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		<title>Dark Souls 2 Review</title>
		<link>https://gamingbolt.com/dark-souls-2-review</link>
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		<dc:creator><![CDATA[George Reith]]></dc:creator>
		<pubDate>Tue, 11 Mar 2014 11:23:43 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Dark Souls 2]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=189392</guid>

					<description><![CDATA[More of the same, but that’s not necessarily a bad thing]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">I</span>’ve been playing games for a long time, and I’d say I’m a pretty cool cucumber when it comes to manipulating a virtual environment. While Demon’s Souls and Dark Souls are two of the only games to ever make me break a sweat, Dark Souls 2 managed to do it before I even got past the title screen. Is that because it’s really hard? Well, yes, but the real reason is that I was really nervous when starting up this particular sequel.</p>
<p>Dark Souls took everything I didn’t like about Demon’s Souls and fixed it, all without compromising the series’ core values. I don’t want to throw the word perfect around willy-nilly, but Dark Souls was about as good as I felt the franchise was going to get mechanically. With this in mind, I was extremely anxious that Dark Souls 2 would fail to be relevant. Dark Souls 2’s strange blend of new and old mechanics may make it a mix of innovation and disappointment,  but neither of these fluctuations are strong enough to change the game significantly. In short, it’s more of the same, but still very good indeed.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_03_181932.jpg"><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-189453" alt="dark souls 2" src="https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_03_181932.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_03_181932.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_03_181932-300x168.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "The quality exploration of the Souls series would be nothing without compelling worlds, and despite a change of location, Dark Souls 2 offers a setting that is just as engaging as that of its predecessors,creating beautiful location after beautiful location, but without sacrificing the dark tones of the series."   
      </p></p>
<p>I’ll start with the good, as this is what makes up the majority of Dark Souls 2. Yes, the difficulty is still there. But more importantly, so is the sense of achievement and emotional investment this breeds in the act of exploration. Some lengthy gameplay chunks could be considered unfair with their lack of bonfire checkpoints, but Dark Souls 2 is still a confident display of how modern games should handle and balance exploration and difficulty.</p>
<p>The quality exploration of the Souls series would be nothing without compelling worlds, and despite a change of location, Dark Souls 2 offers a setting that is just as engaging as that of its predecessors,creating beautiful location after beautiful location, but without sacrificing the dark tones of the series. The new world of Drangleic is breathtaking, with sturdy textures and a surprisingly melodic soundtrack escalating the sense of wonder throughout.</p>
<p>The way you interact with the world has also changed. The best alterations to the series formula are in the customization options. The character creation and plethora of items, weapons and equipment is as you may remember it, but several tweaks and balancing changes have helped make all your wildest character fantasies viable.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_05_110219.jpg"><img decoding="async" class="aligncenter size-full wp-image-189456" alt="dark souls 2" src="https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_05_110219.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_05_110219.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_05_110219-300x168.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "With the crutch of fast travel, levels lack the intricate shortcuts and connecting paths of the previous game (bar a few exceptions), and you also need to constantly travel back to a hub town in order to level up."   
      </p></p>
<p>You can now duel wield weapons, you can use a shield as a battering ram and spell-casting implements can now be upgraded and scale just as your weapons do. Whereas Dark Souls forced several weapons and fighting styles into obscurity due to poor balancing, Dark Souls 2 does a great job of keeping all weapons somewhat relevant. Considering my first few hours of the game were spent with two knuckle dusters brawling through the hordes of the undead, I’d say this is a major achievement and a boon to the series.</p>
<p>This has a knock-on effect with the combat, raising it to even greater heights. The sheer physicality and weight behind Dark Souls’ combat made it some of the best in the business, and the new balance allows Dark Souls 2 to be even more playful in its melees. Small tweaks to levelling also give you greater control of your fighting style, with the new adaptability stat allowing you greater control of your agility and poise scores. It adds to the series’ existing combat options to give Dark Souls 2 a surprising sense of expression, whether you want a nimble fighter, or a stalwart hero.</p>
<p>For all these steps forward, a few mechanics have been reverted to as they were in Demon’s Souls, and not necessarily in a good way. Despite the world being a large connected space like in Dark Souls, the inclusion of fast travel between bonfires from the beginning has given From Software room to make some poor design decisions. With the crutch of fast travel, levels lack the intricate shortcuts and connecting paths of the previous game (bar a few exceptions), and you also need to constantly travel back to a hub town in order to level up. Seeing as Dark Souls didn’t have this limitation,having to fast travel to a separate location just to raise a few stats feels really backwards by comparison.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_04_161544.jpg"><img decoding="async" class="aligncenter size-full wp-image-189454" alt="dark souls 2" src="https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_04_161544.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_04_161544.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_04_161544-300x168.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "The visual designs are stellar as always, but too many bosses are found in blank arenas that limit strategic options. Where are the rooftop gargoyle battles or the towers I can use to get the jump on that stupid Taurus Demon?"   
      </p></p>
<p>Though the level designs hold up for the most part, a few pacing issues can take the wind out of Dark Souls 2’s sails. A prime example of this is the game’s opening, arguably the worst opening half hour I’ve experienced for some time. Lengthy exposition that betrays the series’ usual storytelling method, along with a linear, dull opening level are a far cry from the incredible tutorials in the previous games.</p>
<p>Things get much better once you make it out of the prologue, but a similar malaise can be found at a few points throughout the game. Repetitive enemy placement create a few tedious sections, (oh, there’s an enemy hidden behind a door again? That’s new) and there is a lack of boss variety for much of the game. The visual designs are stellar as always, but too many bosses are found in blank arenas that limit strategic options. Where are the rooftop gargoyle battles or the towers I can use to get the jump on that stupid Taurus Demon?</p>
<p>A further change to the health system also prompts a controversial point. I’m going to go out on a limb and say the Estus flask was the best thing about Dark Souls. Rather than rely on collectable healing items, you only had the Estus flask. It healed you a certain number of times, and was restored at checkpoints, reducing inventory clutter and meaning you couldn’t grind healing items to cheap your way through tough sections. Dark Souls 2 brings back normal healing items, but alongside an initially weaker Estus flask. I’d like to say it’s the best of both worlds, but I’m not so sure.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_04_164612.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-189455" alt="dark souls 2" src="https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_04_164612.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_04_164612.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/03/FRPG2_2014_03_04_164612-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "For all these small issues and minor innovations, the core gameplay of the series remains unchanged. This isn’t a problem. Dark Souls 2 truly is more of the same, and this is a good thing."   
