Wednesday, 20 November 2019
Yu-Gi-Oh! Legacy of the Duelist; Link Evolution: It's time to constantly repeat this duel until you get the right draw!
As I mentioned in my Yu-Gi-Oh review, while the show was something I was interested in, when it was possible to keep up with it at least, the card game was not something I got very far in, simply due to no one at my school knowing how to play. While stuff like the life-sized Dual Disks was cool, the confusing rules of the Duelist Kingdom arc stuffed it for everyone (not to mention fake cards everywhere). Because of that, Yu-Gi-Oh didn't stick around for me like Pokemon did, it looked like it died, for the most part, tossed aside like other games that people called Pokemon Knock-Offs.
It wasn't until relatively recently when I looked into the series again that I found out that it was not only still going, but... let's just say the barrier for entry has gotten higher... I still knew how expensive of a hobby competitive card games like that could be, even with my reasonably cheap Psychic deck back during the Pokemon Generation 5 rule sets, and that price was nothing compared to what some decks cost in Pokemon, Yu-Gi-Oh, and even Magic the Gathering. So when I found out that a game for the Switch was coming out that had not only all the released cards at the time, but also allowed you to play iconic duels from all the shows? It had my interest, though it also came with its fair share of problems.
I'll start with the presentation, as mechanically, there's not much to talk about here, as it is the current rule set for the card game. Presentation sells these games based on collectable and competitive card games, and the presentation here is fine but very basic. The cards themselves look good, and UI implementations allowing for reading the card text makes it very easy (most of the time) to learn what a card does, at least when compared to the real cards, when some cards could have font smaller then this on a smaller then normal card for the sake of trying to explain it's paragraph long rules for its abilities. The presentation is lacking in many areas, with cutscenes represented by still portraits and dialogue boxes, with no voice acting to be seen (something I would have liked to have seen for the more important duelists, because I like hearing Kaiba going "You're a third rate duelist with a forth rate deck!"... It was in the mobile game...). On top of that, the duel fields look like basic JPG files with the duel mat put on top of it. Each image looks to change out based on what series you're playing, and what arc in that series it is, rather than the context of the show (either that or I'm misremembering the Shadow realm, last I checked it didn't have a nice happy meadow that looked exactly like the one I just fought Mai Vallentine in...). The music as well is completely forgettable, though grading when it came to hearing it repeat over and over again due to the fluctuating difficulty of the game.
Due to the nature of competitive card games, the difficulty of a match is all based on the luck of the draw. This carries over into Link Evolution as well, because if you get a bad draw, you may as well surrender and try again, because recovering is easier said then done (I wish I was kidding when I said I've been slaughtered by AI in 3 turns at times because I kept drawing cards I couldn't use yet). While it's nice to get a small number of prizes even if you lose, it gets tedious constantly repeating duels just to win a match and move on, it's the main reason why I haven't gone further then Yugi getting Slyther the Sky Dragon in Battle City (which, on a side note, going back to presentation, iconic monsters get a 3 second intro animation when they're summoned, but there are numerous monsters that you'd think would get the animation (like the Egyptian God cards), that don't for some reason.). While it is fun playing with both the story winner's deck and then having a reverse match where you can play with the other characters deck, some decks are hindered by the changed rules very heavily, to the point where it's better to use one of the premade structure decks based on different mechanics. A big example of this for me was Yugi vs Bandit Keith before Battle City, where Keith's deck was a complete pushover to fight as Yugi, and impossible to use when I was playing as Keith himself, due to the anime not having the tribute summon rules at the time.
There are other parts to the presentation that I would have liked to see if they were in the game. An option to play using different rulesets would have been nice, and a good way to break up the gameplay a bit, while also giving a reason to make decks themed around rules like not needing to tribute summon monsters, or speed duelling like in the Mobile game. Going further, it would have been interesting to have other spin-off duelling styles like Team battles, Labyrinth battles and Dungeon Dice Monsters as options (can you tell I don't have much post GX experiences with Yu-Gi-Oh?). It would have helped with the presentation, as I'm happy to take a basic looking game that has a lot of features.
I struggle to call this game bad. Objectively, it does what it set out to do with no major issues. But the big problems come from it doing what it set out to do, and not really doing anything else on top of it. It looks extremely basic, like a mobile game ported to consoles, but that in itself is kind of an insult because the mobile game has a better presentation then this game. The core itself is fine for the most part but compared to other video games based off of card games, even ones like Gwent when they were mini-games in Witcher 3, It just looks and feels bland. But at least there aren't any microtransactions using real money, because, with the number of duels you'll be playing and replaying, you can easily stock up on a lot of card packs. It's fine, but could have been a lot better.
