Bluehole, Inc, the Korean developers behind the massively popular Playerunknown’s Battlegrounds (PUBG), has issued a statement accusing American developers Epic Games of ripping off PUBG with the latest Fortniteupdate. Fortnite is launching a new 100 player Battle Royale PVP mode on September 26th. Bluehole, Inc alleges that Fortnite has a similar UI, gameplay, and structure as PUBG‘s battle royale experience. The Korean company says they were pushed to act when Epic Games repeatedly referenced PUBG in their communication with both the community and the press.
Bluehole, Inc is finding itself in an awkward position as they are currently licensing Epic Games’ Unreal Engine 4 for PUBG. Bluehole, Inc is being quiet about their next step besides issuing a public complaint via press release. Taking Epic Games to court may be in the cards. Bluehole’s Vice President and Executive Producer Chang Han Kim, hinted to the possibility with his choice of words when he made it clear that Bluehole is collecting evidence about the similarities between the two games.
Obsidian Entertainment has announced they will be working with indie publisher Versus Evil to release Pillars of Eternity II: Deadfire. The game is set to arrive on Linux, Mac, and Windows in 2018. The first game, highly regarded Pillars of Eternity, was published by the much larger Paradox Interactive. Obsidian Entertainment CEO Feargus Urquhart released the following comment:
We are thrilled to be working with the team at Versus Evil on Pillars of Eternity II: Deadfire, the first sequel we’ve ever made into one of our own IPs. Partnering with a team that is as passionate as we are about making Pillars of Eternity outstanding has already been such a gratifying and exciting experience. We know that Steve and his team will treat Deadfire right and help us make it the game that our incredible fans and generous backers expect and deserve.
Pillars of Eternity II: Deadfire is a massive expansion of its predecessor. The game boasts a larger world, a more complex story, and a companion relationship system. Set in the Deadfire Archipelago, players will explore the exotic islands in a quest to save their souls from eternal damnation by hunting down a god.
The racing genre has evolved immensely throughout the years as fans have flocked to numerous types of games ranging from open world environments that allow players to travel wherever they want taking part in various events along the way, to taking part in arcade style races, and even presenting gearheads a chance to fiddle with every possible option when it comes to tuning their vehicle for the best precision performance. The type of game that falls into that last category is a bit on the thinner side but that is what the Project CARS series has been about and with the second game freshly tuned and out of the garage, is it time for fans to come back to this simulation style of racing?
Gameplay
Now even if you happen to be a veteran of playing racing games one of the first things you’ll want to do in Project CARS 2 is take a look through the settings and make various adjustments to the numerous settings and assists that are available here. This includes the ability to lay down a dynamic racing line to keep players racing on the best possible path, turn notifications, assists that will automatically begin braking when taking turns too quickly, and even real-life driving features that come standard with most cars such as ABS and more.
This wide array of customization allows for numerous elements of the game to be tweak to fit your skill level, though you will likely want to increase the steering sensitivity right off the bat as it is kept at an incredibly low level, making cars feel unresponsive on a standard controller and even after spending numerous races tweaking these settings it rarely feels like you have the best control available. For those who are playing with a racing wheel, there are a number of options specifically set aside for that control method as well.
Once you’ve tweaked the settings to your liking there is a massive amount of content awaiting you and the aforementioned options don’t end at the settings screen. Before any race players are given a massive amount of control over nearly every element of the vehicle they are driving. This includes tuning individual parts of the car as well as determining just what you want your pit crew to focus on when you pull in for a new set of tires and extra fuel. If this seems like a lot to take in, well it really does feel overwhelming more often than not, but thanks to certain pre-sets and in-game suggestions you can usually get by without understanding every little option in the garage.
