Cory Dinkel | Siliconera https://www.siliconera.com/author/cdinkel/ The secret level in the world of video game news. Thu, 27 Jun 2024 17:42:43 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.5 https://d3la0uqcqx40x5.cloudfront.net/wp-content/uploads/2021/04/cropped-cropped-favicon-new-270x270-1.jpg?fit=32%2C32 Cory Dinkel | Siliconera https://www.siliconera.com/author/cdinkel/ 32 32 163913089 Review: Trails Through Daybreak Elevates the Series’ Legacy https://www.siliconera.com/review-trails-through-daybreak-elevates-the-series-legacy/?utm_source=rss&utm_medium=rss&utm_campaign=review-trails-through-daybreak-elevates-the-series-legacy https://www.siliconera.com/review-trails-through-daybreak-elevates-the-series-legacy/#respond Fri, 28 Jun 2024 13:01:06 +0000 https://www.siliconera.com/?p=1038787

The Legend of Heroes: Trails series of games is something of a paradox. It's both underrated, yet somehow recommended to the point of annoyance on JRPG forums. As a longtime fan, I can vouch for its depth, intricate storytelling, and beloved characters. The Legend of Heroes: Trails through Daybreak not only honors this legacy, but it elevates the experience to something new.

The Legend of Heroes: Trails through Daybreak begins a new story arc of the Trails series in the Calvard Republic. The game follows Van Arkride, a young man working as a Spriggan, essentially a sort of mercenary-detective hybrid. This game ushers in the second half of the Trails game series, which began in 2004 with Trails in the Sky. This means it features interconnected story arcs set in different nations on the continent of Zemuria.

Screenshot by Siliconera

The first thing that sticks out about Trails through Daybreak is its scale. It's not just that it seems bigger than past games, you can actually feel the greater scope in every way. Van's story starts in the capital of the Calvard Republic, and from the jump, it feels alive and detailed. Per Trails tradition, the NPCs and world-building are on point here. However, here it feels richer and deeper than ever.

One of the standout changes in Trails through Daybreak is the introduction of a second combat system. Initially, I was skeptical about having two separate forms of fights: Field battles (real-time) and Command battles (turn-based). However, my trust in Nihon Falcom was well-placed. Field battles are primarily for dealing with mobs in the overworld, while tougher enemies are handled in Command mode. Bosses fights take place exclusively in Command Mode.

Screenshot by Siliconera

So, If you’re concerned that the series is moving away from turn-based combat, rest assured. The tactical, turn-based system we love is still here, and it is improved and faster than ever. The link system from Trails of Cold Steel returns, only it is more fluid and allows for on-the-fly link formation. Field battles significantly speed up traversal, a huge improvement in a series sometimes criticized for its slow pace. In older games, crossing the map meant multiple drawn-out battles. Now, Van and company wipe mobs quickly in real-time.

If you have to switch to a turn-based fight if a field enemy is really giving you trouble, a single button press launches you into Command mode completely seamlessly in Trails through Daybreak. There is no loading and hardly any transition at all. In fact, this can even be a strategy. If you manage to stun an enemy in Field mode, then launch Command mode, you'll begin the turn-based fight with the advantage. However, the opposite is also true. If you get knocked below a certain health threshold in the field, you'll be forced into Command mode. This time, however, enemy gains the advantage. The whole system adds way more depth than I expected. There are so many occasions where figuring out how to approach enemies and which mode to use and when determined me getting past an area.

Screenshot by Siliconera

The completely overhauled and simplified orbment system is another major highlight in Trails through Daybreak. Gone are the days of flipping through help screens to figure out the exact combination of quartz to get the spell you need. While Trails of Cold Steel made strides in the right direction, this game goes even further. Slotted Quartz shards now give buffs and passive effects. Each shard contributes to your potential "shard skills" based on their layout. This retains the strategic depth, without locking essential spells and attacks behind complicated setups.

Van's party gains magic through the use of drives. Each character equips a drive with a set loadout of magic attacks. Also, there are a couple of empty slots for "plugins" to further customize abilities. As someone who could easily spend up to an hour tweaking orbments in past games, this method is significantly faster while still allowing for detailed character customization.

Screenshot by Siliconera

It's just so incredible to be playing a Trails game that looks this good and is this fun to play. Trails through Daybreak has bells and whistles I hoped for in past games, and it just feels like a fresh take on the series. I've reached the point with the series' gameplay that I'm not even sure what I could ask for to make it better. Trails through Daybreak is just damn good.

Playing on PC, I never encountered technical issues. I'd call the game very well optimized. However, one aspect that new players might find surprising is the sparse voice acting. Despite the series' acclaim, Trails games are relatively budget titles compared to their JRPG peers, resulting in limited voice acting. With a massive as the script in Trails through Daybreak is, it's no surprise. This has been the norm since the Trails of Cold Steel arc. It's just the nature of these games production and doesn't detract from the game. However, for new players it may take getting used to.

Trails through Daybreak's storyline nails the pacing. In true Trails fashion, the game starts simple and builds to a grand climax. It’s darker than many previous entries and seems to be steering the series in an intriguing direction. I'm eager to fan discussion about the game after playing it.

Screenshot by Siliconera

Van's cases as a Spriggan frame the story and lead him all over Calvard with a variety of different characters. New to the series, Van can actually make choices in these cases that affect his "alignment". This system can unlock specific dialogue with certain factions and can affect who will work with Van at certain points in the game. The system does not effect the ending.

The cast of characters is incredible, every bit as lovable as in past entries, and some are even more memorable. Characters from past games make appearances, and while new players may miss some nuances, the game does a good job of establishing their importance. Newcomers might find this extensive backstory daunting, as the game follows several games' worth of story and conflict. Be prepared to miss some character development and events if this is your first entry, especially from returning characters. However, if you can't or don't want to go back to start Trails in the Sky this game really works hard to keep you in the loop. It's not exactly perfect place to start, but if you're going to hop on at the new era, this is where to do it.

Screenshot by Siliconera

Trails through Daybreak builds on everything I love about one of the the greatest JRPG series of all time. It's such a grand adventure, and I can't wait to see where the rest of this arc goes. if you're already a Trails fan, picking up this game is a no-brainer. You likely already own it in Japanese. For new players, this might be the game that finally gets you to check out the series.

The Legend of Heroes: Trails through Daybreak will come to the PS4, PS5, Switch, and PC on July 5, 2024.

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Seto Kaiba Is the Best Part of Yu-Gi-Oh (and It Isn’t Even Close) https://www.siliconera.com/seto-kaiba-is-the-best-part-of-yu-gi-oh-and-it-isnt-even-close/?utm_source=rss&utm_medium=rss&utm_campaign=seto-kaiba-is-the-best-part-of-yu-gi-oh-and-it-isnt-even-close https://www.siliconera.com/seto-kaiba-is-the-best-part-of-yu-gi-oh-and-it-isnt-even-close/#respond Sun, 23 Jun 2024 13:00:00 +0000 https://www.siliconera.com/?p=1035296 Seto Kaiba rips the fourth Blue Eyes card

Seto Kaiba is undeniably the coolest character in the Yu-Gi-Oh anime. In fact, he stands out not only in that series, but also among all anime rivals in general. This is all because while he may seem like a simple character at first, he's actually quite layered.

Editor's Note: There are be Seto Kaiba Yu-Gi-Oh anime spoilers below.

What makes Kaiba so remarkable is his unwavering dedication to becoming the best at a card game. Going so far as ignoring the larger, fantastical conflicts surrounding him, he's focused in a way you can appreciate. While the other characters grapple with ancient pharaohs and dark shadow magic, Kaiba remains pretty much focused on Duel Monsters. His indifference to the absurdly world-ending calamities around him is genuinely refreshing. He acknowledges the craziness is happening, and he just doesn't care. The guy just wants to shuffle up and play some cards.

Image via Gallop

But it makes sense. Seto Kaiba’s backstory in Yu-Gi-Oh adds depth to his character. As an orphan, he used his intelligence and skill at chess to secure his adoption by Gozaburo Kaiba. To Kaiba, this was effectively winning his freedom through sheer intellect and skill. This victory set the tone for his life, where mastering games became his path to success.

Kaiba's intense need to win is not just driven by ego, but by the understanding that winning is the only way he knows to move forward. His life has always been a series of high-stakes games. Victory is his means of survival and progression. This is why he needs to beat Yugi Muto.

