The Mummy Demastered Review (Switch/PS4/X1) – “Mummyvania”


The days of movie-based games releasing on consoles have certainly become a dime a dozen nowadays. Years ago, almost any movie that could be made into a game was made. Universal has rebooted one of their monster franchises a few months ago, The Mummy. The movie was poorly received, but shockingly there is a game based on the property itself, releasing just in time for Halloween. Thanks to developer WayForward, we have The Mummy Demastered. So does the game succeed at the rare feat of besting it’s movie counterpart?

Let’s get this out of the way now…this is very much superior to its film counterpart. That being said, The Mummy Demastered (cleverly titled) is a 16-bit, 2D-style Metroidvania game, playing much like a mixture of their previous titles like Shantae and even more so like TMNT: Danger of the Ooze. Naturally though, the closest comparison would be Super Metroid more than anything. 


The Mummy Demastered has you playing the role of an elite agent part of the Prodigium Unit, a group specialized in facing supernatural elements. Princess Ahmanet has been resurrected and it’s up to your unit to put a stop to her before she regains full power to transform the world to her liking. You will be in communication with Henry Jekyll as he provides you updates to the whereabouts of Princess Ahmanet, as well as hints to certain equipment in the area.

As mentioned, this is a 2D Metroidvania game, with a twist (more on that soon). You will explore various areas interconnected throughout London: graveyards, sewers, caverns, ravaged city streets, and a clocktower. Naturally at the start of the game, you’re only equipped with a standard automatic rifle, but as you explore the world, you will come across a variety of weapons like flamethrowers, machine guns, harpoon guns, etc. These will certainly give you an edge with more challenging creatures, and each weapon may be more powerful against enemies versus other weapons. Some areas and rooms will be blocked and require backtracking with proper projectile weapons or artifact abilities. Artifacts hidden in the world will grant your agent a special ability, such as phase dashing or running at faster speeds. You will be able to extract to different locations based on areas where helicopters are on standby. This is certainly helpful when backtracking and trying to access areas previously blocked.


Mechanically, there’s a twist that will keep you on your toes throughout the journey: dying. Sure, that sounds obvious to avoid, but if you die, your character will become an undead soldier of Ahmanet and you will play as another agent from your last save point. The catch here is that you will have none of the upgrades or weapons that you acquired with your now undead agent. You will need to hunt down the undead agent (thankfully displayed on your map) and take them down to acquire all the upgrades and equipment earned throughout the game at that moment in time. Oh, and don’t think you can just quit the game and reload your save to avoid this…the game saves automatically the moment you die. 

The game will certainly provide a challenge, as enemies will not drop many health items. As the game does try to push the concept of dying and retrieving your equipment from undead soldiers, health is scarce. Health items dropped will only replenish a minimal amount. Ammo is not as scarce to maintain, but even if you run out, you can always utilize your default rifle which has unlimited ammo. Speaking of weaponry, you can carry up to two additional weapons to swap between. Figuring out which weapons to carry in your loadout is essential to survival, as you will quickly realize that your default rifle is quite weak. Loadouts can be changed at any of the ammo cache locations throughout the areas. 


There are bosses to face in each area as well. Boss battles are large in scale, and gradually get more intense with each battle. The bosses are well designed and really add to the intensity of the game. Whether you face off against a giant scarab, or giant spider, or the other vile creatures that await, the bosses will certainly keep you on your toes. By the final boss, you really need to have as much equipment as possible, as you will truly be tested.

WayForward has Metroidvania platformers under their belt, and The Mummy Demastered is no slouch. Level design is very well done for the most part, aside from a few rooms where platforming could’ve been a bit more refined. There are numerous times where enemies will be an obstacle while carefully jumping, but getting hit will knock you back. Enemies occasionally throw projectiles and seem to do so before they fully appear on-screen, leading to a few cheap shots. Additionally, flying creatures such as birds and bats may have infinite spawning, leading to a bit of frustration trying to climb your way to the top of rooms. Outside of this though, the overall level designs really nail atmosphere and are laid out quite well.


As always, WayForward excels with their ultra-smooth animations and 60 FPS (for the most part). The game really captures the feel of a 16-bit game, with nice pixel art, and nicely layered backdrops with parallaxing. Even the foreground elements of fog add to the game’s overall atmosphere. It’s as smooth as a 16-bit looking game gets, given the HD coating for modern consoles. While the framerate is hitting 60 FPS, there were several instances of framerate drops. While this was tested on the Switch, both docked and undocked experiences saw the frame drops based on the number of enemies on-screen. In terms of music, composer Monomer has provided a truly superb soundtrack that easily stood out throughout the entire experience. Each area has music that hits all the right notes. The atmospheric and upbeat tunes engross you immensely and cannot be praised enough. By far, one of the best gaming soundtracks I’ve heard this year. Yes, it’s that good. Sound effects also pack a punch, with each weapon sounding powerful and creature noises fleshing them out. 


The Mummy Demastered is a 16-bit Metroidvania done very well. While the property it’s based on may not have the best track record, the game itself certainly evades the curse of subpar movie-based games, and provides a rich experience. The superb pixel work, silky-smooth animations, tight gameplay, and sublime soundtrack really round out one of the best movie-based games, let alone an all-around great game, in quite some time.

Overall Score: 8.0 out of 10 = BUY IT!

A special thank you to the publisher for providing us a review copy for The Mummy Demastered! Copy reviewed on Nintendo Switch.

Enjoy our review? Be sure to follow us on Facebook and Twitter: @GamersXTREME for the latest in gaming news and reviews.

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Hellblade: Senua’s Sacrifice Review (PS4) – “Enter Madness”

Developed by Ninja Theory (Devil May Cry 2013, Heavenly Sword), Hellblade: Senua’s Sacrifice tells the tale of a young Pict (think Celtic) warrior who travels into Norse Hell to beg for her deceased lover’s soul back. His head, strung around her waist and wrapped in burlap, is a constant reminder of her loss and motivation. From the beginning this literal symbol sets the tone of the journey as we witness this round bag begin to take form of a skull and “breathe”. You see, Senua is not a normal warrior, due to the trauma she has undergone, she is forced to live with symptoms of severe psychosis. Ninja Theory uses this story as an attempt to de-stigmatize the culture surrounding psychosis and shed some light on what people who suffer from this ailment have to live with. So, does Hellblade deliver the innovative and delicate package in an enjoyable game, while simultaneously educating its player base? Or will it make you go mad just attempting to comprehend the complexity of it?

Story: 4/5

Luckily for us, Ninja Theory has indeed accomplished their quest to not only provide us with an incredible game, but properly portray mental health issues in a medium that has not really been utilized before. Hellblade puts you inside of Senua’s mind from the beginning. You start by cautiously rowing down a dark, eerie river and though you can see no one besides Senua, you hear voices – many voices. Some are encouraging, some are scared, and some mock you. This goes on for a good few minutes until you finally reach your destination. By the time you disembark your hand-crafted boat, the voices are already permeating into your own personal thoughts and you become quickly emerged into Senua’s way of thinking. She is scared but determined, and as one of the voices tells you to turn back, you push the boat away, out of reach, and you know that you are now fully committed to the task.

Senua’s journey starts her at the gates of Hellheim, Norse mythology’s depiction of Hell. They are locked and therefore you must travel to the two gatekeeper’s lands in order to defeat them and unlock the gate. Before you can advance too far, you are rushed by a number of demons who would thwart your efforts to enter the land of the dead. During this, you are presented with a very interesting mechanic. Considering Senua’s mental state and the strain of the tasks that fall before her, Ninja Theory has given the player a way of monitoring her mental degradation in a visual way by creating what is simply called “the Rot”. A grotesque depiction of her ailment is emblazed on her right arm. Brown and oozing, as flesh melts away it slowly eats at her, growing up her forearm to her neck and eventually her head. The game specifically and blatantly states what will happen if you let the Rot devour Senua by dying too many times: Senua will be consumed by it, perish, and your entire progress will be lost (or will it?). This instantly creates a feeling of anxiety in the player to match that of Senua’s. The constant reminder that too many mistakes will cost you everything is all too real and intense, and instills an incredible ongoing experience.

