Don’t Pass on GamePass

Over the span of 7 years, the Xbox brand has been transformed into an entity almost unrecognizable from its 2013 self. The massive undertaking of accruing lost MindShare and rejuvenating the gaming division was not a simple task, but was one that Phil Spencer and the wholly dedicated team at Microsoft’s Xbox division were more than up to. 

The official GamePass account on Twitter announced today that the titular Baseball franchise, MLB: The Show would be launching Day and Date on GamePass for the Xbox. This includes both the Xbox One and Series X version of the game. Coming off the excitement of recently launched Outriders being in GamePass as well, we have a very important precedent that is being set not only for the service, but the Xbox Ecosystem as a whole. 

Outriders

Xbox has been cementing itself as ‘the’ place to play for console play-no-for gamers in general, at an incredibly staggering rate. Cross-platform saves for games available on PC and console, heavy support for Cross-play, an impressive Backwards Compatible structure that sees 4 generations of games given new life, legacy support for existing accessories, and a very solid mobile gaming solution are just some of the highlights one will experience being in the Xbox ecosystem. However, there is one very important piece that completes the puzzle. That piece is GamePass.

Being available on PC, Console, and Mobile means that you are able to access a huge library of games, old and new, virtually anywhere and in anyway that is most preferable to you. For less than the cost of a Premium Netflix subscription (Currently $17.99, whereas GP Ultimate is $14.99.) you have unlimited access to every game available in the service, can collect Perks and Rewards for other services and games, and will receive discounts on games and add-ons among other things. 

This isn’t even mentioning the acquisition of Bethesda and Zenimax that has now put hit titles like Doom: Eternal, the Wolfenstein series, and even underappreciated gems like Prey back into the service with the benefit of the Series X|S’s FPS boost and performance enhancements. I know this all reads like some kind of ad for GamePass, and maybe it ultimately is, but that’s because the service and what Microsoft is doing with it is just that good.

https://youtu.be/oWLQUse0oYg

Seeing what GP has become from its ‘very’ humble beginnings of only a handful of games and a mission is remarkable. What’s more is that there’s no reason to be concerned with whether the platform is sustainable and beneficial for developers since time and time again, studios have come forth and praised the service. Case in point: If video games are the entertainment equivalent of your favorite foods, then GamePass is the buffet made up of all your favorite dishes plus a bevvy of treats that may have never thought to try before. Don’t just take my word for it. Try it out for a month. Go in with no expectations, start playing games, and see what happens.   

The Medium is a Mind Bending, Thought Provoking, Supernatural Thriller that begs the question: “Are you prepared to learn the truth?”

The Medium’s Universe takes many of the ideologies and understanding of the Human psyche and presents us with questions that lead us to test that very understanding. Trauma, in all its forms, can have lasting and detrimental effects on a person. So much so that the traumatized may very well become the same monsters that preyed upon them. The Medium’s narrative takes root in this idea, and uses it to branch out the intricacies of its underlying plot.

Players take on the role of Marianne, a clairvoyant capable of not only communing with the spirits of the dead, but also allowing them to properly ‘pass on’. After receiving a call from a stranger going only by Thomas whom promises her insight into questions about her own past and the recent visions/nightmares she’s been having, Marianne makes the journey out to the Niwa Resort. Nary a few moments after her revival, Marianne learns that there is much-more going on at the resort than meets the eye. 

Environments feature rich details and well executed atmosphere.

 

One of The Medium’s primary gameplay elements stems from its Dual Reality system, wherein Marianne is able to traverse  two separate planes of existence at the same time; The Living World and the Spiritual Realm. The former is as you would expect with realistic and detailed environments that we understand to be ‘normal’. The mood in the real world is cold, quiet, and unassuming. The woods surrounding the Niwa Resort are densely packed with towering trees, damp paths, mounds of Autumn leaves, and a bluish tint that almost seems devoid of life. The resort itself features some wonderfully detailed interiors packed with details and chilling lighting effects. In stark contrast, the spirit world (inspired by renowned artist, Zdzisław Beksiński’s Dystopian paintings.) features warm colors of orange, brown, reds, and greens with environments that literally pulsate with life and are slick with unsettling viscosity. The disparity is excellently achieved by how effortlessly traversing both worlds feels as you explore. 

