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Theatrhythm Final Bar Line Review - Greatest Hits https://ift.tt/HjONhbU https://ift.tt/6sH2CvtSince the franchise's int...
15/02/2023

Theatrhythm Final Bar Line Review - Greatest Hits https://ift.tt/HjONhbU https://ift.tt/6sH2Cvt

Since the franchise's introduction in 2012, the Theatrhythm games have masterfully capitalized on the Final Fantasy series' incredible soundtracks. Using a gameplay system that's approachable yet deceptively challenging, while also mixing iconic scenes from past games in the background, the games act as a playable portfolio of FF's most memorable moments. Final Bar Line is speculated to be the final game in the Theatrhythm series, at least for a while, and if that's true, it's an incredible final act.

Theatrhythm Final Bar Line presents 385 music tracks from across the Final Fantasy spectrum, with a healthy mixture of fan favorites and deep cuts spread out across 29 different categories. After selecting a song, players will press buttons along to its rhythm via three types of notes: red, which requires a single button press; yellow, where a button press is paired with flicking the joystick in a designated direction; and green, which must be held for as long as the green bar is present.

This traffic light-esque system sounds simple, but it can be downright devilish in practice, especially on higher difficulty levels. Keying in on which parts of the song the notes are corresponding to can be tough, especially with compositions as complex as what longtime composer Nobuo Uematsu and his peers have devised over the years. That said, it's still immensely fun being able to interact with these iconic songs in this way, as I found my whole body moving to the beat while I tapped along on the controller.

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Tomb Raider Reloaded Review - Plenty Of Firepower https://ift.tt/LmiMNfO https://ift.tt/baRpT9QTomb Raider Reloaded, on ...
13/02/2023

Tomb Raider Reloaded Review - Plenty Of Firepower https://ift.tt/LmiMNfO https://ift.tt/baRpT9Q

Tomb Raider Reloaded, on paper, sounds like every mobile gaming detractor's worst nightmare. A successful IP coming to mobile via a simple gameplay loop, coupled with a currency-laden enhancement system, should be the formula for another example of the worst of what mobile offers. Why then, after hours of fighting through dungeons and avoiding traps with Lara and her crew, am I so interested in coming back for more? Tomb Raider Reloaded sounds like it should be the next mobile disappointment, but instead it offers plenty of dungeon-delving fun.

Tomb Raider Reloaded follows longtime series lead Lara Croft as she plunders for hidden treasure all across South America. Each location on the world map offers multiple stages--from 10 to upwards of 50--where players must help Lara dodge traps and/or fight enemies in order to get from the bottom of the stage to the door at the top. Swiping on the screen will have Lara move through the stage in the direction of the swipe, and whenever she stops moving, she'll open fire on the nearest enemies to her. After every stage is complete, multiple rewards are given to the player, who can use them to upgrade Lara and purchase supplies before moving onto the next location.

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Valiant Hearts: Coming Home Review - In The Trenches https://ift.tt/yPa75SG https://ift.tt/q758newIn 2014, Ubisoft relea...
03/02/2023

Valiant Hearts: Coming Home Review - In The Trenches https://ift.tt/yPa75SG https://ift.tt/q758new

In 2014, Ubisoft released Valiant Hearts: The Great War, a game that stood out by virtue of it being a smaller, more intimate tale amidst its many more action-oriented brethren. Instead of explosive set pieces and main characters that doubled as killing machines, the game focuses on the people who find themselves forever marked by war. Nine years later, Valiant Hearts: Coming Home continues the tale on mobile devices exclusively through Netflix, and it picks up right where the previous story left off. While a lack of challenging gameplay and a short lifespan could sink other games, brevity is used to its advantage to ensure the story hits just as hard as its predecessor..

Coming Home begins in 1917, just as American troops are entering the war for the first time. Familiar faces Freddie and Anna return, along with three new main characters: James, Freddie's younger brother; George, a fighter pilot; and Ernst, a German sailor who, through no fault of his own, finds himself an unwitting participant in the war effort.

