Bitmap Books

Wednesday, 14 October 2015

Lost Dimension Review (PS Vita)

Written by Natalie Houghton

The world now faces total destruction... after being suddenly attacked from out of the blue with half of it being destroyed in an instant. An agent of the coming apocalypse appears issuing an ultimatum "kill me within 13 days or die". The only ones who are capable of stopping this are the 'gifted' - a group of teens with special powers who swiftly have the fate of the world thrust into their hands. In all honesty it sounds like the typical anime 'teens with super powers' trope but it really does manage to transcend that stereotype as not one character is over powered in any way - they are relatively normal humans that each have a gift. Their powers range from levitation, pyrokinesis, precognition, super strength and the ability to copy anyone else's abilities.

You awake at the bottom of a tower, with no memories of how you got there... the only thing that you do know is that 11 other supposed comrades surround you and that you must climb to the top of the tower and stop the man otherwise known as 'the end' from firing his arsenal of nukes and destroying the rest of the world. Sounds simple, right? Wrong... the caveat is that there are traitors amongst your ranks.

Overall, this serves as the primary plot device and I have to admit that the traitor system is quite innovative and the way in which you have to sniff out the traitors is engaging but not impossible - the main character, Sho has the premonition ability and he can also hear other team member's most private and deepest thoughts, by utilising this and diving into the inner depths of a character's psyche. This means he can figure out who the traitor is and influence the rest of the team on who they should vote for in one of the many judgement rounds that you are besieged with at the end of each floor. 

This involves the team voting for one of them to effectively be killed off where they will be erased from this world, dissolving into absolute nothingness, leaving behind only their 'will' - a usable item, so for example if your healer turns out to be the traitor and you vaporise them, then one of the other characters can equip their ‘will’ and use their abilities so you won't be without healing for the rest of the game. Interspersed throughout the dungeon climbing, it is possible to bolster the trust of each team member by raising their camaraderie level as you talk with them and learn more about their situation, the way they feel about things and what they plan to do in the future (if they survive.. that is).

The plot had me hooked. Who is 'the end'? Why is he doing this? And who is the traitor this round? I hurriedly played the game until its conclusion as I so desperately wanted to know... only to find out that it does require a couple of play-throughs to reveal the true ending. Second play-throughs are much easier however, as you carry across your already existing camaraderie and you are automatically given gift exp so you can start with some abilities.
Lost Dimension itself is half a visual novel and half a tactical RPG. From a visual novel standpoint, the animation is rendered in a way which makes it appear almost 3D, it is sublimely crisp and clear and the transitions between each character are smooth although the dialogue can be slightly jarring at times when you start losing characters.

The other main half of the game is the tactical battles, they are simple in appearance but are quite challenging as they have a tendency to occasionally throw you straight into the deep end. The battles are taken in turns between your team of 6 and however many enemies are present. Your team can each move within a set radius of their original starting point, if any enemies are in range they can then attack - but beware the enemies will usually retaliate with a counter-attack if they can. The main tactic that you'll need to both equally utilise and beware of in order to win is the assist mechanic where any characters that are within range of each other will assist their ally in their attack.  For example: If Sho attacks an enemy and two other characters are nearby, not only will Sho attack the enemy - but his two allies will as well. This can lead to some incredibly powerful combos that will allow you to pound the enemy into oblivion. 

Sound during the battles is superb and I thought that the song which played during the final boss battle was quite pleasing as well as being motivational - I'd definitely want to put it on my MP3 player. There is no Japanese voice over available, although the English voice acting is not too bad for once. There are a few slightly strange quirks with this though. for example one of the characters speaks with a fake English accent which is slightly odd as she can't seem to work out if she's pretending to be in the middle of a Victorian tea party or in the east end of London "Care for some tea, mate?". She speaks like this because she thinks it sounds cute which is a bit hmm... I'll just scratch my non-existent beard on that one.

Overall, this is an excellent tactical J-RPG let down only by a slightly anti-climactic ending. But it still has its charms and is well worth playing so go on... get lost in another dimension!

8/10

Monday, 12 October 2015

Armikrog Review (PC)


Funded via Kickstarter and much delayed, the spiritual successor to the Neverhood and Skull Monkeys has now finally made it’s on the PC. Whether it’s actually in a state to have been released at this stage is another thing entirely.