The spirit world is not just a discolored reflection of the real one, however. In fact, you could say it’s more of a concept of it; A blueprint that was altered along the way to the final construct. A normal staircase that exists in the real world may be completely dilapidated in the other, while an object that is invisible to the naked eye among the living is as tangible as the keyboard I’m typing on in the spirit realm. This disparity applies to Marianne as well. In the spirit world her skin is pale, her hair bright white and void of color, while flecks of energy flutter away from her spectral form as she moves about.  

You must interact with both worlds simultaneously to proceed.

 

Beyond the Veil

It is by navigating these contrasting  worlds that the bulk of The Medium’s gameplay takes place. As the game progresses, each environment starts to become its own self-contained puzzle that requires good observation and an understanding of your abilities and how they affect the world.  The idea is that anything you interact with in one world, will affect the other in some way. Puzzles can range from simply finding the right path to navigate, replacing a lost item to its original place so that its spiritual energy resonates within the other world, to having to jump back and forth between both realms in order to successfully remove objects blocking your path. Not only this, but there are threats that exist on one side that are not visible to the other, such as swarms of spirit eating moths that must be dealt with before Marianne’s physical body can proceed.

Marianne herself has a few techniques up her sleeve to help along the way. Her corporeal form is capable of harnessing residual energy either left behind my moments of intense emotion in the real world, or recreated by unearthing moments in time that carried such energy with them. Not only this, but she is capable of creating a spirit shield to keep her safe from harm as well as honing the same energy and releasing it all at once to bring life back to old conduits and other objects. 

Witnessing the game running both these worlds simultaneously is truly a treat, and its only when you experience the effect first hand you begin to understand why the engine would have a tough time functioning properly on older hardware. Eventually, the Dual Reality gameplay goes a step further an introduces an ‘Out of Body’ mechanic wherein Marianne is able to leave her physical body behind so that she may explore previously inaccessible areas in the spirit realm. There are consequences to be wary of when doing so however, as her spirit form gradually deteriorates the longer she is separated from her body. With the press of a button Marianne can return to her physical form in a flash of light that hides a moment of near instantaneous loading.  

I found myself spirit walking nearly every chance I had just to make sure I didn’t miss anything and to simply explore as much of the environment as possible. While I never found myself completely stumped by a particular puzzle, they all proved satisfying to solve and gradually ramped up in difficulty the further you progressed. It’s a testament to Bloober Team’s attention to details and  seamlessly blending objectives with environmental cues that I always felt that pang of excitement every time I a completed a puzzle, eagerly moving onto the next challenge.

Even the most quiet moments are heavy with a sense of unease and dread.

 

You’re not just going to be uncovering narrative bits and solving puzzles the whole time. Oh, no. You’ll wish that’s all there was to this adventure. There are moments where Marianne must resort to stealth and agility to escape the game’s primary antagonist. The Maw. Expertly voiced by Troy Baker, The Maw is a towering entity that makes it very clear just how depraved and corrupt it is the moment it makes its debut. “Let me wear you…!” it hums, its words dripping with insatiable desire as it hunts Marianne down every chance it gets.  These are the moments where The Medium feels more like a traditional horror experience and adds that extra bit of variety to the gameplay loop and make it feel like a full package. 

The tension and anxiety created in these moments is palpable. As you have Marianne sneak around and hide from her pursuer, the control vibrates rhythmically as it stomps closer and closer to your position. Lights flicker anxiously in The Maw’s presence and Marianne must also hold her breath if its nearby, lest she be discovered and forced to make a quick getaway. The Maw’s lingering threat works well throughout, as it’s just when you’ve spent time solving puzzles and suddenly realize that it’s been a little too quiet for a little too long. Suddenly you hear it. That gurgled and raspy vocalization that is accompanied by the thudding of its footsteps. You heart sinks and now your nerves are on fire. 

Troy Baker deserves every bit of praise for his work here. His performance as The Maw has helped created an entity that is extremely disturbing. You can’t help but feel a churning in the pit of your stomach as it gleefully describes how it wants to wear your skin, that its previous victims didn’t ‘last’, or that Marianne is being selfish by not letting it have its way with her. 

If you happen to end up in The Maw’s clutches, it is not immediately Game Over. If you have any spirit energy saved up, you can unleash some of it in the hopes of being able to make a quick getaway. Spirit energy is finite however, and depicted by glowing bits of fabric on Marianne’s sleeve. This further exacerbates moments where you hear The Maw and realize you haven’t recharged Marianne recently. 

