them in the first place.

More importantly, multiple online scalpers using an army of bots can easily crash even major websites by creating a kind of DDOS effect. It’s highly likely that these bots are the reason that so many websites crashed rather than normal, individual shoppers logging on at once.

Of course, there’s at least one major reason that scalpers may have been more effective than usual this time around…

COVID-19 Is to Blame for PS5 Shortages

It feels silly to talk about COVID-19 in relation to the launch of next-gen video game consoles considering the many other ways the pandemic has affected the world this year, but it is absolutely a contributing factor to the PS5 shortages we’re seeing.

COVID-19 has impacted everything from game development, to console manufacturing, to retail stores being able to open at the capacity that allows them to serve as an effective outlet during the launch of a next-gen console.

The PS5’s launch was not destined to be smooth in a world where COVID-19 never existed, but there’s little doubt that the whole process would have gone smoother if this nearly unprecedented pandemic was not a factor.

Nobody is to Blame for PS5 Shortages

This argument has the unique honor of being the most and least likely possibility.

As you’ve gathered from the information we’ve presented so far, there are numerous factors that contributed to the ongoing PS5 shortages. That being the case, you could argue that there’s really nobody to necessarily “blame” in this instance. Most consoles endure some kind of struggles at launch, and the PS5 is really no different in that respect.

That said, the impact of COVID-19 and the ways the pandemic enhanced problems that were bound to exist anyway has to be considered the biggest single reason why it’s so hard to get a PS5 right now. Our only hope is that things get better from here.

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Demon’s Souls Melee vs. Magic: Which is Better? https://gameverse.com/2020/11/16/demons-souls-melee-vs-magic-pros-cons/ https://gameverse.com/2020/11/16/demons-souls-melee-vs-magic-pros-cons/#respond Mon, 16 Nov 2020 22:06:25 +0000 https://gameverse.com/?p=6766 Demon's Souls

The recently released Demon’s Souls remake has a new generation of Souls fans debating a question that series veterans have asked for years: “Melee or magic?”

While you can’t build a balanced Demon’s Souls character, most players will end up focusing on either melee or magic at some point in the game. So far as that goes, it’s important to know the fundamental differences as well as the unique experiences that each offers.

So if you’re trying to decide between melee and magic and just can’t quite make a choice, here’s what you need to know about the pros and cons of each build type.

Magic Build – Pros and Cons

Magic characters in Demon’s Souls have been referred to as the game’s “Easy Mode.” While that’s a stretch, it’s also not too far removed from the truth of the matter.

The biggest advantage afforded to magic users in Demon’s Souls is protection. Many of Demon’s Souls fiercest enemies (especially non-boss foes) rely on melee and other closer range attacks. Some of them even utilize those melee attacks in close-quarter areas where it can be difficult to properly defend yourself via close-range weapons.

Magic users’ ability to attack from range means that your ability to defend yourself is often tied to how much MP you have. Because it’s easy enough to keep your MP bar up (especially if you’re not in a hurry) that means that you can negate so many of the game’s most notable threats. That’s why some fans believe that heavy magic specs are the equivalent of playing on “Easy Mode.”

More importantly, magic users have access to an array of abilities that offer so much more than ranged attacks. From teleportation spells to powerful heals, magic users are able to find creative solutions to complicated problems or otherwise generate an out for themselves where none would otherwise be available.

So what’s the downside of playing as a magic-user in Demon’s Souls? Well, the biggest cons are largely situational. There are just some sections and bosses in the game that are easier to deal with if you’re a melee character. They may be fewer and further between, but they are there.

As a magic-user in Demon’s Souls, you’ll also have to balance a wider array of stats and equipment. Melee players can get by with just a few spells and a primary equipment set, but magic users will need to juggle various spells and a variety of items for the times when they’ll need to get in close.

Finally, there’s the late game equipment element. This is certainly somewhat subjective, but many players agree that late-game equipment and upgrades for magic users just aren’t as exciting as they are for melee players. That may not matter to you that much, but it’s important to keep in mind.

Melee Build – Pros and Cons

Despite popular perception, it’s actually difficult to say “melee” and call it a day, as there are a variety of Demon’s Souls builds which rely on closer combat.

That’s the exciting thing about melee builds. While magic users will ultimately come to rely on a pretty similar set of spells, there are several viable melee builds that can carry you to the late game. Would you like to slap on some plate armor and one-hand a two-handed weapon? You can do that. Are you interested in fast strikes complemented by lots of dodges? That’s fine too.

It’s not that there’s not a “wrong” way to build a Demon’s Souls melee character, but the idea is that you can choose your preference in one of several areas and simply optimize that build to the best of your abilities. Many believe that makes the growth of a melee character over the course of a game more satisfying.

Many find melee combat to also be more satisfying as it requires the use of more Demon’s Souls mechanics such as parries, dodges, heavy/light strikes, and pattern recognition. By the time you get to the late-game, you’re going to marvel at how you bounce between foe-to-foe in a customized set of armor with an epic weapon by your side. It’s a lot of fun.

It’s also quite difficult. The fact of the matter is that needing to deal most of your damage at close range means that you’re also much more susceptible to a variety of attacks. There are some battles (notably, early game bosses like Flamelurker) which are significantly more difficult for melee users. Some have gone so far as to suggest that aspects of Demon’s Souls were designed with magic users in mind.

There’s nothing in Demon’s Souls you can’t overcome with some perseverance, but that Souls-like trope of banging your head against the wall until you break on through to the other side is exemplified in melee gameplay.

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