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  1. ss-083.jpg

    Publisher: Cygames
    Developer: Arc System Works
    Release: February 6, 2020
    Rating: Teen
    Reviewed on: PlayStation 4
    Also on: PC

    Granblue Fantasy is a force in Japan, with the mobile RPG reaching over 25 million downloads. In North America, our first big foray into the series is Granblue Fantasy: Versus, a new fighting game by Guilty Gear and Dragon Ball FighterZ developer Arc System Works. Versus is a great way to introduce yourself to the Granblue Fantasy world and characters, and it stands out as being an approachable entry in the genre. With fun characters and cool movesets, Versus is an overall decent fighter that’s worth a look, but it’s not without its flaws.

    Vesus is slower than most anime fighting games, but more deliberate combat isn’t a bad thing, as it’s still rife with cool combos and flashy special moves. The barrier to entry is low, thanks to the ability to easily execute special moves and basic combos. Your main attacks revolve around your face buttons; one does a signature attack while pressing each other button in succession chains together auto combos. In addition, every character has four unique skills, but if you use the shortcut buttons to activate them, they operate on cooldowns alongside super moves that can be activated once a meter is filled.

    You also have access to an arsenal of defensive capabilities, such as a standard block, a nifty dodge to avoid low attacks, and cross-overs that let you slip behind a foe. Using these defensive skills appropriately can make all the difference, but I also enjoyed the rush of combining my skills with standard attacks and watching my chain count rise, only to top it all off with a satisfying super for good measure.

    Everything is easy to learn, and I was impressed with how well Versus shows you the ropes and provides the ability to quickly utilize special moves via shortcuts. This doesn’t mean it’s easy to master, as my strategies continued to evolve as I played more matches, but I didn’t feel overwhelmed. Depth comes in learning how to prepare and react against the varied characters’ moves and using the defensive capabilities appropriately. In many ways, it reminds me of other systems in Arc’s games, but it feels more simplified.

    Compared to some of its contemporaries, Versus’ roster is small, with only half of its characters holding more unique and exciting abilities. You have your standard (and boring) fighters like Gran, with basic sword moves. But some options have more personality on the battlefield, like Ladiva and her wrestling moves, such as clotheslines, headbutts, slams, and throws. Every move feels like an elaborate performance by her to work the crowd, and watching the love she puts into it is fun. Then there’s the boisterous Lowain, who has two buddies at his side to assist with combos and run interference during the battle. He also has a ridiculous super where he calls in a massive Yggdrasil tree that covers the ground in flames. The roster has everything from more ranged characters like Metera with her bow and arrow to faster fighters like Lancelot with his flurry of slashes. This is a good starting point, as there’s enough here to find someone who fits your playstyle, even if some characters feel much more creative and exciting than others.

     

    One of Versus’ inventive ideas is its RPG mode, which has you leveling up characters by taking on quests, searching for better gear drops, and engaging in larger-than-life boss fights. It also incorporates the gacha mechanics from the mobile game by giving you draw tickets that you can use in hopes of pulling a rare weapon. While it has the carrot on the stick of getting cool new weapons either through quests or draws, the mode is one of the game’s bigger disappointments. I love the concept, but the execution is done in the most boring way possible.

    In RPG mode, you visit islands and enlist in several quests of just fighting off waves of repetitive CPU enemies, hit a miniboss, and then eventually face off against the island’s big bad. The final boss battles of each area are the main attraction, as these are elaborate fights often requiring you to avoid projectiles or get into a specific area for cover. The final boss of this mode takes a page out of the RPG handbook, with multiple forms and nasty attacks that are hard to dodge. I liked these big bouts, but having to put up with the boring quests to get there isn’t worth the price of admission. The plot is pretty barebones and bland, although you do get an idea of characters’ personalities.

    Much of the fun in Granblue Fantasy: Versus lies in online bouts. As far as servers and performance are concerned for ranked play, I never got paired with an opponent instantaneously, but I also never waited more than a few minutes. When I was in matches, I never experienced any lag, and was actually surprised by how well everything functioned. Time will tell if Versus sustains a solid playerbase for low wait times, but for now everything seems to be in working order.

    Despite some shortcomings, Granblue Fantasy: Versus is a respectable starting point for the series’ entry into the fighting genre. I applaud it for breaking down some barriers that newcomers have getting into fighting games and incorporating RPG mechanics into its combat. Granblue Fantasy: Versus might not reinvent the wheel, but there’s also something to be said about an approachable fighting game that doesn’t bog you down with overly complex inputs.