      </p></p>
<p>Similarly, that really annoying thing about Demon’s Souls is back. You know the whole “once you die you have to play with half your max HP till the next boss” thing? This time your maximum health is limited a little bit more each time you die. You can reverse this by using a particular item, but as these cures are limited, death carries a heavy consequence. This fits Dark Souls 2’s tone, but it also discourages experimentation in comparison to its predecessor, something that will unfortunately stop some players from fully exploring Dark Souls 2’s many exciting new options and features.</p>
<p>For all these small issues and minor innovations, the core gameplay of the series remains unchanged. This isn’t a problem. Dark Souls 2 truly is more of the same, and this is a good thing. It also helps that is a <i>lot</i> more of the same. The game is massive, arguably rivalling and besting either of the previous two games in sheer size. The new game+ mode also returns, but it also changes enemy layouts this time, delivering even more content. Online co-op and PvP is also back, and will likely extend your playtime even further, though we weren’t able to try this aspect of the game as the servers were not up and running at the time of testing.</p>
<p>Despite a few questionable design choices, the Dark Souls formula still wins the day. Series fans will be delighted when they get their characters into Drangleic, and I have no doubt that Dark Souls 2 will quickly develop a loyal community as its predecessors have been doing since 2009. The original Dark Souls is still as good as the series’ mechanics will ever get in my eyes, but Dark Souls 2 is every bit as worthy of your attention and play time. I can finally dry my sweaty brow safe in the knowledge that Dark Souls 2 is a worthy successor. Then I’ll come across one of the game’s more punishing bosses, and I’ll be drenched in my own sweat once more.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on the Xbox 360.</strong></em></span></p>
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		<title>Mario Party: Island Tour Review</title>
		<link>https://gamingbolt.com/mario-party-island-tour-review</link>
					<comments>https://gamingbolt.com/mario-party-island-tour-review#respond</comments>
		
		<dc:creator><![CDATA[George Reith]]></dc:creator>
		<pubDate>Wed, 05 Feb 2014 10:14:57 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[3DS]]></category>
		<category><![CDATA[Mario Party: Island Tour]]></category>
		<category><![CDATA[Nintendo]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=186142</guid>

					<description><![CDATA[A hollow reduction of the Mario Party formula that no fan should have to endure.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">M</span>ario Party has always been a series that divides me from my peers, as for all its dodgy design choices and repetitive sequels, it’s a series I can’t get enough of.It’s all about those clutch plays, the local multiplayer banter, and that moment when you rob a star from an old friend at the last moment, creating a rift in your friendship like only the best board games can. Yes, Mario Party is effectively a board game made digital, but I love it. And that makes Island Tour’s subpar quality all the more painful.</p>
<p>I was concerned when developer NDCube took over from series originator Hudson Soft. Granted, many of Hudson’s staff jumped to NDCube along with the Mario Party franchise, but I was still concerned the series’ winning formula would be tampered with. Despite the massive changes to NDCube’s first party game on the Wii in 2012, Mario Party 9 was a blast, with the fresh ideas and more strategic design decisions arguably refining the local multiplayer shenanigans further than ever before.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/02/100655_GreatBarsofFire1.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-186197" alt="Mario Party: Island Tour" src="https://gamingbolt.com/wp-content/uploads/2014/02/100655_GreatBarsofFire1.jpg" width="400" height="480" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/100655_GreatBarsofFire1.jpg 400w, https://gamingbolt.com/wp-content/uploads/2014/02/100655_GreatBarsofFire1-250x300.jpg 250w" sizes="auto, (max-width: 400px) 100vw, 400px" /></a></p>
<p><p class='review-highlite' >
        "With my escalating love of the series and NDCube in mind, I struggle to come to terms with how the developer has dropped the ball so significantly with Island Tour. "   
      </p></p>
<p>With my escalating love of the series and NDCube in mind, I struggle to come to terms with how the developer has dropped the ball so significantly with Island Tour. The third time Mario Party has graced a handheld system, it’s about time someone at NDCube realised it just doesn’t work. Mario Party is about the local, connected experience. Even though multiplayer is supported between multiple 3DS systems, something is lost without the single screen and console being shared by your fellow players. With separate screens there are fewer shared emotions, less connection between your competitors, and most importantly, no hilarious moments where you can troll your friends by ripping out their controllers at a decisive moment.</p>
<p>At least local multiplayer is still included, made easier by a life-saving decision to include download play. Only one friend needs a Mario Party: Island Tour cartridge to facilitate a full four player game, making it easier than ever to get a match going. That said, I feel like online play would have helped. I’m sure everyone and their mum has a 3DS in further afield locations, but in the more rural parts of the UK, getting three 3DS owning friends together in the same room isn’t always an available reality. It never replaces the local experience, but an online options would have been a fantastic addition.</p>
<p>The mini-games show another area where the 3DS’ unique features are used to the full. The gyro sensors, touch screen, buttons and even the microphone are harnessed across Island Tour’s wide array of mini-games. That said, very few of these games are especially enjoyable. There are one or two scorchers there, but they’re hidden amongst a plethora of tired game tropes.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/02/100653_BowsersTower3.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-186196" alt="Mario Party: Island Tour" src="https://gamingbolt.com/wp-content/uploads/2014/02/100653_BowsersTower3.jpg" width="400" height="480" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/100653_BowsersTower3.jpg 400w, https://gamingbolt.com/wp-content/uploads/2014/02/100653_BowsersTower3-250x300.jpg 250w" sizes="auto, (max-width: 400px) 100vw, 400px" /></a></p>
<p><p class='review-highlite' >
        "Linear, flat and dull maps combine with predictable race objectives to create a maddeningly weak gameplay experience that undermines the pleasant unpredictability that the series is best known for."   
      </p></p>
<p>Climb or descend platforms quickly, stay on a slippery surface longest, go here, remember this, pick this up etc. It’s maddening how Island Tour dumbs down the series’ most “gamey” element to how it felt back in the nineties. All the variations in game types seen over the fifteen years of the series’ history seems all too conveniently forgotten for this particular Mario Party incarnation.</p>
<p>At least a small portion of the mini-games are fun. The boards that house all the mini-games, by comparison, are all black spots on Island Tour’s increasingly poor complexion. Earlier Mario Party games offered non-linear paths on massive boards that gave games a level of long-term strategy, while Mario Party 9’s linear car structure saw one player able to influence all characters’ movements and positions with sneaky tactics and clever plays.</p>
<p>Both board types have done well for the series over the years, but Island Tour manages to combine them in a way that offers the worst of both worlds. Linear, flat and dull maps combine with predictable race objectives to create a maddeningly weak gameplay experience that undermines the pleasant unpredictability that the series is best known for.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/02/100650_ShyGuyShuffleCity3.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-186195" alt="Mario Party: Island Tour" src="https://gamingbolt.com/wp-content/uploads/2014/02/100650_ShyGuyShuffleCity3.jpg" width="400" height="480" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/100650_ShyGuyShuffleCity3.jpg 400w, https://gamingbolt.com/wp-content/uploads/2014/02/100650_ShyGuyShuffleCity3-250x300.jpg 250w" sizes="auto, (max-width: 400px) 100vw, 400px" /></a></p>
<p><p class='review-highlite' >
        "More disturbing is the lack of interactivity between players. Most items just manipulate dice rolls and movement in some way, with players only switching places or otherwise affecting each other through random lottery reels activated on certain board spaces. "   
      </p></p>
<p>More disturbing is the lack of interactivity between players. Most items just manipulate dice rolls and movement in some way, with players only switching places or otherwise affecting each other through random lottery reels activated on certain board spaces. The board spaces no longer assign team colours as well, meaning the eventful 3v1 and 2v2 game types have been totally dropped. As much as I hated it back in the day, the inter-player griefing and meddling offered some of the most memorable gameplay experiences in Mario Party. Where are the duel spaces, coin swappers and Boo’s infamous theft services when you need them!</p>
<p>With the core offerings so poisonous, it’s surprising that the game’s superficial casing holds up so well. Pleasant, colourful visuals and a plentiful helping of nostalgia and memorable characters bring the Nintendo charm in spades, and a mini-game survival mode and collectible snow globes show at least a vague attempt to cater more to a single player unable to gather their friends conveniently. These are small mercies in an otherwise torturous experience, but credit must go where credit is due.</p>
<p>As strange as it is to put in writing, reviewing Island Tour has reminded me that I’m a big Mario Party fan. A source of rage for me in my overly competitive youth, and a source of increasingly elaborate drinking games in my misguided young adult years, Mario Party has been there throughout my development as a gamer and as a person, and I really hate to see it underperform like this. Whether you’re new to the series, or a dab hand at Mario Party, you deserve much better than this. Vote with your wallets and invest in the superior console prequels.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on the Nintendo 3DS.</strong></em></span></p>
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		<title>The Raven: Legacy of a Master Thief Review</title>
		<link>https://gamingbolt.com/the-raven-legacy-of-a-master-thief-review</link>
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		<dc:creator><![CDATA[George Reith]]></dc:creator>
		<pubDate>Tue, 24 Sep 2013 10:10:12 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
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		<category><![CDATA[The Raven - Legacy of a Master Thief]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=173293</guid>

					<description><![CDATA[The point and click adventure genre gets a twist of Agatha Christie in this series of charming locked room mysteries.]]></description>
										<content:encoded><![CDATA[<p style="text-align: left;" align="LEFT"><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">G</span>enres often carry their clichés over to whatever medium they are situated in. Action movies and games both feature explosions and high octane action, fantasy constitutes elves and dwarves in many mediums.</p>
<p style="text-align: left;" align="LEFT">The murder mystery is a little different though, with wise old- heroes in movies and books, and plucky young lads with cheeky witticisms in gaming. The Raven: Legacy of a Master Thief is one of the more recent and only attempts to capture the Agatha Christie style of mystery over the Guybrush Threepwood variant many adventure gamers grew up with.</p>
<p style="text-align: left;" align="LEFT"><a href="https://gamingbolt.com/wp-content/uploads/2013/04/The-Raven-1.jpg"><img loading="lazy" decoding="async" class="wp-image-148478 aligncenter" alt="The Raven (1)" src="https://gamingbolt.com/wp-content/uploads/2013/04/The-Raven-1.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/04/The-Raven-1.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/04/The-Raven-1-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/04/The-Raven-1-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p align="LEFT">The Raven is a three part adventure where the titular antagonist, a master thief with a colourful history, makes a sudden and unexpected return. You begin in control of constable Zellner, an ageing policeman determined to make something of his career and, with the Raven set to make a heist on the train he&#8217;s guarding, his chance may come sooner than expected.</p>
<p align="LEFT"><p class='review-highlite' >
        "The most striking element of The Raven is its setting, a mid-century European adventure of globe-trotting proportions. Add in a sensitive but vibrant colour palette and detailed textures and The Raven winds up looking pretty sharp."   