Muto is not only Kaiba's first loss, but he also can't understand losing to a duelist he should beat on paper. Of course, it helps that Muto has an ancient pharaoh who is, like, stupid good at card games playing for him. Kaiba does it all on his own, like everything in his life. I mean, I know the point is that he needs to allow others to help him to be better. That's his whole Battle City arc. Still, if I was Kaiba, I'd be mad about it too.

Image via Gallop

Kaiba's softer side is most evident in his relationship with his brother, Mokuba. During the Duelist Kingdom arc, Kaiba's usually unyielding demeanor shifts when Pegasus captures Mokuba. For once, winning and pride aren't the only reason he's playing. To save Mokuba, Kaiba swallows his pride and faces Muto, needing to defeat him to challenge Pegasus.

Despite summoning the formidable Blue-Eyes Ultimate Dragon, Kaiba is on the brink of defeat. In a dramatic moment, Kaiba threatens to jump off a ledge if Muto attacks, manipulating his opponent into forfeiting the duel. Unlike many adversaries in the series who cheat to win, Kaiba doesn't feel like the win counts. This was a desperate bid to save his brother by sacrificing his integrity. It is a defining moment that showcases his depth and complexity.

Image via Gallop

Kaiba's one-liners and ruthless wit are another highlight. His verbal sparring, especially with Joey Wheeler, is legendary. Although to be fair, at least early in the show, he really is a third rate duelist with a fourth rate deck.

Seto Kaiba’s unwavering dedication to being the best duelist, his complex backstory, and his sharp wit make him the standout character in Yu-Gi-Oh! His ability to remain focused on his goals, even amidst the chaos of ancient magic and world-threatening stakes, is what sets him apart and cements his status as the coolest character in the series.

Yu-Gi-Oh! is currently streaming on Hulu and Crunchyroll.

The post Seto Kaiba Is the Best Part of Yu-Gi-Oh (and It Isn’t Even Close) appeared first on Siliconera.

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Trails Through Daybreak Could Be the Best Standalone Option in Years https://www.siliconera.com/trails-through-daybreak-could-be-the-best-standalone-option-in-years/?utm_source=rss&utm_medium=rss&utm_campaign=trails-through-daybreak-could-be-the-best-standalone-option-in-years https://www.siliconera.com/trails-through-daybreak-could-be-the-best-standalone-option-in-years/#respond Thu, 20 Jun 2024 19:00:00 +0000 https://www.siliconera.com/?p=1035210 The Legend of Heroes: Trails Through Daybreak Demo Debuts in June

The Legend of Heroes: Trails through Daybreak is right around the corner, with plenty of hype. No doubt many players are going to look at Trails through Daybreak and wonder if it could be played standalone. Especially as Trails through Daybreak, the eleventh installment in the The Legend of Heroes: Trails series, is technically a standalone experience. The game has new main characters we've never seen before in a country we're familiar with but haven't spent a significant amount of time in. However, This game continues to build on the rich lore and intricate world established across its predecessors.

Previously I discussed how Trails through Daybreak might not be the best starting point when going over all The Legend of Heroes recent titles. The game takes place after several games' worth of story and conflict, which could make it challenging for new players to fully grasp the context and stakes involved. As such, newcomers might find themselves overwhelmed by the extensive backstory that has spanned over a decade and multiple arcs. From what we know so far though, and what I've seen in the demo, Trails through Daybreak seems like it can be played as a standalone, but may not provide an ideal experience if someone does.

Kuro no Kiseki Heading West as Trails through Daybreak
Image via NIS America and Nihon Falcom

Trails through Daybreak marks the beginning of a new arc. Therefore, it serves as a relatively fresh starting point within the overarching saga. For players who are eager to dive into the latest game without playing through ten previous titles, this could offer a chance to do it. It introduces new characters and storylines, while maintaining the series' hallmark depth and complexity.

However, starting from the beginning with Trails in the Sky remains the optimal approach for a comprehensive understanding. Admittedly, not everyone has the time or inclination to commit to such an extensive journey. Recognizing this, Trails through Daybreak can act as a gateway into the series. It seems like it will offer enough context to catch you mostly up to speed.

Screenshot by Siliconera

However, I must issue a word of warning. There will be events and character development that you'll have completely missed if this is your first game in The Legend of Heroes series. One character in particular has an incredible story arc! Spoilers aside, by the time you see them in Trails through Daybreak, they're very different from who they were than when we first met them. If this is something you can look past, then you'll be a lot better off.

Ultimately, Trails through Daybreak isn't a going to be a perfect standalone starting point for The Legend of Heroes: Trails series of games. However, I feel it's as good as it is going to get at this point. If you're eager to jump into the world of Trails, but hesitant to start from scratch, Trails through Daybreak could work. Remember, the goal isn't to gatekeep the series, but to provide you with the information needed to make an informed decision.

The Legend of Heroes: Trails through Daybreak will come to the PS4, PS5, Switch, and PC on July 5, 2024.

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Kiefer Sutherland Brought Depth to Snake, Despite Controversy https://www.siliconera.com/kiefer-sutherland-brought-depth-to-snake-despite-controversy/?utm_source=rss&utm_medium=rss&utm_campaign=kiefer-sutherland-brought-depth-to-snake-despite-controversy https://www.siliconera.com/kiefer-sutherland-brought-depth-to-snake-despite-controversy/#respond Sun, 16 Jun 2024 13:00:24 +0000 https://www.siliconera.com/?p=1035208

A lot has been said about Metal Gear Solid V over the years. One hot topic always seems to involve Kiefer Sutherland and the voice of Venom Snake. Much controversy stems from the decision to replace longtime Snake voice actor David Hayter with the actor. However, Sutherland had his own merits.

Warning: This article includes spoilers for Metal Gear Solid V: The Phantom Pain.

First things first! I do feel that David Hayter should have been Snake, or at least involved somewhat in the game. The way he was tossed aside never did sit right with me. However, I think Kiefer Sutherland is an incredible actor. I was sad about Hayter, but optimistic about Sutherland when the news first broke.

What we got, especially given the situation, was a truly stellar Venom Snake performance by Kiefer Sutherland. He brought a reverence and mystery to Venom Snake, while still providing enough of what people came to expect. Given the twist of Venom not actually being Big Boss, the entire thing played into the lore. Sutherland did an excellent job playing someone who thought he was someone else.

What we got, especially given the situation, was a truly stellar Venom Snake performance by Kiefer Sutherland in Metal Gear Solid V.
Screenshot by Siliconera

"You've written your own history."

Venom Snake has very few lines of dialogue, often functioning as a borderline silent protagonist. This minimalistic approach is intentional, again given the game's now famous twist ending. Despite the limited dialogue, much of Sutherland's performance shines through the use of facial motion capture. It's a feature that was nearly impossible in previous Metal Gear Solid games due to technical limitations.

Through his facial expressions, Sutherland effectively conveys the complex emotions of Venom Snake. He appears confident in spite of confusion. He is patient, yet intolerant of foolishness. This nuanced performance adds depth to the character and helps immerse the player in the game's narrative. Hideo Kojima, the game's creator, mentioned that this was one reason for casting a film actor like Sutherland. (However, he'd been trying to replace Hayter with a film actor for years, so I think Kojima just really wants to be best friends with celebrities.)

When Sutherland does get an opportunity to speak as Venom Snake, he knocks it out of the park with a quiet confidence that only comes from his decades of experience. I want to pick out one scene in particular that I feel is quite possibly the best monologue in the entire series. It's short, poignant, and wonderfully performed.

What we got, especially given the situation, was a truly stellar Venom Snake performance by Kiefer Sutherland in Metal Gear Solid V.
Screenshot by Siliconera

The scene occurs at the end of Mission 43, "Shining Lights, Even in Death." After an emotionally draining mission, during which Venom Snake (and thus us) is forced to kill his infected soldiers, there is a scene where the ashes of the fallen are prepared to be buried at sea.

Tensions run high as Huey accuses Snake of being responsible for the massacre. Miller defends Snake, insisting that there was no other way and that the soldiers wanted him to shoot them. As Venom Snake begins to spread the first urn of ashes, he stops and delivers one of the most famous lines in the game:

"I won't scatter your sorrow to the heartless sea. I will always be with you."

He then spreads the ashes on his own face.

"Plant your roots in me. I won't see you end as ashes."

Finally, he decides that the soldiers will not be buried at sea but will instead be ground into diamonds and worn on their uniforms.

"You're all diamonds."

This scene stands out as one of the most emotional in the series, and Sutherland's performance is a significant part of its impact. His delivery is quiet, sorrowful, and restrained, effectively conveying the weight of the moment. The facial expressions and subtle nuances in his voice draw the player into Venom Snake's emotions.