It all starts out very well with a beautiful claymation style that is simply breath taking. It looks gorgeous and our two protagonists Tommynaught and his pet talking dog thing Beak-Beak are likable and voiced with humour and a lot of character. After an impressive cut scene where you are chased by a fluffy monster thing the game begins properly and quickly it begin to unravel.

The game is a point and click adventure but lacks most of what we have come to expect from the genre. The first major issue is the mouse cursor. Normally the cursor in these sorts of games changes in some way to indicate that you can look or interact with things. Not here, it just stays like a mouse cursor with no feedback given to the player about what you can do.

This in itself wouldn’t necessarily be a problem but clicking on things results in nothing at all. Yes, no description of the object, no text, nothing. You have absolutely no feedback at all with regards to what is an interactable object and what isn’t. If you can pick up an object you walk over and grab it but no indication is given to what you have actually got and you can’t access an inventory either. There’s no way of telling what you are carrying around or examining it. If you happen to click on the thing the object goes with you will automatically take it out and use it.

It’s a baffling decision and must have been brought about through time and budget issues. There is clearly no way it could have been originally envisaged like this. We endeavoured to adventure on hoping we would get used to the game and for a few rooms it did seem to improve. We managed to get some fluffy thing moved to act as a ladder and Beak-Beak went through a little hole which sent everything all trippy but sadly, the fun didn’t last long.

Time and time again we came up against irritating puzzles which required panels to be moved, or thing to be slid or turned. The sort of puzzles that turn up about once a game in other point and click adventures and end up being the bit everyone hates. The puzzles arrive with no explanation as how to complete them and no context as to how they relate to anything. It makes the game incredibly disjointed and frustrating and after even an hour we were tiring very quickly of it.

Even the options menu is poor with the ability to save, load and change the sound level. That’s it. There’s also very little confirmation that you’ve actually saved your game. When you return to the game you can’t continue from the main menu screen either and have to go into the options menu again to load. 

The fact it grew tiresome so quickly despite looking so amazing is a real shame. It is clear that a lot of care and attention has gone into the look of the game and it’s one of the most unique aesthetics we’ve ever seen. But you can’t hide the fact the rest of it is frustrating, seemingly unfinished and even a bit broken in places. Though patches have been put in place we still found some issues with things not working how and when they should.

Overall, it’s a harsh thing to say but this reminded us of Rise of Robots. It’s all style over substance and beyond that it is does its very best to annoy and irritate the player. It may well be a case of over ambition but in its current state we can’t recommend Armikrog to anyone. It’s just not up to the standard we expect of point and click adventures.

Overall 3/10

Wednesday, 7 October 2015

Blood Bowl 2 Review (PS4)


Blood Bowl in one form or another has been around for a very long time. It started out as an incredibly lengthy and complex board game and then moved to something with much more pace to it around the third edition of the games rule revision. It was here in 1994 that we at Retro 101 first really fell in love with the game as it required much less commitment in terms of time and money than many of Games Workshop's other releases. The last digital version of the game was excellent (on PC at least), so we were more than ready to dive right into the sequel.

In truth not that much has changed from the first version of the game on the PC. There are strong graphical improvements and the commentator characters are nice (even if they do repeat themselves a little too often).  But the rules and way the games play out isn’t much different. This is actually a good thing as the last thing you want is to start mucking around with the rule set for the sake of it. It does mean that Blood Bowl is still a turn based strategy game much in the same way as Space Hulk: Ascension or Talisman.

The graphical improvements are very noticeable as well with every crunch and thud drawing quick intakes of breath from players. The stadiums and crowds are also much more detailed and it really does help to draw you into the fantasy world of blood and touchdowns.

The main addition is the campaign mode which has players take hold of the Human team – the Reikland Reavers, who have fallen on hard times and had their star player disappear after building up a sizable debt with a group of ogres. The campaign acts to introduce you to all the basics of how the game flows as well as showing how hiring and firing staff and players works and sorting out the stadium and other matters away from the pitch. For newcomers it’s a much more approachable introduction than in the first game and it’s both sizable and fun to play through.

For those not familiar with Blood Bowl it’s basically a fantasy version of American football where different races of creatures square off against each other. The aim is to score touchdowns but more often than not it just turns into a massive fight. Different races have different strengths and weaknesses (with Elves being quick and agile while Orcs are strong and slow for instance), and it’s about working your strategy to play to your strengths while anticipating how your opponent is going to approach you. 