The story is told across 19 scenes split into three chapters, which translates into about 2.5 hours of gameplay. On paper it sounds very short, but the story is efficiently told. None of the beats feel like they drag on; from the opening scene Coming Home does a remarkable job of being clear-cut with its narrative--even those designed to make the player feel uncomfortable. For example, the very first scene shows James's enlistment experience, which has him forced into racially segregated lines with one line receiving weapons and the other, James's line, being given brooms for custodial work. In another scene, the medic Ana frantically runs around a hospital healing wounded, putting the player in control as she removes shrapnel from limbs and administers bandages.

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Shin Megami Tensei: Persona 3 Portable Review https://ift.tt/Lnb5wzC https://ift.tt/5vyHZ3NThis review of Persona 3 on P...
02/02/2023

Shin Megami Tensei: Persona 3 Portable Review https://ift.tt/Lnb5wzC https://ift.tt/5vyHZ3N

This review of Persona 3 on PS2 has been updated to include a review of Persona 3 Portable, which was re-released on Xbox platforms and PC. The original review was written by Kevin VanOrd, while the re-release was written by Jessica Howard.

The PlayStation 2 may have reached its twilight years, but there is no shortage of great games being released for it. Enter Persona 3, the latest in the Shin Megami Tensei series to reach American shores. Luckily, you won't need any previous experience with the Persona franchise to appreciate its uniquely dark sensibilities, though series fans will find plenty of familiar references in which to revel. This is a quality role-playing experience that weaves distinctive gameplay elements into a fascinating story that unfolds slowly but keeps you constantly guessing. It's also atypically mature, but then again, any game that features your party members repeatedly shooting themselves in the head isn't for the squeamish. Indeed, the game's signature mechanic is this: To summon your inner self--or persona--you point a pistol at your head and pull the trigger.

At the outset of the game, you name your character, who has just transferred to Gekkoukan high school. But it's clear that not everything is kosher at the seemingly average campus. Mysterious creatures called shadows are threatening the locals, spreading an enigmatic disease called apathy syndrome that leaves their victims as listless as the name implies. However, their activity is generally confined to the dark hour: an hour sandwiched between midnight and 1 a.m. Most people are oblivious to this hour, while others are distinctly aware of the creepy dark hour in which the undulating gloom seals most of humanity in gothic coffins. Those unseemly heroes are in touch with their personas, which can be summoned to fight shadows in the realm of Tartarus, where most of them are restricted. At Gekkoukan, known persona users have created the Specialized Extracurricular Ex*****on Squad and are determined to wipe the shadows off the face of the earth.

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Hi-Fi Rush Review - Good Vibes Only https://ift.tt/1pH2wei https://ift.tt/5vyHZ3NThe very first boss fight in Hi-Fi Rush...
02/02/2023

Hi-Fi Rush Review - Good Vibes Only https://ift.tt/1pH2wei https://ift.tt/5vyHZ3N

The very first boss fight in Hi-Fi Rush pits you against a giant robot that wants to crush and eat you. In order to defeat this mechanical titan, you need to wail on it with a guitar that's cobbled together from scrap metal, timing each of your attacks to the up-tempo beat of Nine Inch Nails' "1,000,000." Developer Tango Gameworks is obviously known for its whimsy, but it was previously confined to a horror genre that Hi-Fi Rush most definitely does not belong to. Instead, Tango's latest is a surprisingly vibrant Saturday morning cartoon of a game, capturing the spirit and electric energy of a Dreamcast or GameCube title in the best way possible. It's tremendous in almost every respect, meshing its toe-tapping combat with genuine humor and a massive helping of both confidence and style.