The decision to use dynamic and predetermined camera angles only lends to the cinematic and uneasy feeling attributed to navigating the environment. Inspired by classics of the genre like Silent Hill, Alone in the Dark, and Resident Evil, The Medium takes an aesthetic not truly present since the 90s and breathes new life into it for a new generation.  In some areas the camera will pull back, showcasing just how large an area is and just powerless you are in the grand scheme of things. Purposely positioned angles that loom over Marianne from the corner of room create a sensation of unease as you have just enough visibility to know where you’re going, but not enough to know if something else is there as well. 

I couldn’t help but smile as certain sweeping shots and angles immediately reminded me of the original Silent Hill (One of my favorite games of all time.) with the expert positioning and timing of the frame. 

The Spirit World is more than a mere reflection of the Living. It is at once a concept and its true nature.

 

The Medium’s story beats are fed to you by way of clues, bits of lore you find throughout the environment, intense scripted sequences, and sizable cutscenes that help push the narrative along. The former can come in the way of notes, documents, drawings, and ‘echoes’ that discover along the way. Echoes in particular are intriguing as Marianne is able to interact with objects that harbor residual energy left behind during a traumatic or emotional event, and listen to these events by focusing on the item. Cutscenes are also quite unique as many of them incorporate the Dual Reality system to further showcase just how each realm reflects the other.

Some scenes with Sadness, one of the game’s main characters, utilize the effect very well. In the real world, the camera may focus on an object that Sadness is interacting with, while on the spirit side we see exactly how she is interacting with it and Marianne. It’s also in these moments that Marianne’s voice actress (Kelly Burke) really flexes her talent and brings out the raw emotion that Marianne is feeling in each situation. It can be a jarring effect for some initially, but is easily acclimated to. 

The Medium’s sound design is also excellent in nearly every regard. From the echoed taps of Marianne’s shoes on cold, barren floors, to the “disturbingly satisfying” sound of a blade running through a wall of faux skin, and the haunting growls of The Maw as it stalks you, The Medium is an audio treat that demands quality headphones or a well calibrated sound system. Music wise, all the ambient noises and soundtrack have been composed by Bloober Team’s own Arkadiusz Reikowski and none other than famed Silent Hill composer, Akira Yamaoka. Droning hums and metallic synths that create a never-ending sense of dread are juxtaposed by clean and melancholic piano keys that dare to dangle a glimmer of ease and hope just before your next descent into the nightmare. Each track is crafted to not only match what is happening on screen, but also to inform and suggest the emotional state of the game’s characters as the narrative progresses.

Dual Reality is used to great effect in many cutscenes to express how Marianne perceives and interacts with both worlds and its inhabitants.

 

I will say though, that while I actually appreciated most of Marianne’s monologues during the adventure, there were times where her commentary was simply not needed as the game had already provided enough visual and audio cues to inform the player of the current situation. Alternatively, I found myself surprised when she ‘didn’t’ react to something that would surely have garnered one. This comes into play too when solving puzzles as Marianne tends to overshare her thoughts and gives excessive commentary on puzzles and what her emotional state is like during/after different situations. Perhaps this was a way for the team to ensure that all players are able to progress regardless of skill level. It’s understandable, but could have stood to be implemented in a less abrasive manner.

Like an Open Book

For the most part,  The Medium’s story is told quite well and has an almost rhythmic flow to each revelation without letting the player in on too much too early. It was a little disappointing when it started peeling back the veil too far and laying out its underlying plot points and twists too blatantly.  It’s not a huge negative though, as there were still surprises all the way up to its conclusion.  In fact, as I think back on how the story unfolded from beginning to end I can confidently say that it is very much a worthwhile narrative to experience regardless of its few stumbles. Much of this can also be attributed to the smaller stories that you uncover in the Niwa Resort. These tales often tie into the game’s puzzles and serve as an introspective into the game’s overarching theme of trauma and its after effects. 

These stories present you with the chance to uncover who these people were, what made them ‘them’, and to understand the depths of their trauma. For its when you do so, you can identify just how their experiences shaped who they became and truly empathize with them. This ideology is at the core of some of The Medium’s best sequences where you are tasked with plumbing the depths of a character’s psyche to figure out what drove them. In these instances you are essentially breaking down mental barriers that were erected to protect one’s mind from the anguish of their trauma, but at once are invoking these same effects in order to better understand the person you are dealing with. 