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    Score: 7.75

    Summary: With fun characters and cool movesets, Versus is an overall decent fighter that’s worth a look, but it’s not without its flaws.

    Concept: Take Japan’s juggernaut Granblue Fantasy franchise and create an approachable fighting game around its myriad personalities

    Graphics: The 2D, cel-shaded characters are detailed and striking. However, the backdrops could have more flavor, as they don’t pop off the screen as much

    Sound: Adrenaline-pumping music, especially in RPG mode, quickly becomes a highlight of the experience

    Playability: Controls are newcomer-friendly, easing you into the more complex mechanics and strategies

    Entertainment: Granblue Fantasy: Versus is a fun fighting game, but stops short of reaching its full potential

    Replay: High

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  2. acheader.jpg

    Publisher: Nintendo
    Developer: Nintendo
    Release: March 20, 2020
    Rating: Everyone
    Reviewed on: Switch

    For nearly two decades, Animal Crossing has been an inviting little getaway for people looking to take a break from headshots and explosions. Heck, aside from the occasional wasp sting, the series is largely free of conflict overall; life in Animal Crossing is largely about relaxing and living life at your own pace, all in real-time. Animal Crossing: New Horizons is an all-inclusive package that takes the best of what’s come before and adds meaningful upgrades for returning visitors and curious newcomers alike. Looking for a soothing staycation in these troubled times? Welcome home.

    New Horizons’ early hook is that you’ve signed up for a Tom Nook-arranged trip to a deserted island (you’re no longer visiting an established animal village). Here, you set down roots and eventually build a brand-new community of animal friends. There’s a fun roughing-it together vibe throughout, which is a refreshing change of pace from being the new kid in town.  The early hours almost play like a survival game, albeit one without life-or-death stakes. Even so, you’re in charge of your own fate in some significant new ways. You choose where you want to put your home, and you also get to designate plots of land for the other residents and services. I liked being able to control my island’s fate, especially since I had my own vision for how best to maximize the randomly generated landscape. Much of your island is likely to be off limits when you start, thanks to an abundance of rivers and cliffs. I was thrilled to get the tools to cross those areas, and even happier when I could place permanent solutions like ramps and bridges. 

    That sense of taking charge of your destiny is core to New Horizons. Need a fishing pole? You’re going to have to fashion your own, at least early on. Foraging for materials is one of your first tasks, and you can use components like rocks and sticks at DIY tables to build tools, furniture, and other goods. Your homemade tools are adequate, but they break after a few uses. You get recipes for stronger versions before too long, but get used to watching your creations vanish in a puff of smoke. I’m torn about these fragile tools, because I like how they steer new players toward crafting. On the other hand, I grew weary of creating half a dozen fishing rods at a time to prep for longer angling sessions. Plenty of materials are available to replace broken tools, making the problem about scarcity and more about filling time – which is something I’ve never had a problem with in Animal Crossing.

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    Whether you like decorating your home, designing new clothes, or obsessively filling the museum with fossils, a large part of your enjoyment in those earlier games depended on how well you adjust to setting your own goals. On the flipside, if you didn’t get drawn in immediately, Animal Crossing could feel pretty aimless. Tom Nook has apparently heard those complaints, too, and he’s addressed them with a new Nook Miles program. Basically, just about everything you do in the game rewards you with miles  – picking fruit, talking to neighbors, visiting other players’ islands, and more. These miles can then be exchanged for gameplay upgrades, such as additional inventory space, a tool wheel, clothing items, or fancy props that you can place in your town to spruce it up. I love the miles program, and I appreciate how it rewards you for simply going about your ordinary day. It’s all tracked via an app in your new in-game phone, which is an incredibly helpful piece of tech. I constantly referred to its Critterpedia in particular, which is a handy compendium that tracks all the bugs and fish you’ve collected, as well as details about when and where they show up. Considering the abundance of critters in the world, this is especially handy.

    There’s always been a good array of activities in Animal Crossing, and New Horizons adds a substantial amount of depth to most of them. I eagerly donated the first specimen of every critter I found to the museum, which now looks like an actual museum instead of a large, empty room. The pattern designer has more sophisticated options, allowing budding creators to design patterns for specific articles of clothing, such as a variety of shirts, sweaters, dresses, and hats. I never got into clothing design, but now that I can easily recreate my admittedly terrible wardrobe, it’s a loop I’m more frequently engaging with. And eventually you can terraform the land, denoting pathways and even transforming the shape of rivers and cliffs as you see fit. 

