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Kyle Donahoe – Game Reviews and Creative Writing https://kyledonahoe.com Creative Writing Services Fri, 07 Feb 2025 13:14:58 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 Metroid Prime Remastered: Evil Returns in HD https://kyledonahoe.com/metroid-prime-remastered-evil-returns-in-hd/ Tue, 01 Oct 2024 15:00:00 +0000 https://kyledonahoe.com/?p=1234

Tags : Game Reviews, Metroid

Metroid Prime Remastered: Evil Returns in HD

Metroid is one of Nintendo’s more famous franchises, starting all the way in 1986 for the Nintendo Entertainment System, establishing and codifying an entire game genre overnight alongside Castlevania in the same year. Starring the fully armored Samus Aran, she delves into the depths of an alien world to destroy the eponymous life-energy-consuming parasite and defeat Mother Brain. While the game’s plot is barebones, its gameplay set the formula future metroidvanias would follow, along with a real shocker for its time: Instead of being a man or a robot under the armor, Samus was a woman. Not only that, she was a bonafide badass! And she only became more beloved as the years went by with many more games under her belt.

In 2002, the famous galactic bounty hunter got a new installment on the then-fresh GameCube, known as Metroid Prime. Initially regarded with trepidation and skepticism for its choice of being in first-person, and also being developed by a western studio that was pretty much unknown to the world at large, it soon proved to be a smash hit on release, being a perfectly smooch transition to 3D graphics and delivering an amazing adventure for that funny purple lunchbox.

Such a famous game is well deserving of a remaster, don’t you think?

Metroid Prime: Remastered is the updated rerelease of Metroid Prime, released worldwide digitally for the Nintendo Switch on February 8th, 2023, and then getting a physical version on February 22nd, 2023. In her first journey in the third dimension, Samus Aran investigates the world of Tallon IV to deal with the remnants of the Space Pirates after she destroyed Zebes after the original Metroid. She discovers a secret research base there, but the Space Pirates aren’t the only threat she has to face on the scarred world of Tallon IV…

Featuring revolutionary switchable beam weapons, missile combos and visors, the much beloved logbook for the Scan Visor to record entries for, and a fully traversable 3D world, all given a major visual facelift, Metroid Prime Remastered is sure to be quite a fun time.

Let’s see if it lives up to the hype, shall we?

Story

The main plot is pretty typical for a Metroid game. Samus investigates something strange on an alien planet, fights the indigenous creatures and the Space Pirates, and faces off against massive bosses, while accumulating upgrades along the way. She manages to fight her way to the Impact Crater, destroy the eponymous Metroid Prime, and escape in her ship. So far, nothing special, just business as usual.

The real appeal of the narrative is all the things you can analyze with the Scan Visor and read to discover lore about the planet, or see what the Space Pirates are up to. In particular, there is the plotline where the Chozo of Tallon IV were first afflicted by what they call “the Great Poison” (which in actuality is the catastrophic mutagen known as Phazon), and how for all their efforts, their world continued to slowly die before their eyes. They kept holding out hope for a savior from the stars (ie, Samus) to arrive and save them from certain death… but she never did.

Indeed, by the time Samus makes planetfall, literally none of the Chozo are alive, with the only remnants of their existence being the Phazon-twisted Chozo Ghosts lurking in the Chozo Ruins. It’s rather heartbreaking, given that Samus is closely associated with the Chozo, due to her Power Suit and her abilities being a gift from them. If she had arrived on Tallon IV any earlier, she might have been able to save them, but instead, she can only pick through the ruins and try to stop Phazon from spreading further.

Another interesting side plot is how the Space Pirates’ operations on the planet play out. Initially, they’re scattered, but composed, having narrowly escaped certain death from both Samus and the Galactic Federation, opting to lay low on Tallon for the time being while continuing their experiments with the local Metroids. They’re revealed to be trying to replicate Samus’ gear, and while they are able to copy her Beams to create the Power Troopers, their attempts to mimic her Morph Ball take a heavy turn into dark comedy when it’s revealed that the Pirates volunteering for the tests end up horribly twisted and broken as a result… and it’s noted that Science Team decided to postpone all tests after that.

For the most part they’re treated as cold, ruthless warriors, but they do have a somewhat sillier side due to their penchant for science experiments. And that’s before they realize that Samus is planetside and approaching the Phazon Mines, where they promptly have a collective “OH CRAP SHE’S HERE!” reaction. And even with their experiments with Phazon to create the Elite Pirates and the Omega Pirate, they’re still extremely scared because of her reputation as a one-woman army. Which isn’t without merit, given how she’s capable of wiping the floor with giant monstrosities that would flatten anyone that wasn’t as powerful as her.

Phazon is an interesting addition to the story, being a cancer-like mutagen that transforms and twists anything that it doesn’t immediately kill and consume. It adds a level of nightmare fuel in the later levels, primarily the depths of the Phazon Mines, where the bright radioactive blue material carries an inherent sense of wrongness.

So far, while the main plot isn’t anything to write home about, the worldbuilding and atmosphere is top notch.

Gameplay

Prime takes the 2D gameplay of Metroid and gives it a smooth transition to the third dimension. While a fair bit slower than usual, Samus still has her trademark abilities — the tried-and-true Power Beam, Morph Ball, Missiles, and Grapple Beam. She does lose these at the end of the first level, but she regains them over time, and gets new toys to play with, too.

Being in first person makes you have to think more actively about positioning in both regards to platforming and enemy encounters. To help with this, there is an option to lock onto enemies or targetable objects, and a setting that lets you freely aim your reticule while locked on. It’s similar to how the Metroid Prime Trilogy version of the game adjusted the aiming to match the use of the Wiimote and Nunchuk, just like Metroid Prime 3: Corruption. While I highly enjoyed the Trilogy version for feeling very intuitive thanks to the Wiimote, it feels less so when using the control sticks on the Switch Joy-cons, but it’s still enjoyable nonetheless.

Instead of stacking new beam effects on top of each other like in previous games, every beam picked up after the Charge Beam is a separate weapon, which can be switched to in a manner similar to visors. While this does mean you can’t combine the beams in any way, you still get to keep the default Power Beam without being forced to use only the most powerful at the end. Plus, it means you have to actively think about which beam you’re using in a fight, as certain enemies can only be damaged and/or nullified by certain beams, like the eponymous Metroids still being vulnerable to the sheer cold of the Ice Beam, opening them up for a one hit kill via a Missile.

Given the first person perspective, the visors are a natural fit for this game. On top of the default Combat and Scan Visors, there’s also the Thermal and X-Ray Visors that let you see temperature and invisible things, respectively, and are crucial to navigating areas that your other visors aren’t equipped to deal with. My favorite is the Scan Visor, because you will reflexively get the instinct to scan anything and everything for your logbook. If not for the story breadcrumbs, then at least for 100% completion.

For the most part, the game doesn’t hold your hand and tell you directly where to go. Instead, you only occasionally get notifications that point to a general area where the next piece of equipment resides, and from there you can either head there immediately or just keep exploring. This way, you’re allowed to just take in the atmosphere of Tallon IV at your own pace, with only occasional reminders of where to go next.

Overall, the core gameplay of Prime still holds up to this day.

Graphics

While the original release of the game still looks fairly good even decades later, it’s obviously got some age to it, due to the textures, lighting, and models looking cruder and lacking in polygons. But now, after making the jump to the Switch, the game looks so much better!

They really cranked up the details here, making the world of Tallon IV look vastly more beautiful. It’s the exact same game under the hood, but given a major facelift. They also made slight changes to certain models to either make things more apparent, or bring them in line with future games in the Prime series. For example, Meta Ridley’s model got changed to emphasize how slipshod and patchwork he is thanks to his cyborg upgrades, with scarring on his skin and some metal parts looking rusted. It combines to make him look far scarier.

They also updated Samus’ movements slightly, making it so she moves more realistically, like an actual human under there, instead of seeming stiff and robotic. A good example arises when using a Map Station or Missile Station — instead of rigidly lifting her arm and inserting her arm cannon into the slot, she now leans forward a little. It’s subtle, but definitely noticeable.

On top of this, the game runs at an unbroken 60 FPS the whole way, whether docked or handheld. Smooth!

Pros

Prime Remastered delivers on being the same game two decades ago, but with a major graphical update, and it certainly shows. Every asset in the game was redone from the ground up to have far more polish and resolution, turning an already good-looking game from the GameCube days into a fantastic-looking title on the Switch.

Remastered brings more than just a graphical overhaul, though. It also comes with extra fun stuff, like bringing back the narration from the PAL version of the original game for the intro and resuming from a Save Station. One thing I loved in particular was the Character Gallery and Concept Art Gallery — as you progress through the game, you unlock more and more figurines and artwork pieces of various things in the game. I highly approve this, because it means I get to admire all the gorgeous models they put together, and I’m always sad when a game doesn’t let me do that.

All other aspects of the game — the audio, the combat, the puzzles — are either preserved exactly how they were back then, or given a slight improvement. If you ask me, this is exactly how a remaster should be done, where you make some quality of life improvements here and there, and make it run better on modern hardware, but otherwise leave it untouched, so it’s a superior version of the original release.

The updates to Samus’ model in particular please me, because I always thought she looked oddly stiff due to the graphics quality of the time. The fact they adjusted her to move a little more naturally feels a lot nicer to look at, because then we’re reminded she’s actually a human being under that armor, instead of a rigid robot.

Cons

Though the game is basically the same as the original release, this does mean some of the flaws that manifested back then are still present here. Chief among them being that some of the (optional) upgrades, namely the Missile Combos outside of the Super Missile (Wavebuster for Wave Beam, Ice Spreader for Ice Beam, Flamethrower for Plasma Beam). While they can be powerful, the problem is that they eat up a ton of precious Missiles to work, and even then their damage output can be neutered by their short range or otherwise being finicky to work with. The Flamethrower especially is greedy with Missiles for just a short ranged stream of fire, making it feel like a waste compared to just firing Super or regular Missiles nonstop.

The last stretch of the game, being to find the twelve Chozo Artifacts to allow entry into the Impact Crater, slows the pacing of the game to a major crawl. Not only are you blocked off from reaching the final area until you get the Artifacts, you’re also unable to get the majority of them during the rest of the game naturally due to them requiring things like the Grapple Beam or Phazon Suit, which come very late in the game. Instead of feeling satisfaction for finally unlocking the final area, the eleventh hour of the game ends up a tedious slog, even if you’re not going for 100% completion. It feels like a complete pace killer between the Omega Pirate and the eponymous Metroid Prime.

Final Verdict

​It’s the same game from over 20 years ago, but given a glorious makeover. It’s mostly unchanged outside of that, which makes it a prime example of how to do a remaster. They could have just increased the resolution and framerate and called it a day, but no, they went the extra mile in making everything far prettier. Now it’s even more timeless!

​It’s a solid 9/10 from me!

 
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Dead Space (2023): A Horror Masterpiece Reborn https://kyledonahoe.com/dead-space-2023-a-horror-masterpiece-reborn/ Wed, 25 Oct 2023 01:03:25 +0000 https://kyledonahoe.com/?p=1207

Tags : Game Reviews, Dead Space

Dead Space (2023): A Horror Masterpiece Reborn

Ah, Dead Space. A classic from the seventh generation of video games. As a love letter to the sci-fi horror genre codifed by Alien, it was an amazing franchise, starring a very scared-out-of-his-wits space engineer fighting against horrible undead mockeries of humans, while trying not to flat out collapse from the mental strain of both that and an alien artifact whispering to him. It felt like a more science fiction take on Resident Evil, being a horror-themed third person shooter against biological monstrosities.

Though it started strong, in the end it went out not with a bang, but a whimper. The third game’s critical reception was polarizing, especially with its first, last, and only campaign DLC that made everything the protagonists fought for completely pointless. Since then, the franchise has been left dormant, with the original dev team having been dissolved, much to fans’ eternal sorrow.

But all was not lost, because in 2021, it was teased, then revealed, that a new entry in the series was being developed. Led by a new team, this game promised to be not only a revival of the franchise, but also a chance to pay homage to the original game’s vision while achieving something new.

Dead Space (2023) is a sci-fi horror third-person shooter developed by Motive and published by Electronic Arts for Xbox Series X/S, PlayStation 5, and PC on January 27th, 2023. Taking the role of CEC Engineer Isaac Clarke, players must brave the depths of the USG Ishimura in search of answers as to what happened, as well as find Isaac’s girlfriend, Nicole Brennan. On top of this, he must use scavenged and modified engineering tools to fight against horrid undead abominations known as Necromorphs plaguing the ship…  and that’s if he doesn’t crack from the mental strain first.

As a remake of a game from 2008, there’s bound to be tons of changes that make it stand out from the original. Did Motive hit the ground running or did they fail miserably? Let’s take a look.

Story

Right away, the story is already improved with one simple aspect: giving Isaac a voice. In the original game, he was almost completely mute, only letting out screams of fear and pain or panting in exertion. The cast repeatedly had to talk around him, which made the supposed emotional connection between his allies and his girlfriend fall flat. Here, however, he’s played by Gunner Wright, his voice actor from the original second game onward, and Wright’s still got it – his performance lends so much more depth to Isaac, whether it be bewilderment at what’s happened to the Ishimura, to angrily snarling at Unitologists, to chatting cordially with his allies. Now that he’s no longer forced to be a mute, Isaac displays so much more personality with how he actively engages with characters in the story, instead of just awkwardly staring at them as they talk to and around him. 

Other characters also had their personalities and identities altered to some degree in the remake, primarily Hammond and Kendra. Whereas the original had them hostile to each other from the beginning (begging the question of how they stuck together before the game started), the remake has them being substantially warmer, at worst being neutral. It becomes a lot more believable to watch them slowly but steadily grow more stressed out and prone to anger as the story progresses, especially as Kendra indicates Hammond may be hiding something. It also makes for a tearjerker near the end, as Kendra still betrays Isaac, and this time it’s clear that she’s reluctant to do it, though she expresses confidence that he’ll still find a way to get off the ship.

The nature of Isaac and Nicole’s relationship is given some exploration in a side mission, where it becomes a lot more believable that they were together and loved each other deeply. Even when it becomes clear that Nicole isn’t what she seems, Isaac still shows devotion to her that is very heartfelt.

On the Necromorph side of things, the Hunter is still here from the original, but instead of just being a hapless test subject of Mercer, here, he’s a completely willing minion who doesn’t hesitate to do his bidding.  His identity as Brant Harris gets explored through recordings and a side mission, which ends up making a one-off boss enemy into a rounded character in his own right.