      </p></p>
<p align="LEFT">The most striking element of The Raven is its setting, a mid-century European adventure of globe-trotting proportions. Add in a sensitive but vibrant colour palette and detailed textures and The Raven winds up looking pretty sharp. Character designs are equally inspired but, with some odd models and animations, the game lets itself down a bit when it starts moving. Voice acting and music is well delivered for the most part, lending a sense of character to The Raven&#8217;s eclectic cast.</p>
<p align="LEFT">Characterisation is a strong point of The Raven. From an eccentric Baroness and her butler to a suspicious violin expert, the supporting cast are functional, memorable and a delight to interact with. The protagonist of Anton Jakob Zellner is equally engaging, with his calm demeanour and ageing concerns offering a pleasant counter to the bratty protagonists shoe-horned into so many contemporary titles. Things don&#8217;t stay quite so engaging as the game progresses though. The second chapter sees a shift in control to a plucky young thief in league with the raven, and with this more generic protagonist comes a dip in The Raven&#8217;s otherwise snappy narrative pacing. It isn&#8217;t a game killer, but it&#8217;s a shame the entire package doesn&#8217;t retain the momentum created by the first episode.</p>
<p style="text-align: center;" align="LEFT"><a href="https://gamingbolt.com/wp-content/uploads/2013/04/The-Raven-4.jpg"><img loading="lazy" decoding="async" class="aligncenter  wp-image-148481" alt="The Raven (4)" src="https://gamingbolt.com/wp-content/uploads/2013/04/The-Raven-4.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/04/The-Raven-4.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/04/The-Raven-4-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/04/The-Raven-4-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p align="LEFT">Story is but one part of a whole though, but The Raven delivers on all other fronts for the most part. Gameplay is of the classic point and click variety, with plenty of items for you to find, combine and manipulate in order to solve each location&#8217;s puzzles. The interface is simple, and the controls work well. There&#8217;s even a suspiciously good gamepad control setup that, dare I say, actually felt more intuitive at times than its mouse and keyboard counterpart.</p>
<p align="LEFT"><p class='review-highlite' >
        "For fans of Agatha Christie or point and click adventures, The Raven is a flawed gem worth looking into. Obscure puzzle logic and glitches aren't enough to keep a well written adventure down in this classic crime caper."   
      </p></p>
<p align="LEFT">Puzzles are the mainstay of gameplay, and they are sadly where the game doesn&#8217;t always hold up. The puzzles all follow a satisfying and logical pattern, but it is a very rigid form of logic. Plenty of puzzles had me stumped for ages, until I found out I was doing the right things all along, but in the wrong order. There is also the frustrating issue of some objects only being usable after you&#8217;ve examined them multiple times, forcing the game into a mad dash to right click everything on screen later on.</p>
<p align="LEFT">At least there&#8217;s no pixel hunting, thanks to a robust hot spot indicator. There&#8217;s a strange point system that is affected by how many times you use this though and, whilst it doesn&#8217;t hinder the game in any way, it seems like a strange and mostly unnecessary inclusion. Gameplay is a gate to content more than anything else for the most part and, though a few puzzles are satisfying to overcome, the story is the main draw here.</p>
<p style="text-align: center;" align="LEFT"><a href="https://gamingbolt.com/wp-content/uploads/2013/04/The-Raven-3.jpg"><img loading="lazy" decoding="async" class="aligncenter  wp-image-148480" alt="The Raven (3)" src="https://gamingbolt.com/wp-content/uploads/2013/04/The-Raven-3.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/04/The-Raven-3.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/04/The-Raven-3-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/04/The-Raven-3-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p align="LEFT">Now that all three chapters have released for The Raven, it comes in as a fairly substantial package. Each chapter is a few hours long and, though there isn&#8217;t any replay value to speak of, your initial playthrough will last a good amount of time. The character shift half way through does result in a few re-used levels, but there&#8217;s definitely quality to match the quantity of The Raven&#8217;s globe-trotting adventure.</p>
<p align="LEFT">For fans of Agatha Christie or point and click adventures, The Raven is a flawed gem worth looking into. Obscure puzzle logic and glitches aren&#8217;t enough to keep a well written adventure down in this classic crime caper. It&#8217;s worth noting that it is very much a genre piece though, so if you aren&#8217;t the biggest fan of the traditional locked room mystery, you&#8217;re not going to have your mind changed by the The Raven. It&#8217;s certainly a successful interpretation of this crime sub-genre, but it isn&#8217;t quite polished enough to silence the nay-sayers. Still, The Raven will serve those looking for more traditional crime capers well.</p>
<p align="LEFT"><em><span style="color: #ff6600;"><strong>This game was reviewed on PC.</strong></span></em></p>
<p align="LEFT"><em>Note: This review included all three chapters released till date.</em></p>
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		<title>Wargame: Airland Battle Review</title>
		<link>https://gamingbolt.com/wargame-airland-battle-review</link>
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		<dc:creator><![CDATA[George Reith]]></dc:creator>
		<pubDate>Mon, 23 Sep 2013 07:59:19 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[eugen systems]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[RTS]]></category>
		<category><![CDATA[Steam]]></category>
		<category><![CDATA[Wargame: Airland Battle]]></category>
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					<description><![CDATA[Your perseverance is rewarded in this inaccessible, but elegant RTS.]]></description>
										<content:encoded><![CDATA[<p align="LEFT"><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">G</span>ames are one of the few hobbies equally comfortable offering short bursts of entertainment on one end of the scale, and gruelling challenge on the other. Some games are best experienced as learning curves that must be traversed to gain the maximum rewards. Airland Battle is one such game, rewarding you greatly for your perseverance. Poor productions values and a weak tutorial are barriers to an otherwise engaging RTS experience, but they are obstacles worth overcoming.</p>
<p align="LEFT"><a href="https://gamingbolt.com/wp-content/uploads/2013/09/AirLand-Battle-AAR-Image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-173083" alt="AirLand-Battle-AAR-Image-4" src="https://gamingbolt.com/wp-content/uploads/2013/09/AirLand-Battle-AAR-Image-4.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/09/AirLand-Battle-AAR-Image-4.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/09/AirLand-Battle-AAR-Image-4-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p align="LEFT">The sequel to 2012&#8217;s European Escalation, Wargame: Airland Battle puts a small army at your fingertips once more, with the sole objective of taking ground and annihilating your opponents. Your first port of call is, naturally, the tutorial. Traditionally a gentle playground where users can test their agency, Wargame&#8217;s playground is filled with barbed wire and malice. It skims over many important units, mechanics and concepts, leaving the player bewildered and forlorn. It isn&#8217;t a great start.</p>
<p align="LEFT"><p class='review-highlite' >
        "Once you start to get the hang of things, the strategy becomes exhilarating. Though the macro turn-based overworld gameplay isn't the greatest example of turn-based strategy, the no-frills formation juggling of the core RTS gameplay is refined, elegant and engaging."   