The Medium will challenge the way we normally perceive people, asking you to consider digging beyond the surfaces of their outward personality and be willing to understand what shapes and molds someone’s personality. Sometimes, violence may be committed with the intention of protection and preservation. Misdeeds can be the result of a misguided attempt to make amends. Someone can end up committing the same atrocities that were afflicted upon them as a way to bury their own shame and guilt. It’s left to you as the player to decide for yourself what is truly evil or good. 

The Medium is very much a Horror game, but is also one that asks you to identify and take a good hard look at the after effects of horror as well. It’s one thing to be afraid of a monster, but an entirely different matter to know and understand how and/or why a  monster was created, let alone to even begin sympathizing with it. 

Real Horror

The Medium begins with the simple task of uncovering the truth, but quickly becomes a thought provoking tale that even weaves events from Polish History into its narrative to drive home the idea that all of our actions-good or bad-can affect our world in many unseen ways. This is a tale that will linger in your mind long after the credits roll and may even inspire you to retread its chapters to delve further into the constructs of its story. After months of open-world action adventure and shoot em’ up titles, The Medium serves as a welcome palate cleanser that ultimately shows just how much Bloober Team has grown from their humble beginnings. 

Verdict

Highly Recommended

Pros:

  • A true homage to classic Horror titles that brings storytelling back to the forefront and accompanies it with unsettling, atmospheric designs.
  • Puzzles are never too abstract and are satisfying to solve while also being integral components of the overall narrative.
  • Well conceived sense of tension and dread that permeates throughout the entire experience. The Maw is a genuinely terrifying antagonist that has earned a place among some of the iconic greats.
  • Immaculate sound design that really brings the atmosphere together along with an impactful and memorable score.

Cons:

  • Marianne provides just a little too much commentary even for the most mundane situation.
  • Human animations can be a bit stiff and awkward looking.
  • Occasional frame-hitching, most often when quickly jumping from gameplay to cutscenes.

Dead Men Tell Many Tales

         The Medium is merely a week away and to be frank, my anticipation is palpable. You see, while there is certainly a wealth of Horror and Horror inspired titles in existence, none have truly captured the same sense of atmosphere and unnerving attention to narrative details that the original Silent Hill and Resident Evil franchises have. I consider the original Silent Hill and RE: Remake to be modern classics in my eyes. The anxiety, the tension, the pure fear you felt when the camera angle changed and droning music suddenly picked up while an indiscernible monstrosity loomed in from the shadows; These are but a sprinkling of the qualities that elevate a Horror game from good to great.

Now, what does all this mean for The Medium? Bloober Team have been hard at work mastering their craft over the years. They’ve been making games since 2010, but it’s when they released the 1st entry in the titular Layers of Fear franchise that people really started to take notice of their talent. With a mix of gradually intensifying atmosphere, puzzle solving, and narrative driven sequences the team has created some unnerving and reflective experiences for the masses. The Medium is set to be the team’s 1st true attempt at a project much larger than their previous works with more aggressive commercial backing.

 Lead designer Wojciech Piejko and the team have proudly stated that Silent Hill and other Horror titles of the time were clear inspirations for The Medium. Even famed composer Akira Yamaoka was more than happy enough to sign on and co-compose the game’s soundtrack. Huge news for fans of his work. That’s just the tip of the iceberg, however. Bloober Team have incorporated long lost Horror stylizations such as dynamic camera angles to further bolster the eerie atmosphere they are already apt at creating. What really sets The Medium apart is its dynamic dual world mechanic.  Marianne (The actual Medium you play as) has the ability to interact with the spiritual plane that sits on the very thin veil between life and death, while traversing the real world at the same time.

The Medium’s Dual Reality Gameplay in Action

 

The screen will literally split in two as you control Marianne in both worlds at the same time. The game is, in effect, running twice which leads to Bloober’s decision to develop the game solely for PC and Series X. The mechanic simply would not work properly on last gen’s hardware. This is where I really became enamored with the game, as you get to really absorb and observe all the little details and variances between both realms. The real world features a cold, bluish filter that makes it seem lifeless and lonely (despite the great detail in the environments), while the spiritual realm is portrayed by deceptively warmer colors and textures that give a sense that this plane of existence is more alive than we’d presume. 

The Spiritual Realm is a Macabre Reflection of the Real World

 

While we can’t say for certainty how the rest of the game will play out, based on the early demos and hotel scenario that we’ve been privy to it seems like gameplay won’t be combat heavy (at least in the traditional sense). Rather, the more intense scenarios will see Marianne using her psychic abilities in the spiritual realm to fend off dangers, interact with objects that can affect others in the real world, and solve environmental puzzles. This doesn’t mean there is no inherent danger. In fact, one of the most recent sequences we were treated to is right after Marianne escapes a close encounter in the spiritual realm.