Labels:
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nintendo switch,
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video games,
yu-gi-oh
Wednesday, 13 November 2019
Digimon Story Cyber Sleuth (Switch Port): Just as unpolished as ever
This is a follow up review to the original review of Digimon Story Cyber Sleuth. Link to the original: https://mediaholicreviews.blogspot.com/2017/02/digimon-story-cyber-sleuth-shes-had-her.html
While Digimon Story Cyber Sleuth was a game I enjoyed when playing it on the Playstation Vita, there were some glaring problems with it when it comes to the polish of the game. From localization errors to not making story event changes depending on the player characters gender, it gave the game an awkward charm to it that players will either like, or hate. As a quick follow up to that review though, the game has come out on the Switch, and has it made any improvements in that department?
Short answer, no. In fact, using patch 1.01, it's even worse, but in an amazing way that I am surprised did not get caught earlier on in development. There isn't much to add to the presentation, it looks and sounds as good as it did on the Vita, but thanks to the Switch's Sleep Mode, and the Digi bank, it is shocking how quickly you can get powerful Digimon as the game doesn't stop counting playtime while the console is in Sleep Mode. According to the in-game clock, I've put in over 114 hours and am barely into Chapter 3 (at time of writing). According to the console though, I've put in somewhere between 10 and 20 hours. In that time, I already have 15 Ultimate Level Digimon, most of them in the level 20s to 40s, purely by having the game running in sleep mode. I honestly struggle to call that a glitch because of how easy it is to catch and use. It's baffling to me that something like that wasn't caught before release, but considering as the game gives you several Mega level Digimon in the form of smaller versions of the Royal Knights for free, I can't help but wonder if it was intentional or not.
Presentation-wise though, this is still basically the same game, just with the extra DLC (not counting the Vita themes). Some of the visual problems are more obvious now, such as some stiff animations here and there, but it does look like the localization hasn't been improved either, as I did notice some odd word choices in cutscenes every now and then. The soundtrack is still good, and fitting for the game, but some parts of the game that I didn't do in the initial playthrough, such as the Digimon missing items in Kowloon are annoying to do and were probably worse to do on the Vita. Seriously, who's idea was it to put white sparkly things for items in a dungeon that has the primary colours of light blue and white?!
Is it worth a double-dip? That depends. For me, the main reason to get it was to get Hackers Memory, a prequel to the events of the story that I'm hoping to get a proper review of done sometime in the new year, as that game only came out to the PS4. It's a solid game to play on the go and being honest, most people reading this probably don't have a Vita around, and the better investment is to get a Switch (unless you're committed to PS4 Remote Play?). Worth a look if you can find it on sale at least, but that's without judging the second half of the package.
While Digimon Story Cyber Sleuth was a game I enjoyed when playing it on the Playstation Vita, there were some glaring problems with it when it comes to the polish of the game. From localization errors to not making story event changes depending on the player characters gender, it gave the game an awkward charm to it that players will either like, or hate. As a quick follow up to that review though, the game has come out on the Switch, and has it made any improvements in that department?
Short answer, no. In fact, using patch 1.01, it's even worse, but in an amazing way that I am surprised did not get caught earlier on in development. There isn't much to add to the presentation, it looks and sounds as good as it did on the Vita, but thanks to the Switch's Sleep Mode, and the Digi bank, it is shocking how quickly you can get powerful Digimon as the game doesn't stop counting playtime while the console is in Sleep Mode. According to the in-game clock, I've put in over 114 hours and am barely into Chapter 3 (at time of writing). According to the console though, I've put in somewhere between 10 and 20 hours. In that time, I already have 15 Ultimate Level Digimon, most of them in the level 20s to 40s, purely by having the game running in sleep mode. I honestly struggle to call that a glitch because of how easy it is to catch and use. It's baffling to me that something like that wasn't caught before release, but considering as the game gives you several Mega level Digimon in the form of smaller versions of the Royal Knights for free, I can't help but wonder if it was intentional or not.
Presentation-wise though, this is still basically the same game, just with the extra DLC (not counting the Vita themes). Some of the visual problems are more obvious now, such as some stiff animations here and there, but it does look like the localization hasn't been improved either, as I did notice some odd word choices in cutscenes every now and then. The soundtrack is still good, and fitting for the game, but some parts of the game that I didn't do in the initial playthrough, such as the Digimon missing items in Kowloon are annoying to do and were probably worse to do on the Vita. Seriously, who's idea was it to put white sparkly things for items in a dungeon that has the primary colours of light blue and white?!
Is it worth a double-dip? That depends. For me, the main reason to get it was to get Hackers Memory, a prequel to the events of the story that I'm hoping to get a proper review of done sometime in the new year, as that game only came out to the PS4. It's a solid game to play on the go and being honest, most people reading this probably don't have a Vita around, and the better investment is to get a Switch (unless you're committed to PS4 Remote Play?). Worth a look if you can find it on sale at least, but that's without judging the second half of the package.
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