Most of the time you spend racing in Project CARS 2 will be during the extensive career mode that is available to players with almost every tier available right off the start. If you feel like starting at the bottom racing karts around a track or feel like jumping into third tier vehicles right away then you have that option since only the two highest tiers of racing are locked until you prove your mettle as a driver in the other tiers. Other than these tiers it is worth noting that special Manufacturer based events are also locked behind relationship levels that require the player to use certain brands of vehicles in their races enough time to unlock. This gives racers a little something extra to work towards as these are the only real unlockables in the game since everything else is available right off the bat.
With over a hundred and eighty cars to choose from that range across nine different racing styles, over sixty different track locations, and over a hundred and forty different track layouts to race through, there is an insane amount of content to delve through here. Sure a few of these vehicles may be a bit similar in appearance or simply misses in the community but Slightly Mad Studios has managed to license huge names in the automotive industry including Ferrari, Lamborghini, Porsche, and many more. That being said, those who want to try racing around on classic cars will be at a bit of a loss as the selection here is incredibly sparse, especially when it comes to the beloved American muscle car.
Outside of the aforementioned career mode, players also have the option of taking their skills online to try their best against other racers through competitive play. It is interesting to note that the developers have included a feature called “reputation” that will keep players who drive dirty from playing with those who want to play as clean as possible. Unfortunately this can be a bit of a negative as unintentional crashes can hurt the player’s reputation though this filter is optional so even those who may spend some of their time ending up in a corner after causing a pile-up can still find matches.
There are also quick races that are available that simply pit the player against the AI in a highly customizable event that allows the player to choose whichever vehicle they wish and a track fitting said vehicle. This is easily one of the fastest and best ways to get the hang of the game and makes for a great way to experience the best that this game has to offer, especially when you want to settle in for an incredibly lengthy race and experience the different ways the track can change during a single race. While racing through the track it is entirely possible for the weather to alter the conditions of certain areas, potentially creating puddles that can make it difficult to keep traction with the road and even snow can be difficult, forcing players to battle the track as much as their other drivers.
That being said, these weather changes also can bring forth some of the biggest issues with the game and that is the AI of other drivers. Players can adjust their speed and aggression as they wish but even when kept at the same setting they will often behave rather erratically. I’ve seen times where nearly the entire field would struggle to make one of the first turns on a track to cars randomly losing control during the best conditions possible only for them to easily manage a rain-slick road. This also plays a factor when it comes to qualifying for races in career mode. More often than not players will find that their fellow racers are capable of pulling off incredible times if you happen to skip the qualifying laps after setting a satisfying time for yourself, putting what seemed like a pole position into a middle of the pack starting point. Combine that with the fact that the penalty system, which can be turned off as well for single player but is terribly annoying online, is incredibly eager to force players to fall back to previous positions when in navigating through a cluster of cars.
Visuals & Audio
With over a hundred and eighty different types of cars to select from, players will find a wide array of vehicles that will fit their tastes in nearly every class and Slightly Mad Studios has made sure even the simplest of these vehicles is as thoroughly detailed as possible. Combine this with the numerous locations that are, for the most part, heavily detailed to mimic a track’s real location and you have a great looking experience. This is especially true when these vehicle models are paired with the dynamic weather effects and changes to the track that can happen during these conditions.
That being said, there are some times that the game will suffer from a bit of slowdown when navigating through a large pack of vehicles during some of these conditions. These slowdowns tend to be fairly uncommon but appear often enough to be worth mentioning. As far as the sound effects for Project CARS 2 goes, players will be delighted that the developers have made sure to replicate the various sounds that one would expect when driving a real race car. Players also will be treated to a soothing instructional voice when navigating through menus and even the spotter, who can be turned on for every race if you so wish, is voiced in simple but fitting fashion.
Overall
Project CARS 2 may seem like a challenge for newcomers and it isn’t ready to handle these players with kid gloves though that doesn’t mean you need to be an elite racer to get the hang of the game. With numerous settings to modify and options that allow the player to adjust the experience to fit their liking, players will find that Project CARS 2 is an incredibly unique type of racing game that has an immense amount of tracks and vehicles to play through, with more than enough content to scratch the itch of racing fans despite some rough issues with the AI and track penalties.