A somewhat minor form of storytelling here is how they also changed how you acquire the weapons. Whereas you previously had to buy everything except the Plasma Cutter in the Ishimura’s store terminals, here, they’re all found lying around the ship, either just by themselves or still in the hands of fallen crew members. It really helps with immersion, and definitely sells the vibe that these people used these tools out of desperation, but it still wasn’t enough in the end.

Another example of this is the completely changed structure of the ship. The original game didn’t have anything connecting the various decks outside of the tram stations, giving the implication that if the trams broke down for whatever reason, well, sucks to be you until it’s fixed. Every deck felt completely disconnected from each other as a result. The remake instead has them all easily reachable on foot through numerous additional passageways between each deck, making it very possible to start at the Bridge at the front, and go all the way to the Mining Deck that’s at the very back. Now it’s more believable that all of these decks are on the same vessel. 

The remake’s story blows the original’s out of the water if you ask me!

Gameplay

The moment-to-moment gameplay of the Dead Space remake resembles the original. You play as Isaac Clarke, looking over his shoulder constantly, and using scavenged engineering tools repurposed as weapons to fight the Necromorphs. Uniquely for this game, instead of just aiming for the chest or head, the enemy only goes down for good if you aim for the limbs and cut them off. Even if you destroy the head completely, at most it will just anger that enemy and make them flail their blade arms around in a blind rage. This forces you to keep a close eye on ammo and aim with purpose, instead of just pointing a gun in their general direction and firing until they go down. You have the option of quick melee, which can get breathing room if a Necromorph gets too close, but isn’t really reliable against tough enemies or on crowds. And when an enemy dies, you can stomp on them to check if they’re really dead or force some loot out of their body.

The remake takes cues from the original trilogy’s sequels, with Isaac being much more agile and adaptable both normally and in zero gravity. Instead of having to perform Superman-esque leaps to surfaces above you (which can easily be instant death if you end up leaping towards something unsafe), you’re given full 360-degree movement without compromising your ability to aim and fight. A definite upgrade!

Similarly, Kinesis and Stasis have been given an upgrade mimicking how they were boosted from the original second game onward. Isaac can use Kinesis to lift various objects he uses his free hand on, while still being able to shoot with his gun hand. If there are any long and pointy objects around, he can grab them and fire them at targets to impale them and knock them down! This includes the bladed appendages Necromorphs might have cut off of them, which can result in the somewhat-silly-but-still-badass scenario of blasting off a Slasher’s arm, then quickly yanking it out of the air and impaling the monster in the face before it can even react! Stasis also comes out faster compared to the last game, making it much snappier to use in a pinch.

To keep things interesting while traversing the ship, Motive added something called “Intensity”. This system makes it so that Necromorphs can randomly appear in already-cleared areas when you return to them later on, and you won’t know it until the door opens and you see something like a Slasher or Pregnant standing there and getting ready to charge you. Vents may also randomly break open, without a Necromorph jumping out, making for scares on top of having to regularly acquire and expend resources as you go.

Some weapons from the original game got overhauled to be more viable to use, which I say is a great change. Chief among them is the Force Gun, a shotgun-like weapon that blasts kinetic shockwaves forward to cause knockback for its primary fire; its secondary fire launches a rolling bomb that detonates after some time, or immediately if it hits an enemy. While powerful, it was fairly awkward to use, especially with it only being really powerful up close and having to be careful about the bomb. In the remake, the secondary fire was changed to instead plant a gravity well that yanks enemies toward it, making it much easier to corral them and deal with all of them at once while it’s active. The Line Gun also got a major improvement, where its secondary fire of a timed mine was instead replaced by a deployable laser trap that cuts apart anything that gets in the way, making for some creative combat solutions when paired with Kinesis and any object that can be carried.

The upgrades for the weapons have been vastly expanded, with numerous additional parts you can pick up to modify a weapon’s behavior. As a standout example, the Plasma Cutter, the starting weapon, is decently strong on its own, but a late-game upgrade known as the Weighted Blades makes it even more powerful. The Weighted Blades now ensure that any time you melee any enemy that isn’t a Brute with the Plasma Cutter equipped, it will always get knocked backward onto the floor. This even works against multiple enemies, ensuring that you can force them away and get yourself more breathing room. It’s also very handy against the Hunter, making it easier to keep it at bay a bit longer without having to constantly sever his limbs.

Taking a cue from the Metroidvania genre, some rooms and lootable lockers or boxes are visibly locked, requiring increased security clearance to access. A similar thing was present in the original, but there, those locked objects suddenly opened when you came back to them later with no explanation. The remake not only gives you incentive to increase your security clearance, but even gives an in-story reason for it.

The trademark of Dead Space is still here, too – the complete lack of a traditional HUD outside of subtitles if turned on. Instead, all information comes from things in the environment, specifically your current health and amount of Stasis energy being meters mounted on the upper spine of Isaac’s RIG. Ammo is also displayed only when you’re aiming a weapon, and all actions like looking at the inventory take place in real time. This heightens the immersion substantially, as you still have to be alert while sorting your stuff, and also keep an eye on Isaac’s vitals to determine if he’ll survive the next fight or if he really needs healing. Things you can interact with are also displayed with holographic markers over a relevant terminal or device.

A new element in this game involves power junctions that only allow a limited number of systems to be powered on. The best example is in the third chapter, where Isaac can only supply power to either the lights or the oxygen system in the fueling station. This ends up providing a really difficult choice – do you kill the lights to stay breathing, but rely only on your flashlight to see? Or do you keep the lights on, but now have a time limit on how much you can stay there before Isaac suffocates? All the while, the Necromorphs don’t care, they’ll still happily come out to try and kill you.

Graphics

Fifteen years of graphics enhancements have led to the remake looking so much better than the original in every aspect. It’s still dark and scary and muted… but now it’s in VERY high definition, to the point you can see individual screws, scuffs, and blood marks on surfaces rendered in great detail, telling the story of the Ishimura long before the Necromorphs began attacking.

Isaac himself also has plenty of detail. On top of having a face resembling his voice actor Gunner Wright, his RIG has been given a huge facelift. Now it looks more like a very detailed vest and leggings with boots, with clamps on his shoulders for his zero-G thrusters. His starting helmet has also received a redesign, where instead of just a very open visor, it already has three bars running across it to protect his face but still let him see.

Naturally the Necromorphs also get an upgrade, albeit more gruesomely. The terror of facing these horrible, twisted mockeries of the human form is amplified due to the increased level of detail on their skin, including spots where it’s outright melted from the heat given off by the transformation, alongside the new “Peeling” system – every subsequent attack on a Necromorph has a chance to strip off layers of flesh from their body, until only bones remain. And yet they still keep coming until you cut off their limbs! It’s a common sight to see something like a Slasher keep trying to stab you while reduced to just a bloody skeleton.

The atmospheric effects have also been given an enormous boost. The new fog and particle effects make things ever creepier, which actually respond to Isaac moving through them. The lighting in this game is also simply fantastic, adding some amazingly realistic vibes, especially in vacuum environments.

In terms of performance, it ran exceptionally well on my rig, playing at a rock-solid 60 FPS for the most part. The only times it faltered were in a few areas on the ship, and against the final boss. A patch fixed that last one, however, making it as impressive as it should be.

Pros

Dead Space (2023) is basically the original game, but better in every conceivable way. From the story, to the graphics, to the gameplay, it’s all a wonderful package that makes it so much better than the 2008 title.

Isaac being voiced makes it so much easier to be immersed, because now he actively participates in dialogue with other characters, and he can properly express himself in ways his original incarnation wasn’t allowed to. In between the panic of fighting Necromorphs, he displays moments of exasperation at events unfolding, sadness over his teammates dying, and desperation to find Nicole, even if it’s a bad idea. The extra insight into his relationship with Nicole gives further depth to not only himself, but Nicole as well, making it vastly more believable (and even more heartbreaking) that they were together but now they’re separated.

The “Intensity” and “Peeling” systems ramp up the paranoia fuel and terror, as not only do you have to constantly be wary of enemies popping up in places you were certain were empty long ago, but you have to watch them keep going after you even though you’re reducing them to just bone. The monsters are everywhere!

The snappier Kinesis and Stasis mechanics make combat a lot more fluid, so you can concentrate more on the actual fight instead of being distracted by how sluggish your character is. The expanded upgrade system for weapons also makes customizing them worthwhile, and the fact that you find a lot of them out in the open instead of having to purchase them means you can save your credits on more important things like ammo, health, and more.

Connecting all the decks to each other through on-foot passageways makes the tram system feel more like an optional fast travel system instead of just a method of disguising load times between chapters. This ensures that the perspective of constantly peering over Isaac’s shoulder is only properly broken when you die or you quit the game.

A neat little feature of the game revolves around Isaac’s health state during scenes where he talks with other people normally. His current health alters his tone of voice, from speaking normally at around full health, to sounding tired at half, to grimacing in pain and straining to stay focused at critical health. Similarly, on the occasions where Isaac runs completely dry on ammo in a fight, he’ll either swear in panic, or loudly complain about the CEC’s equipment. It really adds to the immersion and helps sell the fact that he’s not your average badass horror protagonist, he’s a living, thinking man who reacts understandably to really bad situations.

Cons

Despite how good the game is, it unfortunately has some bugs that managed to slip through testing. During my initial playthrough, there were occasions where parts of the level wouldn’t load the graphics of the next area until a second or two passed after opening a door. This also affected a major cutscene during one of the later chapters, which has Isaac encountering at least two characters behind glass… yet the game forgot to load one of those characters into the scene, making it look like Isaac and the other character are interacting with empty air. This particular scene also had all the dialogue not play, reducing them to just gesturing. It was unintentionally creepy. I had to reload the game several times, then wait a bit in front of the door for a minute or so before entering, for it to play properly.

Another bug occurred in my New Game+ playthrough, where the Hunter ended up softlocking me by spawning in a doorway and refusing to budge. No matter what I did – stomping him, shooting him, hitting him with Stasis to strip him to the bone – he refused to budge. I had to wait until a patch came by to solve this.

In terms of the story, it’s majorly improved in all ways, except for one instance – Isaac reunites with Nicole for real, but while he gets to talk with her, he’s still not allowed to actually touch her. The emotional impact is somewhat dampened, which is a shame, because with all the effort they put into things like animating Isaac during every other scene, I think they could have spared time to animate him removing his helmet and hugging her. It would have reaffirmed their relationship and provided some much needed heartwarming when there’s a break in the terror and the violence.

Another minor nitpick would be how they reused all the death animations for Isaac whenever a Necromorph succeeds in overpowering him during a grapple. While they still look pretty gnarly, especially with the updated graphics, I was admittedly hoping for more gruesome and creative animations, especially for the Infectors, who forgo their usual MO for just decapitating Isaac once they stab him enough times.

Final Verdict

As remakes go, it’s an absolutely fantastic one. It surpasses the original game in nearly every way, serving as a glorious rebirth for an amazing franchise. I really hope that the people at EA and Motive take note of this and work on remaking the rest of the trilogy as well, those two could use some major makeovers for sure.

I give it a 9/10. Well worth the price of admission!

 
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The Legend Of Zelda: Tears of the Kingdom – A Masterful Sequel https://kyledonahoe.com/the-legend-of-zelda-tears-of-the-kingdom-a-masterful-sequel/ Fri, 22 Sep 2023 01:20:01 +0000 https://kyledonahoe.com/?p=1186

Tags : Game Reviews, Legend of Zelda

The Legend Of Zelda: Tears of the Kingdom – A Masterful Sequel

The Legend of Zelda is a household name, going back all the way to the original game on the NES, released in 1986. The classic tale of the heroic, silent swordsman Link, defending the land of Hyrule from the evil machinations of the dark sorcerer Ganondorf, has been retold for almost 40 years. Since then, it’s become a massive franchise and cornerstone of Nintendo’s library, having similar staying power as Super Mario Bros., Pokémon, and Fire Emblem.

The series has stayed mostly grounded in standard fantasy, though it has dabbled in more sci-fi leanings here and there. It eventually became very prominent with the release of Breath of the Wild in 2017 for both Wii U and Switch, boasting not only a massive open world, but also more explicit magitek elements, most prominently the Guardians and the Divine Beasts. Boasting an impressive visual style, limitless exploration, and memorable cast members, it was an instant hit, with some claiming it to be one of the best games of all time, if not the best.

With such a tough act to follow, how would a sequel stack up to it?

The Legend of Zelda: Tears of the Kingdom is the sequel to The Legend of Zelda: Breath of the Wild, released for the Nintendo Switch worldwide on May 12, 2023. Set several years after the first game, the land of Hyrule has started reconstruction after Calamity Ganon was finally sealed away. However, all this comes to a halt, as an ancient warlord known as Ganondorf reawakens underneath Hyrule Castle, and unleashes the Upheaval, a devastating cataclysm that spreads a horrible dark plague called “Gloom” all over Hyrule. With Link barely avoiding death, and Zelda having gone missing, it’s up to the Hero of the Wild to protect Hyrule once again, this time with new powers granted to him by a strange arm donated by the spirit of Rauru, the first king of Hyrule and one of the Zonai, a long-forgotten precursor race.

The stakes are so much higher. Is Link up to the challenge? Let’s find out. WARNING: Massive spoilers are likely to follow, so watch out.

Story

The main plot feels like a more expanded version of the first game’s, following similar plot beats like Link being grievously wounded and being healed by a then-unknown character, Zelda having gone missing, and the four corners of Hyrule now under siege by terrifying natural disasters thanks to Ganon. That said, it still manages to be quite compelling, especially with new members of the cast joining the story.

Whereas Link was more or less an unknown in Breath of the Wild, here, he’s actually well known by just about everyone, and the people of Hyrule are united by him, especially as he helps all four races with the maladies afflicting their homes. It’s a great contrast to Breath’s theme of isolation, where Tears is more focused on unity, even in a terrible crisis. While Link still has to do a lot of things himself, this time the various races don’t just stay secluded in their homes – they all unite and collaborate to prepare for the final battle against Ganondorf.