Upon venturing to the first gatekeeper’s land, your host of voices are joined by another, Druth, who helps guide you and keeps you moving forward. He acts as Senua’s reasoning and persistence by helping her make sense of the world. Senua’s entire journey is symbolic in many ways and the gatekeepers are a fantastic way to display this. One represents Senua’s physical suffering. As you traverse the scorched, scarred and barren wastelands of this region you are reminded of not only her own anguish, but of those around her; those she lived with and watched die. The atmosphere of this adventure evokes a feeling of helplessness, guilt and pain.

The other keeper represents Senua’s mental suffering. Illusions and hallucinations fill this area to give you a paranoid feeling that at any time, from any place, something is going to come after you. By the end of this section, you feel you can no longer trust anything you see, perfectly embodying what Senua herself would be seeing.

Upon opening the gate and venturing into Hellheim, you are presented with a feeling of accomplishment and assurance that you may actually be able to do this. You are then knocked down a few pegs and a new voice emerges to cast doubt upon your every action. “The Shadow” as he is called, has a terrifying air about him and will take any chance to demoralize you and berate you. Senua must learn to press forward with all of these conflicting voices in her head as she struggles not only to physically continue, but to build up the courage to do so as well. The journey becomes more difficult as she progresses and with every gripping cutscene you experience, you become more and more attached to her until her story becomes yours.

Laid out along your path in the story are objects called “lorestones”. They are treated like collectibles, but only a few are truly difficult to miss. They give insight to Senua’s Norse religion and world; how things are explained by her people and why certain beings are present, as well as any lessons we can learn from them. They may not all relate directly to the story, but many give background and are at the very least intriguing to hear about, it would also be wise to collect all of them, as this is the only miss-able trophy for a one playthrough platinum.

Throughout the story we get glimpses at Senua’s life before the incident. Most of the tales are not happy ones, but they all give way to pieces of information that help explain why Senua is in her current state. Her story is rarely laid out plainly in front of you; it takes a little bit of critical thinking to truly grasp what has just unfolded at times. There are flashbacks and dramatic changes in environment that cannot often be explained right away. Normally, this would be too confusing to follow in a game. However, Ninja Theory repeatedly introduces you to this concept of seeing through Senua’s eyes and you begin to understand that perhaps not everything she sees or experiences is 100% truth. This is not a story that should be played only once to fully grasp what has happened. Even at the end, I still had to take a minute to grasp what had transpired and what it meant for our beloved character.

While it doesn’t dive into the entire story, Ninja Theory has provided a bonus excerpt that should be watched once you complete the game. Due to the game’s dealings with psychosis, Ninja Theory thought it would be wise and helpful to include a 25 minute video explaining their creative process and the reasoning behind so many decisions. In this video, there are a few explanations to some of Senua’s experiences and background that help shed light on what has transpired if you have difficulty grasping it from the story.  This video was highly enjoyable and informative. My wife, a social worker who has studied psychosis and other mental illnesses, watched it with me and agreed that what they were showing and explaining was quite impressive. It was very comforting to know how and why they approached the game the way they did, and what they were trying to convey about psychosis. If you are to play this game, you should watch it (after completing it once of course).

Gameplay: 4/5

Hellblade splits gameplay into two successful sections: puzzles and combat. The former takes precedent, while the latter is treated as more of a break, until you reach the end of the story. The puzzles in Hellblade range from simple to moderate, and rarely frustrating. In an attempt to better showcase the effects psychosis might have on someone and their actions, most of the puzzles provide a demonstration of how Senua would try to make sense of her world. For instance, many locked doors have runes on them that appear to be random arrangements of lines. However, spend enough time looking at the world and you can find those exact lines somewhere hidden in say, the formation of a few downed trees. Once you locate the symbols, you can focus on them and the doors will open. Of course, the entire time you’re solving these puzzles you are constantly being led astray or doubted by the voices in your head. Other puzzles include seeing through illusions and altering your perspective of the world to drastic levels. While many of the puzzles won’t keep you hung up for long, they do a very nice job of helping you understand Senua’s mind, which in a game about psychosis is a very smart and tactful experience.

The combat in Hellblade is tremendously satisfying and rewarding. You can view the controls from the main menu, but outside of that there is hardly a tutorial on how to survive when up against demons. The game kind of throws you into the fray rather quickly, which aids in its quest to make you feel outnumbered, underprepared, scared and cautious – but capable. You can attack with quick, heavy or melee attacks (kicks/shoves to throw off balance); as well as dodge and block. Different hits and combos can be strategically used depending on the enemy, and this adds a nice layer of complexity and variation to the battles. Each hit you land on an enemy has a substantial weight to it, really solidifying your connection. Of course each hit the enemy lands on you puts you close to dying and subsequently allowing the Rot to grow. Senua is also able to build up a focus meter during combat which will allow her to slow time down and deal more damage faster to enemies. This mechanic saved me time and time again in the late game!

Combat is typically handled in a slow, standoff fashion as anywhere from 1 to… many… enemies dauntingly take their time advancing upon you. You can lock-on to a single enemy and take them on one-on-one, but you’ll need to be cautious about the other encroaching threats. Thankfully, the voices in your head will warn you if you are about to be attacked, or when you should dodge, block, or finish an enemy off. In a world all by yourself, it’s good to have some backup. Boss fights tend to be a little faster-paced, but that doesn’t mean they will only last a short while. A particular boss fight took me 20+ minutes to defeat even with constant attacks on my part (this may be patched out in a recent update). Each fight you are presented with is a tense battle, and though I never failed a fight sequence, there were many times when I had to take a minute because I thought there would be no way out of this – that surely, I was meant to die to progress the story instead of defeat everything the game had thrown at me. This terrible feeling of unavoidable failure is paramount in delivering Senua’s experience to the player. You are not a one woman army. You will struggle. You will doubt yourself. But you will persevere.

There were times when I was frustrated by the combat however. A few sequences pit you against seemingly endless enemies in small quarters, and to navigate around to avoid them is difficult when you have to stay locked-on to one at all times. You find yourself dodging repeatedly just to move faster and it kind of takes you out of the experience – not to mention get you killed easily.

The game is quite linear with very little actual exploration, though some is necessary to find all of the lorestones. Advancing through the story, the gameplay is a fantastic way to exhibit Senua’s evolving emotions and really helps pull the player in more.

Graphics: 5/5

From the beginning, Hellblade is a gorgeous game. Textures, lighting and physics all play well together to form a complete package that surrounds the player and plunges them into the world. With the game focused on Senua in third-person, it is reassuring to see her dreadlocks, matted and torn, in such great detail. Her face shows life throughout the game and easily shifts from emotion to emotion. Her clothes are worn and get progressively worse as you tread through the underworld. The environments are clean and detailed, to the point where simply walking around is a pleasure.

While the game is primarily set in dark tones (considering it IS Hell after all), the game does offer a few glimpses into a lighter, warmer atmosphere that is equally as detailed and enjoyable.  Due to the consistent darkness of the world, these breaks into a more joyous environment really pop and provide a feeling of being at ease, if only for a moment.