    However you choose to spend your time, you’re surrounded by a wholesome crew of animals who go about their simple lives. I looked forward to seeing what kind of surprises they’d bring, whether it was a fun new piece of furniture for my house or one of several dozen emotes for my villager. Don’t expect any deep storytelling; that’s not what Animal Crossing has ever been about. I looked forward to seeing Mac’s dopey dog face in the morning, while I scurried past the pink gorilla Rocket whenever she came close because, for whatever reason, I think she’s a giant weirdo. 

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    You don’t only live alongside your animal neighbors. You can also play local co-op, sharing the screen with up to four players, but I wouldn’t recommend it. The play space is too crowded, and only one designated player can access their inventory at any given time. It’s a bummer, and my family couldn’t exit the mode quickly enough. Local wireless co-op is a better option, where players can invite their friends to visit. I can see this being an attractive option for role-playing, but I was more interested in trading items and accessing things in a friend’s store that weren’t in my island’s current rotation. New Horizons will support online play for up to eight players, but I was unable to test that out because the functionality had not been implemented yet.

    The other way to play is an Animal Crossing staple, where multiple players share an island on the same console. This continues to be a great option, and I loved sending items and letters to my family. A word of caution: If you do plan on playing this way, make sure that the first player is someone who is going to stick with it, especially in the first few weeks. Tom Nook designates that player the resident representative, and a lot of the island’s progress is dependent on their participation. 

    New Horizons has a lot to see and do, and much of the joy comes from discovering it on your own. I still get a kick out of the real-time elements, such as how a construction project that takes a day to complete takes a real day’s time to finish, or how the various merchants keep actual store hours. That little hook keeps me excited to check back in later when I end each session. Animal Crossing: New Horizons has something new to experience every day, and, best of all, it’s built on a foundation of joy and earnestness that’s all too rare. If the tradeoff is that I have to craft a few fishing poles, I guess it’s worth it in the end.

    Animal Crossing: New Horizons is designed to be played over a long period of time, with certain items and events available at different times of the year. This review is based on playing the game daily over several weeks. That’s enough to evaluate the basic progression and mechanics, but questions remain about series staples like seasonal changes and special festivals around real holidays. To address the natural evolution of New Horizons throughout the year, we’re planning on updating this review several times, evaluating the new content and revisiting the score if appropriate.

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    Score: 9

    Summary: Looking for a soothing staycation in these troubled times? Welcome home.

    Concept: Settle into a fledgling community, help it expand, and make animal friends along the way

    Graphics: Characters retain their overall silhouettes, while elements such as flocked fur and detailed costuming make it the best-looking entry yet. It’s a faithful leap forward

    Sound: An impressive array of easygoing (and catchy) tunes help pass the hours, while the animals’ adorable chattering keeps interactions lively

    Playability: Accomplishing everything that needs to get done is easy, and decorating and rearranging your house is more user-friendly than ever

    Entertainment: A new challenge system reinvigorates the familiar core, providing a wonderful incentive to explore all of Animal Crossing’s myriad activities. This cheerful life sim is the next best thing to an actual vacation

    Replay: High

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  3. nioh2_screen_5.jpg

    Publisher: Koei Tecmo
    Developer: Team Ninja
    Release: 2020
    Reviewed on: PlayStation 4

    Nioh 2 is an incredibly punishing game where even the lowliest enemy can kill you in mere moments. Through perseverance, precise combat, and careful preparation, you can emerge from a world filled with duplicitous demons and humans. If you love systems and mechanics, your cup is overflowing here as you master elements like guard-breaking to ninja items. But be warned, this teacher is not a kind or cuddly sensei. Nioh 2 can break your spirit through constant, grueling punishments that push you well beyond your limits, but perhaps you have the spirit of the samurai to soldier on and taste victory even when all seems lost.

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    Deep and highly customizable combat is the shining jewel that carries Nioh 2. You train in a weapon (or weapons) of your choice, determine where to place your stat and ability points for the maximum benefit, and perfect the timing of blows. Nioh 2 introduces new features that add even more complexity to those systems, including the dark realm and yokai abilities. Burst counters are my favorite addition; through masterful timing, you can wait for an opponent to flash red before unleashing a deadly attack, but then turn that move into an opportunity for you to counter and destroy your assailant. Early in the game, you, you dread those red-flashing lethal strikes coming your way. By the end, you’ve mastered the technique and you can’t wait for enemies to try and hit you with a big one as it may be one of your best chances to get in some serious damage. This all makes burst countering a fun way to add variety and prevent you from relying too heavily on your old standbys.

