My Arcade Gaming’s Mini Arcade Machine Review

If you love arcade machines or retro gaming, then this is for you. I have first seen this at the NY Toy Fair and i was interested in trying it out. Here is my review of the Micro Player Arcade that is produced by My Arcade Gaming.

Right from when you see the box, you know it speaks retro and something you used to play when you were a kid. I was given the Karate Champ game and there are many other mini arcade machines made by them including Pac-Man, Galaga, Rolling Thunder and much more coming soon. The buttons work great with no input lag at all. You can also detach the joystick from the machine too if you want just incase if you want to use the directional pad. The feel of the arcade is very smooth but also glossy on the edges just like an original arcade machine. The micro machine takes four batteries but you can also use an USB charger since there is a USB port. There is volume control too on the back of the machine and you can even plug in headphones if you do not want to have outside noise. To turn on the machine, there is a button in the bottom front and it is shaped like a coin slot with the “player one” or “player two” button but you do not have to use quarters to play these machines.

This is a great product and you can buy this for your kids during road trips or for yourself to play and collect. The publisher did a great job making this in an age where retro gaming is still in today’s society. I highly recommend for you to go to your local gaming or comic book store to pick this up.

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Toy Fair 2018-Keep Calm and Game On Review

If you love party card games such as Cards Against Humanity or Apples Apples, Then you can add one more to your collection that you can play with your friends and that is Keep Calm and Game On. This card game has a familiar concept of those two games but it has an interesting twist to the other two games that i mentioned and you will be laughing for hours during your time with the game. So what is in this game? Well it is time to dive in the deck of cards to see what is there.

Keep Calm and Game On is made by Breaking Games and they also have a library of games that you can check out. In this game, Each player is dealt with 6 response cards and the rest of the cards that are in the deck is placed in the middle of the table. Every player takes turns drawing a situation card and they have to read it out loud to the other players. The other players choose one of their response cards and gives it to the judge of the game to read. The judge has to decide of the response cards that was given to him, which response was the best out of all of them. Whichever the judge decides, the player gets a point and control of the situation cards. Then, each player draws another response card to fill their hand and repeat the next round. The first player to have 6 points wins the game. You can also change the rules to how many points the player must have in order to in to your own liking. The cards itself can turn situations into very hilarious responses. For example, one of the situation cards might read “WHAT WOULD YOU DO IF LIFE GIVES YOU LEMONS” and then one of the response cards might say “KEEP CALM AND BECOME A SUPER VILLAIN”. The possibilities are endless with this game. The twist comes with the “Panic!” cards as they bring a fun new element to the game such as skipping a judge or discarding responses.

This game can be played between 3-8 players and the age range is between 18+ and older. You can play this in parties or with your friends at gatherings. I highly recommend for anyone to try it and it only takes less than two minutes to understand the gameplay.

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Dissidia Final Fantasy NT Review

Dissidia Final Fantasy NT is the long-awaited follow-up to Square-Enix’s Final Fantasy crossover titles that were released for the PSP back in 2008 and 2011. Although the game has been playable in its native Japan since 2015 in arcades, we’ve now finally gotten it released on the PlayStation 4 with a bunch of new content to boot.

If you’ve played the older Dissidia titles, you might imagine that you already know all about this new one, but you’d be surprised. While the core mechanics are still generally the same, there are some big shake-ups in how battle is done, largely to accommodate the now 3v3 setting the game defaults to.

While 2v2 and 1v1 battles are possible, it’s very clear that the game is built around this 6-player team-based format. Characters have been divided into classes. Fighting itself has been somewhat simplified, and some characters have had their movesets changed entirely from previous games, so your main might not work the way you’re used to. If the game still feels too daunting or confusing for you, there’s thankfully an extremely informative tutorial that’ll have you geared up and ready to go in no time.