Enemies are just as detailed as Senua, and will show injuring and scarring as you damage them. The interesting thing is how the developers handled cutscenes and other characters. The times when Senua is alone and featured in an important scene, Ninja Theory uses their new technology to achieve incredible precision in facial feature tracking. At one point, my wife walked in during a scene and was taken back by how she thought Melina Juergens herself was being shown. These moments are breathtaking in their graphical fidelity and accuracy in facial expressions. Other cutscenes take a less impressive, but still effective, route of delivery. Senua is portrayed closely to how she is in gameplay, which is still very well done, however the main voices she hears in her head are shown as distorted renders of live-action actors. At first this contrast was a bit jarring, however upon thinking on it for a few minutes it makes complete sense. Everyone Senua talks to is not actually there. The stark difference in illustration of the characters is a clear portrayal of Senua’s suffering: that she knows, on some level, that these voices she is hearing and these people she is talking to do not exist. This visual aid for the player may seem a bit unpolished at first (also considering this was potentially done in part to save on costs), but it works with the theme of the game and yet again delivers an amazing experience to the player to keep them in Senua’s world.

There were only two instances in the game where physics seemed to overrule the laws of the game and constant pieces of enemies began to convulse rapidly, becoming very distracting and off-putting but not persistent. With a simple, yet satisfactory photo mode active during almost the entire game, you can capture some truly beautiful or haunting moments. The graphics also seemed to hold consistently with no noticeable drops in framerate.

Sound: 5/5

The perfect bow to wrap up the gift of Senua’s journey is how Hellblade handles the game’s audio. Upon starting up the game, you are notified that it is best enjoyed with a headset. I was using a 7.1 virtual surround sound headset, as well as listening to the game straight from the TV for comparison. There is a stark difference and I highly recommend playing this game with a headset, even if it isn’t virtual surround sound. This is because (as detailed in the bonus “Hellblade Experience” video) Ninja Theory captured their audio tracks in 4D, so the voices that Senua hears were literally coming from certain directions. Considering the voices are omnipresent, they need to feel like they surround you and it is pulled off near perfectly. This feeling of being unable to escape the influences of your own thoughts is essential to the experience.

Hellblade not only uses these voices to create an atmosphere for the player, it also chooses when they are most frequent or in the most eerie of times, not present at all. This careful balance of voices, music, environment, and ambience audio tracks are so meticulously crafted you won’t even notice them changing. The audio alone captures the entire motif of Senua’s adventure. Not only was the background exceptional, Melina’s, and the other actors’, performances were among some of the best acting in video games in the past few years. They were able to draw you in and create the emotions they needed to portray with ease and consistency.

The game also had a very natural flow to it. Using the audio in parallel with the story, the game was able to control the player’s feelings to help smoothen out the more “intense” events of the game, as well as build you up with self-assurance when it needed too! Hellblade would not have been half the game if it slacked on the audio aspect, and thankfully for all of us it truly delivered a flawless experience.

Overall Score: 18/20 = 9.0 out of 10

Hellblade: Senua’s Sacrifice is much more than a warrior’s journey of love. It is about overcoming, as well as accepting, aspects of one’s self that were previously holding you back. It marvelously ensnares the player into the emotions and state of Senua, and effectively ensures that you are right there with her the entire time. Through a clever system of puzzles, overwhelming combat, as well as audio and visual trickery, Ninja Theory created a game that simulates aspects of psychosis in an effort to better destigmatize the illness. Acting in Hellblade is impeccable, and while it can at times feel like a slower-paced game, it is thoroughly enjoyable and challenging. The story can be a bit confusing at times, so multiple playthroughs are recommended (only about 6-8 hrs per playthrough). This $30 game should not be passed on by anyone who wants an experience different from any other game.

Pros:

+ Only $30

+ Satisfying and challenging combat

+ Complex story

Cons:

– Somewhat repetitive puzzles

– Never ending feeling of doubt

– You may start to hear voices…

Hellblade: Senua’s Sacrifice was purchased by the reviewer and tested for the PlayStation 4 system.

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Infinite Minigolf Review (PS4/X1/Switch) – “Minigolf Times Infinity”

Zen Studios has certainly acquired quite the reputation with their excellent Zen Pinball titles, which are available on almost every platform to date. Since then though, the team has only worked on a few titles outside of their big pinball hit, such as Punisher: No Mercy and Planet Minigolf (both of which were PS3 exclusive titles). After some time, they’ve decided to take a break from their pinball roots and return to a familiar field, minigolf. Infinite Minigolf has now released for PC, PS4, X1, and Switch, and is a sequel to Planet Minigolf. Is this minigolf game worth the putt or is it a complete bogey?

Minigolf has always been about varied, fun locales brimming with imaginative set pieces and scenery. With Infinite Minigolf, the wacky locales are here, but as are some unique twists. This isn’t your typical minigolf game, but rather a more fast-paced, over-the-top game of putt-putt. You will enter tournaments across three different locales: Giant Home, Nightmare Mansion, and Santa’s Workshop. Giant Home is kind of like Andy’s Room from Toy Story, with plenty of toys and games that fill up the environment. Nightmare Mansion is your Halloween-themed environment full of bats, spiders, swinging spike pendulums and tombstones. Lastly, Santa’s Workshop is your snow-filled, Christmas-themed environment filled with elves, candy canes, presents and plenty of ice. Each locale feels very unique and provides their own identity (and challenges) to each course.

Infinite Minigolf is not about getting the ball sunk into the hole with the least amount of hits. Well, it is, but the game revolves around who can get the highest amount of points within nine holes. Throughout each of the courses, there are blue orbs littered around to collect, as well as a purple diamond. Getting these will bump up your score quite a bit, especially the purple diamond. Additionally, the real curve ball mechanic are the power-ups that are attainable at each hole. These power-ups range from rocketing a ball forward, getting full control of where the ball rolls (within the momentum the ball has from the hit), stopping a ball in place, blasting items away from your ball, magnetizing the ball into the hole, etc. These really change the dynamic of the game and really help push the fast-paced flow of gameplay. Controls also help with the game’s flow, and are quite simple for anyone to grasp. You can turn the character with the left analog stick, and then control the power of the hit by pulling back on the right analog stick. You can control the power meter by slowly maneuvering the right analog stick from its centered position and all-the-way back, and vice versa. Any other buttons to use are highlighted on the game’s HUD. It’s simple and intuitive, making it accessible for anyone to play.

The game’s core mode is the Tournament mode. You go up against three AI opponents and compete to have the highest score by the end of the nine holes. There are four tournaments in each of the three locales, with three difficulties to work your way up through. However, the game’s highlight is by far its Course Editor mode. The Course Editor mode gives you an unprecedented amount of freedom creating the course that hits all the right notes. You can choose which of the locales you want to build a course on, then cycle through an abundant amount of pieces to put everything together. Straightaways, curves, spiral loops, upside-down loops, speed boosts, interactive pieces, power-ups, orbs, diamonds…the options are tremendous. You can choose the height of the course and even place objects on and off the course to further add life to the course. Now, it should be noted that there is no tutorial in place to learn the Course Editor. However, there’s nothing here that can’t be figured out by spending 10-20 minutes playing around with the tools provided. You can test out your course, and then go back to editing seamlessly, tweaking each element to your liking. Once done, you will have to test the course and finish it to validate that it’s ready for uploading. When all is said and done, you will then name your course and once uploaded, it will be available for all Infinite Minigolf players. So if you make a course on the Switch version, PS4, X1 and PC players will be able to play your course as well. This universal connection for user-created content is outstanding and removes any restrictions of trying courses that all Infinite Minigolf players create.

Infinite Minigolf gives you a range of characters to play as, each with their own personality. Each character reacts differently to how they sink the ball in the hole with unique winning poses and one-liners. However, you can also create your own character. As you win tournaments and also level up throughout the game, you will earn cards pertaining to each set of clothing and gear. You will use these cards to unlock the clothing and gear you’d like equipped for your custom character. Hairstyles, shirts, pants, belts, shoes, clubs and golf balls are all customizable. This method of unlocking content is a bit of a grind though since you get randomized cards for tournament wins. There are even challenges you can complete that will earn your gold coins, which can be used to buy a pack of cards. It’s almost like having currency, to buy currency, to then buy items. Thankfully, there are no micro-transactions for this, otherwise there would be some serious currency-ception.