It was also very interesting to see how the peoples of Hyrule have grown, especially the new Four Sages. It’s most apparent with Tulin and Yunobo, representing the Rito and Goron respectively. Tulin was just Teba’s kid in the previous game, but now he’s a full-fledged warrior with a unique way of handling the trademark archery skills of the Rito – he holds the bow in his talons, and nocks arrows with his beak, leaving his arms free, so he can fly anywhere without needing to sacrifice combat ability. Yunobo, meanwhile, proves himself to be a lot more confident and capable, having shed much of his hesitation and nervousness, and he’s even founded his own mining company on Death Mountain. Quite a contrast!

A welcome addition was also giving far more characterization to Ganondorf, who, in the last game, was reduced to just the equivalent of a sentient natural disaster barely held in check. Here, he gets plenty of opportunity to show just how vile, cruel, and downright hateful he is. It’s best shown in the intro, where, after the seal on his body breaks, he very easily takes out Link – who, by this point, has maxed-out health and stamina, yet gets it all sapped away to the starting amounts – horribly mangles his arm and outright destroys the Master Sword. He lets Link live, deeming him unworthy of fighting him, and opts to just retreat to the Depths to steadily recover his power and wait for someone actually capable of fighting him to face him. He gets plenty more moments in the memory cutscenes as well, the best one being his effortless murder of Queen Sonia and then letting out a chilling, deranged laugh while he’s taken her Secret Stone.

I also highly enjoyed the presence of the Zonai, being the new precursor race of the setting. Though we only get two Zonai characters, Rauru and Mineru (who are just spirits at this point), their impact is still heavily felt. Especially Rauru, whose arm was keeping Ganondorf sealed for eons, and was grafted onto Link’s body both to save his life and to also let him use Rauru’s powers of time, telekinesis, fusion, and phasing through surfaces to defeat Ganondorf.

While all that is great, I will admit, Tears does feel a little stale given how it imitates key plot beats, especially the Memories being the same as the ones in Breath. And while I loved the new Four Sages’ character arcs, the spirits of the original Sages feel so much flatter in comparison. We don’t even get their names, their faces are obscured by large masks, and the cutscenes where they name their successors as the new Sage of their people are all the same, just with different viewpoints. I feel like this was necessary due to the non-linear structure of the game, but even then, they should have accounted for this in some way, to cut down on repetition.

I will say that the final boss was far more satisfying to fight compared to last time. Instead of just Link going it alone with only spirits distantly aiding him, now he has his new Four Sages friends to join him, at least until he faces Ganondorf himself. And the man is a step-up from Calamity Ganon, showing that thousands of years in the Depths have done nothing to dampen his power. The man fights almost exactly like Link, with similar aggression, dodging, and faking you out to bait you into triggering a Flurry Rush for him. And though he transforms into a mindless beast again for the true final battle, here it feels a lot more in character and explicit, as he willingly consumes his Secret Stone – an act that would make him into an immortal dragon, but forever suppress his mind, making him into little more than an animal – just to kill Link. If not for Zelda as the Light Dragon coming to save Link, Ganondorf would have won for sure!

Overall, the game’s story is fairly good, and what flaws it has don’t stop it from being enjoyable

Gameplay

Tears’ gameplay is an expanded version of what Breath established previously. Like before, Link must explore all of Hyrule, while scavenging materials and equipment to defend against monsters unleashed by the Upheaval. A key part of combat is equipment durability, as all melee weapons, shields, and bows will eventually break after being used or damaged enough times. Nintendo took a chief complaint of the last game, weapon durability forcing you to keep looking for weapons after they break, and not only justified it in-story (the Gloom corroding nearly every single weapon across Hyrule), but also expanded it with the Fuse power. Now, Link can Fuse different objects (mainly monster horns and other weapons, but other things can fuse to them too) to his gear, either giving huge attack and durability boosts, or giving different effects, like mushrooms and springs bouncing enemies away on impact.

In place of the Sheikah Slate and its Runes, Link’s arm courtesy of Rauru gives him a new set of powers. They all feel way more impressive than the last set, especially Ultrahand, which not only lets Link lift ALL objects, not just metallic ones, but even lets him stick them together to construct different things he needs, whether it’s a bridge to get across a gap or a raft with a fan attached to cross a large body of water. This allows for crazy amounts of creativity, to the point you can feasibly create humongous mecha if you have the parts and the patience!

The new Four Sages lend their powers to Link once he helps their peoples, with the side benefit of them also allowing Link to summon spectral avatars of them to his side. Now on top of their new powers, he can also have all of them physically aiding him in the world, so he’s no longer always alone. While I love the ability to have a “party in my pocket” as it were, there are some issues. The Sages’ powers can only be used if you’re physically near them and press a button, instead of having a dedicated button you can use anywhere. And as they love to run around and get in the way of each other, it makes it a lot more tedious to try and activate one’s power. And sometimes they’ll trigger when you don’t want to, since grabbing stuff and using a power is mapped to the same button. Many players have joked about trying to grab something like an apple, only for Tulin to suddenly get in the way and activate his wind gust power, blowing the apple away… just for fun apparently.

Hyrule has also been expanded in dramatic ways after the Upheaval. In addition to the numerous floating ruins in the Sky, which can only be accessed by using something like the Skyview Towers to catapult you into the air, there is also the Depths, a massive underground region that mirrors Hyrule near exactly and must be entered via massive Chasms that have Gloom radiating out of them. For example, where there are lakes in Hyrule, there will usually be huge stone walls, and mountainous regions on the Surface turn into huge pits within the Depths. However, the Depths are much more dangerous, since nearly every monster is coated in Gloom, which will sap your max health away with every blow unless you find a Lightroot or return to the surface. Speaking of Lightroots, the Depths are dark as hell, and the only way to permanently light up the place is to find said Lightroots (which are all found matching where Shrines are on the surface) and activate them, illuminating large regions of the world. Have fun!

In place of the Guardians, you may instead encounter something far more terrifying – Gloom Hands, a collection of twisted arms rising from a mobile Gloom puddle. These hands can only be defeated by shooting the eyes in their hands, while you have to be careful fighting them, as the Gloom can sap your health, especially if they grab you. On top of that, there’s a chance that upon defeating the Gloom Hands, a spectral double of Ganondorf’s mummified body will appear, dubbed Phantom Ganon and putting up a major fight. On top of this, the sky turns blood red as if a Blood Moon is in effect, magnifying the scare factor.

GRAPHICS

Tears of the Kingdom looks more or less the same visually as Breath of the Wild, with the same style of graphics as the 2017 title. While this does mean it looks near identical to the last game, it still ends up being incredibly gorgeous. Hyrule still looks amazing as ever, and now that you can fly high into the sky, you can get a much better view of the whole region from way high up.

In terms of design aesthetics, it’s still a timeless visual design that will ensure it ages well past a few years. I always appreciate games like this, because it means they won’t fall into the trap of looking outdated as graphics power goes up. They’ll still look amazing even on hardware that is outclassed by everything else.

While the game still runs at a max of 30 FPS, I feel that it’s acceptable, because it otherwise runs flawlessly on the Switch. I don’t recall encountering any issues with performance, which means this game runs very well.

PROS

In many aspects, Tears is superior to Breath. There are numerous improvements, chief among them being the expanded weapons systems. The Fuse Power lets you attach nearly anything to your weapons, and I do mean nearly anything – if you can pick it up with your own hands or the Ultrahand power, you can attach it your weapons and shields. Even if the actual effectiveness becomes minimal, it’s still very impressive and can lead to comical outside-the-box tactics.

Speaking of Ultrahand, it feels like the developers looked at Magnesis from the last game and went “Alright but what if we multiplied it by a hundred?” With this power, you can make just about anything you can think of. A fan-powered car or boat are acceptable, as are just really long bridges… but with a good amount of patience, creativity, and resources, you can make huge constructs that really let you show off your creativity and ingenuity. A big boat with turrets and cannons? You got it. A spinning tower with lasers to shred everything in sight? Can do. An honest-to-Hylia giant robot, armed to the teeth with all manner of guns? Very doable!

While you still venture through Hyrule, the developers cleverly expanded the original map threefold. The Surface has all sorts of caves that can be entered thanks to the Upheaval, with treasures and secret enemy encounters lying in wait. The Zonai ruins falling from the sky have also altered the landscape a fair bit. Meanwhile, the Sky, where the majority of the ruins are located, can be accessed at any time as long as you can get that high. And of course, the Depths, being much more dangerous to traverse, but also very rewarding with the Zonaite and previously amiibo-exclusive items being found there.

The developers must have heard about the concerns that the bosses all felt samey, so instead, each main story boss is a unique creature that most certainly fits that era’s aesthetic. Standout examples are Colgera and Queen Gibdo, being a huge insectoid ice creature in the Hebra Mountains and a horrific moth queen in the Gerudo Desert, respectively. Compare them to the various “x-blight Ganons” of before, who all looked like mishmashes of Ganon and Sheikah tech on their bodies.

There’s plenty of callbacks to the previous game’s sidequests too, which is a nice touch. One big example is Tarrey Town, which was a long, expansive questline about setting up a company town for a construction company with a policy of hiring people with names ending in “-son”. It’s a bustling town by the end, and in Tears, it’s even more prosperous, as the company is now utilizing fallen Zonai tech to improve their construction efforts.

On that note, the Zonai themselves are a fantastic addition. I’m sad that we only got to see Rauru and Mineru, especially in the ending where Mineru’s spirit finally passes on, now rendering the Zonai extinct… at least canonically. I like to assume there are Zonai descendants elsewhere in the world, they just haven’t been found yet.

CONS

While Tears is a great game, there are still some issues that are noticeable. One of them deals with the spirit avatars that accompany Link in place of the Sages. The Champions’ Powers in the last game were very powerful and useful, like Revali’s Gale sending you skyward with an on-demand updraft and Daruk’s Protection negating all damage up to three times, albeit all balanced with a cooldown, and mapped to specific buttons. Here, however, the Sages’ powers can only be used by approaching their respective avatar and pressing A on the “Let’s go!” prompt. This is far clunkier than before, as the spirit avatars like to wander around when you’re trying to get their attention, and there’s a real possibility of accidentally using someone else’s power when you didn’t want it. This is on top of having to actually summon the spirit avatars to your side just to have their powers available, instead of being with you no matter what.

Similarly, the actual powers are kind of lackluster. The Champions gave Link an instant full heal (with extra hearts) on a killing blow, an instant updraft, full (temporary) protection against oncoming damage, and a wide-ranged lightning storm. By comparison, the Sages only offer a forward gust of wind, a manually aimed rolling attack that lacks verticality, a temporary water shield that can be used while attacking to launch a water wave, and priming a lightning strike to fire wherever your arrow lands. This, on top of the issues with the avatars needing to be prompted to use them, makes them rather clunky and awkward, especially in a heated fight.

Ultrahand can result in fantastic, impressive constructs, but in addition to the need for Zonai Charges to power devices, some Zonai Devices like wings will eventually disappear when active for long enough. While I kind of understand it as another balancing measure, in practice it’s incredibly frustrating to be casually flying through the skies on my plane to reach a distant destination, only for my plane’s body eventually disappearing when I’m only halfway there. This has resulted in numerous players just fashioning an “air bike” out of two fans and a control stick, so that you can go anywhere as long as you have charge without being forced to bail out because your vehicle decides to disappear for faked balance.

Similarly, the Fuse power can make for monstrously powerful combos, but actually using it is an exercise in tedium. If you want to Fuse an item to your sword or shield, you must go to your inventory, select the item, put it in your hands, then drop it on the ground. Then you are allowed to Fuse the object to your gear. Outside of combat, it’s mildly annoying, but in combat, it can make for precious time wasted on trying to produce a Fused weapon to replace your broken one, especially during a boss battle. Luckily, this doesn’t apply for bows, which just let you select different items for your arrows when you’re already nocking one, even temporarily pausing to let you find the item.

FINAL VERDICT

Tears of the Kingdom improves on some aspects of Breath of the Wild while kind of being worse in others. Regardless, it’s a fantastic game, and it’s well worth your while. I know I enjoyed all my hours of exploring Hyrule a second time.

In closing, I give this game a 9/10. It’s good!

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Sonic Frontiers: Truly Undefeatable https://kyledonahoe.com/sonic-frontiers-truly-undefeatable/ Mon, 28 Aug 2023 01:03:24 +0000 https://kyledonahoe.com/?p=1169

Tags : Game Reviews, Sonic

Sonic Frontiers: Truly Undefeatable

What do people think of when they hear the name “Sonic the Hedgehog”? Do they still imagine the mascot with attitude from the ‘90s? The determined do-gooder in the 2000s? Or the snarky, quippy smart aleck from the 2010s?

No matter what your perception of the Fastest Thing Alive is, one thing is certain — he’s a global phenomenon and a well-known name in the gaming sphere. Compared to his early rival Mario, who regularly gets critically acclaimed games under his name, Sonic’s had a far more turbulent history, with numerous highs and lows as SEGA and Sonic keep trying to figure out what works.

He’s become something of a punching bag for a long while, specifically his Modern incarnation thanks to the disastrous launches of titles like the Sonic Boom sub-franchise and the soft reboot attempt Sonic Forces. It seemed like he couldn’t escape his fate of being a laughingstock…

But what if I told you that the hope for a genuinely good Sonic game in both story and gameplay was possible? And not only that, it stuck the landing very well?

Sonic Frontiers is the latest mainline video game in the Sonic the Hedgehog franchise, released worldwide on November 8th, 2022 for all major platforms. In this adventure, Sonic must explore a mysterious region of landmasses known as the Starfall Islands to rescue his friends from an enigmatic entity, while gathering the Chaos Emeralds to stand a chance against the humongous Titans that stand in his way. The “Boost” style of gameplay codified by Sonic Unleashed and Sonic Colors returns once again, this time in an environment inspired by open world games like Horizon Zero Dawn. Sonic also gains new combat moves to have greater potential in fights outside of just boosting into enemies and hitting them with Homing Attacks and stomps.

How does it stack up compared to previous entries? Let’s take a look. Beware of spoilers.

Story

If you ask me, the story of Frontiers is a huge step in the right direction for the Blue Blur. The premise of Sonic traversing the Starfall Islands to collect the Chaos Emeralds, defeat the Titans, and also rescue his friends ends up working out very well, though on its surface, it feels like a typical Sonic plot. But, because the game goes out of its way to depict the characters as mature, rounded versions of their usual personas, it ends up becoming a whole lot more memorable.

