Category: First Impressions

  • Kingdoms of Amalur Re-Reckoning: First Impressions

    Kingdoms of Amalur Re-Reckoning: First Impressions

    When the original Kingdoms of Amalur: Reckoning released on February 7th, 2012, it quickly and unfortunately faded into obscurity. At the time, regardless of how many chose to play it, the game was generally loved by all of those who gave the title a fair shake. Over time, the title developed a cult following and a loyal one at that, eagerly awaiting more from the hidden gem. Fast forward to the present day, however, and their wishes have been granted. Developed by Kaiko and published by THQ Nordic, Big Huge Games’ Kingdoms of Amalur: Reckoning is back. Re-branded and remastered as Kingdoms of Amalur: Re-Reckoning, this version of the original game bundled with all previous DLC content has been enhanced for the current console generation and PC. For now all I can give are my initial impressions of the title, since I haven’t had adequate time to pen a review; as our review copy arrived later than expected and I had to purchase the game for myself. However, a full review will be out very soon and posted over this coming weekend. Without further delay, let’s see how my first three and a half hours adventuring across Amalur played out.

    Image Credit: Valve/Steam

    Story, Gameplay, and Visuals

    Firstly, I’d like to establish that this is my first time playing through Kingdoms of Amalur, so the narrative and lore (obviously along with all other aspects of the title) are completely new to my eyes. That being said (and without detailing any spoilers), the story immediately intrigued me and as I played through the opening of the game I found the narrative and lore to be increasingly compelling. The characters you’re introduced to provide meaningful exposition, and the conflict/world you’re thrusted into delivers a sense of urgency that personally made me invested in the title almost instantaneously (undoubtedly due to the writing of R.A. Salvatore). Upon completing this opening sequence, the world of Amalur and all of its Kingdoms await you. This is an open-world title in essence, however it has to be one of the most linear open worlds I’ve ever played through. While not entirely a negative aspect, I feel it does the game a massive disservice. Most of the gameworld is filled with large, open areas to journey through; but said open areas are connected by linear, compact connecting pathways. Unlike titles such as Skyrim or The Witcher 3 where you can travel from locale to locale in any manner/path that you choose, KoA doesn’t provide that extent of freedom for exploration. As a result, you’ll be retreading the same ground quite often. However, this isn’t as terrible as it sounds since the game world’s art style and ambient soundtrack is the backdrop for your questing, and oh is it beautiful. Sure it’s nowhere near photo-realism, but it isn’t trying to be whatsoever. It works wondrously for the fantasy setting, and to be candid I love it. Of course while out in the wilds, however, you will eventually come across something or someone that wants to kill you mercilessly. There are plenty of weapons/magical abilities at your disposal to engage in some fun yet easy to grasp combat, but it is incredibly simplistic. Most of the time (if your main weapon is of the melee variety) you will just be mashing x/square until your enemy is no more. Unfortunately, this can turn frustrating as there is a rare occurrence where an attack will do no damage whatsoever, seemingly phasing through enemy combatants. This, combined with enemies constantly stun locking the player with every hit while being ganked, is abhorrent. After defeating your adversaries, most will drop gold, weapons/armor, or some other form of loot. This, unfortunately, leads to two extremely irritating issues I have with the title. First off, if you have an AI companion following you, they stick to you like glue and as a result you will be constantly entering dialogue with them while you’re just trying to grab a dang sword. Additionally, once you successfully loot said item, you’ll be lucky if you can even keep it. Although upgradeable, inventory space is very limited and will require constant management in the early game. Luckily, though, KoA runs smoothly despite all of these complaints; I have yet to experience even a single frame drop.

    Image Credit: Valve/Steam

    Glitches and Technical Issues

    There aren’t many bugs in KoA, as I’ve only been able to identify two thus far. The first, and mostly insignificant glitch of the pair, is some infrequent screen tearing. Throughout my near four hours played, I’ve only suffered through it twice. However, there are an immense amount of audio issues to the point where it’s egregious, and I’d argue almost completely busted. The following are the audio glitches I’ve already struggled through myself:

    • Dialogue with no sound
    • Dialogue with overtly loud sound
    • Dialogue in general is quiet compared to other audio for seemingly no reason
    • Dialogue can be heard from far away if a voice line has yet to be finished and the player leaves the area
    • Audio glitch upon game start-up where all sound is absurdly loud and staticky, genuinely hurting my ears momentarily

    Full Review Coming this Weekend

    Image Credit: Valve/Steam

  • Madden 21 First Impressions

    Madden 21 First Impressions

    Thank you to Electronic Arts for providing the early review copy.

    As a huge National Football League fan, I was really hoping that this years Madden would be as good as possible since so much about the regular season is still up in the air. Please note that my final scored review where I will be able to go more in detail will be posted on Friday, August 28th at 12:01 AM ET when the embargo lifts.

    Game Modes:

    The Yard is Madden’s newest game mode which introduces 6v6 backyard style football. The Yard is a ton of fun…when it is working. Obviously keep in mind that I am playing on an early access version of the game, so there is a good chance that this and any other bugs that I mention will be patched by the time you start playing. My first couple games on The Yard took place at F.O.B Field and I had no problems there. It is completely what you would expect from backyard football. It is fast paced, trick plays are common and most rules go completely out the window. However, the mode broke on me after I unlocked the second field. Players went invisible and the ball couldn’t be hiked. You can see what I mean in the video below.