When not playing solo, Infinite Minigolf features both local and online multiplayer with support for up to eight players. You can take turns passing the controller around or have multiple controllers connected (as much as the console supports). What is really neat is that there are a variety of modifiers to tweak for a match. You can choose to play with Classic minigolf rules, unlimited ball jumping, the number of strokes allowed for per course, etc. You can even make things really wild by changing the ball type as an egg, pyramid, puck, cube, and more! This really makes things interesting, and downright hysterical. When playing online, the game has lobby support. Simply open your friends list, send an invite and they’ll jump right into your lobby. Like local play, you can fully customize your matches (should you play a Private Match) or jump into a public match with others. What’s interesting is that unlike local’s turn-based play style, everyone here putts at the same time. Once sinking the ball in, you can watch the remaining players finish the course. If it’s a custom course, you can even rate the course while waiting. The simultaneous play makes things frenetic, but you can make it more so by turning on the ball collision modifier. The overall online experience was quite smooth, especially on Switch.

There are a few issues to be found in Infinite Minigolf. First off is the grind mentioned above when unlocking gear. Second, when controlling the power meter with the right analog stick, there seems to occasionally be a delay in the meter correlating with the control stick sensitivity. You can adjust the sensitivity in the game’s options, but it seemed to still have a split-second delay somewhat. It’s not game-breaking by any means, but could be just a tad smoother. Third (and this is entirely dependent on user-created courses), there are times when people will place speed boosts next to a ramp. However, if the ball doesn’t go up the ramp fully and rolls back down into the speed boost, it’ll never be enough power to get it up the ramp. This leads to the ball being stuck in limbo and leaving you at the mercy of the game, praying that the ball will move enough to eventually stop and let you putt again. There’s an option to skip the hole, and that seems to be the best solution, but you’re penalized with getting zero points for the course. Now this is more of an issue if it’s an online match, whereas a local match you could easily restart the hole. Fourth, on the Switch, there is no voice chat support at the moment. Here’s hoping Zen Studios provides voice chat support through the Nintendo Online app (despite its choppy start).

Visually, Infinite Minigolf is a very vibrant looking game, with clean texture work. Characters have smooth animations, as do the objects on course and the ball itself. As mentioned earlier, the environments themselves are very well done and are great to look at. The game runs at a locked 30 fps and never dips below that, which is nice. In terms of audio, there is a variety of sound effects. Whether you are using a power-up, simply hitting the ball, collision with the various objects…it’s all fitting for sure. The music also does a great job of capturing the environments you will be putting in, as does the main menu track. The odd thing though is that when creating courses, the music will play once, and then never repeat…just sound effects play at that point. This also seems to occur when playing online and waiting for the player(s) to finish, the song will not loop until you’re back in-game for the next course. It seems to be a glitch that could use some patching. Outside of that though, the audio is very catchy.

Infinite Minigolf is a great minigolf game that should not be overlooked. It’s highly accessible mechanics really make the game an easy to pick up-and-play game of putt-putt. There’s more than enough in-game content here to keep players busy for sure, but the in-depth Course Editor is the main highlight without question. Couple that with the ability to play and share courses that are accessible on all platforms and you really have “infinite minigolf”. Despite some gripes, Infinite Minigolf cannot be recommended enough (especially Switch owners since it’s perfect for on-the-go gaming). It was very difficult to put the game down. Even when taking a break, I wanted to keep returning to play a few more rounds and create more courses.

Overall Score: 8.5 out of 10 = BUY IT!

A special thank you to the publisher for providing us a review copy for Infinite Minigolf! Copy reviewed on Nintendo Switch.

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Danger Zone Review (PS4): “It’s Crashin’ Time”

Cars, explosions and mayhem are a recipe for disaster in the best way possible when it comes to entertainment. Danger Zone, a spiritual successor to Burnout’s Crash Mode, has just released for the PS4 courtesy of Three Fields Entertainment (comprised of creators from the Burnout series). This downloadable title is a return to what they know how to do best: Create a game about causing the most amount of destruction possible with your car. Is this downloadable spiritual successor a worthy return?

Danger Zone is designed to heavily resemble Burnout’s Crash Mode. For those who never experienced this phenomenal mode in the racing series, Crash Mode was about driving into a heavily congested traffic environment to cause the biggest accident possible. Danger Zone literally creates the same premise for the new generation. However, opposed to driving in living environments and cityscapes, you are driving in a virtually simulated environment.

When starting an event, you will see an overview of the simulated roads and traffic to give you an idea of how to plan your big crash. Taking control of the car, fans of Burnout will be right at home, with the tight controls and physics. Once ramming into another car, you can still control your totaled vehicle with the left analog stick and sway it in the desired direction. However, you can only do this for as long as there is momentum in the wrecked vehicle. This is essential to trying to nudge a car into another lane, or even trying to collect items like bonus cash and Smashbreakers. Smashbreakers are exactly like Burnout’s Crashbreakers. This will allow you to explode your vehicle and any other cars within the radius, while giving you control again to push your vehicle elsewhere. Trying to grab Smashbreaker icons along the course is key to stringing together some crazy combos. Also, you need to try and be careful not to fall off the track. Falling off will derezz your car and your run will be over immediately. You will have to earn a certain amount of money in an event to score either a bronze, silver, gold, or platinum medal for the run. You can simply progress to the next event by at least obtaining a bronze. Gradually, the game’s events will become more intricate. This will require further creative ways to cause mayhem in order to advance. Each run though takes no more than a minute or two to see fully unfold, which makes this great for pickup-and-play aspects. 

Now as fun as this all is, Danger Zone comes with some issues. First off, the biggest issue is the lack of personality. While the game is supposed to have a “test facility” setting, it just feels devoid of personality. The fact that this is the only environment you will see in the game is lackluster. Also, you only get to use the one test car the whole game. There are no local or online multiplayer modes what-so-ever either. It does have leaderboard support, but a game like this would certainly gather friends together to try and compete to who can cause the craziest crash. Lastly, not that this affects the overall score, but the lack of a platinum trophy is a bit of a bummer.

Danger Zone runs on Unreal Engine 4, and everything looks very well detailed. Cars have details to them when crashing, whether some scrapes on the side or the cars themselves actually charred up from fire. There’s nice shading and lighting, as well as sharp texture work. The animations and physics are very appropriate and have a good weight to the carnage happening on-screen. Interestingly, the game runs at 30 fps, while the game’s main menu runs at 60 fps. While it’s intense seeing all the crashing occur, the Burnout games were able to maintain 60 fps during gameplay, with more happening in the environment. This has a lifeless environment with not much happening to prevent 60 fps. Does it affect the overall gameplay? Not necessarily…but it’s noticeable. The audio effects are crisp, with the engine echoing in the opening tunnels, cars crunching into each other, tires screeching, car alarms going off, and explosions going on. The audio is great without question…but there’s not an ounce of music to be found in the game. I can understand no music playing during the crash event itself, but zero music for the main menu or results screen feels lacking.

Danger Zone is a fun title that brings back Burnout’s glorious Crash Mode, but isn’t without its shortcomings. The gameplay is crazy fun and it’s great for pickup-and-play sessions. Unfortunately, the issues mentioned do detract from the overall package, with the worst being the game’s lifeless simulated environment. Despite its shortcomings though, Danger Zone is a title that still is worth a shot and very reasonable for $12, especially if you’re a big fan of Burnout’s Crash Mode.

Overall Score: 7.0 out of 10 = BUY IT!

A special thank you to the publisher for providing us a review copy for Danger Zone! Copy reviewed on PlayStation 4.