I adored all the character interactions between Sonic and his friends, primarily Tails and Knuckles. The latter two ended up subject to rather intense exaggeration of their worst flaws — Tails being a coward constantly relying on Sonic for help (best seen in Sonic Forces where he panics at the sight of Chaos, where beforehand he would have geared up to fight him), and Knuckles being a dumb brute who gets easily tricked, with his status as Guardian of the Master Emerald becoming a borderline nonexistent attribute. Here, however, they get rerailed into something resembling their previous characterizations — for example, Tails admits to Sonic how much he dislikes having to constantly rely on him, and how he dislikes his cowardice, especially during moments of crisis. This shows that not only did the writers learn from previous games, but also did their best to rescue that bit of characterization with hindsight.

Sonic himself is a treat to watch. While he’s his usual snarky, playful self, he’s given a much more mature edge here. He knows when to cut the jokes and communicate to his trapped friends plainly, demonstrating how much he cares for them and is doing his best to free them while simultaneously racing to power up against the Titans. After years of him being portrayed as just a one-note smart aleck who takes nothing seriously, it’s very refreshing that we get a more serious Blue Blur. Heck, when I first heard him speak here, I didn’t recognize his usual voice actor (Roger Craig Smith), his tone making me seriously think they got someone else.

Another bit that I was particularly impressed with was the repeated Super Sonic transformations. In most of the modern games, Sega decided to relegate the form to just final bosses or as an optional unlock, which got predictable after a long time. It eventually reached the point where Sonic didn’t even need it anymore, as he was able to fight two final bosses just under his own power. Now though, they present a foe that Sonic genuinely can’t fight on his own, as the first Titan, Giganto, not only barely reacts to his attempts to attack it, it easily defeats him by grabbing him and tossing him away. Now Sonic has to transform early, and repeatedly, just to stand a chance. They redeemed what was otherwise a cliché obligation!

What took me by surprise was the way they portrayed the relationship between Eggman and his creation, Sage. Before this game, Eggman had become a one-note, tyrannical conqueror with manchild tendencies and could only be somewhat threatening. However, here, a lot of that has evaporated, in favor of him trying his best to remain patient as Sage does all she can to get him out of Cyberspace. With regard to Sage, she feels like a second attempt at Infinite from Forces — a red-black, glitch themed servant of Eggman, only this time they have a mutually loving relationship, akin to father and daughter. It’s surprisingly heartwarming.

And finally, there’s the reveals about the Chaos Emeralds’ origins, namely the alien precursors that brought them to the planet. In one fell swoop, they not only referenced very old Sonic lore (from the original Adventure), they also provided a decent origin for the series’ primary macguffins. This was something I have been begging for as of late, as I loved the more dramatic stories of the Adventure era, which they sadly started to move away from starting with Colors. I’m very pleased that it’s back.

All in all, Frontiers’ story was amazing, and it’s definitely got me craving more.

Gameplay

Frontiers contrasts the last game, Forces, by having only one player character, and that’s the eponymous hedgehog. While they’re still primarily using the boost gameplay codified by Unleashed — that is, Sonic moves decently fast by himself, but holding a button lets him spend energy to go even faster, at the expense of handling — they’ve given it a major shakeup.

Instead of just linear stages, Sonic now has multiple hub levels, coined “Open Zones,” to run around in, being a lighter take on open world areas. The classic levels of before can be accessed by portal points in the environment, allowing Sonic to traverse levels using environments and layouts akin to previous stages in the series. Sonic can complete these stages to steadily make progress towards unlocking the Chaos Emeralds that are locked up within the areas, so that he’s able to gather enough strength to get the last Emerald the Titan there has and transform into Super Sonic.

Along the way, there are numerous side objectives, like collecting Memory Tokens for his friends, rescuing little stone critters called Koco, and collecting other bits and bobs to upgrade his four stats (Ring count, top speed, defense, and attack power).

Various enemies lurk in the Open Zones, which Sonic’s new combat abilities allow him to take on. He’s no longer limited to just the trademark Homing Attack and boosting into enemies, now he can also punch, kick, form a Cyloop around them to send them airborne or disable defenses, and use other assorted techniques to fight.

Sonic can also encounter numerous minibosses in the Open Zones, engaging in frenetic battles against robots that are more than a match for him. It’s well worth fighting these things, as they drop keys to access portals alongside other materials.

This game’s boss battles offer a twist — instead of relegating Super Sonic to the final boss, the goal is to gather every Chaos Emerald to transform and stand a chance against the Titans. Said Titans are all unique and won’t hesitate to try to smash and blast Super Sonic to dust, all while withstanding substantial punishment. These battles are suitably intense and amazing, because now you’re facing bosses that not only can handle a beating from the equivalent of a god, but they’ll do absolutely everything they can to beat you back. And while you don’t take damage as expected for Super Sonic, you still have a hard time limit of rings running out, so every Titan fight is a timed encounter. Nonetheless, it’s very impressive.

The gameplay has been given a major facelift for the better if you ask me. It takes the modern boost gameplay and spices it up with much more room to run around, along with letting Sonic branch out with his combat abilities and make every fight feel satisfying. However, the fact that they reuse aesthetics and layouts from the previous games feels admittedly disappointing, because by this point, we’ve already been exposed to the modern versions of Green Hill, Chemical Plant, and Sky Sanctuary for over a decade, alongside some city streets area I assume to be based on Speed Highway. The fact that they’re still bringing back these level designs and layouts annoys me greatly, because it comes across as them deciding not to innovate.

Overall, while I criticize the reuse of content for the main game, the improvements to the tried-and-true formula of modern Sonic makes up for it.

GRAPHICS

Frontiers looks stellar for the most part. The huge, lush environments of the Starfall Islands are wonderful to explore, especially at sunset, and it’s incredibly fun to just rush around, admiring the scenery. I especially love all the ruins scattered around that Sonic can climb on. They all look very interesting with the moss and greenery covering them.

Despite having much larger areas with better graphics than previous generations, I never experienced any form of performance issues, even on high settings (I played on PC with a rig built in 2021). The game held up remarkably well no matter how fast or how intense encounters got, running at an unbroken 60 FPS the whole time, outside of cutscenes and certain quick-time events being locked at 30. Pretty good!

The design aesthetic for the main enemies, specifically the Titans, is amazing. As giant, red-black seemingly mechanical monstrosities with very lanky builds, who can nonetheless take a huge amount of damage before finally going down, they’re really impressive. I think my favorite of the bunch is Knight, the third Titan, because of its giant segmented sword, a huge shield with buzzsaw blades, and a very thin build, with a monstrous mask for a face, an apparatus on its head evoking barbarian hair, and its four legs with wheels on them that let it rush around its arena with good speed despite its huge size.

While I criticize the reuse of previous stages and such, I will admit, it’s still nice to see them in HD. They especially look good during different times of day, like sunset or nighttime. The digital background of Cyberspace is very pretty to look at, too.

There are areas where it falls flat, though. Though not to the same degree as Pokémon Scarlet & Violet, sometimes the game’s texture work can look flat and lacking in detail. It’s mostly regarding Sonic, who still seems to be using his model from Forces, albeit slightly higher quality. The game also renders rain badly, again most prominently on Sonic, where it looks like he’s got a bunch of white pixels dancing on his body, instead of rain landing on him.

Another issue Frontiers has is the rather absurd amount of pop-in, even on PC. Oftentimes, elements in the Open Zones, like springs, walls, and rails, won’t be seen unless you’re very close, where they suddenly poof into existence. For the most part it’s not too bad, as they’re relatively quick to appear and even if it takes longer, the coding for them still exists, so Sonic can still interact with them while they’re loading in. It does feel really weird to have this kind of pop-in on a 2022 title.

It looks good for the most part, and despite the flaws, they don’t get in the way too much.

PROS

Let’s get it out of the way — Sonic Frontiers has one of the best Sonic stories in the franchise’s history. It’s a major breath of fresh air after the travesty that was Forces, which tried to take the series in a darker direction but bungled it very badly. Here, with the script helmed by Ian Flynn, one of the writers for the comics, it results in a tale that feels refreshingly mature without landing in the traps that resulted in infamy for Forces. It rerails the otherwise exaggerated and one-note depictions of characters including Sonic, Amy, Knuckles, and Tails, and provides opportunities for growth for everyone.

The story also feels like a love letter to all the events in the franchise thus far, including callbacks to Adventure, Heroes, Unleashed, and Forces, yet it never feels like a forced reference or a one-off shout-out. No, these are actually incorporated into the story, with characters referencing these events and using it for chances at character development. Now that’s top-notch!

This game’s boss fights are some of the most impressive ever. Controlling Super Sonic against giant robots has never felt this intense before. Usually in cases where Super Sonic is brought in, those situations either have him being absurdly overpowered against the target, or otherwise needing to wait for an opportunity to strike and end the battle swiftly. Not here! The Titans take a serious beating and can dish them out in kind, necessitating a constant all-out assault and dodging all their attacks to ensure you take them down before your Rings run out.

And how could I forget the music? This game has some of the best music in the franchise’s history. The atmospheric, moody melodies in the Open Zones really nail the vibe of an ancient, forgotten land being explored by Sonic, and the intense electronic and orchestral pieces in the portal levels and against minibosses in the field are impressive. The standouts, though, are the ones for the Titans, specifically the very first theme against Giganto. Titled “Undefeatable”, it immediately lives up to the hype, being an utterly insane heavy metal track that compliments the “David vs. Goliath” context of Super Sonic against a Titan. It’s almost as if the developers took a page from Metal Gear Rising: Revengeance!

Overall, this game has a lot to love.

CONS

While I will praise this game to no end, it still has some noticeable issues. The pop-in, as mentioned, can really snap you out of immersion, as level elements suddenly appearing out of nowhere can catch you by surprise if your reflexes aren’t up to snuff. For a 2022 title, there’s really no excuse.

The return of stages based on Green Hill and the like is also a sore point. Over the years, I and many other Sonic fans have expressed disappointment that Sega seems hesitant to make actual new content, and instead just recycles what they have, sometimes without even an excuse (like Generations being an explicit celebration of the franchise’s history). It happened in Forces, with the handwave of Eggman’s takeover distorting the landscape, but it was contained to only two or three level types. Here, every single level shares a design from four previous stages, and reuses layouts from all over the franchise. It can get annoying to realize you’re playing the same exact level again, but in a different game, with different music and background.

The ending areas of the game were also somewhat disappointing. After getting three unique environments for three of the Open Zones, the fourth… is just a short sequence of climbing large towers on a grassy, mountainous region like the first area. And then you get to another grassy, mountainous region full of ruins for the final one. On top of this, the final Titan, Supreme, looks a lot like Giganto, but colored white, with a different head, a jetpack, and a huge cannon and laser drones. While the music for it (“I’m Here”, also the main theme), is impressive, it’s instrumental for almost three fourths of the fight, with the lyrics only kicking in around the end. This ends up hampering the intended atmosphere of the final fight.

The final boss was also kind of unimpressive. While a giant moon speaking ominously about having destroyed countless cultures and planets for eons, just because, is horrifying, the actual fight leaves something to be desired. It ends up being just a bullet hell-focused boss with little strategy beyond “dodge projectiles and alter your shield based on light or dark projectiles”. It’s visually impressive, nonetheless.

FINAL VERDICT

Sonic Frontiers is without a doubt the shot in the arm the franchise has been desperately needing for years. It satisfies on nearly every front, especially the story and gameplay department. And by the end of it, I even caught myself whispering “Welcome back, Sonic” to myself as the credits rolled.

I could genuinely cry at how good it is. I have been wanting a game just like this for years, and when I saw it being revealed, I was cautiously optimistic, because while it looked like a step up from previous entries, there was still a chance of it falling flat on its face. I’m happy to say that it stuck the landing and then some!

For that, I give it an 8/10. A well-deserved rating if you ask me.

The Blue Blur has returned to glory. And what a return it is!

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Pokémon Violet: Brazen or Broken? https://kyledonahoe.com/pokemon-violet-brazen-or-broken/ Tue, 21 Mar 2023 01:21:04 +0000 https://kyledonahoe.com/?p=703

Tags : Game Reviews, Pokemon

Pokémon Violet: Brazen or Broken?

Note: If you only want to see what the gameplay and graphics are like, and my final opinion, go to this link HERE.

Ah, Pokémon. One of the cornerstones of the gaming world today. Ever since its inception in ’96 on the Game Boy, it’s taken the world by storm and has turned into an enormous multimedia juggernaut. Thirty years have passed, with multiple generations of battling and training monsters that fit in small balls following.

As with all long-running franchises, there have been duds and mistakes made here and there. Some were utterly crippling, others were mild and deemed mostly acceptable. The more recent generations have had their faults become more visible over the years, but does that make or break the newest installment (or at least its Violet version)?

Pokémon Scarlet & Violet is the latest generation of Pokémon games developed by Game Freak and published by Nintendo for the Nintendo Switch hybrid handheld/console system, released globally on November 18th, 2022. This time around, the world of Pokémon takes a dive into the wide-open sandbox genre, with the new region of Paldea being completely open and explorable.

New features include Terastelization, a temporary super form in battle to make same-type attacks hit even harder and open new strategies; three main storylines to give more to do outside the typical formula of eight gyms; and the box legendary being with you from the very beginning, albeit with most of its trademark abilities needing to be unlocked over time.

I’ve given the newest generation an in-depth look to see how it stacks up to previous games. Is it deserving of the hate and scorn it garnered on release? Or is it a truly good game that is unfortunately marred by technical difficulties?

Let’s see for ourselves, shall we?

HUGE WARNING HERE: There will be spoilers for the story in this article. If you’re more interested in everything else, there will be a link to the second half at the end.

Part 1  —  Going to School

Once again, as is tradition, you take the role of a young boy/girl having moved to Paldea with your mother (side note, anyone else find it odd how you never see your father in these games?). Before long, you’re already meeting with the director of Uva Academy, who quickly gets you enrolled with the school and also introduces you to this region’s starter trio — Sprigatito, the Grass-type cat who releases a sweet scent from its body; Fuecoco, the Fire-type crocodile with a goofy disposition; and Quaxly, a Water-type duckling with a most excellent pompadour. For my playthrough, I instantly bonded with Fuecoco, and made sure to reset repeatedly just so I could get a female one.

You also meet Nemona here, who is this generation’s rival, and she’s certainly unique — she’s utterly obsessed with battling you and wanting you as her bestie so you two can battle constantly. I’ll admit, it was fairly endearing, and made her very memorable as this generation’s rival character.