    Face of The Franchise: Rise to Fame starts out with a ton of a promise but its quality fades as the game continues. High School and College play out similar to how all of Longshot did in Madden 18 and 19. I am going to show a video of how conversations are handled earlier on in the game in case you never played Longshot. After that I will have another video showing how conversations are handled once you are drafted. I am only on the first year in the NFL on it, so hopefully it improves as I continue playing but I honestly doubt it will. I understand why they did it this way but I wish they didn’t. I will have a deep dive into the positives and negatives of Face of The Franchise: Rise to Fame in my full review.

    Franchise, Superstar Knock Out, and Ultimate Team don’t have any major changes unfortunately. Electronic Arts came out and recently said that Madden 21 post launch and Madden 22 will have a lot of new stuff for franchise after fans were outraged (as they should be) over the lack of new content between previous entries of Madden. Ultimate Team has ability caps, which adds a new layer of customization to your team. Superstar Knock Out plays similar to how it did in Madden 20 and is a lot of fun.

    Graphics:

    You can judge for your self based off the videos on this post, but I didn’t see any major enhancements. I am curious as to how the next-generation upgrades will look. If you want to read about how to get the next-generation version for free, click here.

    Gameplay:

    Gameplay in the normal modes feel slightly slower then Madden 20 and I like that. There are some updates to Skill Stick which I will talk about more in the full review. The changes to pass rushing will defiantly take some time to get used to but it is a much better system compared to button smashing. Tackling and the AI have both also seen solid improvements.

    Bugs:

    I unfortunately ran into my fair share of bugs and technical issues. As I mentioned earlier, there is a pretty good chance that these will be patched out by the time you play it, so I wouldn’t reach to much into it. On top of that, 2020 has been a crazy year for developers with everyone having to work from home.

    I will go more in detail about the bugs I ran into in my full review but in the two days that I have been playing, I have ran into four bugs. The only major bug was the one that took place during The Yard which I talked about earlier.

    Audio:

    The soundtrack and the in-game audio from the field is great. Unfortunately, everything about the audio isn’t perfect. There is one glaring issue that hasn’t been addressed. The announcers are dreadful. I have no problems with Brandon Gaudin or Charles Davis. It is just the amount of stuff they say that shouldn’t be said during a game. I will dive deeper into this in my full review but an announcer calling a completion a rushing attempt breaks the immersion.

    Overall First Impressions

    It is Madden. If you liked the previous games, you are going to enjoy this one. If you disliked the previous games, there probably isn’t anything here that is going to convince you to change your opinion.

  • Mortal Shell: First Impressions

    Mortal Shell: First Impressions

    Thank you to Cold Symmetry and Playstack for providing an early access copy.

    Mortal Shell is a new souls-like title that recently just released this past week on the 18th of August. Unfortunately due to technical issues out of my control (issues not caused by the game of discussion), I haven’t been able to play much of it at all. Because of this and in the interest of fairness, I won’t be penning a full review, more so my initial impressions of what the game has on offer. However, the short period of time I’ve spent with Mortal Shell can be accurately summarized with two words: grossly incandescent.

    Credit: Mortal Shell Game

    Mortal Shell, in my opinion, shines greater and brighter than all the previous Souls-like games I’ve played that haven’t been directly developed by FromSoftware themselves. I believe this is because of the clear love for Demon’s Souls and Dark Souls that the developers have proudly expressed, along with it being blatantly apparent inside the game itself. The dark and dreary atmosphere, the cryptic lore dished out through incredibly well-acted NPC’s and item descriptions, the heavy and weighted combat; everything, even down to the minutest detail such as loading screens, screams “Souls!”. Imitation in this manner is not to be frowned upon, since when done with this level of respect for the source material it is the most sincere form of flattery. However, Mortal Shell is very much its own game with unique concepts not present in Soulsborne. The main aspect of the game which separates it from the rest of the pack would have to be the shell and harden systems. Instead of wearing and swapping armor sets, your character possesses the shells of long-deceased warriors that they stumble across during their journey. These different shells have distinct characteristics that allow for multiple styles of play, along with altering the player’s appearance. With all of these shells, however, you are granted the ability to harden. When activated, this will negate the damage of the next attack you are struck with as long as you maintain the stationary stance. Although, if timed properly, this can also stagger an enemy and open them up for a good ol’ stab. Managing this mechanic and using it to your advantage in combat is fun and often rewarding, catapulting Mortal Shell into a category above prior Souls-likes who failed to innovate in a similar fashion.

    Credit: Mortal Shell Game

    While I haven’t spent much time with Mortal Shell, that won’t stop me whatsoever from recommending it. For $30, you get a visually stunning game for the price along with gameplay that has effectively set the new standard for future Souls-like titles. I can’t wait to jump back into my PC playthrough, and I am anxiously anticipating the physical release for the title as well on October 2nd to being my platinum trophy journey. But, until then, stick around TGP for everything Soulsborne and Souls-like alike.

    Credit: Mortal Shell Game