At its core, Hi-Fi Rush is an interesting mix between a character-action game like Devil May Cry or Bayonetta and a rhythm game. Its melee action will feel immediately familiar to anyone who's well versed in the former, as you use your Flying V guitar to pummel enemies with combos consisting of both light and heavy attacks, juggle foes in the air, and dodge out of the way of incoming danger. The best character-action games are able to lure you into a trance-like state as you gradually become more proficient at dispatching large groups of enemies, yet Hi-Fi Rush takes it a step further by baking this rhythmic flow into its very design. You can still succeed by button-mashing your way to victory, but timing your attacks to the beat of the game's soundtrack lets you dish out increased damage and clear areas in a much more efficient manner. Enemies also attack and move on the beat, making each fight feel like an improvised dance where you're the main attraction.

In order to help you find your rhythm, the whole world of Hi-Fi Rush pulsates with the beat of whatever music is currently playing, providing you with both visual and audio cues for nailing its timing. Elevators jerk up and down on the beat, computer lights blink with each snare hit, and the barriers that lock you inside combat arenas are made from equalizers that undulate along with the music. The sound of mechanical gears, steam pipes, and the thud of your own footsteps even coalesce with the soundtrack to create a harmonious noise. There are other optional visual cues you can add for extra assistance--like a metronome--but the basic timing concept remains the same throughout, even outside of its slick and satisfying combat.

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SpongeBob SquarePants: The Cosmic Shake Review - F.U.N. https://ift.tt/K9EJwmL https://ift.tt/GnMfZ4cIn 2003, SpongeBob ...
30/01/2023

SpongeBob SquarePants: The Cosmic Shake Review - F.U.N. https://ift.tt/K9EJwmL https://ift.tt/GnMfZ4c

In 2003, SpongeBob SquarePants: Battle for Bikini Bottom was released and became a touchstone for a generation of children already obsessed with the cartoon. While nostalgia plays a large factor, I, like many people around my age, hold that game in high regard, even if the experience doesn't quite hold up all these years later. Now, two decades later, SpongeBob SquarePants: The Cosmic Shake has been made as a spiritual successor and, for better and for worse, it plays the way I remember Battle for Bikini Bottom.

In The Cosmic Shake, SpongeBob and Patrick stumble upon a Mermaid named Kassandra, who sells antique and mysterious items. SpongeBob purchases bubble soap that supposedly grants wishes, running around town and asking everyone he knows for their wishes. Unfortunately, all of the wishes kick in at once, tearing holes in reality and sending the citizens of Bikini Bottom off into the multiverse, with SpongeBob and Patrick left to pick up the pieces.

This opening sets up the seven levels players will explore throughout the game, each one with a different theme and environment. The aesthetic design of these levels is one of the places The Cosmic Shake shines, pulling together references to iconic episodes of the show, while adding new elements that fit within the game's story. A movie-set-themed episode combines SpongBob's obsession with karate with an action movie, and a pirate level has an enemy ship constantly firing pie bombs at you.

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Season: A Letter To The Future Review - The Meditation Game https://ift.tt/3mPzJ82 https://ift.tt/nZfB6e5Some games dema...
26/01/2023

Season: A Letter To The Future Review - The Meditation Game https://ift.tt/3mPzJ82 https://ift.tt/nZfB6e5

Some games demand a specific kind of real-life setting to really be absorbed. Horror games beg for the lights off and headphones on, while co-op games are often more enjoyable when played together on a couch rather than online. Season: A letter to the future requires its own special circumstances--a calm, peaceful environment--and if you can provide that, you'll find in it a special stillness, a pensive story, and a memoir from a fantasy land worth experiencing.

Sometimes the language of open-world games is obvious, especially if you've played a few of them. Excitingly, Season doesn't feel like such a game, as its approach to gameplay and story are fresh and largely disinterested in giving you boxes to check. You play as Estelle, a young woman who sets off to observe and record a part of her world on the precipice of a new season. In this unnamed world, which is like ours but also definitely is not ours, a new season doesn't mean just a change in temperature; it means a total rebirth of the state of things. The game is deliberately unclear regarding exactly why, when, or how seasons emerge, and it seems at least sometimes they are influenced by people rather than natural things that happen to those people. Seasons seem to be more defined by the particular circumstances of a society--the breakout of war or widespread sleep, for example--more than they are snow days or fallen foliage.