      </p></p>
<p align="LEFT">Things only get better from there though. Four campaigns throw you into fictitious battles from World War III and, with an overworld map where you move your forces around in a turn-based fashion, there&#8217;s a whiff of the Total War series to the single player proceedings. The actual battles will be familiar to previous Wargame players or, going further back, the amazing World in Conflict. Unlike other titans in the RTS genre, Wargame does away with base-building and resources in favour of more tactical unit play.</p>
<p align="LEFT">Once you start to get the hang of things, the strategy becomes exhilarating. Though the macro turn-based overworld gameplay isn&#8217;t the greatest example of turn-based strategy, the no-frills formation juggling of the core RTS gameplay is refined, elegant and engaging. The interface itself is surprisingly clean for a game with such great depth and, though it takes a long time to get to grips with, everything about the core mechanics makes enough sense to be picked up through trial and error. It can be a bit of a grind early on as you get accustomed to defensively reversing tanks and juggling recon units, but it&#8217;s worth it.</p>
<p align="LEFT"><a href="https://gamingbolt.com/wp-content/uploads/2013/05/wargame_airland_battle-041.jpg"><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-152897" alt="wargame_airland_battle-041" src="https://gamingbolt.com/wp-content/uploads/2013/05/wargame_airland_battle-041-1024x576.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/05/wargame_airland_battle-041-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2013/05/wargame_airland_battle-041-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/05/wargame_airland_battle-041.jpg 1280w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p align="LEFT">Outside of these pleasantly outlandish skirmishes, you have a massive chunk of multiplayer modes that will really test your mettle. Ranging from smaller matches to 10 vs. 10 team fights, there are a plethora of modes to sink your teeth into. I was surprised by how active the community is, as I was never left without an opponent or match to dive into.</p>
<p align="LEFT"><p class='review-highlite' >
        "Graphics are simplistic and, though detailed enough for you to efficiently throttle your foes, the aesthetics are very much a secondary concern. Likewise, the sound, functional as it is, fails to evoke the emotions of the dynamic battles you fight."   
      </p></p>
<p align="LEFT">There&#8217;s even a customisable element to the proceedings, with trading-card game style unit sets you can accumulate and assemble around various themes. The matches are certainly competitive but, if you can get over the initial matches you&#8217;ll inevitably lose, there&#8217;s something very addictive about the multiplayer setup in Airland Battle.</p>
<p align="LEFT">Whilst the bits under the hood are a real draw, you be forgiven for being turned off by Wargame&#8217;s outer shell. Much like European Escalation, it isn&#8217;t much of a looker. Graphics are simplistic and, though detailed enough for you to efficiently throttle your foes, the aesthetics are very much a secondary concern. Likewise, the sound, functional as it is, fails to evoke the emotions of the dynamic battles you fight.</p>
<p align="LEFT">With a vibrant community, lengthy campaigns and a host of engaging modes, Airland Battle is a high-value package indeed. When you also consider the many units on offer, each one possessing realistically modelled weapons and ballistics, it&#8217;s a wonder developer Eugen Systems managed to fit it all in. Add in the strategic depth and a host of Valve&#8217;s new Steam trading cards and you have serious bang for your buck with Wargame: Airland Battle.</p>
<p align="LEFT"><a href="https://gamingbolt.com/wp-content/uploads/2013/09/wargame_airland_battle-046.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-173085" alt="wargame_airland_battle-046" src="https://gamingbolt.com/wp-content/uploads/2013/09/wargame_airland_battle-046.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/09/wargame_airland_battle-046.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/09/wargame_airland_battle-046-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p align="LEFT">Gaming is about many levels, with casual and hardcore fans alike being catered for by the wild variety of titles available. Wargame: Airland Battle is definitely in the more hardcore camp, with poor guidance, a brutal online component and complex gameplay theoretically shutting out RTS newcomers. It&#8217;s a shame really, as the game itself is beautifully distilled, offering a simplistic and clear interface that anyone can learn with enough time. Still, accessibility issues aside, Airland Battle is a treat for all the armchair strategists out there and, whether you game alone or in communities, you&#8217;re covered in this exciting instalment of Wargame.</p>
<p align="LEFT"><em><span style="color: #ff6600;"><strong>This game was reviewed on PC.</strong></span></em></p>
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		<title>Halo 4 Champions Bundle Review</title>
		<link>https://gamingbolt.com/halo-4-champions-bundle-review</link>
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		<dc:creator><![CDATA[George Reith]]></dc:creator>
		<pubDate>Fri, 13 Sep 2013 09:44:08 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[343 industries]]></category>
		<category><![CDATA[Champions Bundle]]></category>
		<category><![CDATA[DLC]]></category>
		<category><![CDATA[halo 4]]></category>
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					<description><![CDATA[An amalgamation of previous DLC, the Champions bundle is lacking in new content, but new maps, modes and cosmetic options are decent for the most part.]]></description>
										<content:encoded><![CDATA[<p lang="en"><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">R</span>egularly udated DLC is part and parcel of the online FPS these days. No sooner have you learnt your way around the base game that a new slew of maps come in to push you out of your recently acquired comfort zone. What you don&#8217;t often see is a DLC bundle released so soon after its constituent parts have hit the marketplace. Released outside of the season pass program, the Champions bundle is here to offer a value pack for those who missed out on the Bullseye, Steel Skin and Infinity Armour packs.</p>
<p lang="en">The Bullseye pack is the meatiest and most engaging addition. Two maps are the centerpiece, with Pitfall, a remake of Halo 3&#8217;s The Pit being of initial note. Not much has changed in the map outside of a grav lift being added and a more rusted aesthetic, but that isn&#8217;t necessarily a bad thing. Pit was the unsung hero of the base Halo 3 experience, sporting tense sniper tower duels, long corridor battles of attrition and that one guy who always camped the bloody sword room. It&#8217;s nice to see it return once more with a new lick of paint, but I would argue that it&#8217;s a little having half of the maps in the bundle taken up by a remake.</p>
<p lang="en"><a href="https://gamingbolt.com/wp-content/uploads/2013/09/Halo-4-champions-pit.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-171576" alt="Halo 4 champions pit" src="https://gamingbolt.com/wp-content/uploads/2013/09/Halo-4-champions-pit.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/09/Halo-4-champions-pit.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/09/Halo-4-champions-pit-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p lang="en">The other map, Vertigo, is actually new and features a smallish cliffside setting housing two central bases. The environment can be used to your advantage though, as each base has a button that, if shot, overloads the base&#8217;s electrics. This shorts out your shield if stood on the bases main platform, and it gives matches on Vertigo a better sense of flow than elsewhere in the game. Most maps see two teams camping the respective bases, but overloading a base forces its inhabitants out of cover in a way that leads to dynamic matches. Better players learn to watch out for it though, so it never feels overpowered.</p>
<p lang="en"><p class='review-highlite' >
        "Donning the Mark V armour again is a joy and, though I generally dislike paid cosmetic upgrades, the addition of the Infinity Armour does no harm to the value of the Champions bundle."   
      </p></p>
<p lang="en">The other part of the Bullseye pack is Ricochet, a mixture of conventional Halo objective modes and American Football in a new gametype with its own playlist. You have to grab a ball that spawns in the centre of the map and move it into your opponents&#8217; base. You can throw the ball as you do a grenade, but running it into the base rewards the risk with extra points. It&#8217;s fun, frantic and has enough depth to keep things interesting. I never did get tired of throwing the ball at an oncoming adversary and watching as he suddenly found he wasn&#8217;t able to shoot with the ball in his hand. Priceless.</p>
<p>It doesn&#8217;t reinvent the game or anything, but it&#8217;s a great addition all the same.</p>
<p lang="en">It is with the cosmetic upgrades that things get a little worse. The Infinity Armour pack isn&#8217;t so bad, combining a slew of new and old armour types to really tickle the funny bones of Halo veterans. Donning the Mark V armour again is a joy and, though I generally dislike paid cosmetic upgrades, the addition of the Infinity Armour does no harm to the value of the Champions bundle.</p>
<p lang="en"><a href="https://gamingbolt.com/wp-content/uploads/2013/09/Halo_4_champions_dlc_3.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-171579" alt="Halo_4_champions_dlc_3" src="https://gamingbolt.com/wp-content/uploads/2013/09/Halo_4_champions_dlc_3.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/09/Halo_4_champions_dlc_3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/09/Halo_4_champions_dlc_3-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p lang="en">It&#8217;s the Steel Skin pack that really loses the plot. Supposedly &#8220;steam punk&#8221; skins for Halo 4&#8217;s arsenal, it just paints your assault rifles and DMRs in increasingly dull shades of copper. Not only that but, as you don&#8217;t have to buy these with in-game credits, it also has the potential to break the game&#8217;s internal economy and upgrade systems. I&#8217;d rather it just wasn&#8217;t there at all.</p>
<p lang="en"><p class='review-highlite' >
        "My issue with the Champions bundle is its reason for existence. The focus on cosmetic content pitches it as a pack for the dedicated fan, but the hardcore would already have most of this DLC from the season pass, or from their own dedication to the franchise."   