In an interesting twist, soon after, you meet the box legendary for the first time, rather than all the way near the end like in previous generations. And said box legendary is really out of it, with almost all of its abilities disabled, at least for now, leaving just its ability to assume a travel form and help you get around.

From there, you make your way to the academy and come across the evil team of this generation — Team Star. As has been established with Teams Skull and Yell of Sun/Moon and Sword/Shield, instead of an ultra powerful organization of criminals, Team Star turns out to be former students of the academy that have rebelled and now wish to strike back at their former school with their aggressive recruitment and dangerous vehicles. They seem kind of comical… but something about them made me think they’re more dangerous than they seem.

After that, you get into the school proper, where you get to meet all the school staff and students, including the academy director Clavell, Professor Turo (who isn’t physically present and talks to you via video call for some reason), and many more, all willing to teach you various lessons in class about the game’s mechanics, from type match-ups to historical events to making sandwiches and more.

So far, it’s a solid introduction to the world of Pokémon. I liked the twist that instead of the legendary being only encountered and catchable near the end, you instead have it with you from the start, albeit in a much more weakened form. I also appreciate how it serves as your way of moving fast in the open world and traversing obstacles like stretches of water and huge cliffs.

Now that that’s over with, it’s time for the three main stories of the game. This gives the game substantially more content than other Pokémon titles before it, and I’m excited to give my verdict on them all.

Let’s start with the first third of the game.

Part 2  —  Victory Road

I won’t lie, while this did do a bit to shake up the usual “8 gyms then fight the Elite Four” formula, at its core it’s the same as almost every other main series game — you battle against 8 Gym leaders, encounter your rival a few times, take on the Elite Four, and end with fighting the current Champion and taking their place. It’s definitely formulaic, and at this point, it’s painfully stale.

That’s not to say it’s all bad, however. They did spice it up a little with Gym Challenges, which are short minigames you have to complete before you can face the Gym Leaders proper. Plus, Nemona regularly bumps into you during this route, and it’s rather adorable that she tries to play off her obsession with battling as just coincidentally meeting with you repeatedly.

My favorites among the Gym Leaders are Larry, the Normal Leader who’s just a regular guy in a soul-sucking office job, which makes him surprisingly endearing, alongside the battle taking place inside a restaurant; and Grusha, the Ice Leader whose prominent snowboarding career ended when he took a serious injury making it impossible for him to continue, which makes for prime tearjerking fuel and has major reality subtext. I was also a fan of Ryme, the Ghost Leader, who provides a neat spin on her chosen type by combining it with being a cool old lady who also raps for a living.

Then, once all the Gyms are complete, it’s off to challenge the Elite Four, as is tradition. I was pleasantly impressed by the interview that Rika gives before you get to battle her and the other members proper, and though my Skeledirge faltered under the Ground-types a fair bit, the rest of my team (consisting of Tinkaton, Corviknight, Garganacl, and two others) managed to persevere against the onslaught. It was also a treat to see not only Larry return — using Flying-types to catch you off-guard — but one of the school teachers, Hassel, returns and also provides a good challenge with his Dragon team.

And finally comes a face-off with the Champion herself, Geeta. While I like her character well enough, the actual fight… left a lot to be desired. Her team includes a Kingambit (whose Ability makes it gradually more powerful as its teammates get fainted) being sent out very early, instead of the very end, and her ace, a Glimmora (who would be great to lay out Toxic Spikes to hamper her opponent throughout the battle), gets sent out as her final choice once everyone else has fallen. It was unfortunate to have someone called the Champion turn out to be only mildly challenging, especially with how powerful Skeledirge can be when spamming Torch Song.

And then after, you are crowned the Champion of Paldea. There is one last moment of hilarity here — Nemona comes by and asks if you’re the champion, and you can say yes or no. Choosing no ends up making her ask again, more insistently, and you can KEEP saying no, revealing she has entire dialogues for multiple times you say no. If, eventually, you say yes, then she’ll ask you to be “rivals for life” with you… and you can say no repeatedly, making her very irritated again. It’s surprisingly comical.

Overall, while I was disappointed by the end of this route, it did have some highlights, like Nemona, Larry, and Grusha standing out. Nemona in particular was a major step up from Hop of Sword/Shield, with her insistence on being your battling bestie making her have much more impact.

Now that that’s done, let’s get on with the second main story path — the Path of Legends!

Part 3 —  Path of Legends

I found myself liking this route far more than the other two, in all honesty. Primarily for the interactions with the spotlight character and his signature Pokémon. In this route, you pair up with Arven, son of Professor Turo who’s standoffish and abrasive at first, mainly in regards to Miraidon. However, he ends up showing some major depth under that first impression when it comes to his ace.

The goal here is to seek out Titan Pokémon — Pokémon who are incredibly bigger and stronger than their normal-sized brethren — defeat them, then retrieve the Herba Mystica they’re guarding. The Herba Mystica don’t have a clear purpose at first, but after defeating the first Titan, it’s revealed what Arven really wants to use them for — his Mabosstiff had been critically injured during a scuffle with a feral creature in Area Zero, to the point he can’t even speak when out of his ball! Arven wants to use the Herba Mystica to hopefully heal his beloved canine companion, desperate to avoid losing something near and dear to his heart.

This route felt a lot more emotional than Victory Road. The goal felt far more heartfelt, and I was genuinely sad to see Mabosstiff all weak and clinging to life. That sadness turned to happiness as he slowly grew more and more healthy again with every Herba Mystica sandwich given to him. There was also hilarity with Miraidon regularly requesting a sandwich from me, which I happily gave, and it ended up restoring more of its disabled abilities to get around.

And finally, this route concludes with Mabosstiff restored to full health, and then Arven challenging you to a final face off. His team consists of Pokémon that can be surprisingly challenging to deal with, with movesets that can cover multiple Types and his team’s AI makes you really work to take him down. It’s basically a final exam boss on the level of the Elite Four, but much more difficult and contained to just one match.

This was a route that I enjoyed heavily, and it made me think of the Dynamax phenomenon from Sword/Shield. Fighting giant-sized enemies is always fun, especially when paired with a story that tugs at the heartstrings.

Now, onto the third main story — Starfall Street!

Part 4 —  Starfall Street

This path focuses on this generation’s Team Rocket analogue, as discussed previously. Team Star are a group of rebellious students who are causing problems for the academy, and a mysterious caller tasks you with infiltrating their bases around Paldea, and demolishing their ranks to persuade them to stand down. Along the way, you regularly bump into a guy named “Clive” who looks very familiar… and constantly denies it if you repeatedly say he looks like someone else.

This was also a very enjoyable route, because it shook things up with Team Star, similar to Team Skull of Sun/Moon being a bunch of hooligan kids and Team Yell of Sword/Shield being a rowdy fanclub of Marnie’s. In this case, Team Star, as previously mentioned, are a team of rambunctious, rebellious students with a reputation for bullying and pressuring other students into joining them. For this route, you are tasked by a mysterious caller known only as “Cassiopeia” by dismantling Team Star’s operations, by fighting all five of their squads around Paldea and convincing them to stand down.

Don’t go thinking it’s just a standard “fighting all the grunts” routine like before, though, because Team Star have different tactics. You have to find their bases around Paldea, then get the squad bosses’ attention by quick-battling all the grunts’ Pokémon in under a few minutes. It’s definitely intense and fast-paced, really selling the feeling of blitzing the enemy’s strongholds and forcing their boss to show themselves after their forces are decimated. However, there’s still some strategy involved here, as certain types of Pokémon can get wrecked depending on which squad you’re going after, so bear that in mind.

Once you finally convince the squad leaders to reveal themselves, they come out to fight you themselves… and boy do they impress. Instead of just a plain one-on-one battle, they face you while riding a massive monster of a truck, pulled by a supercharged Revavroom. Fittingly, the Revavroom that lugs the vehicle around is single-typed matching the squad leader. For example, instead of being Poison/Steel, the one Mela has is pure Fire. They also get a unique “Torque” move based on said typing to try and smash you with (e.g., Combat Torque for Fighting), and this Revavroom is always sent out last as the final Pokémon of that squad leader’s team.

This story route was surprisingly heartfelt, as it touched on a very relatable subject — namely, rampant bullying and abuse between students that the faculty either turned a blind eye to or punished the victims of. Team Star were formed to combat the bullies, and ended up dropping out when a scandal broke out. Team Star still stuck together in the year and a half since then, purely out of the friendship that was strong between them…

And then there’s the big reveal at the end. Two of them, actually. “Clive” turns out to be Director Clavell, having put on a (very paper-thin) disguise to try and learn more about Team Star and try to help them without giving himself away. He ends up battling you, while claiming to be Cassiopeia in the flesh.

Of course that’s a lie, because the REAL identity of Cassiopeia is… Penny. You know, that demure, unassuming girl with the Eevee backpack you bump into a few times? That’s the one. She ends up battling you as well, so she can announce that Team Star can be officially disbanded now that their forces have laid down their arms so to speak.

Penny is unique for having her team consist of nothing but “Eeveelutions”, that is, six of the various types of evolved forms Eevee can evolve into. It certainly had some charm to see her team be full of those kinds of Pokémon, especially her Sylveon.

With Penny eventually defeated, Clavell cuts in and says that instead of disbanding Team Star, they should be made to make up for what they have done… by repurposing their bases as training centers for students to learn Team Star’s tactics. It’s surprisingly lenient, and it definitely felt nice that Clavell manages to make a “punishment” sound more like a reward.

This route felt high octane from start to finish, and it was an enjoyable ride. Now comes the final part of the story — entering the Great Crater of Paldea and venturing into Area Zero.

Part 5  —  Area Zero (Massive Spoiler Warning)

It should come as no surprise that this part of the story is the most spoilerrific, so you’ll want to skip past this part if you want to stay unspoiled.

After going on three journeys with Nemona, Arven, and Penny, there’s one final story path to complete. Naturally, it’s centered on the giant crater that nobody’s officially allowed to enter, and where Professor Turo, Arven’s father, was last seen. It is here that you will uncover the true nature of Area Zero, and hopefully uncover the fate of Arven’s missing parent.

This part of Paldea stood out from the rest. The topmost level being brightly lit, and the bottom being dark and illuminated by crystals, made it all the more unearthly. The music helps sell the feeling that you’ve entered a place that is far removed from what you’ve grown used to in Paldea, sounding incredibly otherworldly.

Oh, did I forget to mention the Paradox Pokémon? That’s right — what happened in Area Zero somehow dragged Pokémon from a completely different time period and into the present. In this case, they’re all robotic facsimiles of Pokémon hailing from the future. Interestingly, only one of them, Iron Treads (the future counterpart of Donphan) is part Steel-type, the rest don’t have that type despite all being robotic. They’re also fairly smaller than their predecessors, following the trend of technology becoming more powerful and compact over time. These are my favorite Pokémon, as I’m an avid robot lover, and it’s nice to see more mechanical and futuristic creatures to catch.

Some startling revelations also ensue in this route — namely, Professor Turo is actually dead, and has been for quite some time. In his place is an AI with a synthetic body using his likeness, and acutely aware that its creator is long gone, yet desiring to fix the problems that the real Turo left behind. Arven is understandably shocked when he discovers this, and it only gets worse when it comes to light that in the depths of Area Zero is a time machine that’s responsible for all the Paradox Pokémon running rampant. Even moreso when it’s also revealed that if you try to shut down the time machine, the Turo AI will be overridden by its defensive protocols and be forced to fight you… a fact that is scary and heartbreaking all at once, especially for poor, poor Arven. I wanted to give the poor guy a hug during it.

And of course, you HAVE to battle AI Turo to do what must be done. It gets much scarier as the AI’s body jerks and glitches from being overridden and starts battling you, while sporting a grin full of malice. I was certainly spooked, even though I knew it was coming. What made it far worse was the dialogue box for AI Turo gets overridden to read as Professor Turo, as if the long-dead professor has risen to possess his synthetic duplicate to stop you.

AI Turo’s fight ends up having two phases, with the first consisting of a team full of future Paradox Pokémon. And then, in the second phase… that’s when the nightmare fuel goes to eleven. All Pokéballs that aren’t the Professor’s are suddenly locked, preventing you from using any of your team members. And during this, AI Turo’s body is partially consumed by Terastel crystals, and its dialogue box is replaced with a new identity — the Paradise Protection Protocol. How does it fight you, you ask? By sending out its own Miraidon — revealed to be the same creature that crippled the one you have and traumatized it into fleeing.

It looks like the end, doesn’t it? I know my heart was pounding, as it felt like the savage Miraidon was set to flat out murder innocent kids now that nothing stands in its way. But a ray of hope comes forth — you can still bring out your own Miraidon. Who, after having bonded with you for so long, manages to muster up enough courage and strength to assume its battle mode!

I know I was starting to sweat as I scrambled to have my Miraidon (who I named Dynamo later) withstand the onslaught of its tormentor. The risk of failure was high, especially since both combatants had the same typing (Electric/Dragon) so they couldn’t exploit weaknesses. And yet, in the end, my effort was rewarded, as Dynamo managed to prevail.

But the time machine is still active. And the only way to disable it is to have AI Turo go to the future, so it will shut down once it no longer detects the AI’s presence. Once again, even more sadness, especially for Arven, as he’s already lost his dad once… now he has to lose him again, but this time, right before his eyes. And he can’t do anything about it.

With the time machine in Area Zero brought offline, the threat to Paldea is eliminated. Yet, despite that, it feels somewhat hollow. Now Arven officially has lost his parent forever, and unless AI Turo somehow manages to return, Arven will remain an orphan. Feel free to get some tissues.

And that is the end of Pokémon Violet. I will say, this was quite climactic, and the visuals, especially in the depths of Area Zero and the second phase against AI Turo, were phenomenal. It was also quite a shocker to be forced to bring out my Miraidon, who, at this point, had absolutely no combat capability, but managed to unlock its strength and save the day. This comes with the bonus of Miraidon now being able to switch into battle mode and join your team like a regular Pokémon.

It’s a satisfying conclusion for sure, and I eagerly await what the DLC expansions will bring.

This is the end of the first part of my review. To see the second half, where I cover the gameplay, graphics, pros, cons, and give my final verdict, CLICK HERE.

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Pokémon Violet: Evolved or Stagnant? https://kyledonahoe.com/pokemon-violet-evolved-or-stagnant/ Tue, 21 Mar 2023 01:15:25 +0000 https://kyledonahoe.com/?p=695

Tags : Game Reviews, Pokemon

Pokémon Violet: Evolved or Stagnant?