These classes are: Vanguard, bulky up-close fighters with hard-hitting attacks such as Sephiroth; Assassin, quick-hitting speedy characters like Squall who’ll take you down fast if you’re not ready for them; Marksman, long-ranged fighters, for example Terra, who will make your matches very difficult from afar unless you brave their attacks and close the distance; and finally Specialists, like Vaan, characters who don’t quite fit into any of the aforementioned categories and have their own quirks that go beyond these roles.

The first thing you need to realize when picking up the game is that teamwork is an absolute must. You can’t just charge in on your own and expect to win, so the ideal way to enjoy the game is to have a couple of friends to go online together with, and try to best your foes with a solid gameplan, a balanced team setup, and proper communication. Of course, you don’t have to get so serious about it – Dissidia allows you to get matched up with random people online as well, though if you’re hoping for any success you should probably try your best to co-operate with others properly.

Although Dissidia Final Fantasy NT does bill itself as something of a reboot, especially with new developers at the helm, Square-Enix really are sticklers for continuity. As such, the story picks up after the previous Dissidia games, with earlier established relationships between characters intact, though you probably won’t feel lost in the game’s story even if you haven’t played them, just so long as you’re somewhat of a Final Fantasy fan.

The story is nice enough on its own, with diverging paths and fun interactions between characters, but the way to play it is a bit awkward; you’re required to play through online matches or the game’s single player modes against CPU fighters to unlock credits which will take you further in the story. Presumably, this is to make the story feel longer than it is, and while it might sound like a bit of a grind, it really isn’t that bad since the story continuously unlocks new Gauntlet challenges for you to conquer and this leads to more story credits unlocking at a smooth pace. It should be noted that while the story mode itself starts off fairly easy, and continues that way for the most part, there are a few boss battles where the difficulty spikes heavily, so be prepared to bring your A-game when you see them pop up.

One of the best thing about Dissidia Final Fantasy NT is the level of customization for characters, with loads of unlockable voice lines, different weapon skins, character skins, and so on that are all gained in-game without any monetary cost. Of course, the Dissidia Final Fantasy NT is no stranger to DLC, with 6 characters promised for release this year, but the game itself doesn’t feel incomplete at all.

While the game does have a fairly robust story mode and several single player modes that will earn you credits which you can use to unlock the wealthy amount of extras, you may well grow tired of it if you’re planning on sticking to offline only, as there’s no local multiplayer functionality. Playing online does feel like the game’s bread and butter, especially grouped together with friends, so if you’re averse to online gaming this might not be the fighter for you. For what it’s worth, the vast majority of online matches I played were a smooth experience, with a few choppy outliers and one single match that was entirely unplayable, out of close to a hundred matches played.

With 28 characters available at launch, there’s a wide variety of heroes and villains from the numbered Final Fantasy series to play as, and even two spin-off characters in the form of Ramza Beoulve from Final Fantasy Tactics and Ace from Final Fantasy Type-0. You’ll quickly notice that even within the four different fighter archetypes the characters are vastly different from one another. If, like me, you don’t have any of your absolute favorite characters in the game, settling for main protagonists or antagonists from your most beloved titles does just fine, and with the promise of future support by Square-Enix and Team Ninja, the characters you’re missing just might make the cut somewhere down the line, too.

In the end, Dissidia Final Fantasy NT gives you a lot to do, and is clearly focused on being a fighter that will have continued support for the foreseeable future. You might want to try it out at a friend’s house first to see if the gameplay jives with you, but any Final Fantasy enthusiast should at the very least give this title a shot. There’s a lot of love poured into the game, and seeing big team battles between Final Fantasy icons in familiar locales is bound to strike a chord with fans.