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Has-Been Heroes Interview: Switch Development “a lot smoother” than Wii U

We had the opportunity to interview Kai over at Frozenbyte about their upcoming release, Has-Been Heroes. In this interview, Kai was able to share their experiences developing for the Switch, what kind of game Has-Been Heroes is, some tips about the game, if the Trine characters would appear, and much more.

Marcello: First off, thank you for taking the time to answer some questions about Has-Been Heroes! Let’s begin with the game’s origins. How did you guys first think of the idea for this game?

Kai: We went with a team-based approach for this, so we initially had a small group that we put together who just wanted to make something totally different from our other games. They had a challenging game in mind, and the roguelike elements started fitting into place very early on. At one point after a few prototypes we really had something click and the gameplay started feeling really addictive.

The story and characters were pretty similar throughout the development, but naturally evolved a bit to the current humoristic setting as we refined the concept. So now we have the old, retired Has-Been Heroes that are sent to take the king’s daughters to school!

Marcello: How long has the game been in development for?

Kai: We started development around 2.5 years ago.

Marcello: Now this game is releasing on multiple platforms, but clearly the Switch version is the one most are intrigued about seeing since it’s in the console’s launch window. What has it been like developing for the Nintendo Switch? Any comparisons to the Wii U when you guys brought Trine to that platform?

Kai: Switch has been a real pleasure to work with, no complaints at all. Nintendo has really learned a lot from the Wii U times and developing for the Switch has been a lot smoother. They’ve changed around a lot of things, and really thought of the whole process from a developer standpoint. Our programmers have loved it.

Marcello: Does this game have any form of co-op multiplayer? It seems like it can get really intense!

Kai: No multiplayer, Has-Been Heroes is single-player only. But with a game like this where every move and decision with items/spells matters, there’s a lot of room for people to shout instructions from the back 🙂

Marcello: The game’s art-style is certainly a departure from that of the Trine series, but it certainly has a clean, smooth art-style nonetheless. How did you guys decide on the game’s art direction?

Kai: The drawn 2D style was something we had in mind from the beginning for Has-Been Heroes. It’s there to give you some comical relief to soften the blow from dying a lot in the game 😉

Marcello: Does the game run at 60 frames-per-second?

Kai: Yep!

Marcello: Can you use the Switch’s touch-screen for any gameplay when playing off-the-dock?

Kai: No, just for the menus.

Marcello: Will the Trine characters make a surprise cameo appearance in the game? Maybe we’ll be able to play as that team in-game?

Kai: No, they are busy fighting evil in another dimension!

Marcello: The Trine games had a very serine soundtrack from composer Ari Pulkkinen. Did he return to compose the soundtrack to Has-Been Heroes?

Kai: Ari will make some tracks for our other game Nine Parchments (which is set in the Trine universe by the way!), but the soundtrack for Has-Been Heroes was composed by our in-house audio team consisting of Sauli Lehtinen and Jori Kemppi.

Marcello: Any tips players should be aware of when starting this game?

Kai: You can pause the game (and you should) at any time with the left bumper on your controller. Use it to your advantage to plan your moves and cast spells when they’re off cooldown. Also try to match your heroes’ melee attacks with enemy stamina counts in order to stun them.

Marcello: Anything you would like to add to the readers of this interview?

Kai: We’re just a couple of weeks away from the launch of Has-Been Heroes, so if you’re into roguelikes and enjoy a challenge, look out for it!  It’s a rare game for Frozenbyte since it becomes so challenging that only a handful of people here have actually beaten the game, but that’s really what makes it so addictive and fresh for a long time 🙂

Marcello: Thank you so much again for your time! We’re excited to get our hands on Has-Been Heroes!

Kai: Thanks!

Has-Been Heroes releases on Nintendo Switch, PS4, Xbox One, and Steam on March 28th for $19.99. It will release both physically and digitally, with the physical copy being available exclusively at Gamestop for $19.99.

Are you looking forward to this title? Sound off in the comments below!

Aqua Moto Racing Utopia Review (PS4/PC) – “Refreshing Ride”

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Extreme sports racing games are a dime a dozen nowadays, but there are some developers trying to rekindle relatable experiences, while also aiming for a new market. Swedish developer Zordix has been establishing themselves with a series that started on the iOS/Android called Aqua Moto Racing. In years to come, they brought their series to the 3DS, and now, they’re bringing the series to home consoles for the first time ever. Aqua Moto Racing Utopia is the latest installment in the series, available on Steam and PS4 (with a Wii U release in the near future). Is this worth braving the waves of the ocean, or is it stuck in open-waters?

Aqua Moto Racing Utopia is essentially a racing game that most closely resembles Nintendo’s “Wave Race” series. You will race through a series of championship events, each with different CC engine speeds, as well as jet-ski types (sit-down and stand-up models). The sit-down jet-skis are much more speed-focused, whereas the stand-up ones excel in stunt flexibility. Before hitting the waters though, you will start off by creating your own character. This is a nice way to kick things off by giving the player a bit of customization. There are a decent amount of options to tinker with to ensure not everyone looks similar out on the waters.

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Races rely on racing alongside the buoys in place on each track. You’ll be bobbing-and-weaving your way on the water to ensure you’re on the right side of the buoy you need to pass. If you miss three of these in a race, you’re disqualified. As you progress, you will earn cash based on your placement (as well as some to earn out on the track). This can be used to purchase newer and better jet-skis, with multiple attributes that are affected. Each jet-ski can be customized with a variety of colors, whether it’s the body or decals.

Each environment has a distinct feel, with multiple variation tracks to tackle throughout the game’s championship mode. Whether it’s the lush jungles, a water filled town in China, the open-ocean around tanker ships and oil rigs, or tropical paradises (to name a few), all of these locales are as fun to ride as they are unique. Another cool aspect is the option to race in first-person mode. The way the camera handles in this really adds to the immersion, whether you’re whipping around turns or doing flips in the air.

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Any game revolving around water is reliant on its physics, and honestly, the physics in place are quite good. The jet-skis handle more or less like they should on both calm and intense waves, with an arcade-style feel to it. It may be a little less interactive than Wave Race’s water physics, but what’s in place here works great. When going off of jumps and high waves, you’ll be able to pull off tricks as well. Doing so will allow you to gain boost. You can also pull off specific tricks while on water. The tricks are fairly simple to pull off, with some more advanced ones that take some time to master. There were some instances though (more evident during trick events) when the trick inputs didn’t respond, or the trick name was displayed but the animation kicked in after releasing the buttons. It worked well enough for the most part, but this particular instance is something that could be patched.

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There are plenty of modes to explore as well. Aside from the game’s core championship mode, there are time trial and free roam modes. Time trial is standard fare, except you’re provided times to beat to go for a gold medal in each track (aside from beating your own times). Free roam has you go around any of the game’s environments, but with a twist. There are “Z Balls” to collect in each environment, as well as a hidden collectible to find. Also, there are interactive events that can be triggered in each area, which is a great little feature to incorporate here. Then there’s the multiplayer modes. The game supports both local and online multiplayer. Local multiplayer has 4-player split-screen action, whether you’re racing against each other or tackling the party games together. The party games are a blast, whether it be Aqua Moto Hockey, King of the Hill, Capture the Flag, or our personal favorite here, Duckling Mama (think Super Rub-a-Dub from the PS3 launch days…if you ever played that). The online multiplayer strangely only consists of racing against others, with no party games to be found. While the party games are tailored more for the couch multiplayer, it would be nice to get friends together online to do this as well. That being said though, we were able to test out the online amongst staff members here and can say it ran quite smooth. Oh, and there’s a fairly attainable Platinum trophy to be found in this game as well.

I think we're going to need a bigger jet-ski...

