Review: Brigador

Pros: mech game for mech enthusiasts, lovingly crafted game engine, great replay value
Cons: horrible control design, story told through expository passages, lack of character interaction

I have spent a long time deciding how to approach this review. As a huge fan of the MechCommander series, and isometric games in general, there is a lot to love about this game: intricate pixel art, newly built mech engine, deep storyline, great soundtrack, lots of replay value, approachable despite its depth. But for all its triumphs, there are some notable setbacks. Continue reading “Review: Brigador”

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Review: Age of Decadence

There’s a certain appeal to post-apocalyptic settings – games like Wasteland and Fallout, movies and comic books like Mad Max and The Walking Dead, are all here to prove that. Age of Decadence takes this trope and wears it over a setting that will remind you of a collapsed Rome, from the noble houses vying for power to the apparel design, with its splintered cities and uninhabitable wasteland living in the shadows of a bygone, advanced empire with ambiguous amounts of technology. Continue reading “Review: Age of Decadence”

The Crusade falters, a brief assessment of Diablo 3’s design

It’s been a busy couple of weeks. Vacation is over and routine has wrapped its tentacles of dullness +5 around me, with tests, work and, worse than all of that, the new season of Diablo 3 taking up my once free time. Last season went on for several months, beginning in April of 2015 and ending on the 23rd of August. As is our habit, me and my group of gaming friends downloaded the game once more, ticked both the seasonal and the hardcore boxes and sallied forth into the demon-infested world of Sanctuary. Continue reading “The Crusade falters, a brief assessment of Diablo 3’s design”

Let’s talk Sword Coast Legends, 40-minute gameplay video released

Sword Coast Legends is a cRPG that has been touted around for a while now, and with a set release date up – the 29th of September – comes a lengthy preview of its gameplay, with community manager Ash Sevilla and design director Tim Schwalk playing it for a bit more than half-an-hour. They’ve set up a weird pre-order system where those who pre-purchase the higher tier of the game get to play it earlier, so if you’re the sort to pre-order games and splurged some extra dollars you should be able to play at least its DM Mode by the 11th. Continue reading “Let’s talk Sword Coast Legends, 40-minute gameplay video released”

The White March released

Baldur’s Gate-inspired Pillars of Eternity released earlier this year to pretty much ubiquitous praise. I myself had a few complaints about it, but when push comes to shove I still consider it a hallmark among D&D-inspired cRPG games. As part of their previously announced The White March expansion comes the first half of the DLC, just released on Steam and GOG – you can get just the first part for $9.99 or both for $14.99, though the second act doesn’t have a set release date yet. Continue reading “The White March released”

Review: Serpent in the Staglands

The past couple of years have been a wonder for fans of cRPGs. Divinity: Original Sin with its alluring combat and open-ended mechanics; Pillars of Eternity with its superb writing and beautiful world; Wasteland 2 with its post-apocalyptic setting and difficult choices to make. Serpent in the Staglands arrives smack in the middle of these heavy-hitters, with their higher budgets and bigger developing teams, and manages to carve a spot of its own among the more famous games in this cRPG renaissance. Continue reading “Review: Serpent in the Staglands”

Review: Pillars of Eternity

The turning years of this century marked one of the most easily recognized ‘golden ages’ of role-playing games, with RPG series such as IceWind Dale, Baldur’s Gate, Torment: Planescape and Fallout, among others, coming out in a short span of years. These titles, more so than some of their other computer predecessors (i.e. The Bard’s TaleThe Pool of Radiance), attempted to recreate the experience of pen and paper role-playing, giving players multiple venues to solve problems and creating a world that reacted to the player’s choices. Pillars of Eternity is an amply funded kickstarted game that, along with other similarly crowdfunded role-playing games, came to satisfy the yearning for an open-world game where player choice matters, and where there are multiple solutions to the same problem. It succeeds greatly in many aspects, but has a few stark failures as well. Continue reading “Review: Pillars of Eternity”