If you’re interested in the story of the game, check the first half of my review HERE.

Gameplay

What makes Pokémon famous? To start, there’s the basics — you go out and battle creatures roaming the world with your own Pokémon, and work to fill your Pokédex by catching these creatures. There are different types that vary from species to species — from the plain Normal-types like Lechonk and wimpy Bug-types like Tarountula, to the brutal Dark-types like Bisharp and mystical Fairy-types like Sylveon, there’s plenty of variety to be had.

Alongside numerous features from previous games, Violet embraces the open world gameplay that Legends: Arceus dabbled in, letting you explore Paldea in its entirety. Unlocking all of Miraidon’s abilities makes it so that you can go anywhere, with plenty of fast travel points to use. It felt really cool to have the box legendary be my method of travel with its cycle form.

As well, this generation’s battle gimmick is known as Terastelization. Using a device called a Tera Orb, you can empower your Pokémon by infusing them with Terastel energy, altering their typing based on their Tera Type to open up new strategies. For example, take Skeledirge, the final evolution of Fuecoco, becoming Fire/Ghost. It has severe weaknesses to Water, Ground, Dark, and Ghost-types already, but if its Tera Type is something like Dragon, Skeledirge’s resistances and weaknesses change drastically. Now as a pure Dragon-type, Skeledirge becomes resistant to almost everything except Ice (ironically), Fairy, and Dragon-type damage. And if it uses Outrage, a powerful Dragon-type move, that move’s attack power is boosted obscenely due to the intrinsic power boost Terastelization gives, as well as STAB (Same-Type Attack Bonus).

I feel like Terastelization is the end result of learning from the bad and good points of Mega Evolutions from X/Y, Z-Moves from Sun/Moon, and Dynamax from Sword/Shield. Every Pokémon can Terastelize, with different Tera Types offering countless strategies based on the species. The only requirement for Terastelization is needing your Tera Orb to be charged, and though you can only use it once per battle, the game is fairly lenient with such a thing. You can recharge it easily at any Pokémon Center, and if you face a Pokémon that’s Terastelized in the wild or in a Tera Raid, the charge won’t be consumed, so you can use it freely.

Outside of battling, you can return to the academy to take lessons from every teacher, learning important details about other mechanics that are intrinsic to Pokémon alongside other subjects like the history of Paldea. From the basics like leveling up, evolving, and type match-ups to neat worldbuilding tidbits like how Terastelization came to be, there’s plenty to learn. There’s also good incentive as well, as every lesson completed rewards you with EXP candies to quickly level up your Pokémon. It feels nice to come back and learn something new, and also get something good out of it.

This generation takes a page from Sword/Shield’s camping with picnics, combining caring for your Pokémon with the mechanics for food and breeding for eggs. While on a picnic, you can play with your Pokémon, talk to them to check their friendship levels with you, and make sandwiches to buff you and your team in various ways. Different sandwiches give different buffs, from boosting certain types in encounters to making it more likely to find Shiny Pokémon out in the world. As well, if you have Pokémon of compatible genders and egg groups, you will eventually find eggs stashed in the picnic basket that will eventually hatch after traveling for long enough.

I will admit, it’s quite lovely to make impromptu pit stops and get cozy with my team. Sometimes you just have to stop and admire the scenery. It does get slightly irritating to do it constantly to max friendship levels with certain Pokémon, though.

After completing the full story, there is an additional post-game challenge. Four mysterious Pokémon, the Treasures of Ruin, are found sealed inside vaults around Paldea, and you can only free them by removing stakes scattered around these vaults to break their bonds. These Pokémon are fairly unique — all of them are partially Dark-type, with their unique move, Ruination, splitting the opponent’s health in half instantly if it connects. They’re also all various objects given life by human emotion and named with Chinese names, like Chien-Pao being a weasel/cat that’s part Ice and has cursed swords as its fangs, and Ting-Lu being part Ground and looking like a large bull or deer with a huge metallic bowl serving as its “antlers”. They’re very difficult to catch, though in the event you accidentally make them faint, you can try again later on, so it’s all a matter of patience and luck.

This generation has its variant on raid battles established by Sword/Shield, known as Tera Raids. You and three others join forces to battle a Terastelized Pokémon, who retaliates by using multiple moves in a turn and regularly messing with stat changes and Abilities, forcing you to plan accordingly. It gets especially difficult at max star rating, as some battles can get oppressively hard. While there is a timer instead of a hard turn limit, that timer can get lowered if anyone faints. If your chosen Pokémon isn’t up to snuff, expect battles to end with losses fast. But winning reaps a bunch of rewards, including Tera Crystals to change Tera Types, EXP candies, materials for TMs, and other goodies.

I feel like I’ve covered all the important bits related to gameplay, so let’s move to another area: the graphics.

Graphics

Woof. This part of the game is what many people take issue with, and I don’t blame them. Unfortunately, Scarlet/Violet has fallen victim to not being optimized properly for the Switch’s hardware, despite other open world games running perfectly and clearly showing it can handle such a thing. For one thing, there’s a good deal of pop-in (elements of the game suddenly poofing into view once you get close enough), and some areas of the game will experience major slowdown.

The most blatant offenders are Tagtree Thicket and Casseroya Lake, especially the latter, since it doesn’t even have a whole bunch of trees scattered around, it’s just mostly water. Yet, the game WILL slow down noticeably, hampering the experience.

And despite being a late 2022 title, the game’s detail is… unfortunately flat. The textures of terrain and such look low quality, even when the Switch is docked. Wild Pokémon will also sometimes sport lower-quality models when you bump into them, due to the game taking a bit to recognize you’re close and not loading the higher quality model right away.

That’s not to say it completely fails, though. There are tons of gorgeous vistas to be found all over, especially at sunset or sunrise. My favorite places are Glaseado Mountain, being a huge, snowy mountain full of interesting Ice-types, and Area Zero, for reasons previously mentioned. I also fell in love with the design aesthetic of Terastel crystals, especially in Tera Raids, with the crystal cavern and sparkly effects making for wonderful eye candy.

The Pokémon designs vary in terms of quality, though some of my favorites are Skeledirge for its opera singer aesthetic, and Iron Valiant, being a fusion of Gallade and Gardevoir as a robot. I’m also quite partial to Espathra, I found its Cleopatra-style hair and jacket-like wings to be very striking. Tinkaton also had my eye, because it had a charming gremlin appearance, especially with its gigantic hammer.

Now, for the pros, cons, and my final verdict.

Pros

A lot of people slam this game for its most egregious issues, yet they forget what it did get right.

For one thing, the open world environment, though possibly overdone by this point, is a shot in the arm that the franchise has been needing. Now it feels like a proper world I can journey through and explore, instead of just tons of linear routes. It was immensely fun to hop on Miraidon and cruise around, especially with all its upgrades unlocked.

Terastelization, as mentioned, feels like the developers learned from the previous generations’ battle gimmicks. It offers interesting strategies without being clunky or limited to specific Pokémon, and it’s definitely fun to surprise an opponent with a sudden type-change and demolish them while their tactics are completely shut down.

I did approve of the more cinematic presentation of the story, as the characters feel a lot more lively and full of personality with their movements. And the story itself is a major step up from Sword/Shield, being far more engaging and having a memorable cast. Penny and Arven are my favorites, and I really want to see them return for the DLC.

This generation’s take on Raids is a step up. While still brutally hard, especially at 7-stars, it feels somewhat more lenient. Using a timer instead of a hard turn limit gives you leeway to set up buffs or try to negate the boss’ attempts to buff itself or attack you, so you’re not forced to constantly attack very round. It does give room for actual strategy instead of just constantly being on offense.

Cons

That’s not to say this generation lacks flaws. Far from it. As mentioned, the game’s performance, while mostly stable, really makes you question if Nintendo should give Game Freak much more time to develop this franchise. All the graphical issues have no excuse, especially compared to other games that manage to look good on a system that is underpowered compared to its competitors.

The story, while wonderful, suffers from a glaring issue — no voice acting. The drama and excitement can fall flat as the characters only get text boxes for their dialogue, forcing you to look down at the bottom of the screen to read, taking attention off of whatever they’re doing. The worst example is during the journey down to Area Zero, where Nemona, Penny, and Arven talk amongst themselves. Their dialogue auto-plays while you travel, meaning it can be easily missed unless you stop and stand there. At this point, with how much money Pokémon rakes in, not even having an English track is just inexcusable. The fact that there’s an Ed Sheeran song with full lyrics in the credits makes it all the more glaring.

While you can theoretically pursue the game’s objectives in any order, in practice this is impossible. If you try to tackle Grusha right out the gate, for instance, you WILL get stonewalled by the higher level Pokémon up there. Conversely, completing one route and going through the others can be hilariously easy, as the game doesn’t scale the difficulty to match your party’s levels. The dissonance is extremely apparent.

While Tera Raids are great, like almost all of Nintendo’s multiplayer games, it falters from their very inconsistent network quality. Even if you have extremely high speed internet, you’re still at the mercy of whether the game lets you actually connect with others, or just spits out a generic “You couldn’t join” error, while never once informing you why. And you have to wait an eternity for it to actually do what you want, and occasionally refreshing the available raids to see if you can try those.

Final Verdict

In spite of its flaws, I know that Pokemon Scarlet/Violet is a good game at heart. The potential and love is there, I can definitely see it. And in a vacuum, I can tolerate some of its blatant slipups to appreciate all the things it stuck the landing on.

It deserves criticism on the things it tripped and ate dirt on, no doubt about that. But it’s important to remember that it’s not all bad.

In the end, I give it a 6.5/10. Decently good, but marred by severe flaws. I hope that this is a wakeup call for both Game Freak and Nintendo that they need to change the way they develop Pokémon. Even with how profitable it is, something needs to change. They can’t keep this up forever.

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Breaking the Shackles: Short Film – Drama https://kyledonahoe.com/breaking-the-shackles/ Tue, 21 Mar 2023 01:11:18 +0000 https://kyledonahoe.com/?p=690

BREAKING THE SHACKLES: Short Film – Drama

After waking up in a cell he doesn’t recognize, an innocent man hurries to escape before it’s too late…

INT. PRISON CELL – DAY

HENRY, a slim mid-twenties man about 5’6” with jet black hair, slowly awakens on the FLOOR of a PRISON CELL. It’s dark apart from a window set high on the back wall, and though it’s barebones, it’s clean.

He has an orange jumpsuit covering his body, and not much else.

He GROANS as he sits up, rubbing his head, which has a bandage wrapped around it.

HENRY

Ugh, what happened?

He hears the sound of WHISTLING, and sits up straighter.

INT. PRISON HALL – DAY

HOWARD, a portly man in his early forties at 6’1”, strides into view. He’s the one who is WHISTLING. 

The prison outside seems to be fairly well-kept, though from Henry’s vantage point, he can’t see much due to another row of cells facing his own.

Howard wears the typical prison warden outfit – a grey buttoned-up shirt with two chest pockets, black slacks, and black shoes. A belt with clips for his radio and baton are present.

He hasn’t noticed Henry yet.

INT. PRISON CELL – DAY

Henry sees Harry pass by. He scrambles to his feet.

HENRY

Hey! Hey you!

He runs over to the cell bars and grabs them, putting his head through.

HENRY (CONT’D)

Thank god you’re here, I thought I was alone! Can you tell me what happened?

Howard turns toward him and scoffs, narrowing his eyes.

HOWARD

Pipe down, crook. I don’t need your noise distracting me.

Henry’s eyes widen. He SHAKES the cell bars with his hands, starting to panic.

HENRY

No, no, no, you gotta be kidding, please! I didn’t do anything wrong, I swear! I’m innocent!

Howard GROWLS before smacking his BATON at the bars, making them RATTLE.

Henry stumbles backward in surprise, landing on his rear while staring up at Howard.

Howard turns to face him fully, an expression of anger on his face.

HOWARD

I absolutely loathe you criminals that beg and cry for mercy. You’re not going nowhere. Might as well get comfy.

Henry’s face falls. He has a fearful expression.

HENRY

Hold on, you can’t be serious! What did I do to deserve this?

Howard rolls his eyes.

HOWARD

Does it really matter? Either way, you’re stuck  under me. And I’m gonna enjoy watching you suffer in silence. So get to doing that, got it?

He turns and leaves, exiting Henry’s line of sight.

Henry WHIMPERS as the realization of his fate starts to settle in.

HENRY

What did I do to deserve this? I don’t understand.

EXT. PRISON YARD – NIGHT

Howard takes a seat out in the yard on an empty bench, fishing a pack of cigarettes from his pocket. The yard is empty, and he’s the only one there.

He takes out a lighter and flicks it on, lighting the cigarette, before bringing it to his mouth and inhaling. Then he breathes out, putting out a whispy trail of smoke.

HOWARD

That kid’s lucky I didn’t kill him on the spot. Never seen a mouthy one like him before.

He leans back while looking up at the night sky. He sighs.

HOWARD (CONT’D)

Shame mother isn’t around, bet she’d love seeing him like that.

He lowers his head, reaching in his other pocket.

INT. PRISON CELL – NIGHT

Henry’s sitting in the middle of his cell, huddled in the fetal position. He’s rocking back and forth.

HENRY

(muttering)

I’m stuck, I’m stuck, oh I’m stuck, I can’t get out, I’m not a criminal, oh god, oh god…

He continues to ramble before going quiet, shaking. Then he looks up at the ceiling with a morose expression.

HENRY (CONT’D)

Why am I here? What did I do wrong? I’m innocent, I’m not a criminal.

He glances around his cell, before noticing something glinting in the corner.

HENRY (CONT’D)

What is that?

He gets up and comes closer to it.

EXT. PRISON YARD – NIGHT

Howard stretches on the bench, rolling out a kink in his shoulder. He pulls out a photo of an elderly, smiling woman, with Howard also visible on her right.

His face falls.

HOWARD

That robber took you away from me, all those years ago.

He shuts his eyes. He takes another drag from his cigarette.

HOWARD (CONT’D)

I wish I could have made that monster pay for what he did to you.

He decides to relax a little bit longer.

INT. PRISON CELL – NIGHT

Henry bends down and picks up the object, and in the dim glow of the moonlight, it appears to be a knife. A rather hastily crafted one, looking more like a shard of glass with some tape wrapped around it to serve as a handle.

Henry stares at it for a moment, confused.

HENRY

Why is there a knife here?