I think we’re going to need a bigger jet-ski…

Visually, Aqua Moto Racing Utopia is an incredibly clean and vibrant looking game. Environments look great, with some nice texture work and immensely inviting water. The objects and jet-skis are also well-detailed and appropriately scaled. Characters on the other hand are a bit lacking detail-wise, and have some stilted animations. There’s one odd animation too when landing from a trick. If you’re not fully complete with the trick, the animation doesn’t finish and goes right to the rider and his jet-ski being perfectly leveled with the water. Is it immersion-breaking? Not entirely, but it’s noticeable. On the flip-side, the game runs at a smooth 60 frames-per-second, which is a huge feat. The audio in AMRU is also right-on. Each environment has music that matches the locale very well, and the audio effects do a good job capturing the arcade-style feel to the game. The announcer on the other hand sounds mundane and unnecessary. Honestly, just going to the options and shutting him off makes it better.

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All-in-all, Aqua Moto Racing Utopia is a great game that can easily be recommended to fans of arcade-style racers, and more so, fans of Nintendo’s Wave Race series (since Nintendo still has yet to return to the series within the past 15 years). Zordix has really evolved this series since its conception on iOS, and continues to get better each time. While the $30 price tag may be a bit steep for those on the fence, it’s certainly a worthy game to add to your collection. Between its vibrant visuals, addictive gameplay, and strong local party games, Aqua Moto Racing Utopia is one wave you’ll want to ride.

Overall Score: 8.0 out of 10

A special thank you to the publisher for providing us a review copy for Aqua Moto Racing Utopia! Copy reviewed on PS4.

Enjoy our review? Be sure to follow us on Facebook and Twitter: @GamersXTREME for the latest in gaming news and reviews.

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Bladestorm: Nightmare Review (PS4/X1/PS3/360) – “A Nightmare Worth Conquering”

Bladestorm Nightmare Wallpaper

In 2007, Tecmo Koei and developer Omega Force brought a new IP to the PS3 and Xbox 360, Bladestorm: The Hundred Years’ War. With the current generation currently running amok with remasters and definitive editions of game, Tecmo Koei and Omega Force decided to actually revitalize their IP in more of an expansion than a port called Bladestorm: Nightmare. Is this game worth the revitalization or is it a nightmare to steer clear away from?

Story: 4/5

Bladestorm: Nightmare contains two full-fledged story modes to experience. The first is Hundred Years’ War mode, which tells a fairly accurate historical rendition of, you guessed it, the Hundred Years’ War. Here you will create a mercenary that will take on contracts that work with either the English or French. You will aid famous characters such as Joan of Arc and Edward the Black Prince. You will see events unfold through the battlefield, as well as through diaries and conversations with soldiers in the main pub.

In the second and brand new mode, Nightmare, the developers decided to provide an alternate history with fantasy elements in place. Instead of a war between England and France, demons and mythological creatures are running rampant across the lands. The twist is that Joan of Arc, whom is known to be quite the heroine, is now the villainess commanding these demonic armies. Controlling the mercenary you created, you and Magnus (another mercenary) are both imbued with a sword that can take control of hordes of the demonic army. With this, you and Magnus are what actually stands a chance against the ever-growing army. You will be tasked with getting key characters to join your cause. Throughout Nightmare mode, you will see the events unfold in a familiar storytelling method that’s akin to Warriors Orochi 3 (Ultimate).

The stories in both modes are intriguing and promises something for those looking for a historical aspect or those looking for a fun, fantasy take on the history. In all honestly, it’s quite easy to get hooked into the game’s story and it’s cool seeing these characters care about the events unfolding.

 

Joan of Arc went through a bit of a change...

Joan of Arc went through a bit of a change…

Gameplay: 3/5

Bladestorm: Nightmare is an interesting game to describe genre-wise. It takes elements from various games where it’s part RPG, part strategy, and part action hack-and-slash. Seeing as how there are two games included with Bladestorm: Nightmare (Hundred Years’ War and Nightmare), each plays mostly similar with a few notable differences that will be mentioned. Let’s start with Hundred Years’ War.

You’ll start off by creating your own mercenary. Creating a character is fairly in-depth, allowing you to customize practically every single feature from body weight, facial structure, voice tone and pitch, skin color, etc. From there, you will enter the story and begin learning some basics to battle, such as how to command your squads, how the battle system works, and a few other elements to ensure you are off to a good start. Before actually partaking in battles, you will select your contract to accept at the local pub. This area provides to be the main area where you’ll take a break from battle to upgrade your character, buy and sell items, talk to other NPCs with information about the events unfolding on the battlefield, read diaries, and save your game. Upon taking a contract, you will begin your mission. Whichever side you choose to aide will not have any dramatic changes in the storyline, but how you play may change how missions will pan out.

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When out on the battlefield, you will have a squad follow you and listen to you on command. The type of squad varies, whether it is sword, bow, axe, etc. There’s an insane amount to choose from. Each can level up their stats so that more units follow your squad, and that their traits can improve as well. In terms of combat, if you are expecting to be a one-man army and just decimate your foes single-handedly, good luck because that most certainly isn’t happening. Combat is primarily handled by holding down the R1 button. Doing so will have you command your units to attack while your character will do the same to the nearest enemy automatically upon holding the button down. Depending on what you unit you have, they will either have an upper hand or lower hand to the opposing unit. This means that essentially certain units can deal more damage to the opposing specified unit. The game actually has a chart in-game to highlight which units go up against others best. When you form an army of squads, you can even unleash a “mass attack” to obliterate enemies with dramatic results.

Depending on the unit you control, the game’s dynamics will vary a bit. For example, if you’re part of a spear unit, you’ll most likely have a horse to ride on, which will make traversal a little faster than foot but will make you more prone to missing attacks. If you utilize the bow unit, you’ll be able to manually aim your well-placed arrows but shouldn’t take a chance leading a unit into close-quarter combat. The strategy plays a deep element into the overall gameplay in a satisfying way. Now in Hundred Years’ War, the more bases you take over on the battlefield, the more of advantage you will have overall. This will actually affect the next contract you take because the bases you took over will actually carry over. The battlefields are massive, with each feeling almost the size of an open-world in a separate game. Although, as cool and grand in scale as these battlefields look, traversing them takes forever…almost painfully so. Unfortunately, with these battlefields being massive, you’ll find yourself traversing more so than not with no enemies or NPCs in the area, leading to dull traversal.

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In Nightmare, the gameplay is essentially the same concept but is handled differently. Instead of being at a local pub to tackle contracts as a mercenary, you will progress in a straightforward chapter system. Throughout the game’s nine-chapter story (which can take between 6-12 hours depending on the difficulty you choose), you will work alongside Magnus and other key characters to form a united army to take down the demonic forces. Unlike Hundred Years’ War though, no matter how many bases you conquer on the battlefield, it will not stay that way should you return in a later chapter.

In terms of combat, it remains exactly the same but now with one key difference, you can control an army of monsters. Whether it is goblins, griffins, Cyclops, or even dragons, the dynamic switches up a bit with this. For example, you can actually ride a griffin, cyclops and dragon, which makes the scale of the battles even more grand. Actually leading a squad of these is just plain cool. It must be said that out of the two modes (Hundred Years’ War and Nightmare), Nightmare had me hooked a bit more since the progression was paced better.

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A cool feature is that both Hundred Years’ War and Nightmare are transferable amongst each other. Upon completing Nightmare mode, you can summon monster armies in areas that allow you to in Hundred Years’ War. Also, your character progression is seamlessly integrated between both games/modes. The entire game can be played in co-op, both local and online. However, if you’re playing the PS4 version, the infamously awesome Share Play feature is shockingly blocked.