Unlike the dramatic and overtly emotional death of Sniper Wolf, this scene carries multiple layers of complexity. Sutherland portrays a Venom Snake who blames himself yet remains strong for his surviving soldiers, reveres his fallen comrades, and grapples with his quest for revenge. This intricate performance would have been challenging for a less experienced actor.

While Metal Gear Solid V has its share of problems, the performance of Kiefer Sutherland and the "Shining Lights, Even in Death" scene are highlights. They remind us why the series is so beloved. Despite the controversy, Sutherland brought depth and nuance to Venom Snake, proving that he was a worthy successor to the iconic role.

Metal Gear Solid V: The Phantom Pain is currently available on PS4, Xbox One and PC.

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Kingdom Hearts Should Have Leaned Heavier Into Final Fantasy https://www.siliconera.com/kingdom-hearts-should-have-leaned-heavier-into-final-fantasy/?utm_source=rss&utm_medium=rss&utm_campaign=kingdom-hearts-should-have-leaned-heavier-into-final-fantasy https://www.siliconera.com/kingdom-hearts-should-have-leaned-heavier-into-final-fantasy/#respond Sat, 15 Jun 2024 13:00:00 +0000 https://www.siliconera.com/?p=1033967

When Kingdom Hearts first debuted, its unique concept of blending Disney worlds with Final Fantasy characters felt fresh and intriguing. The initial elevator pitch of "Disney meets Final Fantasy" was a dream come true for many. However, as the series progressed, the presence of Final Fantasy characters significantly diminished, to the point where they don't even appear in the Kingdom Hearts III base game, and it's a shame for the series as a whole.

Elements like Moogles and other staples from the Final Fantasy series persist throughout the Kingdom Hearts games. However, their influence on the storyline has been minimal since the first few entries. One of the first allies Sora meets in the original game is Squall from Final Fantasy VIII, who goes by the name Leon. This encounter, with Leon's older, more battle-worn design, set an exciting precedent for integrating fan-favorite Final Fantasy characters into this new Kingdom Hearts universe.

Screenshot by Siliconera

Sadly, the cool design and a few lines of dialogue about his new name are all we ever get regarding him. Shortly after meeting Leon, Sora teams up with Donald and Goofy. From here he heads to various Disney worlds, and Final Fantasy characters are nowhere to be seen. This absence is explained in-universe by the rules that characters typically cannot travel between worlds. Nevertheless, this feels like a missed opportunity to blend the two franchises more deeply.

One notable exception to this trend is the Olympus Coliseum storyline. Here, Cloud from Final Fantasy VII is hired as a mercenary by Hades from Disney's Hercules. This crossover was an organic and exciting melding of the two universes, showcasing the potential for similar interactions. Imagine every Disney world featuring a Final Fantasy character in a similar capacity. It would have allowed for plenty of narrative possibilities that, sadly, Square Enix chose not to explore.

Screenshot by Siliconera

While Square Enix gave us a little more interaction with Final Fantasy characters in Kingdom Hearts II, it really doesn't develop things much further. While it's cool to see Cloud and Squall talk to each other, Square Enix barely follow up on this premise. Even when the storyline comes to Hollow Bastion, the plot is more happening around them, and not with them.

It is understandable that Disney, being the larger and more protective brand, most likely imposed limitations on the crossovers. However, the imbalance has become a huge talking point. It's akin to Marvel vs. Capcom featuring tons of Marvel characters, then only a few from Capcom before gradually omitting Capcom characters entirely.

Fans love Kingdom Hearts for its complex, often convoluted and ultimately compelling storyline. However, leaning more heavily into the Final Fantasy aspect could have potentially elevated the series further. Sadly, the potential for exploring interactions with Disney characters remains largely untapped.

Screenshot by Siliconera

As for antagonists, while Sephiroth is a classic bonus boss in earlier games, he's also missing from Kingdom Hearts III. Other iconic Final Fantasy villains are also notably absent from the series. This deprives the series of potentially thrilling encounters and team-ups with Disney villains.

Kingdom Hearts could have really benefited from a stronger inclusion of Final Fantasy characters throughout the series. Their rich backstories and dynamic personalities could have added even more depth and diversity to the game's narrative. Despite these missed opportunities, Kingdom Hearts remains a unique and beloved franchise. Guess we'll just have to wonder about what could have been if it had fully embraced its Final Fantasy roots.

The Kingdom Hearts series released on Steam on June 15, 2024.

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Siliconera’s Most Recommend 2024 Steam Next Fest Demos https://www.siliconera.com/siliconeras-most-recommend-2024-steam-next-fest-demos/?utm_source=rss&utm_medium=rss&utm_campaign=siliconeras-most-recommend-2024-steam-next-fest-demos https://www.siliconera.com/siliconeras-most-recommend-2024-steam-next-fest-demos/#respond Tue, 11 Jun 2024 21:00:00 +0000 https://www.siliconera.com/?p=1035206

Steam Next Fest is back in swing! Let's take a look at some of the 2024 Steam Next Fest demos worth checking out. Steam Next Fest is an online festival hosted by Valve where upcoming games get highlighted through livestreams and playable demos. This event is a golden opportunity for gamers to try out new titles and get a taste of what’s coming next in the world of gaming.

Here are a few selections for you to check out, in no particular order:

2024 Steam Deck Next Fest demos you can try now

Image via The Gentlebros

Cat Quest III

The Cat Quest series has become a cult classic, and the third installment looks to polish and expand on its winning formula. Set in the pirate-themed Purribean, Cat Quest III lets you play as a swashbuckling purrivateer alongside a trusty spirit companion. The game promises an engaging open-world action RPG experience with plenty of humor and charm. I think fans of the previous games will likely find this new adventure a delightful continuation of the series.

Image via Necrosoft Games

Demonschool

Demonschool boasts a killer art style and seems like a throwback to the original Persona games. This new-style tactics RPG involves defeating enemies in both human and demon worlds while navigating university life on a mysterious island. The game features a rewindable planning phase for creating combos, a light horror narrative, and relationship-building with 15 characters. It has the makings of a sleeper hit, combining strategy with a compelling story.

Image via Stray Fawn Studio

Dungeon Clawler

Dungeon Clawler mixes deck-building with a claw machine mechanic, creating a unique and fun gameplay experience. As you fight through the dungeon to reclaim your lost rabbit paw, you'll enjoy a blend of rogue-like mechanics and strategic planning. The art style is quirky and engaging, making this demo a standout.

Image via Microbird Games

Dungeons of Hinterberg

Dungeons of Hinterberg looks like a Zelda set in the Alps, complete with snowboarding elements. You play as Luisa, a burnt-out law trainee escaping her corporate life to conquer dungeons in the Austrian Alps. With a mix of combat, puzzle-solving, and exploration, this game offers a unique adventure. The demo promises a blend of action and relaxation, with activities ranging from ziplining through forests to having coffee by the lake, all while fighting off monsters with sword and magic skills. It's an intriguing mix that has me hooked from the start.

Image via Jyamma Games

Enotria: The Last Song

Enotria: The Last Song is a Soulslike game set in a bright, sun-lit world inspired by Italian folklore. The bright setting contrasts beautifully with the genre's typical dark aesthetic. With over 100 different enemies and a rich unique narrative, I feel like this game could offer a fresh take on the Soulslike genre.

Image via NPC Studio

Fields of Mistria

For fans of Stardew Valley and Harvest Moon, Fields of Mistria is a must-play. This farm sim leans heavily into fantasy elements, offering a charming and magical experience. Set in an idyllic village recovering from an earthquake, you'll restore the town and explore the land's newfound magic. The demo showcases the game's potential for cozy, rewarding gameplay.

Image via Crisalu Games

Goblin Cleanup

Goblin Cleanup has a fun, tongue-in-cheek premise that involves you play as a goblin tasked with preparing a dungeon for the next adventurer. It's a humorous take on dungeon management, allowing for both cooperative and competitive play with up to three friends. The charm of this game lies in its unique concept and playful execution.

Image via Starry Studio

Once Human

Once Human is one of the most anticipated showcases of Steam Next Fest, and I can't recommend it enough. This multiplayer open-world survival game is set in a strange, post-apocalyptic future where you and your friends fight monstrous enemies, uncover secret plots, and build your own territory. The demo highlights the game's vast world and cooperative gameplay, making it a must-try for fans of survival games.