Epic Games announced a slight change in strategy today for their upcoming free to play shooter Fortnite. The game’s newly announced Battle Royale PVP mode will be free to play starting on September 26 on PC, PlayStation 4, and Xbox One. The PVE mode will remain as a paid early access until its planned free to play launch in 2018. The move will likely help populate the mode’s hundred player matches, and Epic is probably banking on the PVP mode bringing in some more paid customers for the PVE early access.
Fortnite is a sandbox survival shooter set in a zombie-like outbreak. In the “Save the World” PVE campaign, players gather supplies during the day to construct their forts with shooting platforms, mazes, and traps. At night, players must hold out against waves of zombies in their forts. The PVP Battle Royale mode is a 100 player free for all that allows players to build forts and do battle with each other to be the last player standing.
Stunlock Studios announced that Battlerite, their spiritual successor to Bloodline Champions, will be leaving Steam Early Access and going free to play on November 8. The game has been on Steam Early Access on a paid basis for the last year. Those who purchased the game during the early access period will get permanent access to all champions, both current and future, and a special founder title and avatar.
Today’s announcement is the start of some big updates to Battlerite. Starting September 29th, a Halloween themed event will be running for five weeks that will introduce a swath of Halloween themed items to the game. A major overhaul patch will be going out in October to prepare for the game’s release which will include the new 2.0 UI and a new, unannounced game mode. The free to play launch in November will bring a new champion, new music, and over 200 new items to the game. Stunlock Studios has released their full road map for the coming months in their New Era announcement.
To celebrate the announcement, Stunlock Studios will be running a free week from September 25 to October 1. Anyone with Steam will be able to try the game and the Steam Early Access bundle will be 50% off during the free week.
Battlerite is a competitive arena brawler that mixes in elements of top down shooters and fighting games. Players participate in 2v2 or 3v3 arena battles as one of 21 champions ranging from close combat brawlers to long distance support characters. The game is currently available on Steam Early Access for 19.99€/$19.99 USD/£14.99.
Square Enix revealed their newest IP at the PlayStation Press Conference in Japan. Left Aliveis a survival action shooter set in what appears to be a war torn city full of high tech vehicles. Little information has been released about the game beyond a teaser trailer, the game’s poster, logo, and some scant details.
The game will be launched for PlayStation 4 and PC via Steam in 2018. Square Enix has rounded up some big names from the Japanese video game development scene for this project. Toshifumi Nabeshima, best known for his work on the Armored Core series, will be directing the game. Yoji Shinkawa is Left Alive’s character designer, which would explain why the game’s poster looks so similar to his previous work on the Metal Gear series. Takayuki Yanase is handling mech design and has previously worked on titles like Ghost in the Shell: Arise, Mobile Suit Gundam 00, Xenoblade Chronicles X.
Square Enix has promised to reveal more detail about Left Alive when the Tokyo Game Show kicks off.
Ever since a chance encounter with a friendly Shinigami when she was a child, Sakura Mamiya has had the ability to see spirits. One day, she notices her classmate Rinne Rokudo interacting with an abnormally large chihuahua spirit; neither Rinne nor the overgrown dog are visible to anyone else in the classroom. Sakura soon becomes friends with Rinne, who turns out to be a Shinigami. One of Sakura’s old classmates, Tsubasa, reappears one day and reveals himself to be an exorcist, immediately coming to despise Rinne for his closeness to Sakura. The final addition to this dysfunctional group of assorted characters is the Shinigami Ageha, who decides that she must have Rinne for himself. Unfortunately for Ageha, Rinne has no interest in her, and would rather spend his time alone with Sakura when he isn’t helping spirits who have lingering regrets on Earth to enter the Wheel of Reincarnation!