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Sonic Mania Review

I have no idea what the hell went on with Sonic. Gone are days of creativity, endless hours of fun, and the basic love of rings. Instead, we’ve gotten Poorly Design Sonic (Sonic the Hedgehog 2006), Make it Stop Sonic (Sonic Unleashed) Vertigo Sonic (Sonic Generations), Steroids Sonic (Sonic Boom: Rise of Lyric)

So when I heard SEGA was giving Sonic another spin, I cried unto the heavens screaming “why?” I hung my head in shame for what I expected would be one of the biggest gaming mistakes in 2017. It’s not often that I’m proven wrong, and it even less often that I’m willing to admit my mistakes, but this is a special case for a special game that has already captured my heart and won’t let my childhood memories die.

Sonic Mania is beautiful from the very beginning. Captivating my soul, it starts off with a 2D animation sequence that transports me to a world of the 90s and I’m a kid again… before everything went to crazy. However, Sonic Mania is more than a game. It’s a “thank you” for “hanging with SEGA despite the numerous times we’ve screwed you over.” It’s forgiveness for all the terrible things that have happened before. Though they can never promise they won’t do it again (Sonic Forces has yet to be released) here is a metaphoric rainbow.

Even the name, Sonic Mania is a perfect way to describe this game. Merriam-Webster defines “mania” as: periods of great excitement and euphoria. an excessive enthusiasm or desire; an obsession.

It’s a rare treat to see a game like this fall perfectly into this category. Why? Because while Sonic may have been created by SEGA, it feels like it was created by Sonic fans which technically is true. Developed by people who originally created Sonic fan projects, they’ve painstakingly created a homage to their childhood while adding in fresh ideas and clever gaming with an old-school flair.

As a massive fan of art, there was something special about the 16-bit Sonic and those bold bright colors. It never felt like it was trying too hard for your attention, instead, it was a sign of prestige and honor. From the very beginning, Mania has that same feeling when those bright and beautifully bold colors splash onto the screen like a Jackson Pollack painting. It whisks you away to Green Hill Zone where those familiar loops and golden rings await to be collected.

While previous Sonic games encouraged speed which often resulted in disaster for me, Mania takes the controlled chaos route. Yes, there are those uncertain crazy loops but the game also encourages you to take your time and explore. By slowing down, I’ve discovered newly added sections, secret coin locations, and opportunities to interact with the expanded environment (hey there, sexy wood chipper). There were moments when I was so lost in the game that I forgot that I had to complete the level. Once I did, I was greeted by another level that was even better than the last.

As a lover of movies and TV shows, I fell in love with the new Studiopolis level. Bouncing on film reels was a delight and the flashbulbs and music felt like a throwback to old Hollywood. Despite the randomness of the level’s inclusion, Sonic never felt out of place and the setting came off like an extension of the original game with even more exciting adventures to come.

One of my favorite new levels is easily the breathtakingly gorgeous Press Garden, which can only be described as magical. Light colors fill the screen as everything is covered with pink, airy and light colors. While I’m not a girly-girl, I was taken aback and enthralled with the level of charm that poured through my screen. Compared to Studiopolis’ darker, jazzy and more adult feel, Press Garden was screaming to whisk my troubles away onto the pink leaves that floated around Sonic. There were moments when I had to stop and just marvel at the game’s details, which quickly prompted Sonic to stare at me with his side-eye and the original “gurl, bye” foot tap (man, did I miss that stare).

As I continued playing, I noticed how easy it was to control Sonic. Previous games often made me feel reckless. Unable to figure out how to handle the controls, I would often crash into things, lose all my rings and spend wasted minutes memorizing how to jump. This game, however, even managed to get the controls right. Tapping into sense memory, Sonic was able to perform all of the commands without any issues. In fact, if I closed my eyes, I would have guessed I was playing on the SEGA Genesis.

Boss battles are the most delightful as they prove most innovative. While there are classic robots, SEGA has built upon their design and how each battle is executed, which keeps the game and each level refreshing. Ranging from weird to “wait.. what?,” there are puzzles, pattern memorization, wind speed, shooting and more. It’s very hard for me to pick my favorite battle because each one deserves to be recognized.