Image via Pounce Light

Tiny Glade

Tiny Glade is the perfect relaxing building game to unwind with after a long day. This free-form building game lets you create castles and dioramas without management or combat. The gridless building chemistry allows for creativity and stress-free construction. It's a delightful and calming experience that stands out amidst more intense offerings.

2024 Steam Next Fest runs until June 17, 2024

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Review: MultiVersus Held Back by Its Free-to-Play Model https://www.siliconera.com/review-multiversus-held-back-by-its-free-to-play-model/?utm_source=rss&utm_medium=rss&utm_campaign=review-multiversus-held-back-by-its-free-to-play-model https://www.siliconera.com/review-multiversus-held-back-by-its-free-to-play-model/#respond Fri, 07 Jun 2024 19:00:00 +0000 https://www.siliconera.com/?p=1033410

Ever since Super Smash Bros burst onto the scene, many developers tried to replicate its unique charm. The concept of characters from various franchises coming together for epic brawls is simply too fun to ignore. Everyone enjoys the novelty of seeing their favorite characters, who otherwise exist in separate universes, duking it out in frenetic, action-packed battles. The good news is that Player First Games actually delivers on that novelty with MultiVersus, but at the same time other elements hold the game back.

MultiVersus brings together beloved characters from Warner Bros' vast library, including superheroes, cartoon icons, and even movie legends. The prospect of Batman fighting Shaggy or Arya Stark facing off against Bugs Bunny is undeniably fun and taps into the same cross-over magic that made Smash Bros a household name. However, while MultiVersus nails the excitement and novelty of a crossover brawler, it’s a shame that the free-to-play model severely undermines the actual gameplay. The monetization strategy is pervasive and creates a barrier for many players who can't or won't dish out big money.

multiversus jake harley bats arya
Image via Player First Games

Keep in mind going forward that I reviewed this game as a completely free-to-play experience. I did not pay for anything in game, nor was I provided me with any additional content. I started from the bottom like everyone else, and I write this review from that perspective.

MultiVersus offers players a genuinely enjoyable gaming experience. The combat system, simplified and heavily influenced by Super Smash Bros, is easy for newcomers to pick up while still providing depth for seasoned players. The online experience is also excellent. It is smooth and reliable, featuring minimal lag and quick matchmaking. Each character in MultiVersus feels unique, with detailed move sets and costumes that reflect their histories and lore. This attention to detail adds a layer of charm and authenticity, making the battles more enjoyable. The well-executed character designs and vibrant, engaging stages reflect the unique styles of their respective universes.

multiversus screenshot of Velma, Batman, and Shaggy
Image via Player First Games

Unfortunately, the positives end there. You begin the game with only one character unlocked: Shaggy. While there is a rotation of weekly "guest characters" available for play, this initial limitation is baffling. A more generous starting roster would allow players to explore the diverse lineup that should be the game’s main attraction. Instead, players may lose interest immediately if the guest characters don’t appeal to them.

Most additional characters cost $10 each, amounting to over $200 for the full roster. In comparison, you can just buy Super Smash Bros Ultimate for $60, which includes over 70 characters in the base game. Even among peers, MultiVersus is just very expensive regarding its characters. A $40 or $50 character pass, akin to the one implemented in Killer Instinct, would have made for a more player-friendly approach. That model allows access to all characters for a one-time fee, offering a better value and opportunity to let players actually play the game.

To be fair, you can unlock characters through fighter credits earned in-game. However, this process is excruciatingly slow even by free-to-play standards. The grind required to unlock just one character can take days, meaning unlocking the full roster would take months of consistent play. This system feels especially restrictive considering that a fighting game roster can make or break the experience.

Screenshot by Siliconera

Earning rewards and currency in MultiVersus adds to the frustration of the game. Players gain nothing from online fights, which seems counterintuitive for a game that focuses on online multiplayer. Instead, players must complete PvE events or specific challenges to earn rewards. Although many of these challenges are, or can be, completed in PvP fights online, the fights themselves don't provide actual bonuses. Once players complete their daily missions, they have little incentive to keep playing, especially if they don't have access to their favorite characters.

MultiVersus often presents players with impossible tasks as part of these challenges. For instance, you might need to play a match with a specific character or character type. If that character isn't available in the weekly rotation and you haven't purchased them, you miss out on those rewards. Given the limited number of daily and weekly quests, this can be a significant hurdle.

Screenshot by Siliconera

The game is so stingy with XP and rewards that completing the BattlePass could be unachievable for some players, even if they play nearly every day. Player First Games and WB Games need to address this issue. They should provide rewards for fights and offer an easier way to add characters to the roster. Without these changes, I think players are unlikely to stick around for long.

Local multiplayer in MultiVersus is another disappointment. It is available only in an offline versus mode.. There are no local multiplayers options for events or online matches. This limitation feels like a missed opportunity, especially for a game that could thrive as a couch or party game.

Image via Player First Games

MultiVersus could have been a fun multi-platform answer to Super Smash Bros, but the choice to adopt a free-to-play model with staggering costs for characters locks much of the fun behind paywalls or extensive grinding. While it succeeds in delivering whimsical, cross-franchise battles that players love, the free-to-play model makes it all feel worthless. This mishandling results in a game that I feel, despite its potential, won't retain players once they realize the hassle.

MultiVersus is currently free-to-play on PS4, PS5, Xbox Series X, and PC.

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Simple JRPG Influences Built Pokemon into a Phenomenon https://www.siliconera.com/simple-jrpg-influences-built-pokemon-into-a-phenomenon/?utm_source=rss&utm_medium=rss&utm_campaign=simple-jrpg-influences-built-pokemon-into-a-phenomenon https://www.siliconera.com/simple-jrpg-influences-built-pokemon-into-a-phenomenon/#respond Mon, 27 May 2024 22:00:00 +0000 https://www.siliconera.com/?p=1029446

Game Freak and Nintendo's Pokemon series is nothing short of a cultural juggernaut, dominating television, movies, merchandise, and more. However, in the midst of its franchise success, it’s easy to overlook the Pokemon series' roots as a simple, yet innovative, JRPG.

At its core, Pokemon started as a small JRPG with big influences, drawing heavily from other seminal games in the genre to create something both familiar and revolutionary. For example, its gameplay mechanics and core concepts draw inspiration from titles like the Shin Megami Tensei series. (The original Digital Devil Story: Megami Tensei debuted on the Famicom in 1987, while Shin Megami Tensei started in 1992 on the Super Famicom.) In Shin Megami Tensei, players recruit demons to fight alongside them, much like trainers catch and battle with Pokemon. Both games emphasize the importance of building a diverse team to tackle various challenges.

Shin Megami Tensei's demon recruitment involves negotiating with demons, each possessing unique skills and attributes. Pokemon features a similar mechanic, though this JRPG series simplifies the idea by focusing on catching wild Pokémon using Poke Balls. The essence remains the same. Collecting a variety of creatures is necessary to progress through the game.

Image via Atlus

The differences, however, are notable. While Shin Megami Tensei often explores darker themes and complex narratives, Pokemon adopts a more simple family-friendly approach. The gameplay of Pokemon emphasizes exploration and the joy of discovery, encouraging players to "catch 'em all" and form bonds with their Pokemon. This collection aspect, combined with a much more vibrant world, made Pokemon accessible to a broader audience. This of course lay the groundwork for its widespread appeal.

Another significant influence on Pokemon is the Final Fantasy series, particularly in terms of party building. In traditional Final Fantasy games, players assemble a party from a set roster of characters with specific roles and abilities. Pokemon takes this concept and amplifies it exponentially.

Instead of a party of a few pre-determined characters as in other JRPG games, the Pokemon series started by offering players a roster of 151 creatures for players to catch and train. (It's a number that has grown significantly over the years). This massive selection allows for unprecedented flexibility and personalization in team building, as well as makes each player's journey completely unique. Even among longtime fans, players still find new ways to progress through the games using fresh parties of Pokemon.

Screenshot of King Moogle Mog in FFXIV.
Image via Square Enix

Moreover, Final Fantasy's turn-based combat system can be seen in Pokemon’s battle mechanics, albeit simplified. Each turn, players choose actions for their Pokemon. You can attack, apply a status effect, use and item or switch to another character. The combat is simple, but leaves room for a surprising amount of strategy and advanced play. Adding in the "rock, paper, scissors" style elemental strengths and weaknesses, akin to Shin Megami Tensei's magic systems, ensures that battles are engaging at any level.