Story
Sakura and Rinne are the stars of the show. Sakura is a fairly well-rounded and observant character. Furthermore, her ability to see spirits causes her to become more open-minded and understanding of supernatural phenomena. Her two close friends are not as understanding, however, and are only included to provide what may be labelled as ‘situational convenience.’ To elaborate: something supernatural occurs, the two run away screaming and Sakura investigates the mystery, discovering a spirit or two in the process. Their presence is not meaningful or even humourous. Rinne himself is an unfortunate character who is forced to live a life of poverty in order to repay impossible debts that his somewhat irresponsible grandmother and completely irresponsible father have passed and continue to pass on to him. He spends his days fulfilling requests from ordinary people, hoping that they will leave him an offering of money, or at least food. Sakura and Rinne interact more like friends who hang out after school than anything else, and those relaxed interactions are what make this worth watching. The contrast between their reasonably effective characterisation and that of literally everyone around them is so strong that every other character comes across as an insult to human intelligence and human decency.
The perpetual rigidity of every recurring character, such as Tsubasa and Ageha, to name just two, is detrimental to the success of this series. Tsubasa has two modes, as opposed to personality traits: being horrible towards Rinne and perverted towards Sakura. He repeatedly fails to understand that exorcising spirits violently is not the right way to help them move on to the next life. Ageha could have been interesting if her characterisation was not so misogynistic. Rinne’s father Sabato runs the Damashigami Company, which operates to manipulate humans into moving on to the next world before the end of their natural lifespan. Ageha has an eternal hatred towards Sabato, whom her older sister has taken an unnatural liking to, but takes her anger out on Rinne instead. This misplaced hostility lasts until he saves her from a giant monster, but her ridiculous tendency to be duped into wasting hundreds of dollars at a time is neverending. She acknowledges that the feelings she develops for Rinne might stem solely from his coming to her rescue, yet she keeps hugging him and trying to be intimate with him even though he never reciprocates her feelings. Rumiko Takahashi has yet to utilise character development to make even one of the recurring characters interesting instead of annoying, which is unfortunate considering that she has laid the foundation for what could be an engaging series.
Visuals
One of the appealing elements of this series is the art style, which almost makes it look like a long-lost anime from the 1990s. The animation is generally consistent, and ‘fan-service’ is fortunately non-existent except for one episode set in and around a public pool. Slapstick violence is about as bad as it gets, but said violence is overused to the point where it cannot possibly be intended as a gag. Repetition is the name of the game, and the repetitive ‘jokes’ become very dull by just the fourth episode, which is not to say that the series is entirely unable to be funny at times.
Audio
The music is consistently effective at enhancing this adaptation. One ethereal piece sounds suspiciously like it was composed in Apple’s Garage Band software, but all of the background music sounds good and is vaguely memorable. Some pieces are better than others, and those tend to be the ones that are only used infrequently, but all of it gives this adaptation a unique feel. The opening songs are decent enough and somewhat memorable, but the ending songs do not stand out. The voice acting is average overall, but Sakura’s audible indifference to the utterly ridiculous events occurring around her is one of the unique highlights. The subtitles are presented without any obvious issues, and all songs are fully subtitled.
Extras
All of the textless opening and ending animation sequences are included. There appear to be multiple versions of the animation sequences.
Overall
Kyoukai no Rinne is an interesting case study of what happens when someone tries to resurrect a style of anime and manga from the 1990s. In some ways, it is successful; Sakura and Rinne’s slowly-developing relationship and their interactions are interesting regardless of the limited romantic progression, and the art style looks far better than modern anime does. Unfortunately, Rumiko Takahashi fails to design interesting and intelligent female characters other than Sakura, and she fails to portray any male character growing and learning at all, other than the titular character himself. This is not a comedy, but treating it as a supernatural slice-of-life anime instead allows it to be entertaining. The story is presented in such a way that makes it more fun watching what Sakura and Rinne do together instead of hoping that they will end up in a romantic relationship. If Takahashi had just used the opportunity to pair off Tsubasa and Ageha in order to make them less annoying in their interactions with Rinne and Sakura, which she herself set up, the potential that this series had at the beginning might have been better realised. Permanent, meaningful character development would be the only way to justify its ever-growing episode count. Capsule Computers review guidelines can be found here.