After returning to the real world, she breathes a sigh of relief thinking that the worst is behind her, only to realize that she’s been followed from the other side. What follows is a fairly terrifying game of cat and mouse as your mostly invisible pursuer taunts and stalks Marianne while trying to escape. It can’t see her, but it can hear her. As you scuttle about the environment, navigating your escape, you must periodically remain still and hold your breath to prevent detection. Just watching the sequence is unnerving, let alone having to be the one in control! 

The Medium is scheduled for release on the 28th of this month and will be available on PC and the Series X. Better yet, it’s also coming to GamePass Day one. This leaves very little reason to not give the game a shot and see if Bloober Team are able to deliver what may be one of the most unique and original Horror experiences we’ve had in a long-long time.  

 

Nioh 2 is Ready to Slay your Steam Library

KOEI TECMO, developers/publishers of legendary franchises such as Dead or Alive, Dynasty Warriors, and Ninja Gaiden have confirmed that Nioh 2: Complete Edition will finally be hitting PC on February 5th, 2021. Along with native 4K support, the PC iteration will offer numerous performance benefits such as 120fps, mouse & keyboard support, as well as support for HDR & 144hz monitors.

The original Nioh was an excellent game that blended elements of Ninja Gaiden’s fantastic, brutal combat, while offering a challenging and rewarding experience. Nioh 2 followed up the formula in the form of a prequel and expanded the combat further with transformations, more flexibility for combos, and a more satisfying gear grind.

You can actually snag the Complete Edition of the original game on Steam for $14.99 right now (usually $49.99).

Scorn Not Thine Masters

Originally announced back in 2018, Scorn always draws attention whenever it rears its disfigured head from the murky depths of obscurity. With its H.R. Giger inspired aesthetics, grotesque creature and weapon designs, disturbing environmental puzzles, and Bioshock esque thematic design; Scorn is much an enigma as it is one of the most arresting and anticipated games coming in early 2021. 

We now have nearly 14 minutes of raw gameplay footage courtesy of Gamespot, running on-wait for it-The Xbox Series X. This is VERY important because this has been a point of contention for consumers wanting to see those golden letters “Captured on Series X” during previous Xbox events. Thankfully, we have been getting plenty of it by way of games like Assassin’s Creed: Valhalla, Dirt 5, The Falconeer, and Yakuza: Like a Dragon just to name a few.

What we have on offer here with Scorn is nothing short of stunning. The attention to detail in nearly every aspect of the game’s design is absurd. The pulsating walls of the labyrinthine corridors look alive, to the point where you feel compelled to reach out and satisfy your morbid curiosity with a quick touch. Idle animations of the player’s weapons are suggestive and elaborate. This not only impacts gameplay as it makes you conscious of choosing when to reload, but it’s a constant reminder that everything around you is potentially alive.

I, for one, am truly excited to finally discover (hopefully) the nature of Scorn’s world and why things are. I won’t bore you with anymore banter. Check the video and enjoy!  

Venture Where Light Dares not Travel

Bungie has finally raised the curtain on a showcase of the Exotic Weapons and gear that will be coming with the Beyond Light update on Nov. 10th. There’s no solid information on how, where, when these armaments will be acquired, so we can only speculate until the update goes live. I’m sure there will be one or a few tied to a specific quest line and/or the a Raid. It’s nice to see No Time to Explain back in action and the Icefall Mantle looks like a fun utility to throw into the mix. Here’s a list of everything shown in the video:

  • No Time to Explain Pulse Rifle
    • Perk: “Personal Protection Portal”
  • Cloudstrike Sniper Rifle
    • Perk: “Lightning on Precision Hits”
  • The Lament Sword
    • Perk: “Shred Barrier Shields”
  • Salvation’s Grip Grenade Launcher
    • Perk: “Launch Stasis Projectiles”
  • Icefall Mantle Titan Gauntlets
    • Perk: “Replaces Barricade With Overshield”
  • Precious Scars Titan Helmet
    • Perk: “Revive Creates Shielding Aura”
  • Mask of Bakris Hunter Helmet
    • Perk: “Shift Replaces Dodge”
  • Athrys’s Embrace Hunter Gauntlets
    • Perk: “Superior Weighted Knife”
  • Dawn Chorus Warlock Helmet
    • Perk: “Improved Burns and Daybreak Damage”
  • Necrotic Grip Warlock Gauntlets
    • Perk: “Melee Spreads Poison”

For an even more in-depth breakdown, check out Bungie’s own Official Page for more details. 