Pokemon carved out its niche by combining these elements into an accessible and endlessly engaging package. The game's premise inherently provides a simple, but compelling goal. Becoming a Pokemon Master by traveling the world, catching Pokemon, and defeating Gym Leaders. Its turn-based battles, exploration, and creature collection were perfectly suited for the Game Boy, making it an instant hit.

Which Paldea Pokemon Do You Like Best?
Image via The Pokemon Company

Then there's what Game Freak did all on its own to elevate Pokemon from a fun JRPG into a phenomenon. The ability to trade and battle Pokemon with friends added a social dimension to the game, encouraging community and competition. This feature has grown into a robust competitive scene, complete with tournaments and world championships, showcasing Pokemon’s unique blend of strategy and accessibility. I can't even name another JRPG with a competitive scene, much less one of Pokémon's level and engagement.

While Pokemon’s beginnings as a humble JRPG are often overlooked, they form the foundation of the entire franchise. While it's hard to ignore that Pokemon was in the right place at the right time too, it could have flopped without paying homage to what came before it. Pokémon’s success story is a testament to how simple JRPG influences, when combined well, can create something truly extraordinary.

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How to Parry in Rise of the Ronin – Combat Tips https://www.siliconera.com/how-to-parry-in-rise-of-the-ronin-combat-tips/?utm_source=rss&utm_medium=rss&utm_campaign=how-to-parry-in-rise-of-the-ronin-combat-tips https://www.siliconera.com/how-to-parry-in-rise-of-the-ronin-combat-tips/#respond Tue, 26 Mar 2024 00:15:00 +0000 https://www.siliconera.com/?p=1018531

Combat in Rise of the Ronin is a delicate dance between strategy and skill. This guide will explain how to parry in Rise of the Ronin, so you can survive and counter anything your foes throw your way.

Best way to Parry in Rise of the Ronin

One of the key techniques players must master is the counterspark, aka parrying. This defensive maneuver not only blocks incoming attacks but also sets up the perfect opportunity for a critical counterattack. Properly executed countersparks can save you from damage and turn the tide of a fight.

You'll have a larger window to nail down these countersparks on the lowest difficulty. However, this window shrinks as you increase. For bosses, repetition can help you learn enemy patterns and animations for successful counterattacks. For other enemies, you'll need to memorize some bread-and-butter patterns from certain combat styles.

Screenshot by Siliconera

Mastering combat styles in Rise of the Ronin

Combat styles play a pivotal role in shaping the flow of battle. Each style has its strengths and weaknesses. Using the right style against your opponent is crucial; it can make countering and pressure easier for either you or the opponent. Understanding the matchups between different styles is essential for maintaining control in combat situations.

Luckily, a tiny up or down arrow will alert you as to whether your chosen style is weak or strong against the opponents. You'll want to focus on learning as many new combat styles as possible for this reason. You don't want to be stuck in a tough fight with no options. You should, at the very least, have a neutral option, too. there are three "types" of combat style for each weapon, yet some weapons have multiple of a certain type.

What sets Rise of the Ronin apart is its balanced and accommodating combat system. Whether you're a seasoned warrior or a novice swordsman, the game offers a range of difficulty options to suit your skill level. This ensures that every player can enjoy a challenging yet rewarding experience tailored to their preferences.

Rise of the Ronin is available exclusively on the PS5.

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How to Bond Transfer in Rise of the Ronin https://www.siliconera.com/how-to-bond-transfer-in-rise-of-the-ronin/?utm_source=rss&utm_medium=rss&utm_campaign=how-to-bond-transfer-in-rise-of-the-ronin https://www.siliconera.com/how-to-bond-transfer-in-rise-of-the-ronin/#respond Mon, 25 Mar 2024 19:15:00 +0000 https://www.siliconera.com/?p=1020029 Screenshot of Rise of the Ronin Graphics Mode

With plenty of customization options for weapons and gear in Rise of the Ronin, players can optimize their loadout. One technique for getting the most out of your weapons in Rise of the Ronin is the Bond Transfer.

Screenshot by Siliconera

How to use Bond Jewel in Rise of the Ronin - Bond Transfer explained

Bond Transfer is a strategic type of upgrade that allows players to transfer special effects from one weapon to another. This process is carried out at blacksmiths found within the game. Whether it's a weapon with good buffs or just enhancing one -with better base stats, Bond Transfer can keep an older weapon going longer.

The first step in executing a Bond Transfer is obtaining a Bond Jewel. These valuable items can be purchased from merchants, found in chests, or earned as completion rewards. Once you have the Bond Jewel, take it to any blacksmith. You should see the option for Bond Transfer right on the main menu.

You'll choose the weapon or gear that will receive the transferred special effects, known as the Destination Item. You'll then choose the Transfer Item, which has the effect you're looking to send over. You may select any normal abilities to send over, however you cannot transfer the golden set bonuses some weapons have. Keep this in mind as you plan out your upgrades.

Screenshot by Siliconera

Some notes, in addition to the Bond Jewel the process also costs some money and materials. The amount required in all three resources is dependent on the items involved in the Bond Transfer. Something else to be mindful of: the Source Item in every Bond Transfer will be destroyed at the end of the transaction.

While Bond Transfer may require multiple resources, the benefits are often worth the cost. Enhancing weapons with hand-chosen special effects tailors an arsenal to a preferred playstyle. Bond Transfer in Rise of the Ronin is just a further customization option for players. By leveraging this technique wisely with upgrades, you can keep a weapon you like going for a long time.

Rise of the Ronin is available exclusively on the PS5.

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Review: Rise of the Ronin Learned From Many Masters https://www.siliconera.com/review-rise-of-the-ronin-learned-from-many-masters/?utm_source=rss&utm_medium=rss&utm_campaign=review-rise-of-the-ronin-learned-from-many-masters https://www.siliconera.com/review-rise-of-the-ronin-learned-from-many-masters/#respond Thu, 21 Mar 2024 11:05:00 +0000 https://www.siliconera.com/?p=1018536

Akira Kurosawa, maestro of samurai cinema and trailblazing figure in the world of filmmaking, flaunted his influences proudly. Drawing inspiration from John Ford's rugged cowboy epics and profound written works like those of Fyodor Dostoevsky, Kurosawa crafted his own voice that continues to captivate audiences today. His masterful blend of diverse influences helped to elevate his films to iconic status. Team Ninja, like Kurosawa, isn't content with mere imitation with Rise of the Ronin. Instead you can tell the team weaving in other influences, drawing from the rich history of samurai lore and modern gaming sensibilities.

Rise of the Ronin combines the lightning-fast action from titles like Team Ninja's own Ninja Gaiden with the punishing, yet addictive, trial-and-error gameplay reminiscent of its acclaimed Nioh series. The action is set against a rich historical backdrop teeming with real-life figures and events à la Assassin's Creed. It adds depth with character bonding, relationships, and personal choices akin to those found in RPGs like Dragon Age. Throw all that into an open world and you've got a lot of moving pieces. Yet, like a Kurosawa film, Rise of the Ronin is more than the sum of its parts.

Set in the latter half of the 19th century, Rise of the Ronin highlights a pivotal era for Japan. Freshly exposed to Western influence after centuries of isolationism, it's a time rife with conflict. The clash of tradition and modernization is at the heart of much of the game's narrative. Like Assassin's Creed, many of the characters you meet and events you see in the game are real or at least based on real events. For example, the very first mission in the game has you infiltrating one of Commodore Matthew Perry's "Black Ships."

The era chosen and historical nature of the storyline owe a lot to the overall enjoyment of the game. While you don't require a minor in Japanese history to grasp the narrative, I feel history buffs will be pleased. However, the game is a little loose with real-life dates. Luckily, Rise of the Ronin offers a built-in encyclopedia with information on all the historical events and figures involved. I found this quite useful, due t the nature of the games storytelling.

It should be clear this is not a sweeping cinematic epic telling a singular story like Ghosts of Tsushima, nor is it pretending to be. Throughout the storyline, your decisions influence the flow of the narrative and your relationships. These choices predominantly revolve around supporting or opposing the established military rule of the shogunate. Most bonds align with one of these factions, though the presence of Western military officials adds an interesting dynamic.

Bonds not only allow you get closer to historical figures of the era, it also translates into gameplay. These bonds influence mission allies, unlock bonus events, and even boost combat skills. Take Ryoma Sakamoto, for example. Bonding with him upgrades one of your katana combat styles. Despite their benefits, these bonds sometimes clash with the narrative flow. The bonding events tend to take place outside of the narrative at places like your longhouse or a base of operations. It's totally possible to form a strong bond with a character you're actively fighting against in the next story mission. This dissonance is only sometimes addressed.