He goes wide-eyed as he realizes something. He remembers what happened before.

HENRY (CONT’D)

Shit… that thief going for mom. I… I didn’t mean to…

EXT. PRISON YARD – NIGHT

Howard yawns, before standing up from his seat.

HOWARD

Guess I oughtta head back in and double check the place real quick, then head to bed. Especially that guy.

He pauses, smirking.

HOWARD (CONT’D)

Nobody will complain if I decide to just… waltz in and show some discipline.

He looks at his baton, mounted on his hip.

INT. PRISON CELL – NIGHT

Henry starts to pace the room again, muttering.

HENRY

(muttering)

He was going to hurt her, I only wanted him to stop, no way, he should be here, not me.

He stops and turns towards the cell door, seeing the lock on it. He glares at the door.

He then glances at the knife, seeing how hastily-made it looks. He tilts his head.

HENRY (CONT’D)

How’d the guards miss this? Was… was there another guy here before me who forgot this?

Henry pauses to look at the door again. He frowns.

HENRY (CONT’D)

Doesn’t matter. I have to get out…

He gets closer to the cell door now, inspecting the lock.

EXT. PRISON YARD – NIGHT

Howard starts to cross the yard, WHISTLING again as he prepares to come back inside.

INT. PRISON CELL – NIGHT

Henry is now in front of the door, his arms reaching through the bars, with the knife in hand. He’s carefully lining up the knife point with the slot for the lock.

HENRY

Easy… easy…

He hears a CLICK, and smiles. He starts adjusting the knife this way and that, hoping to fit it around and open the lock.

HENRY (CONT’D)

Come on…

INT. PRISON HALL – NIGHT

Howard is inside now, albeit moving slowly. He’s yawning and looking around, seeing no activity.

INT. PRISON CELL – NIGHT

Henry keeps going, until he feels tension on the knife. He stops, a panicked look on his face.

HENRY

(quietly)

Shit, almost broke it.

He pauses and withdraws his arm back through the bars, looking at the knife.

He scowls.

HENRY (CONT’D)

(quietly)

Need to be careful. Only got one shot.

He resumes the lock-picking process, using more careful, slow movements. 

INT. PRISON HALL – NIGHT

Howard pauses to peer into one of the cells on the ground floor. The inmate inside is asleep, fidgeting on his bed.

HOWARD

Enjoy your rest, trash. You’re gonna need it in the morning.

He smirks and continues.

INT. PRISON CELL – NIGHT

Sweat pours down Henry’s head as he keeps working. He’s biting his lip.

Another CLICK follows. Then the door falls inward slightly.

Henry flinches, and carefully pushes the door back in place, before scurrying back to his bed and laying on it, pretending to sleep.

Not a second later until the KLANGING of a baton on the bars fills the air.

HOWARD

Hey, buddy. You awake?

Henry gets back up out of bed, keeping the knife behind his back. He approaches Howard.

HENRY

What do you want?

HOWARD

You know, you ought to be grateful for being under my supervision.

Howard starts to ramble, his voice sounding more indistinct. Henry glances down, noticing that Howard is right in front of the door where he’s standing.

Howard suddenly pauses in his speech and scowls.

HOWARD (CONT’D)

Hey, you listening, asshole? Eyes forward.

Henry does so. And in the same motion he pushes the door open, right into Howard. Howard stumbles back, startled and disoriented as he stops against the railing behind him.

INT. PRISON HALL – NIGHT

Henry moves quickly. He rams the knife into Howard’s shoulder, causing him to SCREAM in pain, before Henry darts away and runs down the hall.

HOWARD

(pained)

Shit! Should have known he’d try that!

He stumbles to his feet, and looks up to see Henry duck out of sight through a door leading outside. He starts to hobble after him, holding his shoulder.

EXT. PRISON YARD – NIGHT

Henry sprints across the yard, approaching a fence. He manages to get across it the whole way in record time, and starts to climb it.

Howard stumbles out from the door leading inside, and spots Henry climbing the fence.

HOWARD

Hey, you! Get back here!

However, Henry is too far away for him to catch up.

Henry’s just over the top edge of the fence when he turns to look at Harry one last time. He then averts his gaze and jumps over, successfully completing his escape attempt.

HENRY

Sorry, officer. You don’t win this time.

He starts sprinting out into the night, now free.

Howard coughs and straightens while leaning against the doorway. He grimaces, aware that he’s lost an inmate.

Then he smirks, giving a little chuckle.

HOWARD

Well, guess I shouldn’t have underestimated you, criminal. Guess that teaches me to antagonize a caged animal.

He turns around and starts heading inside, still at a slow pace. He CHUCKLES to himself.

HOWARD (CONT’D)

Mark my words. You won’t end up out of my grasp for long. Soon, I’ll find you, and then, you’re going to learn why I hate your kind so much first hand.

He’s back inside now, the door shutting behind him. A wicked grin is visible on his face.

- FADE TO BLACK -

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Cataclysm: Video Game – Action/RPG https://kyledonahoe.com/cataclysm/ Tue, 21 Mar 2023 00:02:57 +0000 https://kyledonahoe.com/?p=677

CATACLYSM: Video Game - Action/RPG

A Cyberpunk/Superhero Role-Playing Game


Note: For the purposes of this document, Chrome will be referred to as a bisexual male for shorthand. The player will be able to choose Chrome’s gender – male or female – in the final product.

Story Premise

A catastrophic event has rocked the world. A device that will become known as the Conduit has detonated in a major city, spreading a wave of malignant energy, killing many and transforming more into a power-wielding race known as Controllers. War has broken out between humans and Controllers in the aftermath of the destruction as the Conduit’s energy spreads worldwide.

Meanwhile, the world suffers, as global disasters like volcanic eruptions, raging floods, and accelerated weather events occur with far more frequency and destructive potential.

From the chaos, one Controller must rise, and find a way to survive… through bloodshed, or peace, in the midst of this terrible Cataclysm.

Historical Background

At the dawn of the 2030s, technology had accelerated and advanced to an incredible level. Cybernetics became a growing movement that had intrigued many, due to its great potential. Using cybernetic research, illnesses could be eradicated, prosthetics could be improved, and the average human’s lifespan could be greatly extended. Military technology had expanded, with full-fledged exo-suits, “cyber soldiers” (troops augmented with cybernetic implants/limbs), and robots. By 2031, the world had achieved the start of a golden age. But although the fires of war were tempered, they were not quenched.

By 2033, escalating tensions over territory and advances in science eventually boiled over into the beginning of World War 3, with two distinct sides – the Defenders’ League (United States, Japan, Germany, and United Kingdom) versus the Daybreak Accord (China, Korea, and Russia). These initial conflicts began to ramp up in the middle of 2034, resulting in numerous casualties.

During that same year, a young pacifistic scientist by the name of Julian Roberts came up with a proposed solution – a device known as the Conduit. If perfected, it had the potential to end all wars with its limitless energy supply. His research was sound, and he was eager to complete it, starting with a test run using a prototype device. However, in 2035, its transport was caught in a massive pileup in Wichita, Kansas. The resulting chaos destabilized the Conduit, and started a rapid chain of destructive events… culminating in a massive explosion.

Main Character


Chrome

The player character, Chrome, is a unique kind of human. Caught in the center of the blast radius of the Conduit, he and others were transformed into empowered superhumans referred to as Controllers. In Chrome’s case, he was gifted with powerful psychic abilities, which shift and change depending on Chrome’s personality and morality. Heroic aspects grant more buffing and defensive options, while Dark aspects give more selfish debuff attacks and health leeching. His default stance also changes – if Heroic, he adopts a more straight-backed pose with his chest puffed out. If Dark, he has a more primal and savage stance, hunched over and leering at adversaries.

After the Conduit’s detonation, he was captured and brought in for study by the United States government to see what makes Controllers tick. However, before much could be done, alarms sounded and Chrome was freed from his prison, aided by a mysterious hooded figure. Alone and frightened, Chrome eventually fights his way into the wild, before coming across others like himself – Controllers persecuted and hunted by those they once called friend and family. Chrome must decide whether to act peacefully and try to bring the world together, choose to focus on survival only, or burn bridges left and right and do anything to achieve his goal, no matter how ruthless and violent that may be.

By default, Chrome is an albino man with markings around his chest and arms that signify his psychic powers. His appearance, gender, and voice are customizable, and so is his morality. Will he become an idealist who brings people together, a neutral who only wishes to achieve his goal, or a ruthless pragmatist who will happily use violence as a first resort instead of the last? The choice is the player’s, and of course, choices have consequences…

Some aspects of Chrome’s personality are present regardless of morality and decisions. He is naturally curious and wishes to explore the world, but also won’t hesitate to fight if pushed. He can also engage in romance subplots with some of his teammates, which apply depending on their morality (for example, the heroic Atlas won’t hold a torch for Chrome if he is Dark, and the Dark-aligned Stryder will reject any advances Chrome makes if he’s Heroic).

Supporting Characters

Nine teammates join Chrome’s team and accompany him on his journey. Some can have their loyalty strengthened or lost depending on Chrome’s choices and morality.

Heroic-Aligned

  • Tone: A “loud and proud” Russian strongwoman who gained the ability to manipulate sound thanks to the Conduit. Strong and stalwart, yet gentle and dedicated, she serves as the muscle for the group alongside Ogre and Scorch, using her strength and sound powers to lay on the hurt. Before meeting Chrome and company, she was originally in a relationship with a woman named Amanda, until she was killed by terrorists in a hit-and-run. Tone almost lost herself to her grief, before managing to pull herself together and vowed to use her strength to do justice in Amanda’s name. She seems to have a sort of rivalry with Scorch, and really takes a shine to Ion. A romance option for Chrome of either alignment.
  • Ogre: A hulking brute of a man, Ogre was originally a gifted scientist who was well-respected among his colleagues for his warm demeanor and incredible research. However, exposure to the Conduit’s energies altered him into a terrifying, super-strong giant who has trouble thinking straight thanks to his transformation. Fortunately, his sense of right and wrong is intact, and with Chrome’s help, he seeks to find his sister, Titan, who suffered a similar situation, in order to find a solution to his pain, and that of others.
  • Atlas: A former Royal Guard from the United Kingdom who was afflicted by Conduit Energy spread around the world and given power over gravity. Dutiful and honorbound, the transformation into a Controller ended up turning his fellow Guardsmen against him, with an attempt on his life forcing him to go on the run. Disgusted and ashamed by his former countrymen, he seeks to restore his lost honor, and find a way through the madness. Unlike Ogre and Tone, he carries with him a modified rifle with a bayonet, so that he’s prepared for any situation his powers can’t handle. He also dislikes Scorch, and for good reason. A romance option for Heroic Chrome.

Neutral-Aligned

  • Legion: A former IT consultant who gained the ability to produce multiple clones of himself, so that he can be in multiple places at once, or disorient the opponent with a self-made swarm attack. Something of a hipster, Legion enjoys more obscure kinds of music and video games, as well as fashion. He’s rather easily spooked, and is fairly cowardly, but time alongside Northstar and Chrome ends up giving him some well-needed bravery, especially if his loyalty is secured. He also has history with Northstar and vice versa before meeting Chrome and the gang. A romance option for Chrome of any alignment.
  • Northstar: A spiritual Japanese woman who has powers over solar and lunar energy, striking enemies with the power of the sun and moon while also empowering her allies. She has a good relationship with Legion, and is something of a “cool big sis” to him. Though she believes in celestial deities and often spouts religious phrases, she knows that others are not like her. That said, she is willing to offer guidance as best as she can. A romance option for Chrome of any alignment.
  • Ion: The youngest of the group, practically a teenager compared to everyone else, who are mostly young adults. She can control lightning and energize machines or disable them with her abilities, and can naturally zap aquatic enemies to death. Naïve and impressionable, Ion tends to defer to Chrome’s lead, often mimicking him – if Chrome is Heroic, she becomes more selfless and gentle, but if Chrome is Dark, she turns more violent and crass. Tone and Scorch have taken a liking to her, serving as surrogate parents to her when Chrome isn’t watching. They also fight over her, much to her embarrassment.

Dark-Aligned

  • Scorch: A New Yorker “bad boy” given powers over fire and heat, using them in equal measure to burn down his foes. With disdain for the corrupt side of the law due to bad childhood experiences, he naturally clashes with the likes of Atlas, which Chrome can either encourage or defuse (the latter of which will make Scorch irritable but still keep his loyalty as well as Atlas’). Back in his gang days on the streets, he used to be in a relationship with another woman, who gained similar powers to his own and became Wildfire when the Conduit detonated. Though they broke up, he still worries about her, which sets the stage for his Loyalty Story.
  • Monarch: An egotistical former hitman hailing from Hong Kong, who was granted the ability to summon weapons of pure energy for any and every situation. A braggart who severely overestimates his capabilities, he attempts to usurp leadership from Chrome from the get-go, only to get browbeaten into submission when Chrome makes it clear he will not tolerate it. Monarch grudgingly follows along, if only because he wants to see how Chrome handles leadership. He gets along quite well with Scorch, given that they both dislike the law. Monarch admires Scorch’s general style, and Scorch took a shine to Monarch being a hitman.
  • Stryder: A brooding woman from Brazil who gained the ability to seemingly teleport from point to point while on the move, referred to as “phase dashing.” Originally a shy bike messenger, she has been persecuted by her friends and family for becoming a Controller and forced to abandon them. As a result, Stryder has developed a hatred for the world at large. She wishes to essentially burn it all down – start anew and damn the consequences. Oddly, she gets along well with Northstar, apparently sharing the same faith as her, though much more subdued. A romance option for Dark Chrome.

Locations

There are three areas of note in the setting of Cataclysm, and they all play an important part.