Sonic Mania is not perfect. Even though the good outweighs the bad, there are some frustrations and complications. Mania is much harder than those of yesteryear. While death is not an often occurrence because the boss battles are “unique,” there are moments where death is immediate. As a result, the game landed me back to the beginning, making me complete the stage again. Despite the stage checkpoints, through a series of trial and error, this was a common and annoying occurrence, which can be argued isn’t necessarily the game’s fault but something of my own failing.

Sonic Mania should be the reason why developers reboot games, not just because of money, but to witness how happy games make people. Instead of ripping the original formula apart, reboots should build upon a game success. It reminds people why they fell in love with gaming, while also introducing a new generation to that same passion a game can create. Sonic Mania does both and more, it’s a game that will have you fighting to play with others and possibly your kids. The last Sonic game i have enjoyed very well was Sonic Generations but before that game, you would have to take me back to 1994 for Sonic and Knuckles. I give this game a 9.5 out of 10

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Prey Review

Arkane have, in just a short amount of time, mastered their craft. The Dishonored games did a great job at throwing a bunch of tools at the player and letting them navigate rich deep worlds the way they want to. Prey feels the same, only amplified. Trading in swords and spirits for guns and neurological enhancements, Prey could be construed as Arkane’s take on science fiction. It hits some pretty familiar beats throughout, but Prey feels like a natural evolution of the Arkane trademark formula.


Prey itself takes place in an alternate timeline where John F Kennedy survived the assassination attempt in 1963, in turn directing more funding into the space program and sending us into space much earlier. In Prey, you are Morgan Yu, an employee for Transtar who presently owns the research space station Talos-1. Morgan wakes up with little to no memory of his past, but discovers that he himself is intrinsically tied to the station and its bizarre alien research.

 Prey-Screen-CorpsePrey’s storyline sounds pretty cliché and at times it is, though the story isn’t afraid to head into stranger directions than you’d normally expect. As the game began I wasn’t too keen to progress in the story, instead exploring the space station at my own leisure. Though as I got further in, Prey threw some twists at me that hooked me on the ideas it was selling. Despite this, I still found the playable character somewhat unlikable and the main villain quite forgettable. Still, Prey’s story hits the right beats at the right time to pique players’ interests. Think of it as a warped combination: Memento meets Dead Space meets BioShock.

When you play the first hour or so of Prey, more seasoned gamers will see where the game draws inspiration. You’re on a space station, it’s falling apart, you start off with a wrench, you use powers to defend yourself called psionics and you’re being lead along by a faceless or mysterious voice. Prey is woven from strong genes – taking inspiration from Dead Space, Dishonored, System Shock and BioShock. It’s a first-person game that isn’t afraid to have moments of quiet time to let you explore the sprawling space station that is Talos-1 at your own pace and leisure.

That’s really the name of the game with Prey. It’s an open world, that lets you explore areas of the space station in (almost) whatever order you wish. Everything is connected, whether you want to naturally get to an area using the winding corridors of the space station or you want to leave the station and re-enter it elsewhere while floating in space. Prey’s densely packed world, shortcuts and connections all come together to give the game a sense of having an open world without the barren filler environments that commonly come with it.

When you’re navigating the world of Prey you’ll be outfitted with a variety of abilities, weapons and powers that let you approach the playground of Talos-1 the way you want to. Most weapons serve a dual purpose – they can also be used to create platform on the walls to circumvent obstacles, or activate buttons from a short distance away. Each weapon having multiple uses encourages experimentation, as well as thinking outside of the box.

When you’re done with Prey once, I’d be surprised if you didn’t want to jump into it again. Not only because you’ll probably miss something while trying to explore the sprawling Talos-1 station, but also because you can change the outcome of the game based on your treatment of others throughout the story. It’s nothing totally revolutionary, but given Prey’s flexible systems, running through a second time is bound to be different to your first, intentional or not.