While I found the narrative enjoyable overall, its unconventional storytelling occasionally muddled certain plot points. With responses chosen by you and limited spoken dialogue from your character, I found it easy to feel lost during pivotal moments. The narrative can feel disjointed, depending on your choices or the flow of conversations. I found myself frequently consulting the in-game timeline to clarify events in scenes I just watched, a minor inconvenience against the otherwise interesting setting and story.

When you're not exploring or sharing sake with iconic Japanese figures, the heart of the game lies in its combat. And let's be honest, that's the main attraction. Rise of the Ronin nails its combat system, striking the ideal balance between being easy to grasp and tough to master. You can mash through foes on the lowest difficulty settings with only a little practice. However, if you bump that difficulty up, prepare for the precision demanded by Souls-like games.

Despite combat being the main focus, Rise of the Ronin keeps the action fresh over dozens of hours of gameplay. This is because there's a surprising amount of variety in the weapon system. There are plenty of weapons to choose from, each playing a little differently. Plus, there are multiple combat styles to unlock through bonding or taking down certain enemies. These styles aren't just for show, they come with strategic advantages and disadvantages. If an enemy is using a style your style is weak against, you can quickly switch up mid combat.

While not as overall intricate as hardcore Souls-like games such as Nioh, Rise of the Ronin also avoids a steep learning curve that makes it far more accessible. Leveling up weapon proficiency, unlocking combat styles, and hunting for top-notch gear add layers beyond mere technique. It blends the technicality of Nioh, the speed of Ninja Gaiden, and the progression and flexibility of Stranger of Paradise: Final Fantasy Origin. It's a combat system that has something for everyone and fits the overall feeling of the game incredibly well.

Story missions in Rise of the Ronin offer cooperative play for up to three players, with room for two companions to join your missions. If your friends aren't available, don't worry—you can team up with AI-controlled characters you've forged bonds with if you're playing offline. It's a very open-ended "it's here if you want it" style of multiplayer. It never felt necessary, and flying solo was always a viable option.

Outside the main story, the open-world exploration in Rise of the Ronin feels a bit sparse. It mainly involves tackling additional combat challenges through side quests, tracking down fugitives, and resolving public disturbances. However, you can also snap photos of notable locations as collectibles. But the real star of collectibles? Cats. Yes, actual cats. You can rescue lost cats across Japan and set up a "cat concierge" service, lending them out for rewards.

You'll journey through Yokohoma, Edo, and Kyoto as the story unfolds, but you're able to revisit past areas for quests or to roam freely. This flexibility is just one of Rise of the Ronin's many quality of life features. Plentiful and early access to fast travel is another game-changer. Bases, longhouses, and even the banners you raise as checkpoints all offer quick teleportation options. With banners scattered everywhere, you'll spend so much less time needlessly trudging on your way to checkpoints.

But when you do have to travel, Rise of the Ronin simplifies this too. You can obviously ride on horseback very early in the journey. However, the best addition to your travel toolkit is the glider. This really comes in handy, as you can use it to very quickly navigate the rolling hills of Japan. A further convenience the game offers is the auto-run feature. This modern mechanic lets you set a destination on the map, then sit back while your character does the legwork. I felt it freed me up to handle real-life tasks or just enjoy the scenery without worrying about the journey.

One of my favorite quality-of-life features in Rise of the Ronin was the incredible flexibility offered when customizing my appearance. You're not just limited to changing your physical features, which includes tons of variation in hairstyles. You can swap out the look of your clothing and weapons with any previously collected ones. Fans of r/fashionsouls will rejoice. I constantly changed up my look throughout the game, sometimes just to match story elements or who I was bonding with.

On a technical level, Rise of the Ronin felt very polished. I never ran into any significant slowdowns or issues during combat. Occasionally a brief stutter or hiccup would happen in crowded towns, but nothing I found overly distracting or debilitating. While it may not rival the graphical prowess of some other PS5 exclusives the game still delivers moments of sheer beauty, particularly in the landscapes.

The attention to detail is on display, with intricate weapon designs and tons of variation in combat animations. Little touches like the absence of clipping issues despite some elaborate clothing options demonstrates the care taken in crafting the game's aesthetics, despite not reaching the heights of some AAA contemporaries visually.

When you look at the complete package, Rise of the Ronin is such a fun and rewarding experience. It might not have the most cinematic narratives or jaw dropping visuals around, but it delivers on everything it attempts. The melting pot of gaming influences makes for a product that is more than the sum of its parts. Much like a lone samurai wandering without a master, Rise of the Ronin cuts its own path while paying homage to the spirit of those who came before it.

Rise of the Ronin will come to the PS5 on March 22, 2024.

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Dragon Ball Shows Akira Toriyama Was a Master Artist and Storyteller https://www.siliconera.com/dragon-ball-shows-akira-toriyama-was-a-master-artist-and-storyteller/?utm_source=rss&utm_medium=rss&utm_campaign=dragon-ball-shows-akira-toriyama-was-a-master-artist-and-storyteller https://www.siliconera.com/dragon-ball-shows-akira-toriyama-was-a-master-artist-and-storyteller/#respond Fri, 08 Mar 2024 22:00:00 +0000 https://www.siliconera.com/?p=1017525

Like countless others who grew up in the 1990s, I devoted my childhood to watching Dragon Ball Z. The wait for new sets of episodes to come to Toonami here in America always seemed to feel like decades. At the time, I had no idea that a single storyteller and artist named Akira Toriyama was the creative force behind everything.

When the name Akira Toriyama comes up, it's usually his artwork that starts the conversation. Rightly so! His style is iconic and instantly recognizable. But Toriyama was also as a gifted and unique storyteller. Many people often credit his creations for their monumental influence on modern stories. I'm not suggesting his writing is some hidden gem. However, it is important to highlight the way he told stories and how his work influenced not only my personal taste into adulthood, but countless others.

Dragon Ball Z was the first serialized show I ever watched. Unlike Power Rangers, with its monster-of-the-week format, Dragon Ball ended up divided into story arcs. It made me feel grown-up, like I was watching a "real" show. That's why we all eagerly waited for new episodes, craving to know what happens next. I lost count of how many times I'd see Goku land on Namek. Then, it would go right back to the beginning with Raditz in the next episode.

Dragon Ball Z: Battle of Gods Heads to Movie Theaters in October
Image via Toei Animation

I didn't realize it then, but everything I've been reminiscing about with Dragon Ball Z was thanks to Akira Toriyama's storytelling finesse. Goku's dramatic entrance onto Namek wasn't just a scene. It was a culmination of multiple storylines. It was both an anticipation and resolution all at once. Some may argue that Toriyama relied on this formula too heavily in later arcs. However, for me, the balance of tension and release he crafted within each one, especially when a new character arrived after a hard-fought battle, was unparalleled. I struggle to think of anyone who executed it as masterfully as he did. One standout moment for me is Gohan's epic arrival to confront Buu in Dragon Ball Z's final arc. Even now, rewatching the scene gives the same chills as it did in my youth.

However, the fights aren't everything, despite some detractors suggesting otherwise. Let's face it, Akira Toriyama crafted a downright bizarre world in Dragon Ball, Dragon Ball Z, and Dragon Ball Super. Talking animals are just part of the scenery. Pocket-sized cars? Totally normal. It's all wonderfully odd, and that's precisely what makes it so captivating. Toriyama fully embraces the goofiness of it all. Nothing is ever too serious … until it suddenly is. That's the twist. That's why countless epic moments from this show are still etched into my memory.

Goku is undeniably a wonderfully goofy character; even during fights, he's just there to enjoy himself. However, when Frieza killed Krillin, Goku's demeanor changed drastically. This pivotal moment marked Goku's transformation into a Super Saiyan for the first time. Describing it as iconic almost feels like an understatement.

What makes it so impactful is how Akira Toriyama, as a storyteller, subverted our expectations of a character we know so well. The once gentle and playful Goku is now consumed by rage and fury. It's a tense moment. He's still our hero, but now we're left wondering at what cost this victory will come. It also moves the narrative forward, closing an arc that started back with Raditz: Goku accepting his heritage.

Image via Toei

There are countless moments like this in Dragon Ball Z and other parts of the series' storyline that strike me as incredibly creative. I believe it stems from Toriyama's background in writing comedic manga and series like Dr. Slump. Transitioning from comedy to drama seems far smoother than the reverse. This balance is what prevents Dragon Ball from ever tipping into melodrama. The serious moments feel genuine, but the lighter moments are equally cherished and bring a sense of warmth to the series.