Knack was one of those titles that kind of introduced a lot of people to the Playstation 4. Sadly, the exclusive fell flat with audiences, and this little hero met the bargain bin in record time. Much like many other Sony branded properties, a second chance has come for the little hero that could – and Knack is back in Knack 2. Featuring a new co-op mode and a few new gameplay elements, can Knack make up for a bad first impression? Let’s find out.
Story
The story for Knack 2 is absolutely terrible. I really hate when games like this overdo the whole “breaking the forth wall” or incorporate too much modern pop-culture, but Knack 2 is in dire need of something as the story is boring and flat. Knack has to fight robots and goblins. That is the general story. The script is a bunch of Pixar rip-off characters following behind knack and stating “get him Knack” and “you’re going down” constantly. The progression is tedious, the story is long and uninteresting, and Knack is not likable. Sure, I am sure one or two might enjoy this plot, but why would even a child play Knack 2 when they can get more of a fun and interesting atmosphere out of just about any other themed title on the console? There is just no personality and sadly, the script takes no risk to even make itself overly cheesy to sell a line or cause a chuckle, leaving one very stagnant adventure ahead for those who choose to go in.
Gameplay
The gameplay has improved in some ways for Knack 2 compared to its processor. A platformer at heart, Knack has the player traverse linear stages, where he must time jumps and smash foes in order to go forward. The environment is built for Knack, and it does show as I never once had an issue going into small spaces or hopping up to the next stage as the design is competent and sound. It actually is satisfying to switch between Knack’s big form (which gets larger as you collect hundreds of totems) and the little Knack, and the utilization of the two forms by some of the more fast-paced stages in the game make platforming feel like the true highlight of the experience.
Combat is also decent, but a bit overly simple. Punch, kick, smash, and generic attacks can be leveled up and improved with a skill tree, but none feel all too necessary due to the game’s simplistic AI. Most enemies are rather basic, only performing one or two attacks to start with. Aside from parrying projectiles with a shield, it is rare that the player will have to do anything other than smash a few buttons. Now, some might say that this could be said about a lot of other titles in the genre and to that I say they would be right. However, Knack has so much more potential based on his character alone and the lack of imagination behind a game that should be bleeding with life and personality is damn near impossible to get over. This is also the sequel, so Knack, why are you so basic still?
The puzzles offer a bit more thought, switching up the standard jump and smash fare for a bit of brainwork, where Knack may be required to pull platforms to switches or play with timed doors in order to move on. I will say this was another great part of the game, as it seems the developers definitely knew how to build a stage in order to provide a little bit more depth to the locales that still strike me as interesting – despite the lack of background information given for each one you may explore. Co-op adds a bit of flavor as well with a second player able to join in, and it is a welcome addition that is definitely needed on the Playstation 4, so despite being in such a ho-hum game – there will be a lot of families and friends alike that are sure to find this feature to be their tipping point.
Visuals and Audio
Knack definitely takes advantage of the Playstation 4’s visuals and looks outstanding on the pro at 4k. The colors are excellent, the environments are animated and alive. Knack and his dopey humans however are ugly and look like cheap, overly smooth muppets. I hate to sound so bitter about that, but Knack 2 kind of reminds me when my mother bought me those budget Disney rip-offs like “Aladdin” and “Snow White”. Remember those off-putting characters that were hard to get over as you simply expected better? Well that is how I felt the whole time I was looking at the humans in this title, with their inflated heads that did not match their small-legged bodies.
The music in Knack is fine, yet forgettable. The voice acting even is passable in almost every way, but the dialogue just is not interesting enough to actually muster up much of a care to listen to the performances within. Again, it kind of is what it is. Maybe if I simply cared more, I would have spent more time listening in and humming along with the tunes or chuckling at Knack. Not one joke gave a chuckle. Not one moment made me feel emotion. Maybe a third entry will give me reason to go back and try to get some sort of immersion, but after one playthrough, I am quite fulfilled as it is.