Your play style will greatly decide how long it’ll take you to run through Prey, though I’d estimate most players would get at least fifteen to twenty hours out of their first run. Perhaps even more if they explored the station thoroughly. This much is certain: Prey is a game that just begs to be played at least once more once you’ve finished it.

Taking a page out of Dishonored’s book, Prey features a stylised art style to bring its world to life. The result is something that never looks hyper-realistic but something more distinctive instead. Artistically speaking, Prey brings together retro designs with futuristic ones to create something not unlike BioShock’s Art Deco style. From a technical standpoint, the game is running on CryEngine which brings with it the usual caveats for consoles – namely longer than desirable load times. It’s not the best-looking game, especially compared to others, but Prey does its own thing and it does its own thing well.

Prey’s world is run down yet colourful, and the soundtrack perfectly complements the experience. Composed by Mick Gordon, the score is filled with sublime synth beats and strange, otherworldly noises and sound effects to create something eerie, atmospheric and tense. These pieces do an amazing job at elevating the already strong atmosphere aboard Talos-1, and is quite possibly one of the strongest soundtracks I’ve ever heard in a game.

Prey is another win for Arkane. It’s a game where everyone who plays it will have a different experience. One thing is certain though – that Prey remains a consistent experience from beginning to end. Providing players with intuitive gameplay systems with great synergy, freedom to approach combat how you want and game design that rewards creativity are just three ways that Prey succeeds. While BioShock was heralded as the spiritual successor to System Shock, Prey feels like a much more successful attempt. An absolute joy to play and experience.

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LEGO CITY Undercover Review

LEGO CITY Undercover was first released in 2013 exclusively to the Nintendo Wii U, with a similar release on the 3DS platform. This release is a port of the original game across all the latest platforms to a sharper, faster-loading version, which also introduces two player co-operative gameplay.


I’ve played many of the LEGO franchise games across a number of different platforms and LEGO CITY Undercover has a very familiar look and feel to its predecessors, in terms of the gameplay and the cutscenes providing the storyline in between gameplay. The game finds our hero Chase McCain returning to LEGO CITY to capture the notorious Rex Fury while also protecting Natalia Kowalski, who has entered a witness protection programme after providing evidence to put him behind bars before he managed to escape.


The first part of the game is heavily driven by cutscenes as it introduces the characters and gameplay to the player. For those familiar with LEGO games this does feel very laboured, as you’re probably itching to get started. That said, this part of the game does set the familiar humorous tone of the game, which in my opinion hasn’t grown tired at all; the detective briefing scene at the start of the game is great and features characters such as Starsky & Hutch, Sherlock Holmes and Columbo. An early level in the game takes Chase McCain to Albatross Island, which looks remarkably like Alcatraz, and the level centres around a plot line featuring numerous references to the film Shawshank Redemption. While some of the humour may be wasted on younger players, the game wouldn’t be the same without it and as an adult player it does maintain interest and puts a smile on your face.


The game may not be challenging to seasoned gamers as it’s not difficult to complete the levels, but there is plenty to explore in the 20 districts of the open-world LEGO CITY, so there’s plenty of longevity. I loved the scanner aspect of the game, which allows Chase to track the bad guys with some pretty neat tech. There are also elements of the city marked with blue and white bricks, which effectively allow our hero to perform some free running and cool slow motion action.


The game is a delight and the game will keep you entertained for hours. The open-world is great to explore and there’s plenty to achieve and unlock outside of the core storyline. There are many great elements to this game, all of which contribute to a great experience, so this comes highly recommended.

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LEGO Worlds Review

Traveller’s Tales have used the LEGO license perfectly by building Lego Worlds as a rival to Minecraft. The game is loosely tied to some rules but has a nice structure in itself to keep the players interested. The premise has the player as a space traveller who gets bumped onto the world and has his ship broken. So, he rebuilds his ship and sets off in pursuit of new words. In the way, he finds out various devices which help in building, replicating and demolishing.