      </p></p>
<p lang="en">There are a few extras thrown in exclusively for the Champions bundle. A variety of new stances are available to spice up your ID card, and the addition of the resistor passive ability allows you maintain full mobility, even when under fire. They aren&#8217;t total game changers or anything, but the truly dedicated Halo fans will no doubt feel obliged to get a hold of these extras.</p>
<p lang="en">My issue with the Champions bundle is its reason for existence. The focus on cosmetic content pitches it as a pack for the dedicated fan, but the hardcore would already have most of this DLC from the season pass, or from their own dedication to the franchise. If you&#8217;re a more on and off fan looking for new content, you&#8217;re much better off purchasing the Bullseye pack separately. At about half the price of the Champions bundle, it has the two maps and new mode that actually offer new content for the game. If you must have the new cosmetic items though, Champions will serve you well for the most part.</p>
<p><em><span style="color: #ff6600;"><strong>This game was reviewed on Xbox 360.</strong></span></em></p>
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		<title>The Dark Eye: Memoria Review</title>
		<link>https://gamingbolt.com/the-dark-eye-memoria-review</link>
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		<dc:creator><![CDATA[George Reith]]></dc:creator>
		<pubDate>Thu, 12 Sep 2013 13:53:49 +0000</pubDate>
				<category><![CDATA[Article]]></category>
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		<category><![CDATA[daedalic entertainment]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Point and Click Adventure]]></category>
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		<category><![CDATA[The Dark Eye: Memoria]]></category>
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					<description><![CDATA[High fantasy and rugged puzzle design overcome a mixed bag of writing quality in Daedalic's latest Dark Eye adventure.]]></description>
										<content:encoded><![CDATA[<p lang="en"><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">B</span>ased on one of the most famous pen and paper RPGs of all time, Deponia developers Daedelic set to work on The Dark Eye: Chains of Satinav. I never played the original, and I have no experience with the world of The Dark Eye, making Memoria an interesting point to start engaging with the series. A vibrant point and click, The Dark Eye&#8217;s logical and meaty puzzles are a real draw, but they are somewhat undone by the two-part structure.</p>
<p lang="en">Taking place directly after the original game, players continue with the quest of Geron. As a bird keeper come mage/accidental hero, Geron sounds like he&#8217;d be an interesting character to control, but his sections tended to be where the game drags. You sadly begin as Geron, and the prologue leaves an accordingly sour taste. You start in a forest with no real direction, but it soon becomes apparent that Geron is seeking out a mage who has the power to undo a curse placed on his love.</p>
<p lang="en"><a href="https://gamingbolt.com/wp-content/uploads/2013/09/Memoria_E3_10.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-171596" alt="Memoria_E3_10" src="https://gamingbolt.com/wp-content/uploads/2013/09/Memoria_E3_10.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/09/Memoria_E3_10.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/09/Memoria_E3_10-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p lang="en">Having never played the original I was somewhat baffled by this blunt and inconsiderate opening. It gets better when Geron meets the mage, as his demand of Geron is that he solve a riddle in return for the cure.</p>
<p lang="en"><p class='review-highlite' >
        "Where the narrative dips into the abstract, the general logic holds up for the game's brainteasers; an accolade that can seldom be attributed to the point and click genre."   
      </p></p>
<p lang="en">The riddle concerns the exploits of Sadja, a forgotten princess from hundreds of years in the past. You switch control to Sadja at various points in the game, and it is here where things pick up.</p>
<p lang="en">As a character, Sadja is far more switched on than Geron. The bird catcher just feels like a watered down George Stobart, but Sadja offers a compelling development as her dreams of grandeur through war take a variety of twists and turns. She&#8217;s also accompanied by a sarcastic magical staff endowed with the power of speech.</p>
<p lang="en">Take that common sense! It is here the writing gets into a good rhythm, with the banter between Sadja and her unconventional companion often raising a smile.</p>
<p lang="en"><a href="https://gamingbolt.com/wp-content/uploads/2013/09/memoria2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-171598" alt="memoria2" src="https://gamingbolt.com/wp-content/uploads/2013/09/memoria2.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/09/memoria2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/09/memoria2-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p lang="en">Where the narrative dips into the abstract, the general logic holds up for the game&#8217;s brainteasers; an accolade that can seldom be attributed to the point and click genre. The genre standards are all here, with a variety of items to find and piece together. A hotspot system prevents you from having to pixel hunt (thank the lord), and a persistent spell adorns each character&#8217;s inventory that is used in consistently creative ways. Puzzles are satisfying and don&#8217;t offer half the frustration normally associated with the adventure genre.</p>
<p lang="en"><p class='review-highlite' >
        "If you love a good fantasy romp and point and clicks, you can do much worse than The Dark Eye: Memoria."   
      </p></p>
<p lang="en">So we have decent gameplay and writing that is good at least half of the time. The ribbon on the present is equally appealing, with a unique visual style. It has a pseudo-papercraft aesthetic, capable of creating detailed and rich backgrounds. The animations aren&#8217;t quite so refined, and are made even worse by occasional frame rate dips. My system isn&#8217;t exactly a slouch, so this kind of juddering frame rate is hard to swallow. I dread to see how Memoria would perform on a laptop. Audio is mostly unmemorable, a fact not helped by Geron&#8217;s sedentary vocal performance. Sadja and her staff come more to life through their voices but, once again, the presentation is a hit and miss affair. The world comes to life through the visuals, even if the characters don&#8217;t seem quite so wholesome.</p>
<p lang="en"><a href="https://gamingbolt.com/wp-content/uploads/2013/09/Memoria-Geron.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-171600" alt="Memoria Geron" src="https://gamingbolt.com/wp-content/uploads/2013/09/Memoria-Geron.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/09/Memoria-Geron.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/09/Memoria-Geron-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p lang="en">Memoria is a decent point and click, one where level and puzzle design triumph above all else. The plot is where most adventure games live and die though, making Memoria a game that runs through in a veritable coma. Geron&#8217;s sections lack the emotion, variety and engaging writing of Sadja and, though the gameplay holds up throughout, it&#8217;s a shame the two halves are not created equal in terms of their narrative. That said, half of a good game is better than many modern titles muster and, if you love a good fantasy romp and point and clicks, you can do much worse than The Dark Eye: Memoria.</p>
<p><em><span style="color: #ff6600;"><strong>This game was reviewed on PC.</strong></span></em></p>
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		<title>One Piece: Pirate Warriors 2 Review</title>
		<link>https://gamingbolt.com/one-piece-pirate-warriors-2-review</link>
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		<dc:creator><![CDATA[George Reith]]></dc:creator>
		<pubDate>Tue, 03 Sep 2013 18:11:21 +0000</pubDate>
				<category><![CDATA[Article]]></category>
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		<category><![CDATA[Namco Bandai]]></category>
		<category><![CDATA[One Piece Pirate Warriors 2]]></category>
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					<description><![CDATA[A snazzy pirate-themed Dynasty Warriors clone, One Piece: Pirate Warriors represents the anime in style, but it is quickly weighed down by overly simplistic mechanics.]]></description>
										<content:encoded><![CDATA[<p lang="en"><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">I</span> pride myself on being well acquainted with all areas of nerd culture, yet some of the bigger manga and anime franchises have wound up passing me by. One Piece is one of the big mangas I just never got into. Not that I have any issues with the adventures of Luffy and the Straw Hat Pirates, as I&#8217;m sure they&#8217;re delightful.</p>