Overall
Knack 2 is a sequel to Knack. The story is there, but terribly boring. The visuals are wonderful, but come without substance. The combat and gameplay overall are also improved, but without a hook – meaning they sit on a fishing line submerged in a goldfish bowl, where the player waits and waits for that one big moment, but only feels still nothingness terms of general entertainment. Knack 2’s existence doesn’t make me mad as all games deserve a second chance. It does however serve as a nice talking piece of why you should avoid rebuilding a city when you just had bread crumbs to start with. Third time’s a charm?
KOEI TECMO EUROPE REVEALS RELEASE WINDOW AND NEW TRAILER FOR DYNASTY WARRIORS 9
Brand New Moves and New Characters Detailed for Upcoming Open-World Epic
Hertfordshire, 19th September 2017 – KOEI TECMO Europe revealed today that upcoming open-world epic DYNASTY WARRIORS 9 will be released in early 2018 on the PlayStation®4 computer entertainment system, Xbox One, the all-in-one games and entertainment system from Microsoft, and Windows PC via Steam®.
Further to this announcement, Koei Tecmo released a new trailer for the game, touching on the Three Kingdoms narrative and showcasing some of the game’s most popular characters traversing exciting new environments, scaling city walls, and charging from rooftops!
In addition to introducing the game’s story, characters, and locations, the trailer highlights the brand-new State Combo system. This diverse action system offers players a wide selection of options during attacks. Flow Attacks create move-set combos that differ depending on the enemy’s position and seamlessly continue when enemies become prone, are in mid-air, or stunned. Reactive Attacks are extremely versatile and can range from counterattacks, dash attacks, assaults, to guard breaks and finish moves. Trigger Attacks are powerful moves that change an enemy’s state. Attacks will change depending on the combination of buttons pressed.
Complementing the trailer is a robust batch of assets including new character designs for returning playable characters, screenshots from focal narrative cut scenes, and information on a new character, Xu Sheng, a cunning and charismatic general of the kingdom of Wu.
Based on real historical events and figures, DYNASTY WARRIORS 9 follows the personal struggles and progression of the player’s chosen character through the completion of both key and secondary events which can be reached in a myriad of different ways. The story of the Three Kingdoms era is presented in over ten riveting chapters, each reflecting changes in the balance of power. Each Chapter takes the player a step deeper into the impressive military and political machinations of the era, beginning with the Yellow Turban Rebellion through the ultimate unification of China.
ABOUT KOEI TECMO EUROPE LTD.
KOEI TECMO EUROPE LTD. is a publisher of interactive entertainment software for current generation consoles, handhelds and digital download content based in Letchworth, Hertfordshire, UK. The company is a wholly owned subsidiary of KOEI TECMO HOLDINGS CO., LTD., headquartered in Yokohama, Japan. TECMO is best known for the Dead or Alive® and Ninja Gaiden®series. KOEI is best known for its Dynasty Warriors® and Samurai Warriors® franchises. On April 1, 2009, KOEI TECMO HOLDINGS CO., LTD was established as a result of the TECMO, LTD. and KOEI Co., Ltd. merger. More information about KOEI TECMO EUROPE LTD and its products can be found at www.koeitecmoeurope.com
When it comes to telling an episodic story Telltale Games has managed to deal with their release schedule at a relatively decent pace. That being said, the story they are trying to tell must also keep fans’ interest for every month between episodes and with a two and a half month gap between Guardians of the Galaxy: The Telltale Series’ episodes and a storyline that has focused more on backstory than actually giving players answers, things have been difficult. Thankfully this third episode, More than A Feeling, looks to answer most of the questions in an episode that feels like a perfect middle episode for a season such as this one.