As enjoyable as Bladestorm: Nightmare is, there were a decent amount of issues that hurt the experience a bit. First off, there are some bugs in the game. There have been several instances where my characters would run at a fraction of their speed and then revert to normal for absolutely no reason. I would be in the middle of an empty battlefield and this would occur, so I knew it wasn’t from some sort of enemy attack. While I understand that in reality they wouldn’t be moving that fast out on the battlefield, in a game, it can be daunting. Second, some missions have you protecting a key character who must traverse from point A to point B. The movement speed for this character is ludicrously slow that it becomes a real chore to complete these missions. Third, the final boss fight in Nightmare completely stopped at a halt during the final phase, where animations were frozen and AI wasn’t responding properly. I even accidentally broke apart my formed army and the controls wouldn’t respond at all to reform them; it wasn’t even showing the sub-menu to do so. Navigating menus can also be a bit convoluted to go through. Another issue was invisible walls. There were several times on the battlefield where my squad and I couldn’t advance at a certain point in town for no explicable reason. Despite the gripes that held back the experience a bit, I still found myself enjoying Bladestorm: Nightmare to return to it and keep taking over the battlefields.

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Graphics: 3/5

Visually, Bladestorm: Nightmare isn’t the flashiest looking game. After all, it is a revamp of a 2007 game but without a lot of effort focused on the graphics. Yes, the game is now in 1080p and depending on whether you play on the PS4 or X1, the framerate will vary. While the developers stated the PS4 version runs at 30 fps, I found several instances more so where it dropped below that. However, that’s not to say Bladestorm is a poor looking game. The lighting and environmental designs are done quite well, breathing some life into the battlefields. Trees sway in the background and grass blades lend to that extra terrain effect. Characters look fairly detailed with flashy pieces of armor. The game showcases hundreds of characters on-screen at once which lends to that “battlefield” feel. Omega Force games are notorious for displaying a ton of enemies on-screen but with tons of pop-up within the environments. Thankfully with the power of these consoles, draw distance has been dramatically improved and can continue to do so with future installments released specifically for this generation. Animations are also fairly smooth considering the amount of characters on-screen, without any animation frames dropped for characters out in a further distance. It’s not exactly a game that will showcase the PS4/X1’s prowess, but it’s not a poor looking game either. It hovers that line of solid, but not overly impressive.

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Sound: 4/5

Bladestorm’s best element may very well be its audio department. The sound of the armies advancing, the swords clashing, and enemies cries while they meet their doom all meet together to form a great audio experience. All the characters have English and Japanese voice acting that’s pretty serviceable and never quite reached “cringe worthy”. However, the real star here is the soundtrack. The orchestrated soundtrack that accompanies Bladestorm perfectly captures the game’s essence and setting. Whether you’re at the main menu, preparing for battle, or storming the battlefield, the music will go along superbly with the action at hand. It’s so memorable that I found myself thinking of the music whenever I’d leave the game and go about my daily life. The main gripe with the audio were the drop-out bugs. There were times where the sound effects completely dropped when entering a base and then would cue back in after taking it over. It wasn’t very often, but happened on a few instances where it was noticeable. Other than that, crank up the audio because this has one superb soundtrack.

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Overall Score: 14/20 = 7.0 out of 10

Bladestorm: Nightmare is a game that truly surprised me. While it has some issues that hurt the experience, it’s still a good game that people who like strategy infused with RPG and hack-and-slash mechanics should certainly give a go. While there is a learning curve, I found myself easily captivated to keep returning once grasped. There’s something about commanding your own squads to form an army, then work together to decimate anything that stands in your way that is immensely satisfying. Couple the fact that there are two games packaged in one, with progression seamlessly carried between the two, and you have a pretty solid package. It may not be for everyone, and it may not have garnered a big audience in 2007, but Bladestorm: Nightmare is a game that should be experienced by any strategy and/or RPG enthusiast.

 

Pros:

+ The original 2007 Bladestorm is included
+ Seamless progression between both games packaged
+ Enticing gameplay
+ Fun storyline
+ Outstanding soundtrack

 

Cons:

– Several gameplay bugs
– Slow environment traversal
– Average visuals
– Overwhelming menu navigation

A special thank you to the publisher for providing us a review copy for Bladestorm: Nightmare! Copy reviewed on PS4.

Enjoy our review? Be sure to follow us on Facebook and Twitter: @GamersXTREME for the latest in gaming news and reviews.

Curious to how our review system works? Check out the About section.

OlliOlli Review (PS4/PS3): “A Near Perfect Run”

OlliOlli Logo Landscape

Decades ago, the sport of Skateboarding took storm across the United States. Over time, we’ve seen the sport make it’s way around the world. It’s popularity didn’t soar until roughly the time when legendary Tony Hawk wowed people from all over pulling off the first ever “900 Spin”. In the 80s, there was a retro skateboarding game called “720” that was quite the hit back in the arcades. During the 90s, the NES had a specific series called “Skate or Die”, which had two installments: the first being strictly about skateboarding events, while the sequel was an outlandish adventure. In 1999, we saw one of the most rewarding and groundbreaking skateboarding titles release, Tony Hawk Pro Skater. The game was a critical and public success that skateboarding itself really gaining a significant amount of attention. Since then, we’ve seen other game developers bring about their renditions of skateboarding titles, with the next biggest success residing with EA’s SKATE series. Back in January, UK-indie developer Roll7 released a reinvigorating skateboarding title exclusively for the PlayStation Vita called OlliOlli. Now, the developer has ported the hit title to Sony’s home consoles, both the PS4 and PS3. Does the developer pull off a perfect run on consoles?

OlliOlli is a 2D skateboarding platformer that meshed together the arcade style feel of Tony Hawk Pro Skater, while providing a complex and rewarding trick system that the SKATE series achieved. Remarkably, the game takes those two styles and perfects the mechanics in a way where it sets its own bar. OlliOlli brings you immediately into the gameplay, offering a tutorial that brings you up to speed in minutes. You’ll learn that OlliOlli is one of those games that’s simple to pickup-and-play, yet incredibly complex to master. Controls and tricks are mostly handled with the left analog stick (or D-Pad if you prefer), while kicking off for speed handled with the X button. The Vita’s analog sticks worked great for this but now with the DualShock 4 analog sticks, it provides more precision than ever to pull off tricks. Pulling off an ollie is simply done by pushing the analog stick down and letting go, while tricks are done by pushing the analog stick in a direction or rotation. Pressing the L2/R2 buttons will result in you pulling off spins to your tricks, as well as nollies. To grind, you’ll simply press down on the analog stick, without any worries of balancing. Although you will have to be concerned on the amount of speed you can lose while grinding, which if you come to a halt, you’ll fall off your board and bail. Pretty straightforward so far, right? Well, now comes the intricate mechanics.

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Pulling off tricks and linking them together, between grinding and proper flip tricks, is quite intuitive and engaging to grasp. However, if you want all those hard-earned points to count, you’re going to have to land perfectly. That’s right, landing is actually a whole additional mechanic that can make or break your run…literally. To land a trick, you’ll have to press the X button, but at the proper timing. The time you press the X button will determine the rating you’ll receive, which also factors the amount of points you’ll earn. The rankings are as follows: Sloppy, Sketchy, Ok, Sick, and Perfect. Sloppy will net you only a few points, while Perfect will earn you thousands of points. Pulling off a Perfect landing is immensely rewarding and once you nail the timing, it’ll become second nature to achieve. Even when grinding, you’ll have to press down on the analog stick at the right time to earn a “perfect” grind. Doing so will actually affect the speed you maintain to grind. Maintaining a solid line and earning a perfect combo is what it’s all about if you want to rack up a ton of points.