Even his iconic artwork doesn't just adorn the story. It's a vital thread woven into the very fabric of the narrative, enhancing the entire experience Take, for instance, the reason Super Saiyans have blond hair. It was simply easier for Toriyama to leave the hair uncolored, rather than meticulously fill in the black! This approach exemplifies Toriyama's penchant for working smarter, not harder, and using art to guide the story.

I mean look at it this way. Almost every new Dragon Ball Z game essentially just retells the show's plot. Yet every time, we eagerly dive in, ready to relive the saga with unabashed enthusiasm. There's a comforting familiarity to it, woven seamlessly with Toriyama's signature blend of humor, action, and suspense.

Akira Toriyama's impact is all over so much of the content that captured my interest as I grew up. His whimsical, almost aloof, characters set the bar for the kind of characters I grew to favor in JRPGs. Actually, who knows if I'd even like JRPGs if I hadn't been looking for games "similar to Dragon Ball Z." His fusion of sci-fi with fantasy elements also paved the way for iconic titles like Chrono Trigger (which, of course, he had a hand in). In one way or another, I can trace many of my interests back to Dragon Ball Z and the rich universe Toriyama created.

Akira Toriyama was an undeniable powerhouse of talent, no matter how you look at it. As fans around the globe mourn his passing, it's important to remember that the legacy he left behind continues to shape and inspire countless new writers and artists. And with any luck, it always will. Rest easy, Akira Toriyama, and thank you for everything.

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Final Fantasy VII Deals With Trauma in a Way Many RPGs Don’t https://www.siliconera.com/final-fantasy-vii-deals-with-trauma-in-a-way-many-rpgs-dont/?utm_source=rss&utm_medium=rss&utm_campaign=final-fantasy-vii-deals-with-trauma-in-a-way-many-rpgs-dont https://www.siliconera.com/final-fantasy-vii-deals-with-trauma-in-a-way-many-rpgs-dont/#respond Wed, 28 Feb 2024 22:00:00 +0000 https://www.siliconera.com/?p=1015317

In 1997, few games were tackling the kind of themes that Final Fantasy VII does. Even by today's standards, not a lot of RPGs address and bring mental health to the forefront like Final Fantasy VII did. Final Fantasy VII stands out as a pioneer in addressing trauma in video games, particularly through the character of Cloud Strife. It also weaves a narrative surrounding grief and the nature of life directly into it's gameplay, forcing you to think about and react to death. The game's portrayal of trauma and healing is significant and set the standard for not just RPGs, but the whole industry moving forward.

Before delving into the topic, I want to make it clear that I'm not a mental health professional, nor do I intend for this to be a comprehensive analysis of mental health. However, I will discuss how Final Fantasy VII addresses weighty themes like grief and post-traumatic stress. With that in mind, let's explore how Final Fantasy VII navigates the complexities of trauma.

Screenshot by Siliconera

Cloud is arguably one of the earliest video game characters to showcase symptoms of post-traumatic stress disorder (PTSD). His backstory, including his tenure as a SOLDIER, the traumatic Nibelheim Incident, and his time in captivity, all contribute to his enduring mental health struggles.

During the Nibelheim Incident, Cloud's world is shattered. He witnesses the destruction of his hometown, the loss of his friends, and the apparent death of Sephiroth. After this, he is held captive and experimented on by Hojo for four years. This extended period of captivity and experimentation with Jenova cells further exacerbates Cloud's trauma, leaving him with deep psychological scars that continue to haunt him throughout the game.

These traumatic events lead to Cloud subconsciously developing a false persona, merging pieces of his identity with that of Zack Fair. This complex psychological phenomenon is a testament to the depth of Cloud's trauma and the profound impact it has had on his psyche.

Throughout the game, Cloud grapples with his identity and memories, often experiencing flashbacks and hallucinations. It's as if he's haunted by his own past. These symptoms align with those of PTSD, including intrusive memories, avoidance of triggers, and negative changes in mood and cognition.

Cloud's journey to recovery is a central theme of Final Fantasy VII. With the support of his friends and through confronting his past, he gradually comes to terms with his true identity and the events that shaped him. His story highlights the importance of seeking help and support for mental health issues, even in a fictional setting.

The game's portrayal of Cloud's struggles with PTSD is groundbreaking for its time. It shines a light on the psychological toll of trauma and the journey to healing. The game's themes of life, death, and the interconnectedness of all beings are underscored by its treatment of trauma and healing.

Screenshot by Siliconera

Hironobu Sakaguchi, father of Final Fantasy and producer of Final Fantasy VII, lost his mother during production of Final Fantasy III. This personal loss influenced the development of Final Fantasy VII, leading to the concept of the Lifestream. This thematic foundation laid the groundwork for the game's exploration of life and the connection to the planet.

The game deeply intertwines its narrative with the idea of the Lifestream, which metaphorically represents life itself. This concept is further explored in the game's treatment of death and grief. Final Fantasy VII features several emotional deaths, but none are as shocking and impactful as Aerith's.

Aerith was no side character; she was a mainstay in your party. You invested in her gear, making it seem like she was here to stay. Until she wasn't. Her sudden death was a gut-punch in 1997. The absence of a boss theme in the subsequent fight, replaced instead by Aerith's theme, underscores the emotional weight of her passing. It's as if we, the players, are in shock, unable to fully register the boss fight.

The party mourns, and players felt it too. Over the years, countless players have sought ways to keep Aerith alive through various in-game actions, of course unsuccessfully. It's fascinating to see how people respond to it; it's almost as if this digital death has affected players in a real-life way, leaving a lasting impact.

In the end, Aerith's death strengthens the game's overarching theme of life. Although she has physically departed, her memory and spirit live on, serving as a reminder of both the fragility and resilience of life itself.

In conclusion, Final Fantasy VII's exploration of trauma is a testament to its narrative depth and emotional impact. The game's themes of life, death, and the interconnectedness of all beings are underscored by its treatment of trauma and healing. As a groundbreaking work in the realm of video game storytelling, Final Fantasy VII continues to resonate with players and critics alike, setting a high standard for addressing complex themes in the medium.

Final Fantasy VII is available on the PS4, Xbox One, Switch, and PC. Final Fantasy VII Remake is available on the PS4, PS5, and PC. Final Fantasy VII Rebirth will launch on the PS5 on February 29, 2024.

The post Final Fantasy VII Deals With Trauma in a Way Many RPGs Don’t appeared first on Siliconera.

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There is Not a Love Triangle in Final Fantasy VII https://www.siliconera.com/there-is-not-a-love-triangle-in-final-fantasy-vii/?utm_source=rss&utm_medium=rss&utm_campaign=there-is-not-a-love-triangle-in-final-fantasy-vii https://www.siliconera.com/there-is-not-a-love-triangle-in-final-fantasy-vii/#respond Sun, 25 Feb 2024 17:00:10 +0000 https://www.siliconera.com/?p=1014376

I understand if the title of this article has already raised some eyebrows, but please allow me to explain. I want to address the misconception that Final Fantasy VII contains a love triangle.

Image via Square Enix

How Final Fantasy 7 Handled Romance

To clarify, I'm not suggesting that there's no love triangle because one girl is a "better match."
I maintain that there was never a true possibility for another girl to be a romantic contender for Cloud Strife. I firmly believe there's a singular and canonical romance in Final Fantasy VII. Let's get into the details. Fair warning: I'm going to spoil a 25-year-old game going forward.

To be blunt, Aerith is never a genuine romantic option for Cloud. That means Tifa is the only love interest in the game. I know this might upset some fans, but hear me out. The connection between Aerith and Cloud ties back to Zack, not romantic feelings between themselves. Cloud is viewing Aerith through muddied memories of Zack, while Aerith sees a guy who is acting just like her dead boyfriend.

Cloud lacks the perspective to understand that the feelings and memories he has aren't his own. Consequently, he can't make sense of the strange emotions he likely feels when he's around or sees Aerith. These are complicated emotions, and Cloud doesn't understand them at all. Tragically, Aerith dies before he's able to fully put it all together.

Screenshot by Siliconera

Aerith, however, seems to be piecing together the inconsistencies in their relationship. It's as if she's connecting the dots, recognizing the uncanny similarities between Cloud and Zack. These coincidences are too numerous to ignore. Much of her feelings towards Cloud, apart from being drawn to him over Zack, are rooted in concern. But don't just take my word for it; let's consider Aerith's own words.