Story
As mentioned in many of our reviews for episodic games, those who have yet to play the second episode of Guardians of the Galaxy: The Telltale Series should do so before continuing to read this review. This is due to the fact that various events that occurred over the course of the previous episodes will be discussed though details about major events for this episode will be kept to a minimum.
When we last left the Guardians they had managed to end off an attack from Hala and traveled to the planet of Emnios, the location that the crew learned will reveal the secrets of the Eternity Forge. With Peter and Gamora setting foot on the planet, the two are engulfed in a bright light and the pair are once again sent back in the past to relive a memory of their past. For Peter this involves another experience with his mother as he gets a mix-tape copied for her while she buys medicine for her condition though for Gamora it is a much more revealing look at her past with Nebula.
As we’ve seen in past episodes with the focus of the first one being on Peter and the second being on Rocket, this third episode spends most of its time focusing on developing the backstory and working on the relationship between Gamora and her sister Nebula. Through this flashback we see one side of the story through Gamora’s eyes only to witness the truth about certain events later through Nebula’s, creating a unique bit of story that helps these characters grow and gives players extra insight into making decisions for the pair of sisters. In fact, the inclusion of Nebula in the group as a whole is something that fans of the series will be delighted about in general, especially if they play their cards correctly.
Of course this all comes with the help of a new crew member that Gamora and Peter discover that not only happens to reveal how the crew members of the Milano have been reliving their memories but also gives us new information regarding the Eternity Forge and the power that it is capable of wielding. Those who’ve seen the most recent movie in the franchise will likely guess the identity of this character but thanks in part to her psychic powers as well as her complete lack of social skills adds a new layer of comedy to what is mostly a heavy-hitting episode.
I say this because this character’s abilities to read minds and emotions allow for a few interesting revelations, especially in regards to Groot, who we learn is often misunderstood thanks to the fact that Raccoon doesn’t actually understand what he is saying, leaving fans to wonder just how often Rocket translates to fit his own interests in a humorous way. This new element works well with the amount of drama and heavier decisions that play into this episode since so many heavy themes and big questions are answered throughout this episode.
That being said, Peter still often feels like he is the only person keeping the Guardians together, as the story takes a short break to have every character discuss their emotions with Peter in an attempt to quell the unrest in the group to give their new friend a clear mind to focus her efforts on finding the location of the biggest choice Telltale’s offered in Guardians so far. Whether this choice will really have the long lasting consequences it seems to have is yet to be seen of course but players will feel plenty of tension once this episode comes to an end, especially with the implications being what they are in both versions of this choice.
Gameplay
Similar in nature to the previous episode, most of the actual gameplay in this episode comes in the form of dialogue sequences as there is only a bit of combat here and there, paced more towards the beginning and end and leaving he middle quite empty. Even exploration is kept to a bare minimum and the puzzle that players need to solve near the end is as predictable as they come, even gating off certain parts of it until you complete other steps first even if you know the result.
Visuals & Audio
Thankfully even though the action serves as book-ends for this episode, the choreography of these fights remains as excellent as effort. Unfortunately the same cannot really be said about the environments that the Guardians travel through this time. Despite the amount of freedom one would have in a game that involves space travel, the crew continues to spend most of their time inside of empty bars and temples of various kinds.
It is even worth noting that the soundtrack feels lackluster this time around thanks to the fact that numerous pieces of music are recycled throughout the episode, lacking the impact that new tunes had on previous episodes. One place where the voice actors really step up here comes with the amount of emotional variety they can deliver here thanks to the quality of the writing for this episode.
Overall
After slowly building upon the various members of the Guardians, More Than A Feeling finally delivers both meaningful development as well as a cache of answers all within an hour and a half period. In fact, with the true nature of the Eternity Forge and what it is capable of being revealed and the tensions it brings to the group brings these previous developments into a new light. With a major decision that could potentially see the story branching off into completely different directions and the implications that both choices leave players with, More Than A Feeling serves as a great middle episode to build an exciting two episode conclusion off of.