For Estelle, it's important to document the outgoing season as all will be lost when the new season begins, even as no one seems sure what that season will usher in itself. For the people of Tieng Valley, a lush farming village that's largely been evacuated due to an imminent dam collapse, the beginning of the season may even be a matter of life and death. Equipped with a camera, audio recorder, scrapbook, and bicycle, Estelle treks into the valley to interview the last remaining locals, capture the state of the vista in its final days, and reflect on things like memory, community, and grief. These, and other themes, are delivered through thoughtful monologues and conversations that allow for players to insert themselves in the story.

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Forspoken Review - Forsaken https://ift.tt/cgkoJZr https://ift.tt/TxV42r7Though it takes inspiration from isekai--storie...
23/01/2023

Forspoken Review - Forsaken https://ift.tt/cgkoJZr https://ift.tt/TxV42r7

Though it takes inspiration from isekai--stories in which people from Earth are transported to and become trapped in a fantastical world (think Alice in Wonderland but Japanese)--Forspoken ultimately doesn't understand what makes that genre so popular. Instead, it tells a largely forgettable story that sets up major stakes but fails to offer a compelling reason for why the player should care. Luminous Productions' action-RPG feels great when it allows you to really stretch your legs and magically parkour across its fantasy landscape, but combat is clunky and regular exposition too often stalls the action.

In Forspoken, protagonist Frey finds herself trapped in the magic-filled world of Atheia after stumbling through a portal. There, she bonds with a sentient brace she nicknames Cuff and then encounters a group of survivors living in the last city that's free from the effects of a dangerous miasma. This blight, which Frey calls the Break, covers the land and transforms living creatures into mutated monsters. Frey is the only exception, making her an ideal candidate for exploring the Break, finding its source, and destroying it. The whole situation is an intriguing narrative set-up but boring or unlikable characters let it down. It's difficult to like the standoffish and stubborn Frey, the incessantly sarcastic Cuff (who regularly quips in Frey's ear like a discount JARVIS), or any of the survivors who are all too eager to completely rely on Frey's protection from the Break while also asking her to complete boring optional tasks like going on a tour of a lifeless hub or petting a bunch of sheep.

Forspoken's story is one about belonging--finding a place you want to stay and a people you wish to protect. Like any isekai protagonist worth their salt, Frey is initially resistant to her new surroundings before discovering that she's actually ideally suited to the world she's found herself trapped in. However, it's not a world that the game is able to adequately convince the player of wanting to stay in and protect. The emotional connection Forspoken tries to establish to incentivize the player to take action--to help the people that need Frey's help--is deeply uninteresting and oftentimes head-scratching and odd. The characters don't take the threat of Atheia's imminent destruction very seriously and any tension that comes from their perilous existence is repeatedly undermined by meaningless busywork they want you to do. The characters themselves are also incredibly plain with two-dimensional personalities. They have no real convictions or anything interesting to say.

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One Piece Odyssey Review - Filler Arc https://ift.tt/9VSO0TD https://ift.tt/gKfXRF4For decades, the adventures of Monkey...
17/01/2023

One Piece Odyssey Review - Filler Arc https://ift.tt/9VSO0TD https://ift.tt/gKfXRF4

For decades, the adventures of Monkey D. Luffy and the Straw Hat Pirates have thrilled and enchanted readers and viewers across the globe. Turning such a beloved and long-running action-adventure series into game form has proven to be quite a challenge, with many developers stepping up over the years to try and gamify the magic that's made the One Piece anime and manga such a success, often to mixed results. One Piece Odyssey is the latest such attempt, and it takes the approach of transforming One Piece's dramatic battles into a turn-based RPG. While it does a solid job of getting the look and mood of the series down, One Piece Odyssey unfortunately offers little more than a very basic RPG adventure.