Everything is carried out via dice rolls with blocking, throwing, catching and even picking up the ball at the mercy of the specially designed blood bowl dice. When players are tackled they can also be stunned, injured or killed for added drama and there are numerous events such as pitch invasion or players being pushed into the crowd never to be seen again. It’s wonderfully crazy and chaotic while also being deep in terms of strategy needed to succeed.

This version comes with eight races available from the start with the Humans, Orcs, Dwarves, Chaos, High Elves, Dark Elves, Skaven and newcomers the Bretonnians ready for action. It’s considerably less teams than the last game ended with and with Lizard Men and Wood Elves already available as DLC it’s fairly obvious that the others will be making an appearance in the same way later on. It would have been nice to see more teams added from the start though as eight really isn’t enough.

Aside from the single player campaign there are leagues you can set up and play against the AI with pre-made teams or you can start your own. There is also a small amount of team management involved with the buying and selling of players and the development of the team’s stadium and it should keep you occupied for a while. There are of course online options and this is where Blood Bowl should really shine as players test out their plans against each other. How long the community lasts for on the PS4 remains to be seen.

Overall, this is undoubtedly the best version of Blood Bowl to appear in console form. It’s far superior to the previous console version of the original game and it kept us more than happy for far too many hours. It’s a more difficult sell to PC gamers who may have the Chaos edition of the older game with almost all the races included. Aside from the limited races though there is very little to dislike and it will keep both strategy and Games Workshop fans occupied for weeks. It’s also decidedly cheaper than trying to track down the board game and teams.

Overall 8/10

Monday, 5 October 2015

Arcana Heart 3: love Max!!!! Review (PC)


The Arcana Heart series has been largely ignored by western audiences over the years. Even the first version of Arcana Heart 3 did little to make an impact on the established brands of Street fighter and BlazBlue. Arcana Heart 3: Love Max!!!! has taken the 2011 version of the game and reworked it to try and build on a solid template and make one more attempt to hit the sweet spot for fight game fans.

The unique selling point of the series is that it contains an all-girl cast. Don’t worry though, this isn’t one of the highly questionable Japanese titles that are borderline pornographic. Characters here are for the most part treated in a much better way than female characters can sometimes be. The other key gimmick is that the base characters can be combined with a large range of magical ‘Arcana’ spirits to give staggering depth and flexibility in how you want fight.

Arcanas are basically huge magical beings that give extra powers, attack and defence options (Think of them like the summon or guardian force creatures in the final fantasy series). A defensively weak character could choose a defence orientated Arcana to boost that area of their skills for instance or emphasise one of their abilities even more. As well as boosting attack and defence they also each have unique special moves and abilities and getting the balance right is the key to success.

The biggest problems fight fans will face is that there is no introduction to the game mechanics or characters. It has become fairly standard practice now for character related trials and tutorials to be introduced in fighting games. Here there is nothing of the sort with just a standard training option to go into and play around with moves. Unless you dig through to the digital manual it is highly unlikely you’ll ever work out what half the meters and bars do in the game. This is a pretty major oversight and it’s likely to greatly impact how you get on with the game as it’s not something that is easy to just pick up and play.

This isn’t helped by the fact that hardly any of the characters are newcomer friendly either. There are no real Ryu or Ken a-likes and with so many characters to choose from it becomes a case of picking one and seeing what comes of it. For those that persevere there is a highly entertaining and complex fighting game underneath but unless you’re willing to put in the hours it’s questionable if you ever really know what you are doing. This coupled with some ridiculous pad inputs which are near impossible to pull off without some kind of fight stick means casual fight fans are likely to want to look elsewhere.

When it’s in full flow Arcana Heart certainly looks lovely and the speed never lets up. You’ll have special moves flying everywhere with the backgrounds changing from summer to winter as characters initiate time lapsing moves and Arcanas crash into the arena. It’s unlike pretty much any other fighting game and once you get to grips with it, it offers something unique in an ever growing genre.

Overall, Arcana Heart 3 Love Max!!!! is certainly an improvement other the base version of the game with more polish, balance and flexibility added to the battles. That said, it is still far too impenetrable for newcomers to the series and the last boss remains a terrible encounter on a multi levelled arena that we could have really done without. Once you know how everything works it’s a real joy to play but we can’t see anyone but the hard core fight fan even getting close to that level without the addition of some kind of tutorial system.

Overall 7/10