There is Discovery tool which is largely used throughout the game. Just point it to a new object, hit X when it gets highlighted and the item will be added in your vast library of parts and people. You can then deploy these parts and people whenever their need arises. Going on in the game you will also get the opportunity to build an entire world from the scratch. But before that, you will get introduced to and well versed with all the rules, options and controls of the game.


You get to do amazing things and go on adventures including fighting to save a queen or saving cavemen from the wrath of volcanoes. The most amazing thing is that everything that is part of the game world is made of LEGO. So, you have almost entire control and can copy, paint, build, destroy, almost anything you want.


You can do anything you want to. Create a mountain, replicate a castle, or dig out treasure. Sometimes you may get guided by the game, sometimes you will just want to get your hands dirty and create something amazing. But learning to use the tools and getting used to its not so intelligent input manipulation is hard. Your buildings may get fiddly in the beginning, put some time into and you become an expert.

The only flaw in the game is its issue of frame rate and the camera which gets upset in congested areas. It gets especially annoying when you are moving too fast and the game loads up the terrain slowly. In local co-op mode, the game gets really patchy and may feel like everything is just disconnected from each other. But with the gameplay being of a very relaxed nature, it never becomes much of a problem.

The game has a feel that it is the first towards a much greater game. Just some tweaks here and there and Traveller’s Tales might get something outstanding in line. Still, kids can get easily lost in its world for hours and the offline and co-op mode further complement those possibilities. This game is easily a 4 out 5 for its unique experience.

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Build or Boom review

The object of Build or Boom is to be the first player to build the plans on the Blueprint Card. Once your building is done, smash your Boomer and your opponent’s structure comes down. If your tower matches exactly what’s on the card, score a point. Replace the blocks in the middle of the table and play again with a new Blueprint Card. The first Builder to reach 10 points wins.

Sounds simple, but is it really? At times, it can be, that is once the game has been played with for a while. Playing the game with my 5 year old, she and her friends struggled to get the pieces set up as pictured and it isn’t so easy to stack quickly with accuracy. For that reason, younger kids 5 to about 7 shouldn’t try to race until they really understand the game. It can be a super fast paced game that helps young children learn to react quickly and come up with some unique ideas, which is a great skill to learn. But, without the dexterity that older children have, it might make it downright frustrating to accomplish.

There’s 50 structures from the Blueprint Card deck to make. Build with speed but keep your buildings balanced. Some of these structures take some pretty careful balance. Ever build something several stories high on top of a cone before? You will now. Or boom goes the dynamite.

The game is well made from strong plastic and the packaging is sturdy. To optimize the game hopefully in future releases, they should rethink the platform by making it a flat concrete looking base and make the box from a cheaper material to cut on cost.

If you love games that are truly interactive, I give build or boom 3.5 out of 5 stars!

WWE 2K17 Review

After playing the game for about 5 days, I can honestly say I’ve played enough of this game to give some final thoughts on it. I doubt anyone personally cares what I think, but I decided “hey it’s the internet so ill post it because I can”. I’ve divided everything up into a few sections so can individually go over everything with some detail. prepare to read huge walls of text as i begin my review.

MY CAREER MODE

Out of everything that was hyped for 2K17, My Career Mode took the cake. The addition of Promos and the Paul heyman guy challenge shown in the trailers seemed to show us that the game was heading in the right direction. Upon actually playing the mode, however, you find out that its just as bland and grindy as the last two games. The lack of progression feels so awful when your fighting the same people every week, putting on the best matches you can with the likes of Fandango and Bo Dallas, attempting to create 5 star watches with jobbers just so you can move up the ranks. My career mode feels like a crappy version of Universe Mode where you have to grind until the end of time to increase stats, attributes or even to buy a decent finishing move pack. Overall, it’s a huge disappointment.