<p lang="en">I just wasn&#8217;t in the right place at the right time, so it makes playing One Piece: Pirate Warriors an odd experience. A Dynasty Warriors clone laced with a franchise I know nothing of, Pirate Warriors offers the same entertaining monotony of the Dynasty Warriors franchise but with an added craziness that suits the genre well.</p>
<p lang="en" style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2013/02/One-Piece-Pirate-Warriors-2-47.jpg"><img loading="lazy" decoding="async" class="aligncenter  wp-image-137506" alt="One Piece Pirate Warriors 2 (47)" src="https://gamingbolt.com/wp-content/uploads/2013/02/One-Piece-Pirate-Warriors-2-47.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/02/One-Piece-Pirate-Warriors-2-47.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/02/One-Piece-Pirate-Warriors-2-47-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/02/One-Piece-Pirate-Warriors-2-47-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p lang="en">The One Piece franchise is characterized by crazy characters and unabashed silliness, and it works incredibly well with the over the top action and huge melees that comprise Pirate Warrior&#8217;s gameplay. My lack of One Piece knowledge made the opening of Pirate Warriors 2 a bewildering experience.</p>
<p lang="en"><p class='review-highlite' >
        " The game is set up to make you feel powerful, with a wealth of skills that let you mow through the hundreds of AI peons that stand between you and victory. "   
      </p></p>
<p lang="en">Once I understood that main protagonist Luffy has a body made of elastic, I at least started to make sense of the whole thing. The story is a non-canonical plot written specifically for the game, and sees Luffy&#8217;s crew members turning against him after they are enveloped by a strange mist. It won&#8217;t win an award any time soon, but the writing is pleasantly silly and always aware of how ridiculous it is.</p>
<p lang="en">The narrative is mostly an excuse for the action. Players control one member of the Straw Hat Pirates and must complete the set objectives on large maps, all whilst fighting against armies of thousands. The game is set up to make you feel powerful, with a wealth of skills that let you mow through the hundreds of AI peons that stand between you and victory. Basic combos never get more in depth than spamming Square and Triangle, allowing for an accessible style of play that never fails to feel satisfying.</p>
<p lang="en"><a href="https://gamingbolt.com/wp-content/uploads/2013/09/One-Piece-Pirate-Warriors-2-Splash-Image.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-170922" alt="One-Piece-Pirate-Warriors-2-Splash-Image" src="https://gamingbolt.com/wp-content/uploads/2013/09/One-Piece-Pirate-Warriors-2-Splash-Image.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/09/One-Piece-Pirate-Warriors-2-Splash-Image.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/09/One-Piece-Pirate-Warriors-2-Splash-Image-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p lang="en">Your hero is never alone though, with a few AI companions taking the field as well. You even have a number of scallywags who join you directly that you can call upon for follow up attacks. You can even swap control to your allies mid-battle to keep your combos varied. At the end of the day though, there is no way to avoid the feeling of spam. Just as in Dynasty Warriors, this One Piece outing just throws enemies at you, and you respond by hurling out random attacks in the hope of cutting through. It&#8217;s fun, with a satisfying weight to the flow of combat, but it never transcends the mind-numbing two-button simplicity.</p>
<p lang="en"><p class='review-highlite' >
        "There is a lot here to love if you're a One Piece fan. There are just under thirty playable characters, all of which are rendered in a beautiful visual style that captures the kinetic majesty of the One Piece anime."   
      </p></p>
<p lang="en">A wealth of customization options are on offer to spice things up. The maps all hold a variety of coins you can find that, when equipped and upgraded, offer passive bonuses to your characters. You can even fit them into bingo cards to gain new skills. Add in support character that can offer new skills and you have a decent amount of progression avenues to explore. Sadly, they aren&#8217;t interesting enough to feel meaningful. A few stat boost and the odd passive skill isn&#8217;t enough to take Pirate Warriors 2 out of the repetitive rut it inevitably falls into. There is only so far the simplistic combos can go in a game like this without a more meaningful sense of customization.</p>
<p lang="en">There is a lot here to love if you&#8217;re a One Piece fan. There are just under thirty playable characters, all of which are rendered in a beautiful visual style that captures the kinetic majesty of the One Piece anime (or at least what little I&#8217;ve seen of it). It looks, feels and sounds crazy, with an emphatic Japanese dub adding to the authenticity of the experience. The gameplay gets dull after a time, but the graphics never have this problem.</p>
<p lang="en"><img loading="lazy" decoding="async" class="aligncenter" alt="" src="https://gamingbolt.com/wp-content/uploads/2013/09/One-Piece-Pirate-Warriors-2-002.jpg" width="620" height="349" /></p>
<p lang="en">As with the Dynasty Warriors series, Pirate Warriors 2 has no problems with longevity. There are plenty of lengthy campaign levels to go through, and a tonne of level ups, skills and crazy concept art to work toward. Add in local and online co-op and you have a plentiful, though not always engaging, action experience. There&#8217;s another issue with the game being too easy. I&#8217;m certainly not one to advocate challenge for the sake of padding out a game&#8217;s lifespan, but very few sections of Pirate Warriors 2 will give you much trouble. It all leads to a game that offers quantity, but not necessarily quality.</p>
<p lang="en"><p class='review-highlite' >
        "One Piece: Pirate Warriors 2 is an odd exercise in accessible gameplay merged with a niche theme. One Piece is a popular anime, but licensed games with original Japanese dubs aren't exactly going for the global market."   
      </p></p>
<p lang="en">One Piece: Pirate Warriors 2 is an odd exercise in accessible gameplay merged with a niche theme. One Piece is a popular anime, but licensed games with original Japanese dubs aren&#8217;t exactly going for the global market. Still, it&#8217;s a flamboyant and entertaining experience that achieves its sole goal of relieving stress and making you feel like a combat deity. It&#8217;s shallow, repetitive and dull at times, but the game never fails to raise a smile.</p>
<p lang="en">I imagine these zany antics would be even more endearing to fans of One Piece. Even though I don&#8217;t know a lot about One Piece, Pirate Warriors 2 does enough to make it worthwhile, but I&#8217;d argue that it will only really flourish in the hands of a seasoned One Piece fan. Definitely worth considering if you love Dynasty Warriors and have a fetish for pirate-based anime, but the usual caveats of repetition apply.</p>
<p><em> <span style="color: #ff6600;"><strong>This game was reviewed on the PlayStation 3.</strong></span></em></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">170920</post-id>	</item>
		<item>
		<title>Rayman Legends Review</title>
		<link>https://gamingbolt.com/rayman-legends-review</link>
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		<dc:creator><![CDATA[George Reith]]></dc:creator>
		<pubDate>Tue, 27 Aug 2013 08:47:15 +0000</pubDate>
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					<description><![CDATA[Rayman continues his winning streak with, what is arguably, the platforming highlight of 2013.]]></description>
										<content:encoded><![CDATA[<p lang="en"><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">A</span> lot of genres seem to die in gaming. The amount of commentators who discuss the death of the RPG and Point and Click could fill the ocean, but that&#8217;s an argument for another time. The important thing is that, whilst you could argue the 2D platformer wasn&#8217;t aging especially well, Rayman Origins came along in 2011 and proved that assumption wrong.</p>
<p lang="en">It was playful, beautiful and engaging in a way that platforming hadn&#8217;t been for some time. Legends continues this trend with a bag of increasingly creative surprises that never fail to delight.</p>
<p lang="en" style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2013/08/RL_screen_6_ShieldFly_GC_130821_10amCET_1377026897.jpg"><img loading="lazy" decoding="async" class="aligncenter  wp-image-169691" alt="Rayman Legends" src="https://gamingbolt.com/wp-content/uploads/2013/08/RL_screen_6_ShieldFly_GC_130821_10amCET_1377026897.jpg" width="620" height="349" /></a></p>
<p lang="en">The plot is more of an excuse than anything else, seeing Rayman and friends fall asleep for a hundred years. They awake to find the world of the Teenies invaded by nightmares and go out to set things right. Rayman, Glowbox and the Teenies return as playable characters, with Barbarian lady Barbara also joining the fray.</p>
<p lang="en"><p class='review-highlite' >
        "Murphy is capable of indirectly affecting the environment. He can shift platforms, cut ropes and tickle enemies with the press of a button."   