  • Ground Zero – Wichita, Kansas: The place where it all began. In the crowded city, the Conduit ended up detonating in a massive pileup, spreading its energies all over the world. Wichita took the brunt of it, leaving a large crater around the incident point. Currently, it is under investigation by the Defenders’ League, closed off by the United States government, and all trespassers – human, Controller, or otherwise – are to be detained on sight. Given that the Conduit detonated here, the zone is highly dangerous without protection. Even Controllers without protection are at risk of taking too much Conduit Energy and becoming violent berserkers known as the Shattered.
  • Professor Roberts’ Secret Lab: The hidden laboratory of Julian Roberts, the man behind the Conduit. With Roberts himself having gone missing since the super-empowering event, no one knows where he is or how to get into his files. He has apparently locked them down with highly secure encryption. Roberts is the key to understanding Conduit Energy in its entirety in the hopes of finding a cure for “Conduit Sickness,” a plague that afflicts millions of people who were touched by Conduit Energy, but were not transformed into Controllers. There are rumors, however, that his secret lab resides deep beneath the earth, and only diligent investigation will uncover it.
  • The Wildlands: The untouched nature that surrounds civilization, where Chrome and his fellow Controllers flee to avoid being caught and possibly killed. As the Conduit’s energies have spread around the world, the local flora and fauna have been affected in various ways. In particular, many animals have been transformed into violent bloodthirsty beasts called “Savages,” while plant life is relatively unharmed, but now toxic to anything that ingests it. For non-Controllers who find themselves here, they soon realize that they are at a terrible disadvantage. The Savages will not stop until their targets are dead, or they themselves are. Even Controllers must wary, as they only have their wits, powers, and each other to help them.

Antagonists

Chrome has a few notable enemies that he’ll face off against:

  • Mindjack: A sadistic and violent Controller who gained illusionary powers. At first he was fairly neutral, but constant bullying and harassment twisted him into becoming the psychotic torturer he is today. He abuses his abilities to torment people and feed on their terror and anguish. When Chrome starts getting notoriety, Mindjack decides to try his hand at adding him and his friends to his list of the people he’s broken.
  • Rundas: A mysterious woman concealed in a form-fitting high-tech armor suit that enhances her agility and strength. Proud and noble, she contrasts Mindjack by being a completely ordinary (though still very strong and quick) human outside of her armor. She butts heads with Chrome due to working for the Daybreak Accord, and though she would prefer not to fight, she is convinced that she cannot go against her code and loyalty.
  • Jaxon: The leader of the Hunter-Killers, a ruthless private military company. Though Jaxon does not fight Chrome directly, she does often have her forces engage him during the course of the story. Jaxon and her mercenaries are a neutral force who don’t have any loyalties to any faction but their own. To her subordinates, she is warmhearted and motherly, treating them with respect and giving them all that is necessary for their lives and jobs. Naturally, they all love her.
  • Julian Roberts: The man behind the Conduit. Originally pacifistic and wellmeaning, after its detonation he went into hiding in a secret bunker. Since then, he’s been tirelessly working on a new and improved Conduit. But long stretches of isolation have taken their toll, and at some point, he snapped. When Chrome finds him, he’s no longer the all-loving hero he used to be. He seeks to bombard the world with numerous Conduits in a bid to take everyone down with him. It’s up to Chrome and his allies to stop him before he can complete the launch.

Additional World Info

Outside of the obvious situation with the Conduit, the world is mostly the same as today, albeit given a “twenty minutes into the future” treatment. Races, social structures, religion, etc. are more or less the same as the world of today.

Given the state of the Controllers, naturally there will be people who are prejudiced and hate them, and minor factions calling for their extermination will rise. However, other factions wish to protect them, seeing as they’re just people who are cursed and don’t deserve the hatred they get.

The Conduit has affected the world in more ways than one. Its explosion seems to have rocked the world to the very core, throwing the global climate out of sync and causing disasters like earthquakes, tsunamis, and tornadoes to become much more frequent and powerful. Given that there’s a war going on between the League and the Accord, this does not bode well for the state of the world.

In addition, there are various groups of mercenaries who don’t care who their target is, only that they’re getting paid. These mercenaries include normal humans and Controllers as well, indicating that it’s an equal opportunity situation.

As the Controllers become more integrated with the world, normal humans begin to gossip, some thinking they are “magic.” It’s not hard to see it that way, given how some, like Stryder and Northstar, can seemingly evade danger in the blink of an eye or call down celestial energies to annihilate their foes, respectively.

Story Synopsis

Chrome awakens in a stasis tube, a confused amnesiac. He struggles against the glass of his prison, before resigning himself to sitting there, contemplating his fate… Suddenly, an explosion rocks the facility, the glass around his tube breaks, tossing Chrome to the ground in a heap. He shakes his head and his eyes rest on a mysterious cloaked figure, who gestures sharply for him to get moving. A disoriented Chrome starts to demand answers, but the figure vanishes into the darkness. Frustrated and angry, Chrome braces himself to fight incoming security, whose footsteps are getting louder as they draw near.

After his escape, Chrome discovers an abandoned military base choked by vegetation. Luckily, the server room and power grid are still operational. There, Chrome finds a computer containing data on something called the Conduit and its creator Julian Roberts, as well as a global war between entities referred to as the Defenders’ League and the Daybreak Accord. Before he can contemplate this, a notification about an energy signature nearby pops up, and it’s uncannily similar to his own.

During his search for answers, Chrome manages to make friends and enemies along the way, and secure teammates he knows he can count on. And if he’s lucky, he may find love with certain teammates depending on their gender and morality.

Through trials and tribulations, Chrome eventually finds his way to Professor Roberts’ secret lab, where the good professor is currently preparing something even more terrible. Having gone mad months ago, the professor plans to completely destroy the world by launching more Conduits, which will tear the Earth apart with their energies. After a harrowing struggle, Chrome manages to defeat Roberts and narrowly stop the launch.

The tattered world is saved, but at a serious cost. With Chrome’s efforts, the world has a chance to recover from the devastation. But the question remains: will Chrome lead the way into a new golden age? Or will he be influenced by the terrible events he’s faced and become a vicious monster? Only time will tell…

- FADE TO BLACK -

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Incarnate: Web Series – Dramedy https://kyledonahoe.com/incarnate/ Mon, 20 Mar 2023 23:39:35 +0000 https://kyledonahoe.com/?p=665

INCARNATE: Web Series - Dramedy

EPISODE #101 - EMERGENCE

ACT ONE

INT. SERENA’S DORM ROOM – DAY

It’s a pleasant day to begin with. The sun is shining through the curtains of the window as SERENA settles into her dorm room, looking tired, but still pleased.

She takes a seat on her bed, wiping sweat off of her brow.

SERENA

Yeesh, I need to remember not to pack so much when I move.

Beside her, her phone suddenly lights up and vibrates. She glances at it, and picks it up.

The screen shows her sister, AMANDA. Selena smiles and taps her screen, before bringing the phone to her ear.

SERENA (CONT’D)

Hey, sis, what’s up?

AMANDA (O.S.)

Hey Serena! Just wanted to check up on how you’re doing. You settling in fine?

SERENA

Oh yeah, I’m doing okay, just finished putting stuff away. Next time, tell me to lighten the load.

Serena idly plays with her hair using her free hand.

AMANDA (O.S.)

(laughing)

Not my fault you got so much stuff, sis! Anyway, I gotta go, professor needs me. Stay out of trouble!

Amanda hangs up. Serena rolls her eyes.

SERENA

Stay out of trouble. Yeah, sure, I’m such a magnet for it.

She stands up out of her bed and looks out the window, shoulders sagging a little.

SERENA (CONT’D)

Finally here… better make the most of it.

She looks at her phone screen and checks the time. Suddenly, something else gets her attention.

WARRIOR (O.S.)

(untranslated)

Ariga rigar. Aruna zor zor?

Serena flinches and looks around her room, startled. Her eyes dart around.

SERENA

W-what the hell was that?!

She starts to breathe heavily, waiting for that voice to speak again… but it doesn’t.

SERENA (CONT’D)

Uh… okay.

She blinks, then stands up straight, scratching her head.

SERENA (CONT’D)

Okay, probably nothing. Must be my imagination. Whatever. I need to get to class anyway.

She shrugs and grabs her backpack, before leaving the room.

– END OF ACT ONE –
 

ACT TWO

INT. COLLEGE CLASSROOM – DAY

Numbers of students file into the room, Serena among them. Their PROFESSOR stands near the whiteboard at the far back, checking his laptop on the podium before him.

Serena sits down, a glum look on her face.

Their professor looks up at them all and smiles.

PROFESSOR

Good morning class! So happy to see you guys here. Hope y’all are ready, because I’m going to get right into the material in about a minute.

The class collectively GROANS, but Serena says nothing. She just stares ahead.

PROFESSOR (CONT’D)

Oh, don’t give me that. You’re not in high school anymore, folks, you’re in college. Now, if you don’t mind…

The whiteboard lights up as a projector from the ceiling displays a presentation from his laptop.

He begins his LECTURE, but his actual speech is muffled and distorted. Serena’s not really focusing, her mind elsewhere.

SERENA (V.O.)

(thinking)

I’ve never heard that voice before. I can’t be crazy, can I? I hope it’s not like grandpa said about my books, grouchy old coot.

PROFESSOR

…and you see, that’s the basis of all myths. There’s always a central hero, fighting countless battles for love, justice, all sorts of things.

Serena leans forward at her desk, trying her best to focus, when suddenly…

WARRIOR (O.S.)

(stilted)

This… don’t remember. Don’t know.

Serena’s eyes widen and she stiffens. She glances around at other students, who don’t appear to have heard that voice.

WARRIOR (O.S.) (CONT’D)

(stilted)

Where home? Where family?

SERENA

(quietly)

You got to be kidding me.

WARRIOR (O.S.)

(stilted)

No kids, no goats. Feel… different.

To her right, another student is glancing at her with a raised eyebrow. She returns the expression, causing them to look away.

Professor looks up at her with a raised eyebrow, and she freezes.

PROFESSOR

Is there something the matter, Miss Lawson?

WARRIOR (O.S.)

Lawson? What is Lawson?

Serena ignores the voice in her head.

SERENA

Uh, no, nothing’s wrong, sorry.

PROFESSOR

Alright then. As I was saying…

Her heart POUNDS in her chest as she realizes she got the professor’s attention for the wrong reason. Serena struggles to focus.

WARRIOR (O.S.)

Not my home, my land… whoever this is, you and I need a proper introduction.

Serena bites her lip. The temptation to respond in bewilderment is strong, but she ignores it.

Luckily classes finishes up, and everyone begins to pack up and leave. Serena does the same, while the professor watches her with a quizzical quirk of his brow.

She leaves quickly.

– END OF ACT TWO –

ACT THREE

EXT. COLLEGE CAMPUS – DAY

Serena strides across the path, trying to keep her cool.

She ducks into an alley where nobody’s looking.

EXT. COLLEGE CAMPUS ALLEY – DAY

Double checking to make sure the coast is clear, Serena speaks up.

SERENA

Alright, whoever you are… what are you doing in my head? Who are you?

WARRIOR (O.S.)

I could ask you the same thing, young one. I did not anticipate my coalescence in such an… unfitting vessel.

Serena frowns.

SERENA

Vessel? I’m just some vessel to you? Really?

WARRIOR (O.S.)

My apologies. I did not mean to offend. Your family has not told you of my existence, have they?

She looks down, a perplexed look on her face.

SERENA

They didn’t mention anything about a voice in my head that isn’t my own, no.

WARRIOR (O.S.)

Peculiar. Well, regardless, your body will serve my needs well. I just need a weapon.

SERENA

Whoa whoa whoa! A weapon?! Are you nuts?

WARRIOR (O.S.)

I cannot be a warrior without a weapon. And no, I am not nuts. I am a spirit.

SERENA

A spirit. Great.

She peeks out from the alley, and sees people passing by.

SERENA (CONT’D)

I gotta call my sis, she has to know what’s going on.

She dashes out back onto the campus.

EXT. COLLEGE CAMPUS – DAY

She fishes out her phone and dials Amanda’s number, and waits for her to pick up. Eventually, she does.

AMANDA (O.S.)

Hey, Serena, what’s up?

SERENA

Okay, first of all, please don’t freak out or anything.

AMANDA (O.S.)

Uh, everything alright?

SERENA

Yeah, I… no, I’m not alright. Look, when you get a minute, meet me in my dorm room? I dunno if I can talk about it out in the open.

AMANDA (O.S.)

Uh, sure, I guess. You’re starting to worry me.

SERENA

Yeah, I know. Love you.

She hangs up and puts her phone away.

WARRIOR (O.S.)

Your sibling sounds mighty. Why is she not my vessel?

Serena SCOFFS.

SERENA

Yeah, a med student in training is mighty. Sure.

WARRIOR (O.S.)

Med student… is it something you eat?

She sighs and pinches the bridge of her nose.

SERENA

No, it’s… ah, forget it.

WARRIOR (O.S.)

I still require an armament.

SERENA

You aren’t getting one, dude.

WARRIOR (O.S.)

I am not a “dude”. You would do well to respect our lineage.

Serena shakes her head, before looking around, noticing a few other students looking at her strangely. She blinks, then hurriedly runs off, towards her dorm room.

INT. SERENA’S DORM ROOM – DAY

Serena runs in and shuts the door, PANTING. She drops her backpack down and sits on her bed, fingers on her temples.

SERENA

I hope to God I’m not crazy, I hope, oh God I hope.

WARRIOR (O.S.)

There are no gods here, far as I can see. Only mortals.

SERENA

Oh, would you shut the hell up for a minute, you–

Just then, the door CREAKS open. Amanda’s face is visible through the crack in the door.

AMANDA

Hey, came as soon as I could. Can I come in?

Serena nods, and Amanda enters, shutting the door behind her. She comes close and kneels in front of her sister.

AMANDA (CONT’D)

You sounded super frazzled on the phone. You’re not coming down with something, are you? Did anyone hurt you?

SERENA

No, no, none of that. It’s more than that.

She pauses, looking at Amanda.

SERENA (CONT’D)

I’m just gonna be blunt. There’s a creepy voice in my head that wants a weapon and refers to me as their vessel or some crap like that.

Amanda leans back, looking startled. Then she looks away.

AMANDA

Damn it, I thought it wouldn’t hit this time.

Serena looks baffled.

SERENA

This time? What the hell do you mean? What’s going on, sis? Why do I got this thing in my brain.

AMANDA

You sure you want to know?

Serena tilts her head.

SERENA

I don’t like the sound of that, but sure.

Amanda turns her head back around, fixing Serena with a hard look.

AMANDA

We’re the descendents of a legendary warrior, and a ritual was done to have their mind live on through their descendants. Mom and dad hoped it wouldn’t happen to us…

Serena’s eyes widen again.

AMANDA (CONT’D)

But it looks like you’re the unlucky one who got to be their vessel. Say hello to the Warrior, sis.

WARRIOR (O.S.)

Greetings, sister of my vessel!

Serena looks incredulous.

SERENA

Seriously?

- FADE TO BLACK -

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