    Your gameplay time is occupied by tons of main missions and rewarding side missions that provide skill points, gestures, and extra gear. I had the most fun with optional sub-missions that amount to fast-paced boss rushes, while main missions have a wide range of experiences from passable to maddening. As in the original, you can also take on more difficult missions for bigger hauls and get help from up to two other players. Teaming up with friends is easy, and it makes incredibly difficult encounters much easier, so it’s a great lifeline if you are stuck on a tough boss.

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    While some games foster a sense of triumph by challenging players, Nioh 2 has a penchant for extracting the ultimate price in sadistic ways. Even the lowliest peasant can kill you with a stray slice of a sword, and many of the levels set up gruesome breadcrumb traps of death that force you to inch forward examining every possible scenario. Rush the first ranged enemy? It has two others covering it from afar, and you should have spotted them and used your rifle first – but there’s also a yokai patrol that can see you if you peek at them, so make sure to take that out first. This type of thing is common, and while it can be satisfying to check every corner before looting an item in the early stages, later on it becomes just a tiresome chore. You don’t have to wonder if something is hiding behind the wall or if something is going to fall from the ceiling; you just know it is, and it’s more fatiguing than inspiring. 

    Now, that said, you’re still getting treated to a smorgasbord of fun boss battles and awesome customization. Refining your weapons into murder machines, gaining levels and skills, and collecting buckets of loot to complete gear sets is satisfying. Boss battles take a quantity-over-quality approach, with dozens of encounters and erratic difficulty. Some are extremely tough, while others are pushovers that leave you scratching your head waiting for a phase two that never comes.  Despite the inconsistency, I enjoyed many memorable fights among the deluge of “This guy is a samurai with a guardian spirit you probably won’t remember in 20 minutes” encounters. 

    Nioh 2, like Nioh before it, is an unrelenting and extremely punishing ride that has you weighing every resource available. Despite some flaws, this experience carves you from an unrefined button-mashing flailing pustule into a precision-striking samurai.

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    Score: 8.5

    Summary: Nioh 2 adds some cool new features to a familiar experience.

    Concept: Embrace the demon inside you as you wreak havoc across a fictionalized Sengoku-era Japan

    Graphics: Environment variety is seriously lacking, with most of the game falling into mundane browns and grays in castles, villages, and caves. Moments when you’re using impressive abilities look beautiful, though

    Sound: While it’s pleasing to hear your rifle hiss before letting loose, most of the audio is completely standard and forgettable.

    Playability: With new mechanics layered on familiar gameplay, you must master additional maneuvers to survive. This is an extremely challenging and punishing game that should be approached with some expectation of failure

    Entertainment: Offering a host of bosses to battle, challenges to overcome, and massive customization opportunities, Nioh 2 is a tantalizing treat for those with a thirst for serious and sometimes frustrating adversity

    Replay: High

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  4. ori-and-the-will-of-the-wisps_graveyard_

    Publisher: Microsoft Game Studios
    Developer: Moon Studios
    Release: February 11, 2020
    Rating: Rating Pending
    Reviewed on: Xbox One, PC

    Ori and the Will of the Wisps strikes the perfect balance between life and death, filling your heart with joy one second and then crushing it the next. Developer Moon Studios tugs at the player’s emotions whenever possible, both through a beautifully penned story that sees Ori racing to rescue a friend, and also nail-biting gameplay that demands precision and patience every step of the way. Will of the Wisps is more carefully designed than Ori and the Blind Forest, dazzling with the basics and upping the tension frequently through explosive setpiece moments.

    This is not a game for the faint of heart – it’s as challenging as it is clever. Even if you figure out a jumping pattern required to solve an environmental puzzle, you need to be able to make those leaps, which are often ridiculously hard. Ori needs to jump, double jump, roll, glide, and latch onto objects – and sometimes he does all of those things in a single elaborate maneuver. The movement chains you are often pushed to meld are intense, but the payoff is well worth the effort.