The Genshin Impact

When miHoYo revealed Genshin Impact back in June last year I was mildly interested. Considering their previous work in the forms of Collapse Academy , Undecided Book Event , & the more recent Honkai Impact , I suspected Genshin would be more of the same but with an improved level of visual fidelity. As more details began to emerge along with gameplay footage and various story elements I started to realize that while I was right on the surface level, I was wholly unprepared for what the final product actually would be.

Synopsis

The main story revolves around your choice of one of two siblings who have been separated from one another and cast into different worlds by an all powerful and seemingly malicious Deity. Along your quest you begin to unravel the mysteries of this new world, become involved in a political tug of war, learn the nature of your powers and why they resonate so differently here, and fight. A lot. There’s more to it than that of course, but giving any extra details would spoil the plot pretty quickly.

Visuals + Presentation

From the moment you gain full control of your character, start running around, get into some combat, and familiarize yourself with the UI there is an immediate sense of fluidity. Basic attacks, skills, and ambient effects are bright, colorful, detailed, and bring nearly every interaction you have with the world to life. The brunt of my time playing the game has been on PC, where I get to enjoy a consistent 60fps, high res textures, AA effects, and more. The art style is reminiscent of many popular JRPGs with its vibrant color palette, sharp and clean looking models, and flamboyant animations. 

The world itself is huge and densely packed. Thanks to an impressive Depth of Field you can stand atop the highest point you can find, pan the camera, and discern any number of interesting locales that might be worth visiting in the distance. Rolling hills are filled with fanning blades of grass, wisps of dancing wind, dozens of varieties of flora and fauna (The majority of which you can collect and hunt), a beautiful sky box with a lovely day and night cycle, and unique structures that-more often than not-house worthwhile secrets and adventures.

captured in game

 

Your exploration and questing is accompanied by a surprisingly beautiful soundtrack. Orchestrated strings and woodwind pieces energize your forays during the day time, while white key piano notes create a somber, but comforting ambiance while the hush of night descends upon the world. I was genuinely surprised as the score changed in intensity depending on the type of opposition before you. Weaker mobs are accompanied by an almost whimsical and amusing jingle, while bosses and elite encounters feature thundering percussions, rapid strings, blaring horns, and epic choirs to that really ramp up the excitement. 

 If you’re playing on mobile it’s worth noting that-depending on your device-you have access to many of the same fidelity features that you do PC. On the iPhone Xs Max I tested the game out on I was able to push the A12 Bionic Hexacore processor to get 60fps while turning down/off Blur and lowering some settings to medium. All the while the game’s aesthetic shone through vibrantly on the 1125p OLED screen. The PS4 version is unfortunately not as optimized (yet) and tends to stutter while trying to maintain 30fps while also lacking any real options to adjust visual fidelity. It’s far from bad, but if you have a mid-grade PC or better, I would suggest going that route for the cleanest and most enjoyable presentation.

captured in game

 

I cannot tell you often I’ve ventured off the beaten path and just ‘absorbed’ the world around me while listening to the whispers of the wind and comforting melodies of the wonderful soundtrack. The design team has crafted environments that continue to draw you in with the promise of rewards and discoveries, and always manage to make good on those promises. Even long after you’ve searched in countless nooks and crannies. 

Gameplay + Combat

Now we get into the nitty gritty of this whole piece. I’m going to address the immediate and ginormous elephant in the room. Yes, this game looks like and has a lot of inspiration taken from The Legend of Zelda: Breath of the Wild. In fact, miHoYo has gone on record stating as much. Everything from the ‘If you see it, you can climb it’ mechanic, to the use of gliders, cooking, resource gathering, the hand painted psuedo cell shaded art style, and even some of the basic enemy designs (looking at you Hilichurls) seem like they were lifted directly from BOTW. However, the similarities end right where they begin.

Combat and progression is at the heart of Genshin Impact. This is very much an Action/JRPG so the genre staples of leveling characters, acquiring skills and abilities, stat crunching, and rounding out your party members are all here. While questing gives you large chunks of experience and resources, you will undoubtedly find yourself scouring the world for chests bursting with loot, diving into instanced dungeons to acquire coveted artifacts and leveling resources, taking down huge Elite enemies, and generally unearthing as many secrets as you can stand. 