The game opens with the Straw Hat gang stranded on the mysterious island of Waford. Their ship, Thousand Sunny, lies in a wreck nearby and with no obvious way to repair it, the gang sets out exploring this wild new world. A strange young girl named Lim emerges and, fearful of the pirates, she removes all of the crew's strength and special powers. With the help of Adio, a rather suspicious adventurer who calls the island his home, the Straw Hats set out to recover their powers, learn the secrets of Waford Island, and escape to journey another day. Along the way, they'll also be able to relive the great adventures of the past.

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Fire Emblem Engage Review - Rings Of Power https://ift.tt/U68ksxt https://ift.tt/gKfXRF4Fire Emblem: Three Houses was a ...
17/01/2023

Fire Emblem Engage Review - Rings Of Power https://ift.tt/U68ksxt https://ift.tt/gKfXRF4

Fire Emblem: Three Houses was a smash hit for Nintendo both critically and commercially. While it didn't dramatically shake up the combat, its ambitious multi-campaign structure swung for the fences. It only seemed natural that Nintendo and developer Intelligent Systems would build off Three Houses' success. While Fire Emblem Engage certainly builds on the deep and rewarding tactical combat, the predictable story and repetitive side activities feel like a step backward for the long-running series.

Fire Emblem Engage follows a more traditional structure than Three Houses’ calendar-based progression. Your time is split between the tactical turn-based combat the series is known for and a hub-like area where you can interact with other characters and outfit your units with weapons and equipment. While there are multiple missions available to you at any given time, the story sticks to a linear structure as you plot a course around the map. There are no major story decisions, and apart from a couple characters found in optional paralogue chapters, everyone will recruit the same characters at the same time.

This traditional structure isn't inherently a bad thing. Some of the best games in the series follow this narrative style, and Engage's presentation and narrative are more polished thanks to its focused design. But this approach also puts the story in a brighter spotlight and, unfortunately, the extra polish doesn't hide the predictable and meandering plot, which overall falls flat.

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Sports Story Review - Over Par https://ift.tt/NrJu1yf https://ift.tt/MndKczDDeveloper Sidebar Games' sophomore effort, S...
09/01/2023

Sports Story Review - Over Par https://ift.tt/NrJu1yf https://ift.tt/MndKczD

Developer Sidebar Games' sophomore effort, Sports Story, builds off the successes of its golf-focused RPG predecessor by adding more sports to participate in and additional considerations to the golfing experience. However, these efforts veer too far off course from what made Golf Story as special as it is, creating an experience that oftentimes suffocates under the bloat of too many unwanted fetch quests and unpolished mechanics. A weak story and numerous technical issues also hamper the experience, making Sports Story a disappointment overall.

Sports Story picks up a bit after the events of Golf Story. After proving to be a capable golfer, the unnamed protagonist now finds himself on the cusp of signing a contract and going pro. After going through the motions of checking into your hotel, finding new golf clubs, and acquiring a license, you head off to the countryside for a little practice. Upon reaching your destination, you find the area under the abusive thumb of the bat-wielding Iron Dragons and decide to take on the role of a detective to figure out what's going on and stop this gang from ruining people's lives.

The story abruptly shifts around this early point. No longer are you an aspiring golfer doing his best to solve other people's problems through your golfing skills; instead, you start hopping from one location to the next as a freelance investigator, aiding people in the struggles they're facing and collecting clues related to the ongoing threat of the Iron Dragons. It's not all that compelling a tale to watch unfold, especially with many of the funny and memorable characters from Golf Story either only showing up in a limited capacity or being entirely removed from the plot in favor of focusing on the bland and annoyingly simple-minded protagonist.

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High On Life Review - Talking Heads https://ift.tt/lo0tuKD https://ift.tt/OTuQrYmWhen I booted up High On Life for the f...
16/12/2022

High On Life Review - Talking Heads https://ift.tt/lo0tuKD https://ift.tt/OTuQrYm

When I booted up High On Life for the first time, I knew what I was getting myself into. I'm familiar with the work of not only Justin Roiland (Rick and Morty, Solar Opposites) but also of his game studio Squanch Games (Trover Saves The Universe, Accounting+), so I had an idea of the sort of comedy that was coming my way. What I did not expect, however, was a 3D shooter with Metroidvania vibes that echo some of the best games of my youth, and more importantly does them justice.