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    Moon Studios doesn’t back down from the original’s difficulty, and though you may die over and over, Will of the Wisps is a more approachable experience thanks to a new checkpoint system. Instead of sacrificing valuable energy to create save points, you now have more forgiving checkpoints that are activated when you reach certain spots. The checkpoints are everywhere, and make sense for each challenge area. If you reach a ledge free of threats, it’s likely a checkpoint. Just getting to some of them can be a stressful (and satisfying) workout.

    The only area where Will of the Wisps doesn’t save progress is during Ori's escapes. Yes, these chaotic sequences are back; Ori must dash over tumbling terrain as an avalanche roars toward her, and dart in and out of sand to stay ahead of a tunneling worm. These tests of skill require split-second thinking and perfect movement. They make you hold your breath and exhale profanity, but are easy to read in terms of navigation and are not nearly as tough as they were in Blind Forest. They’re still difficult, but you should be able to get through them after a few tries.

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    While the story focuses on Ori trying to locate a little owlet named Ku, the game is mostly a pursuit of power. The opening section is fairly guided, but then it opens up and lets players figure things out on their own. A journey into the watery Luma Pools to the east may lead to little progress being made until you first gain a power from the north, yet you don’t know it’s there or what it may be. You just need to keep exploring, and pay attention to the environments for areas that you think you can eventually reach. Using Ori’s moveset to navigate these spaces is a blast – I never tired of it and I love how it expands. The map does a fantastic job of tracking progress and visually showing you areas that haven’t fully cleared out yet. Even if you're stumped, the gray areas on the map serve as waypoints that will likely hold an answer.

    The entire forest delivers the sensation that you are exploring one giant, sprawling dungeon, even though each area is visually distinct. The powers Ori unearths are varied and fun to use, including a surprising number of abilities dedicated to combat, which plays a larger role across the entire game, and is a welcome addition.

    ori-and-the-will-of-the-wisps_opening_screenshot.jpg Ori’s story delivers a mix of playful and tender moments, yet gets dark and goes places you wouldn’t expect.

    The arsenal of attacks players find allow Ori to be up close and personal with energy sword strikes and an aura that deals damage, or to be more elusive and use ranged attacks like a boomerang or sentry. The abilities can be switched with ease on the fly through a wheel and are all powerful in their own right.

    Players can also invest spirit shards into enhancing these attacks, as well as Ori’s base statistics, like taking 25 percent less damage or being able to shoot projectiles faster. The shards can also enhance abilities, such as a jump doubling as a ram attack, and the Spirit Arc splitting into three shots. All of these light RPG systems are awesome, as they just push players to explore more and battle every enemy, as most drop shards. Each purchase ends up feeling significant as it can make encounters and traversal easier.

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    They also help with bosses, towering creatures that have plenty of health and are incredibly aggressive. These fights deliver frantic fun and push players to wait for openings to attack. I took on a spider boss way too early in my playthrough, and barely took any health off of it, but then returned later with a more powerful arsenal and more health canisters and took it down on my first attempt.

    That’s part of what makes the Will of the Wisps such a fascinating game. I could have taken on that spider 100 times and eventually beaten it early on, but I instead backed away and came back when I was better suited for the fight. Whenever I hit a part that felt too hard, I came back later with something that served as a solution. Fast travel is handled nicely, but I would often hoof it to most places, as there are numerous side quests along the way (like finding lost trinkets). Helping others in need, Ori’s efforts help build up a small village, which serves as a hub for upgrades and other various functions. There’s plenty of side content that is enjoyable to explore.

    The story is fantastic, the world is breathtaking, and all of that pales in comparison to the wonderfully made gameplay that soars both as a platforming and combat game. Moon Studios has outdone itself with Will of the Wisps, delivering an experience that doesn’t have any lulls, makes the player feel clever, and just keeps getting better as it goes.

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    Score: 9.5

    Summary: Developer Moon Studios has made a sequel that shines brighter in platforming and combat.

    Concept: Brimming with heart and challenge, Will of the Wisps is a brilliantly made Metroid-inspired experience that excels in combat, story, and platforming

    Graphics: Simply stunning. The forest is lushly detailed and filled with swaying trees. The animations for Ori and the many creatures are also top-notch

    Sound: The soundtrack is magical and foreboding. No particular melody leaps out, yet each tune sits appropriately in the background to elevate the tension or drama

    Playability: Environmental exploration is rarely this good. Most areas are filled with platforming puzzles and challenging combat that demand pinpoint precision

    Entertainment: Better than its predecessor and a little longer, Will of the Wisps pounds out excitement at every turn

    Replay: Moderately High

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