GAMEPLAY

Throughout all the wrestling games ever made, the last 3 have had the best gameplay by far. The addition of Roll outs, a better ladder setup system, new mini-game for ladder matches and the new OMG moments, have all created a very realistic feel to the game that is much needed. Many glitches do occur here and there and the overall pacing of the matches still seems a little too fast for my taste, none the less it’s the best gameplay we’ve had thus far.


GRAPHICS

This one seems to be a very debatable issue as certain aspects of the game look great, while others seem to fall very flat. I noticed pretty quickly that certain characters had more attention to detail then others, as if they just couldn’t afford a budget for other characters. The likes of Brock Lesnar, Goldberg, Finn Balor and some others have amazing lighting, attention to detail and overall great textures/models. Other characters, however, have gotten the “PS2 Graphics” treatment where they look like they were made in the character creation tool but look far worse. I’m not entirely impressed with the graphics nor am i really that disappointed in them as these most sports games have meh visuals.


UNIVERSE MODE

Out of everything that is wrong with 2k17, Universe mode seems to be what saves this game from being put in the bargain bin. Universe mode provides endless customization, playability, and overall player control. Where Career Mode seems to have its faults, Universe seems to provide the fix for them along with providing loads of content.


INTERFACE

Usually, this is something I could really care less about in most games, however, this interface is just awful. Universe mode specifically seems to be harder to navigate through, not to mention that once you start a show, you can’t go back to change any universe settings, check the calendar or reach basic universe functions like who holds the current title.

FINAL THOUGHTS AND VERDICT

WWE 2K17 provides more content then the previous game and delivers gameplay that certainty out matches any of the previous games. However, i don’t think this should be something 2k should be praised for. Many of the “New additions” aren’t even new at all. Backstage brawling and crowd fighting were done long ago with even more content included with it and in much more detail. The creation suite has loads of content to deck your character out with, however, past games have had a pretty fair amount of customization until 2k15 came out with its new gameplay engine. The honest truth is that a wrestling game like SVR 2007 and 2008 had loads more content then the current games do and even delivered massively in the My Career mode with full-voiced characters, customizing locker rooms and the ability to go through a full-blown story with a created character or current WWE Star. WWE 2k17 is playing a long game of catch up with older games and that’s disappointing. The only area 2k17 seems to evolve and capitalize on is its realistic gameplay, even then though it has trouble keeping it afloat. I will give this game an final score of 6/10

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Dark Souls 3 Review

The “Dark Souls” series has become synonymous with one thing: punishing difficulty. But the series isn’t just for masochists who crave a more difficult brand of video game. “Dark Souls 3” has a comparable difficulty to its predecessors, sure, but the experience is much more than a rigorous loop of trial and error. 

 
The “Dark Souls” experience is about discovery, progression and success that grants a sense of satisfaction that is severely lacking in much of the adventure genre. “Dark Souls 3” impeccably improves on the structure of the original “Dark Souls” and “Dark Souls 2” all while managing to make the experience more accessible to newcomers. 

 
“Dark Souls 2” introduced players to a vast open world, but one that suffered from flaws in its layout. In an otherwise excellent game, it had several new areas to explore that all branched from the central hub area. Having the hub at the center of everything meant that the player had to do a lot of backtracking, and never ventured far from home. There’s a psychology to that design that doesn’t mesh with the game’s tone. The “Dark Souls” experience is about exploring areas that feel inherently foreign. Each new environment welcomes the player with hordes of dangerous creatures and numerous twisting paths that lead to parts unknown. By design, each new area is supposed to feel alienating. Some of that feeling is lost when the warm, welcoming hub world is nearby. 


In “Dark Souls 3” the hub world can’t even be accessed on foot. It’s far away and can only be accessed by bonfire travel. The knight, or warlock or thief that you’ve created is on his or her own in the uninviting and terrifying world. Every step journeys farther away from a place of normalcy. “Bloodborne” perfected the art of an interconnected open world; one where progressing to new areas somehow linked to previous ones. “Dark Souls 3” shows that From Software recognizes that perfection. Discovering new areas in this game conveys a mix of reward and fear of what lies ahead that isn’t found in other games. 