Battles are fast paced, chaotic, and generally a lot of fun. Depending on your character archetype you have access to Swords, Spears, Spell books, Bows, Blunt weapons, and Giant Claymores. You can pull off combos, charged attacks, unique flourishes based on the timing of your input, and exploit the game’s unique spin on its elemental system. Combining elemental attacks can have devastating effects and really turn the tide of battle. Fire + Water causes Vaporize, Ground + Ice cause Crystallize, Hydro + Shock afflicts the enemy with an electrified debuff that causes damage over time, so on and so forth.

See the source image
PushSquare

 

It didn’t take long before I was reflexively swapping characters in and out mid-combo to take advantage of an elemental buff, dodging dangerous attacks, and simply being doing cool things just to see if I could. Boss battles are equally exciting as they come with pre-rendered and in-game cutscenes, unique theme music, and a fair spike in challenge. Without being specific, Boreal is still one of my favorite encounters in the game so far, and when you get there, you’ll know why.

Each time you discover a new mechanic, item, or enemy the game gives you a prompt with an explanation of what it is and how it all works. The immediacy of this method is tried and true as it allows you to apply that knowledge as soon as you get back to the action. Experimentation is rewarded and very much recommended. It all serves to keep you engaged in the grind. 

You see, Genshin Impact’s world is incredibly large and incredibly dense. The latter part is very important. While there is certainly a fare bit of traveling on foot, in the 30+ or so hours I’ve played I never went very long without running into or spotting a guarded chest, environmental puzzle waiting to be solved, an NPC bearing a side-quest, hidden secret location(s) with their own sub-quests, and any number unique of locales to explore. There is always something to see, do, and collect. This is a hallmark of Genshin’s gameplay loop where everything you do and pickup has a purpose. 

See the source image

 Every chest you open, every resource/piece of gear you collect, and every quest you complete contributes to your party’s base Exp. as well as your Adventure Rank. Your Adventure Rank is very important as it acts as a sort of buffer to how quickly the game opens up its more advanced elements to you. In fact, unless you read the information prior you would never know there was a Battle Pass that can only be accessed once you acquire Adventure Rank 20 (More on that in a bit). Now, you might be thinking “Well, that doesn’t sound good. The game is restricting me and forcing me to grind!”. Normally, I would agree were it not for quickly your rank grows simply by virtue of just playing the game. 

Genshin’s progression can also be a bit of a doozy if you aren’t accustomed to stat crunching and resource managing in RPGs. Aside from general Exp, you can level up your characters via Writs with three forms of rarity (Traveler, Adventurer, and Hero). Once you achieve the predetermined level cap, you can then Ascend your character to unlock the next set of levels. Each Ascension requires rarer items and more Exp. the higher you go, but comes with a substantial boost to strength while opening the door for more abilities and skills. Hang on though, now you have to level up your weapons and artifacts! That’s right, even individual weapons can grow and Ascend. 

This is done by feeding them Ore you acquire throughout your adventure as well as duplicate and lower grade weapons you have no need of. What’s more is that weapons can be Refined with duplicates of its type for a max rank of 5 where you unlock an extra ability and/or stat boost for said weapon. Artifacts are a little different in that they can only be enhanced using other artifacts, but the benefits of doing so are worthwhile. You can equip a total of five artifacts to each character, all with their own individual buffs and stat bonuses. Better yet, there set bonuses for each type that give you an even greater stat boost for equipping between 2-4 pieces from the set. 

We haven’t even touched on character Talents, Constellations, Friendship levels, etc. and if it all feels overwhelming to read, rest assured that the game does a solid job of onboarding the player to all of its mechanics. It doesn’t take long before you find your favorite weapons, artifacts sets, and start power leveling them to crush the opposition. It’s all purposeful and entertaining. Everything in your inventory is useful, and that’s rare.

captured in game

 

Oh, did I mention there’s Drop in/Drop out Co-Op? Yep. Once you unlock the feature you can go enjoy adventures and merriment with friends and/or strangers. Tackle dungeons, chill in the city and enjoy some drinks, or run through the hills murdering everything in your path. One of my more memorable moments was joining some strangers for a bit of dungeon diving, then heading back to Mondstadt (The first major city you visit) and sitting at the cafe’ just enjoying the experience.