High On Life tells the story of an unnamed protagonist--whom everyone calls "Bounty Hunter," even their own sister--fighting against an alien drug cartel that's invaded Earth. The cartel wishes to round up every human on the planet and sell them as the drug, which other aliens can consume via elaborate machines. Our bounty hunter hero is armed with Gatlians, a race of talking guns, and each Gatlian possesses its own attacks and abilities. The concept is admittedly very weird, but it's a well-told story that kept me guessing until the end.

At this point, it bears acknowledging that this is 100% a Justin Roiland project, complete with all the hallmarks of his comedic philosophy. Rapid-fire monologues, fart jokes, demolition of the fourth wall, ad-libs, dark comedy--it's all intertwined within the game's narrative and presentation. If things like Rick and Morty, Trover Saves The Universe, or Solar Opposites aren't your cup of tea, this won't be either. That said, I have a very high tolerance for this sort of goofiness and I found myself laughing throughout the 10-hour adventure.

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The Witcher 3: Wild Hunt Next-Gen Update Review - Wind's Howlin' https://ift.tt/2QhrPzl https://ift.tt/wYUq7izIn The Wit...
13/12/2022

The Witcher 3: Wild Hunt Next-Gen Update Review - Wind's Howlin' https://ift.tt/2QhrPzl https://ift.tt/wYUq7iz

In The Witcher 3: Wild Hunt, the sacred is always at war with the profane, and beauty is always at war with blood. The series has always contrasted its world's physical glamor with its intrinsic violence, but never has that contrast been this uneasy, this convulsive. That The Witcher 3 depicts the immediate brutality of battle in great detail is not a surprise; many games fill the screen with decapitated heads and gory entrails. It's the way this incredible adventure portrays the personal tragedies and underhanded opportunities that such battles provide that makes it so extraordinary.

It is more than its thematic turbulence that makes The Witcher 3 extraordinary, actually. Excellence abounds at every turn in this open-world role-playing game: excellent exploration, excellent creature design, excellent combat mechanics, excellent character progression. But the moments that linger are those that reveal the deep ache in the world's inhabitants. In one quest, you reunite two lovers, one of which is now a rotting hag, its tongue lasciviously lolling from its mouth. In another, a corpulent spouse-abuser must find a way to love two different lost souls, each of which test the limits of his affection. Don't worry that these vague descriptions spoil important events: they are simple examples of the obstacles every resident faces. On the isles of Skellige and in the city of Novigrad, there is no joy without parallel sorrow. Every triumph demands a sacrifice.

Every horse Geralt has owned is called Roach. Talk about an identity crisis.

As returning protagonist Geralt of Rivia, you, too, face the anguish of mere existence, sometimes in unexpected, unscripted ways. The central story, which sees you seeking your ward and daughter figure Ciri, as well as contending with the otherworldly force known as the wild hunt, often forces this anguish upon you. But it was my natural exploration of the game's vast expanses that proved most affecting. At one point, I witnessed a woman sentenced to death, doomed to starve after being chained to a rock. It's a chilling sentence, of course, but it was only later, when I accidentally sailed past the tiny island where her co**se still rested, that the horror of her punishment sunk into my heart. The Witcher 3's story did not script this moment; it was merely a passing detail that might have been lost in the waves or overlooked in favor of the harpies circling overhead. Yet there she was, a reminder that my actions--actions that felt righteous and reasonable as I made them--allowed this woman to rot in this faraway place.