During Aerith's Gold Saucer date, she essentially says this to Cloud. She goes as far as to admit she doesn't truly know Cloud at all but is intrigued by the idea of meeting the real him. All of this goes over Cloud's head, but it suggests that Aerith is, on some level, aware of the Zack situation.

This is also a masterful piece of writing and misdirection. If you're unaware of the Zack twist, which you wouldn't be on your first playthrough, you might interpret her words as a sign that she's ready to move on. Part of the reason why so many people see Final Fantasy VII as a love triangle is because, quite simply, the creators wanted you to think it was. Many players grew attached to Aerith, witnessed this scene, and were then further shocked by her death not long after.

Screenshot by Siliconera

Now, let's examine the same scene with Tifa as the date. She discusses the difficulty of being childhood friends and hints at something she wants to tell Cloud but struggles to express. Once again, Cloud is oblivious to her intentions. It's evident here that Tifa, at the very least, harbors feelings for Cloud. The setup suggests that Tifa is the one outside the triangle, with the canon choice being Aerith and Cloud. However, I believe that just as much as Aerith was saying, "I don't know who you are," Tifa was saying, "Where is the real you?"

Later, it's Tifa who helps him overcome his grief and rediscover his true memories. When Tifa and Cloud fall into the Lifestream, they both admit to hearing the other calling out to them. Moreover, Cloud's genuine memories predominantly feature Tifa in some capacity. This sequence is perhaps my favorite in all of Final Fantasy and possibly my favorite in any video game. I believe it's evident from this point onward where Cloud's true feelings lie. The real Cloud.

The final scene I want to discuss is the iconic moment outside the airship at the end of disc 2. Cloud and Tifa are left alone as the rest of the party spends potentially their last day alive elsewhere. However, for Tifa and Cloud, there's nowhere else to go. So, naturally, they spend the evening together. If you did go on a date with Tifa in Golden Saucer, Cloud tells Tifa there's something he wanted to talk to her about. However, now he's the one having trouble finding the words. This is when Tifa tells him, "Words aren't the only way to tell someone how you feel."

Screenshot by Siliconera

Now, I believe there is some room for interpretation regarding what happens next. Regardless, Cloud and Tifa spend the entire evening together, and upon waking up, they both choose to remain just a little longer with each other before returning to the airship. It's a beautiful moment where Cloud is finally able, I believe, to not only feel love but also accept love. I think this is the moment where they're both on the same page; nothing is unrequited, and nothing is hidden. Even if they can't stop Meteor, they have each other at that moment. As Tifa says, "This day will never come again, so let me have this moment."

And with that, I believe the romantic arc of Final Fantasy VII concludes without a love triangle in sight. Are they together at the end of the game? Not definitively. Advent Children suggests that their relationship may be complex. However, this isn't the type of love story that requires a neat resolution. The crux of the arc was Cloud and Tifa reconciling their emotions. Cloud and Tifa are the sole love interests in Final Fantasy VII.

So, with all that being said, I do believe Aerith is an incredible character, and her death is undeniably one of the most significant moments in the history of video games. I think she is invaluable to the game, to the party when she's a part of it, and to the planet within the game. However, I regret to say that she is not the focal point of any love triangle in Final Fantasy VII. Instead, let's hope that somewhere in the Lifestream, she found Zack once again.

Final Fantasy VII is available on PS4, Xbox One, Switch, and PC.

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Review: Ultros Is a Psychedelic Trip With a Familiar Formula https://www.siliconera.com/review-ultros-is-a-psychedelic-trip-with-a-familiar-formula/?utm_source=rss&utm_medium=rss&utm_campaign=review-ultros-is-a-psychedelic-trip-with-a-familiar-formula https://www.siliconera.com/review-ultros-is-a-psychedelic-trip-with-a-familiar-formula/#respond Mon, 12 Feb 2024 14:30:00 +0000 https://www.siliconera.com/?p=1012159 Ultros review

I'm a very visual person. The first thing I notice about any kind of medium is how good it looks. I've put down comic books, games, and movies I otherwise liked because the art didn't hit right. Inversely, I've also enjoyed things I otherwise may not have because I love the style. Although, of course, the ideal would be good art and something enjoyable. Luckily, Ultros fell on the high end of that spectrum.

Ultros is a psychedelic sci-fi Metroidvania that takes place inside something called The Sarcophagus. The main character seemingly crash-landed on this entity or vessel. As a result, she becomes entangled in the overarching narrative of events unfolding there. From a storyline perspective, that's really as in depth as I feel I can go without starting to spoil things.

The instant appeal of the art style cannot be overstated. I don't think I've ever seen a game lean this heavily into a psychedelic aesthetic like Ultros. The world, the characters, and the UI all stand out and are simply dripping with style. Such excellence is unsurprising given Niklas Åkerblad, also known as El Huervo, spearheaded the art direction. For those unaware, Åkerblad did the critically acclaimed cover art for both Hotline Miami games. However, there are accessibility options to turn down saturation or blur the background. This way even if you feel the colors and everything on screen is too much, you can adjust to your taste. I always appreciate when devs include this sort of forethought when designing their games.

Screenshot by Siliconera

The art and design are accompanied by a dreamy, ethereal soundtrack courtesy of Ratvader. The music fits the themes and the visuals so well. This is, to be fair, one of those games you look at and just know the music is going to go absolutely crazy. Ultros just nails the aesthetics from the second you start. It helps to elevate what would otherwise be a fairly by-the-book Metroidvania, albeit with a couple twists.

Ultros' story is interesting, but incredibly vague, and many parts of it are open to interpretation. Some characters embody abstract concepts physically. Additionally, the dialogue is intricate and intentionally ambiguous, which often left me perplexed and uttering "What?" However, I think this is actually a strength of the game. The confusing nature really does makes you feel as if you landed in a very complex and different world.

The storyline and gameplay both revolve around a time-loop concept. When you achieve certain goals within the game, the loop resets. The point is to use these to eventually move forward, gaining a little ground each time. You lose everything in a new loop, including items and unlocked skills. The only things that remain are plants you've planted (we'll get to that) and certain plot points.

Screenshot by Siliconera

This essentially makes the game a rogue-lite, in addition to a Metroidvania. I think the genres worked well together, although it did make some parts a little frustrating. For example, you lose your sword every loop and have to regain it. The first couple loops this takes a minute, and I found it a little annoying. You do eventually get some shortcuts and other mechanics to make future loops less frustrating. You get items that let you retain skills and even open new pathways with all new, upgraded items.

One of the main sources of shortcuts, as well as literal growth between loops, is the gardening mechanic. You find a variety of seeds throughout The Sarcophagus that you can plant in fertile soil. These plants not only persist between loops, they actually grow. This can lead to a number of benefits on future runs. The mechanic seemed stressful at first, because there are only so many loops and it was sometimes unclear which seed was most appropriate in each location. However, you do gain abilities in later loops to better manage your gardening and even change whole plants. Also, if you really screw up something, the game allows you to go back to the start of any previous loop.

The difficulty in this game comes more from knowing when and where to do things in various loops than from facing enemies. In fact, the combat system prioritizes style over standard difficulty. Enemies in the game drop resources to upgrade your abilities or even assist in gardening. If you defeat an enemy without repeating the same move twice, you'll gain a pristine version of their drop. However, if you mash the attack button, you'll get a lesser version. I found this interesting at first, but eventually it just became easier and more efficient to mash anyway. It was always nice to get a pristine drop, but rarely was it worth the extra time and setup of not trying to duplicate an attack. I appreciate the idea, but it was just easier to fight enemies without worrying about the drops at all.

Screenshot by Siliconera

However, combat actually takes a backseat to exploration for much of the game. The level design feels appropriate and many areas feel claustrophobic given the setting. Each area also feels unique, while sharing the overall look and design of The Sarcophagus. As you progress through multiple loops and cultivate some plants, navigation and traversal across the vessel can become notably swift.

Everything Ultros sets out to do as a game, it does well. The combat isn't the most elaborate, but it's not boring or poorly done either. The navigation and level design excel, yet they fall short of being the most memorable aspects of the game. The art style and design of the game may overshadow the game itself, but it's not due to poor execution. The Metroidvania genre as a whole has a lot of familiar, but not quite tired, gameplay elements and that is true of Ultros as well. All in all, Ultros is a solid Metroidvania game with a ton of style, and if you are a Metroidvania fan it absolutely deserves a little of your time.

Ultros will debut on February 13, 2024 on the PS4, PS5 and PC.

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