 
The “Dark Souls” series usually has a front loaded difficulty. That’s especially the case with “Bloodborne.” The beginning areas are the most difficult while the player figures out what works and what doesn’t. Then things finally “click” and the player can breeze through future areas. “Dark Souls 3” is more balanced. The beginning isn’t as punishing. Actually, it is, but no more punishing from the rest of the game. 

 
The balance of “Dark Souls 3’s” combat is one of its most underrated achievements. Balance is as important to a game like this as it is to something like the “Street Fighter” series. There are many ways to approach its action. The game offers dozens of weapons to choose from throughout the journey, all which have different attack speeds and unique abilities. Different characters can rely on spells or arrows for ranged attack. It’s possible to make a character who relies on counter punching after a successful block or parry. I got hooked on “Bloodborne’s” style and never relied on a shield, and instead crafted a character with good agility for dodging. 

 
There isn’t a right or wrong way to approach a character in “Dark Souls 3.” Every type has their own strengths and weaknesses. There’s no exploitive easy button character. “Dark Souls 3” is designed to be challenging for every character class. My advice is to choose one path and continue it. Don’t start with a mage and change it to a knight halfway through the game. Don’t become a jack of all trades and a master of none. Specialization is key. 
“Dark Souls 3” is an excellent jumping off point for the uninitiated. The lore isn’t connected to the first two games, at least as far as one could tell during the review process. The “Souls” series is lore heavy, so there may be some deep-seeded connection between all three games, but newcomers won’t miss much in that department. More importantly, “Dark Souls 3” doesn’t assume the player knows the gameplay mechanics from the previous games. That’s partially because much of the core mechanics have been altered in the sequel. 
 
Hollowing is gone. The biggest annoyance and arguably the most punishing aspect of “Dark Souls 2” is no more. Hollowing used to mean the player’s maximum health decreased with each death. In a game like “Dark Souls” where one dies a lot, this can be a serious hindrance on progress. I always viewed it like the game was punishing me for even attempting a new area or boss. Fortunately, that mechanic is gone in “Dark Souls 3.” Well, it’s mostly gone. The player will lose some health upon death, but it doesn’t stack with subsequent deaths. The process can be reversed with ember items, which are comparable to human effigies from the previous game. Restoring humanity (it’s called harnessing the power of the Lord of Cinder in “Dark Souls 3”) with embers is also tied to the game’s co-op gameplay. 

Co-op phantoms can only be summoned if humanity is restored to the player. In other words, you’ll have to use an ember in order to summon help from a friend. Ember availability is close to how plentiful human effigies were in “Dark Souls 2.” They can also be purchased in exchange for souls in the hub area. Defeating any boss will also restore humanity without having to burn an ember usage.

Online play of the “Souls” series has always been unique. Summoning a friend is an easy way to get through a boss that has been beating you to a pulp for ten or more attempts. It’s the same in “Dark Souls 3.” There should be a limit on how many times one can summon a friend. It takes away from some of the game’s difficulty, which takes away from the satisfaction once victory is achieved. 

 
The game’s message system thankfully returns, which is one of the most genius uses of online play in any adventure game. Message senders are limited to what words they can leave for other players, but the game gives enough options to be descriptive. Each message is a helping hand from a nameless player going through the same tribulations that you are. It’s like the players are bound by the fraternity of “Dark Souls” and feel compelled to leave helpful messages to others in need. There’s hope for internet comments yet!

The “Dark Souls” series has an undeniable learning curve. There’s absolutely no way anyone will pick up a game controller for the first time and begin with a “Dark Souls” game. It’s an acquired taste that requires patience and appreciation for what the game asks of its players. Once that “eureka” moment happens, the game becomes one of the most rewarding experiences in the medium. Give it a chance, stick with it and make each death a learning experience. It might just become your new favorite series. 

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