Enter The Gacha

Here we go. This is where the game falls apart. This is where the cash grab- Wait, did miHoYo completely subvert expectations and find a way to implement a Gacha system in the least obtrusive way possible? For the most part, yes. I will go on record admitting that I am the last person to seek out a game with a Gacha system at the core of its gameplay. I find that the Gacha usually guides the game design rather than the other way around and inevitably slams the player into a dubious paywall long before they’ve truly started enjoying the game. This…Is not the case with Genshin Impact.

Yes, the majority of the playable characters (24 currently) are locked away in the Gacha and being able to play them temporarily during certain missions or special events is a clever way to entice you to reach for your wallet. However, through the use of the in-game Primogem currency, you never have to spend a single dime to take advantage of any of the paid systems. You obtain Primogems via questing, finding loot, and completing tasks throughout the world. From there you can convert these gems into Wishing Stars that fuel the Gacha roulette system, purchase rare materials, or even use them to bypass tiers in the Battle Pass. That’s right, not only does the Battle Pass feature a Free and Paid tier, but you can boost your progress, again, without spending any real money.

Is the system perfect? No. The best and coolest characters are unfortunately blocked by an RNG mechanic which can prove frustrating if you have your eyes set on a specific one. That said, it doesn’t mean you NEED any of the extra characters as the game provides you with a well rounded party through quest progress and even offers some freebies via special events. There are plenty of offers and tantalizing packs to spend your money on, and for the most part, they all seem priced fairly or at least at the average cost you would expect from such a monetary system. I must reiterate that this is all considering that the entire game is Free and you have access to all of its systems regardless of whether you wish to spend any money.   

See the source image

Roundup

If I’m being honest, I was very tempted to make this a comparison article between Genshin Impact and LOZ: Breath of the Wild. Ultimately, I decided it was a disservice to just how good Genshin is to do so. In the 30+ hours I’ve sunk into the game since launch I’ve experienced nearly every single element that I so desperately wanted from BOTW, but never got. I’ll save a deep dive of the comparisons for another time. For now, if I were to give Genshin Impact a proper rating I would gladly give it a solid 9/10. There is a lot of content and a very addictive gameplay loop on offer for the astounding price of $0. 

Genshin Impact has hit the ground running and taken communities by storm. Streamers are pushing record numbers, YouTube creators are posting consistent videos, and the player base is already skyrocketing well into the millions. I can say that every accolade is well earned. It’s actually criminal that the game is completely free and I wholly recommend that everyone try it at least once. You can download it on PC, iOS, Android, and PS4 today!  

 

Bring a Towel

Scorn has been in development for many years now. It usually pops up via a short gameplay snippet, media blurb, or mention on social media then sinks back into the shadows where development continues. Today, YouTube channel GameClips has provided us with a disturbingly satisfying 7-Minute reel of gameplay and sweeping vistas to wet our palate before launch.

If you haven’t heard of it before, Scorn is an H.R. Giger Inspired First Person Horror title coming exclusively to the Xbox Series consoles and PC. The obsessive attention to detail in the world and its inhabitants is unnerving and at once, captivating. The droning and foreboding music only lends to the chill inducing atmosphere. Everything twitches, slithers, skitters, and breathes with unsettling life; constantly making you question what may be friend or foe, if such concepts even exist in this twisted world.

Check out the full video below. Scorn doesn’t have a set release day yet, but is scheduled to launch in early 2021.

https://youtu.be/mOOu3tUyB3o

Samsung’s 8TB SSD Hits the Ground Running

You can never have too much storage space. Ask anyone marginally interested in tech or with a media based hobby. Storage space is a vital component of productivity. I personally have a nice little collection of external and internal HDDs and SSDs that have amassed over the years.  Samsung has recently launched its 870 QVO line of SSDs that come in 1, 2, 4, and 8TB flavors, with the latter being the main draw for consumers. So, aside from a sizable chunk of storage space, what else does this drive really offer? Continue reading “Samsung’s 8TB SSD Hits the Ground Running”

Prepare to Reminisce

Today, From Software celebrates over 27 million units sold of its overwhelmingly popular Souls franchise. My first exposure to what would eventually become the omnipresent Souls Series was a single, unassuming article in Game Informer magazine dated September 29, 2009 (whew!). The concept was most intriguing; A dark fantasy action-RPG hybrid that challenged players and punished them for their mistakes. However, Death was not the traditional end all to progression. It was a pivotal part of the gameplay loop. I wanted to get my hands on the game as soon as possible. Thankfully, I didn’t have to wait very long. Continue reading “Prepare to Reminisce”