The Career Mode will have you tackling 10 levels within five environments: Urban, Junkyard, Base, Port and Neon City. Five of the levels are handled on Amateur difficulty, while the other five are for Pro. Each level contains five objectives to complete, whether it be earning a high score, earning a high combo, completing a specific gap or line, collecting items, etc. To advance to the next level, you need to only reach the end of the run, even if you don’t complete any objectives. However, achieving all the objectives in a level will unlock the Pro level of that run. The levels will ramp up in difficulty and intensity nicely, without making the player feel degraded from what they’ve learned. Should you bail, it’s back to the beginning of a run. Luckily each run lasts for about 30-90 seconds. You’ll have to watch out for various obstacles, including grass, snow, stairs, spikes, barricades, etc. Now should you completely every objective in every level (both Amateur and Pro), you’ll unlock RAD Mode. RAD Mode will test out the most skilled players by success only being achieved solely through Perfect Grinds and Perfect Lands. Anything else will result in a seriously painful, run-ending bail.

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Aside from the Career Mode, there are also 50 spots to take on. Every level you complete in the Career can be tackled in Spot Mode afterwards. Spot Mode has you doing a specific run in the level where it’s all about pulling off the highest score you can, all within a single combo. Your score will then be posted on the leaderboards, so you’ll be able to see where you rank amongst your friends and other players around the world. Additionally, Roll7 incorporated a Daily Grind Spot, where everyday you can partake in a single event against all players. You’ll be able to practice the run before posting for a score, and the reason you’ll want to do this is because you only get one shot at the run. Whatever score you get, even if you bail, is all that counts…no do-overs. Upon completing the run, you’ll see what rank you achieved worldwide throughout the 24 hour time period of the Daily Spot. It’s a terrific mode that has you coming back constantly. No matter which mode you’re playing in OlliOlli, you will certainly find yourself coming back for more, time and time again. Even after taking breaks from the game, I was always eager to jump immediately back in and try to perfect more runs. One new feature brought to the console versions is the Friends Leaderboard (which will also be available via patch on the Vita at the release of the console versions). This is certainly a welcome addition, but would’ve been nice to see a true multiplayer feature incorporated here. On the flip side, thanks to the PS4’s “Share” button, players will now be able to post their runs for everyone to see online. This is definitely the type of game to share runs of and even stream live due to how gratifying it is to witness someone doing a sick run.

Visually, OlliOlli is a nicely hand-drawn, retro-style game that harkens back to the classic days of gaming. The main enhancement here is that now OlliOlli is in full 1080p HD from its jump on the Vita to the PS4/PS3. You notice immediately the crisp and cleanness to the game right from the get-go compared to the Vita version (which already looked excellent). Animations are fluid and detailed, while retaining the old-school vibe. The skater himself moves quite smoothly, even when bailing. The more he bails, the more of a beating you’ll notice on him where clothes will rip and blood will run down him. It’s nothing “too” bloody, but it’s a noticeable detail for added effect. Environments are nicely detailed as well, with numerous objects pertaining to specific areas. The Base area will have tanks and airplanes to grind on, while Neon City will have a bullet train speeding by in the background with neon signs and purple Godzillas to grind on. OlliOlli’s soundtrack is very suitable, accompanying the gameplay and setting very well. Added in the PS4/PS3 version of the game is the ability to also skip music tracks. This is a very nice addition so that you can get to your favorite song that’s your jam during a run. The sound effects are top-notch, with every audio clip perfectly matching the skateboarding and boarder perfectly. Whether you ollie, grind, land, trick, bail, or collect an item, it all sounds precisely like it should.

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OlliOlli was an extremely well-polished, superb title for the PS Vita, and the transition remains precisely the same on consoles. Much like the Vita, this is the PlayStation 4’s first skateboarding title to grace the console, but it also one of the best indies to release on it as well.
Roll7 has delivered an amazingly rewarding and addictive skateboarding title that truly should not be missed. In the way Tony Hawk Pro Skater kept me coming back for more back in the day, OlliOlli achieves the same feel and experience that’s very much needed. Add in the fact that the game has Cross-Buy and Cross-Save functionality across the PS4, PS3 and PS Vita, there’s almost no reason not to pick the game up. Here’s hoping we see an OlliOlli sequel in the near future. Until then, back to perfecting lines I go.

Overall Score: 9.5 out of 10 = MUST BUY!

A special thank you to Roll7 for providing us the review copy for “OlliOlli”! Copy tested on the PS4.

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Sony’s Title that Dropped the Ball at their E3 2014 Conference

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E3 2014 has come to an end and throughout the week, I’ve reflected on a lot of what was shown and announced amongst all the main conferences. However, there was one conference that felt a bit off between Microsoft, Sony and Nintendo…and this year, Sony had the conference that felt least polished. Now before everyone chews my head off and curses to the heavens, hear me out.

Sony has normally kicked off every press conference with a killer montage of games their platform contains with very catchy music to accompany it. This year they opted to just jump into a single game, which was Destiny (one of my most anticipated PS4 titles to date). Then they jumped into titles one-by-one for a bit, but with a lack of proper transition, making it feel slightly disjointed. Minor quip aside, Sony did show off some amazing looking titles. The Order: 1886, Destiny, The Last of Us: Remastered, Bloodborne, No Man’s Sky, LittleBigPlanet 3, Metal Gear Solid V: The Phantom Pain, Batman: Arkham Knight, and of course the showstopper and primary reason anyone should be excited to own a PS4, Uncharted 4: A Thief’s End. The main issue with these list of titles: only a few of them are releasing this year. However, the list is shaping up to make 2015 a very exciting year for games without question. There was one particular omission to the conference that I couldn’t help but be annoyed at: where was DriveClub?

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DriveClub was one of the very first games showcased for the PS4 back at the unveiling on February 2013. Originally touted for release day one with the PS4, as well as having a PS+ edition for it, the game unfortunately slipped through the cracks and was delayed. Over the months, the game was discussed and said to be releasing “soon”, but it wasn’t until recently we saw a trailer with the release date set for October 7th, 2014. The game was delayed for nearly 11 months for polishing purposes and that’s completely understandable. I, for one, am all for a developer taking as much time as they need to ensure a rich experience that’s been fine-tuned and polished.

The reason I was baffled at the lack of the title being presented, or even mentioned on stage during the conference, was that here’s a big title that Sony and Evolution Studios are releasing this Fall and they completely neglected it. If there was ever a time to build excitement for DriveClub, especially a few months from release, their press conference was the place to do it. DriveClub looked stunning back in February of 2013, and anyone who is curious about the title would gladly like to see how the game is shaping up and what to get stoked about. Instead, we’re left with a title that looks amazing, but didn’t get the attention it deserves on stage. Why not show off how the club system works? Yes, we saw an idea of how it’s supposed to work back in February 2013, but let’s see an updated, real-time version of that. How about how some of the tracks look, maybe some of the cars coming to the game…show something.

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While the conference was far from a bust, it annoyed me a bit that one of their main PS4 titles that is actually releasing this year (not 2015 like a majority of the titles) wasn’t even brought up. That’s what lacked in Sony’s conference…games releasing this year and they completely neglected to mention this one key title releasing in 2014. While I’m sure DriveClub will be a strong title for the PS4 (especially with the PS+ edition allowing PS+ users to get a chunk of the game for free), it would’ve been smart to actually showcase the game on-stage and build up some excitement for it.

What do you think? Did you notice the game wasn’t mentioned? Is it a title you’re looking forward to? Sound off in the comments below!

Sony’s E3 2014 Press Conference Live Blog

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Worried you might not be able to watch Sony’s E3 Press Conference live on June 9th at 9:00 pm EST? No worries, we’ve got you covered here on Gamers Xtreme! We’ll be live blogging the whole event and you, as the community, will be able to interact with us throughout the whole conference! The blog is also mobile friendly so for those of you with smartphones, you’ll be able to still catch every minute of the conference through your phone. Enter your e-mail address below to be reminded of when the event is about to go live and get involved with E3!