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Dragon Quest Treasures Review - All About That Bling https://ift.tt/DQR7I5h https://ift.tt/vrUYI50Loot. Few words in gam...
12/12/2022

Dragon Quest Treasures Review - All About That Bling https://ift.tt/DQR7I5h https://ift.tt/vrUYI50

Loot. Few words in gaming hold such power. The promise of sick loot is a siren song that has driven many a player to take on bold challenges and reconsider their objectives… as well as to make exceptionally poor judgments and even pry open their real-life wallets. Many games, regardless of era and platform, are fundamentally about the satisfaction of obtaining loot, but few will admit that. Dragon Quest Treasures is the rare game that states outright that accumulating a trove of legendary loot is the whole point--and, if you can endure some of its gameplay and technical foibles, you too can experience the satisfaction of having a Scrooge McDuck-like vault of gold (but not the experience of swimming in it).

Dragon Quest Treasures tells the tale of young Erik and Mia, who were first introduced in Dragon Quest XI. Dissatisfied after having been adopted by the pillaging, hard-partying Vikings, the duo decide to escape from the ship and go out on their own to become great treasure hunters. Along the way they free a duo of odd winged critters and stumble upon the Dragon Daggers, enchanted weapons that whisk them away to the realm of Draconia, where treasure hunting is a way of life. Somewhere on these floating islands lie the legendary Dragonstone artifacts, and Erik and Mia are going to get them all--along with an absurd amount of mythical relics just waiting to be dug up.

Gallery

Unlike the mainline Dragon Quest series, which is turn-based and menu-driven, Dragon Quest Treasures is an action-RPG. Playing as either Erik or Mia (who are functionally identical), you explore one of several large open-world islands, defeating enemies, completing quests, gathering materials, and--most importantly--discovering those sweet, shiny silver and gold treasure chests. The more treasure they find, the more notoriety they get--and the more their base, initially a decrepit magical railroad station, becomes remodeled into a fabulously gaudy headquarters. This also opens up more gameplay elements, as well as revealing hints about the location of the elusive Dragonstones. While you can explore the game freely at your own pace, some parts are progress-locked based on how much loot you've accumulated.

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World Of Warcraft: Dragonflight Review In Progress - Who Says You Can't Go Home? https://ift.tt/doaZPfJ https://ift.tt/6...
07/12/2022

World Of Warcraft: Dragonflight Review In Progress - Who Says You Can't Go Home? https://ift.tt/doaZPfJ https://ift.tt/6q8V9U3

World of Warcraft: Dragonflight is about coming home, in more ways than one. It's a homecoming for the titular Dragonflights of Blizzard's long-running MMORPG, who return to their ancient ancestral home to pick up the pieces and rebuild after thousands of years away. It's also a homecoming for players, who after years of languishing in WoW's unpopular Shadowlands expansion, get to return to Azeroth and all the familiar sights and sounds it holds.

Dragonflight, in that regard, is incredibly nostalgic, but not in the way you might expect. Though it without a doubt features the return of fan-favorite characters, monsters, and even gameplay systems, it never feels beholden or shackled by them. Instead, it takes those familiar elements and breathes new life into them. Whether it's the return of talent trees reminiscent of those from the game's earliest expansions, the game's updated user interface, its lack of mandatory activities, or the feeling of adventure the new dragonriding system invokes, Dragonflight miraculously feels both fresh and familiar at the same time. Even if there are some aspects of Dragonflight that could be improved, I can't help but be impressed at how a handful of new ideas, along with major facelifts to some old ones, breathe new life into Blizzard's flagship title.

Dragons, as you might expect, are the star of this new expansion. Players ride new, highly customizable Dragon Isles Drakes. The majority of the main campaign's primary characters are dragons. There's even a new dragon race, the Dracthyr, that is only playable as the new dragon-themed spellcasting class, the Evoker. The Dragon Aspects Alexstrasza, Nozdormu, Wrathion, and Kalecgos all play key roles in the game's initial story campaign. To see them all front and center for the first real time since 2010's Cataclysm expansion is part of what makes Dragonflight feel so nostalgic, signaling a return to the high fantasy of Azeroth after nearly two years of the dark, dour, and death-themed settings and characters of Shadowlands.

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