      </p></p>
<p lang="en">There are plenty of cosmetic options to choose from outside of these main characters, and they all look fantastic. The Ubi Art Framework returns from Rayman Origins, providing beautiful and flowing designs throughout.</p>
<p lang="en">This beautiful art style is most obviously present in the level design. Gameplay mechanics are always fairly simple, meaning creative levels are the only real respite from monotonous gameplay. Legends is able to deliver these engaging levels effortlessly though, with gorgeous castles, swamps and deserts demanding your attention. They play as well as they look too, with intricate jumps and satisfying escapes showing off 2D platforming masters at the height of their creative powers.</p>
<p lang="en" style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2013/06/1370783847_raymanlegends_screen_luchadores_e3_130610_4h15pmpt.jpg"><img loading="lazy" decoding="async" class="aligncenter  wp-image-159863" alt="1370783847_raymanlegends_screen_luchadores_e3_130610_4h15pmpt" src="https://gamingbolt.com/wp-content/uploads/2013/06/1370783847_raymanlegends_screen_luchadores_e3_130610_4h15pmpt.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/06/1370783847_raymanlegends_screen_luchadores_e3_130610_4h15pmpt.jpg 800w, https://gamingbolt.com/wp-content/uploads/2013/06/1370783847_raymanlegends_screen_luchadores_e3_130610_4h15pmpt-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p lang="en">Some sections display new ideas for the series, courtesy of the return of Murphy the fairy from Rayman 2. Murphy is capable of indirectly affecting the environment. He can shift platforms, cut ropes and tickle enemies with the press of a button. It sounds simplistic, but timing becomes essential in using Murphy effectively, and he allows for some complex obstacle and puzzle solutions. Players on Vita and Wii U can also manually control Murphy&#8217;s actions via the touch screen. We tested the Xbox 360 version and, though the mechanic was obviously designed for motion controls, Murphy is equally fun to use with a touch screen or a normal controller.</p>
<p lang="en"><p class='review-highlite' >
        "Do you know what's better than one person playing Rayman Legends? Four people playing at the same time. "   
      </p></p>
<p lang="en">There is certainly a quality of level design that is commendable, but it&#8217;s more impressive that this standard never lets up. There are nearly a hundred and fifty levels to plough through, and each one also has a remixed version with alternate enemies and layouts. You also have a tonne of fun surprises thrown around elsewhere.</p>
<p lang="en">You can unlock a variety of remixed stages from Rayman Origins for the nostalgic amongst you, and cool mini-games constantly keep you on your toes. One stage has you demolishing a castle in time to a thundering rock score, whilst another optional stage has you jumping and smacking footballs into opposing goals with your friends. Rayman Legends never runs out of surprises, and it is one of the things that makes it so exciting to play.</p>
<p lang="en" style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2013/06/1370783845_raymanlegends_screen_kungfoot_e3_130610_4h15pmpt.jpg"><img loading="lazy" decoding="async" class="aligncenter  wp-image-159862" alt="1370783845_raymanlegends_screen_kungfoot_e3_130610_4h15pmpt" src="https://gamingbolt.com/wp-content/uploads/2013/06/1370783845_raymanlegends_screen_kungfoot_e3_130610_4h15pmpt.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/06/1370783845_raymanlegends_screen_kungfoot_e3_130610_4h15pmpt.jpg 800w, https://gamingbolt.com/wp-content/uploads/2013/06/1370783845_raymanlegends_screen_kungfoot_e3_130610_4h15pmpt-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p lang="en">Do you know what&#8217;s better than one person playing Rayman Legends? Four people playing at the same time. Local co-op returns from Origins and, if you&#8217;re playing on the Wii U, you can even bring in a fifth player on the Gamepad. The levels hold up regardless of how many people are playing, and co-op quickly makes the action more frantic and more enjoyable.</p>
<p lang="en"><p class='review-highlite' >
        "A part of me misses the trippy musical levels and cooky landscapes of Origins, but Legends has made me smile more often than any other game this year, and there is a lot to be said for that."   
      </p></p>
<p lang="en">The lack of online co-op is disappointing, as this was one of the more glaring omissions from Rayman Origins. Still, this a small absence when the game works so well in local multiplayer. Needless to say, Rayman Legends does a fine job of continuing the long standing tradition of couch co-op.</p>
<p lang="en">Even when you and your friends feel you have exhausted all of Legends&#8217; bounty, challenge mode continues to offer fresh content. Offering two daily and weekly challenges for you to accomplish online, you compete for the best scores on the leaderboards. They&#8217;re oddly addictive prospects, and the challenges are just as addictive as the main game. If they are truly able to keep new challenges coming in so regularly, Legends suddenly has even more longevity than it did before.</p>
<p lang="en" style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2013/05/Rayman-Legends-5.jpg"><img loading="lazy" decoding="async" class="aligncenter  wp-image-154613" alt="Rayman Legends (5)" src="https://gamingbolt.com/wp-content/uploads/2013/05/Rayman-Legends-5.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/05/Rayman-Legends-5.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/05/Rayman-Legends-5-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/05/Rayman-Legends-5-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p lang="en">Rayman Legends certainly makes more sense than Origins. The level hubs with painting portals will make sense to anyone who has played Mario 64, and the more familiar level settings will sit better with the majority. A part of me misses the trippy musical levels and cooky landscapes of Origins, but Legends has made me smile more often than any other game this year, and there is a lot to be said for that. I&#8217;d love to wax lyrical about Rayman Legends and its place in the gaming canon, but it is not going to be remembered as a revolutionary moment in gaming. What it will be remembered as is the best platformer of 2013. If you like fun, you should go buy it.</p>
<p><em><span style="color: #ff6600;"><strong>This game was reviewed on Xbox 360.</strong></span></em></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">170298</post-id>	</item>
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		<title>Europa Universalis IV Review</title>
		<link>https://gamingbolt.com/europa-universalis-iv-review</link>
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		<dc:creator><![CDATA[George Reith]]></dc:creator>
		<pubDate>Tue, 27 Aug 2013 08:34:05 +0000</pubDate>
				<category><![CDATA[Article]]></category>
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		<category><![CDATA[Europa Universalis 4]]></category>
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					<description><![CDATA[A delightfully accurate history sim/RTS, Europa Universalis offers depth but also adds the usual learning curve associated with this.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">W</span>hen people think of world domination strategy titles, their answer says a lot about who they are. If they say Risk, you can guess they&#8217;re old and not particularly tech savvy. If they say Civilization, then they&#8217;re probably a tad younger and into PC gaming. If someone answers with Europa Universalis, you should stop what you&#8217;re doing and shake their hand. Europa Universalis IV is the big boys RTS, but it&#8217;s an exercise in tactical depth and design frustration in equal measure.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/02/EuropaUniversalisIV_pdxcon_screenshot_03.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-138732" alt="EuropaUniversalisIV_pdxcon_screenshot_03" src="https://gamingbolt.com/wp-content/uploads/2013/02/EuropaUniversalisIV_pdxcon_screenshot_03.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/02/EuropaUniversalisIV_pdxcon_screenshot_03.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/02/EuropaUniversalisIV_pdxcon_screenshot_03-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Europa Universalis IV is an RTS based on a world domination board game. Taking place in Europe between 1444 and 1820 you control any European nation or state of your choosing (there are literally hundreds of choices you can make) and set to work. You can go for military domination, ally with your nearest and dearest geographical allies, or simply rake in the profit from high taxes and lucrative trade routes.</p>
<p><p class='review-highlite' >
        "Europa Universalis IV had a tutorial that was more like a slap in the face: Painful, flat and leaving a lot of questions unanswered. "   
      </p></p>
<p>The victory conditions are much less defined than the Civ series, but your goals have an agile quality that is often satisfying. You can select missions from a list that reflect your nation&#8217;s prerogatives, and you&#8217;re free to ignore or reap the benefits from these missions as you please. There&#8217;s plenty of depth with a system like this in place, but learning the ropes was a slow burn.</p>
<p>As with all strategy games, you start with a tutorial. Unlike the gentle and soothing experience of learning Civ 4 and 5, Europa Universalis IV had a tutorial that was more like a slap in the face: Painful, flat and leaving a lot of questions unanswered. After an hour of partially informative text, I was ready to throw the towel in and slap a sub-par score on Europa Universalis IV.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/02/EuropaUniversalisIV_pdxcon_screenshot_10.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-138731" alt="EuropaUniversalisIV_pdxcon_screenshot_10" src="https://gamingbolt.com/wp-content/uploads/2013/02/EuropaUniversalisIV_pdxcon_screenshot_10.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/02/EuropaUniversalisIV_pdxcon_screenshot_10.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/02/EuropaUniversalisIV_pdxcon_screenshot_10-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Not satisfied to banish Europa Universalis IV unfairly, I gave it the benefit of the doubt and launched a real game. I picked Spain, hoping to take advantage of their size and military abundance and, being a good history student, launched a two pronged attack of allying with Portugal and invading Granada. While annexing my Granadan neighbours though, Aragon invaded me and wiped out my weakened armies. Why? Because Aragon really hated Spain in 1478. It was unfair, swift but delightfully accurate. I had to hand it to Europa Universalis IV, I died through my own bull-headedness. Nothing more.</p>
<p><p class='review-highlite' >
        "The depth, strategy and tactical variety on offer is unparalleled, but Europa Universalis is a game that is often enjoyable in spite of itself. "   
      </p></p>
<p>My second game was far more interesting. Spain again, I rushed the Aragonese threat, forged a political allegiance with Muscovy and managed to marry into the British royal family. My knowledge of 16th century European history isn&#8217;t exhaustive, but I know enough to realise that things didn&#8217;t happen that way.</p>
<p>Europa Universalis IV is happy to accommodate these what-if scenarios whilst maintaining a pleasant level of historical realism. The English still didn&#8217;t trust my rule, resulting in riots and civil unrest. Throw in the in-fighting I was forced into as Muscovy&#8217;s ally and you have a hell of a game to endure. I lost, of course, but it&#8217;s the most fun I&#8217;ve had being invaded in quite some time.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/02/EuropaUniversalisIV.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-138729" alt="Europa UniversalisIV" src="https://gamingbolt.com/wp-content/uploads/2013/02/EuropaUniversalisIV.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/02/EuropaUniversalisIV.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/02/EuropaUniversalisIV-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The depth, strategy and tactical variety on offer is unparalleled, but Europa Universalis is a game that is often enjoyable in spite of itself. Even after learning the game through trial and error, the interface never felt particular intuitive. Clunky menus hoard screen real estate, and the reams of text display in a small font that is tough to read on any resolution setting. It isn&#8217;t so bad when you learn where everything is, but those first few games are arduous exercises in squinting your eyes.</p>
<p><p class='review-highlite' >
        "Europa Universalis is like the model train set of strategy gaming. It doesn't look especially fun to an outsider, but those who are in on it will find that the attention to detail is an impossibly pleasing call to action."   
      </p></p>
<p>Add in some mechanics that are far more obscure than they need to be (mostly the trading systems), and you have a game that often feels a little bit too much like hard work. It is infinitely rewarding when your work pays off, but those looking for quick bursts of fun won&#8217;t find it here.</p>
<p>When it comes to crowd-pleasing, Europa Universalis 4 doesn&#8217;t make much of an effort at all. Repetitive music and sound effects become irritating after a short while, and visuals remain fairly flat. It&#8217;s in the graphics that Europa Universalis&#8217; board game roots come to the fore. The visuals represent a glorified game board and, as kinetic as they try to be, animations and visual details are unimpressive at best.</p>
<p style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2012/12/Europa-Universalis-IV-preview-1.jpg"><img loading="lazy" decoding="async" class="aligncenter  wp-image-126659" alt="Europa-Universalis-IV-preview-1" src="https://gamingbolt.com/wp-content/uploads/2012/12/Europa-Universalis-IV-preview-1.jpg" width="620" height="349" /></a></p>
<p>Europa Universalis is like the model train set of strategy gaming. It doesn&#8217;t look especially fun to an outsider, but those who are in on it will find that the attention to detail is an impossibly pleasing call to action. History and strategy unite in Europa Universalis IV in a way that few games are able to master. It certainly has problems with accessibility and presentation, but the deep gameplay, great lifespan and historical accuracy will be enough to justify the price of entry for any history boffs or strategy aficionados.</p>
<p><em><span style="color: #ff6600;"><strong>This game was reviewed on PC.</strong></span></em></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">170290</post-id>	</item>
		<item>
		<title>Ducktales Remastered Review</title>
		<link>https://gamingbolt.com/ducktales-remastered-review</link>
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		<dc:creator><![CDATA[George Reith]]></dc:creator>
		<pubDate>Tue, 20 Aug 2013 08:29:02 +0000</pubDate>
				<category><![CDATA[Article]]></category>
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		<category><![CDATA[capcom]]></category>
		<category><![CDATA[DuckTales Remastered]]></category>
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		<category><![CDATA[WayForward Technologies]]></category>
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					<description><![CDATA[Ducktales gets a new coat of paint but the gameplay isn't quite as robust as the 1989 original.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">S</span>ome games are stuck in a timewarp. That isn&#8217;t to say that the awesome NES Ducktales isn&#8217;t fun to play today, but it no longer makes as much sense in a world where games have moved on and where Ducktales is no longer on TV. Wayforward Technologies seek to break Ducktales from its eighties comfort zone with a polished remake for all major digital platforms. Bouncing on stuff is just as fun today as it was in 1989, but Ducktales Remastered is never quite as polished as its source material.</p>
<p>Players control the entrepeneurial Scrooge McDuck, as he searches for hidden treasures with trusty cane in hand. It&#8217;s 2D platforming by the books, with the unique and addictive mechanic arriving in the form of Scrooge&#8217;s pogo jumping. He can land on top of enemies with his cane pointing downwards, allowing him to leap higher in the air. It has been made easier to use this time around, but the simplified controls don&#8217;t detract from this genius gameplay mechanic. Bouncing on stuff is fun, plain and simple.</p>
<p><img loading="lazy" decoding="async" class="aligncenter" alt="" src="https://gamingbolt.com/wp-content/uploads/2013/07/Ducktales-Remastered-5.jpg" width="620" height="349" /></p>
<p>The levels you remember return in full swing and, as in the original, you can tackle them in any order you wish. A few changes have been made to the levels, and a training level in Scrooge&#8217;s office also introduces players to the game in a more gentle manner. The changes are for the most part welcome, with the level design holding up well.</p>
<p><p class='review-highlite' >
        "The general flow of gameplay hasn't translated quite so well for this remastered edition, however."   
      </p></p>
<p>The tunes you associate with each level also shine through spectacularly. The soundtrack has been remastered with a fantastic respect for the source material and, coupled with the luscious hand drawn character sprites, Ducktales has never looked or sounded so good. Full credit also goes to getting the original voice actors for the characters. It&#8217;s a shame that age seems to have slowed them down. Their delivery is weak on the whole and, with dialogue regularly interrupting the flow of gameplay for banal descriptions of the treasure you find, original isn&#8217;t always best.</p>
<p>The general flow of gameplay hasn&#8217;t translated quite so well for this remastered edition, however. The pogo jumping works for the most part, but it occasionally cuts out unexpectedly. It isn&#8217;t game breaking but, with only three hits before you die, it can be mighty frustrating to get unfairly hit by an enemy.</p>
<p><img loading="lazy" decoding="async" class="aligncenter" alt="" src="https://gamingbolt.com/wp-content/uploads/2013/07/Ducktales-Remastered-3.jpg" width="620" height="349" /></p>
<p>Unfair is a word that ultimately sums up the difficulty level in Ducktales Remastered. Normal mode offers you only three three lives before your booted back to the beginning of a level, so it&#8217;s very easy to find your hard work on a lengthy stage undone. It&#8217;s very frustrating, but the challenge is something you can come to terms with in a game ripped from a time when titles were generally much tougher.</p>
<p><p class='review-highlite' >
        "Ducktales Remastered plays out as you would expect a retro remake, slick, accessible but not quite as polished as the original. "   
      </p></p>
<p>What doesn&#8217;t make sense is how much easier the easy mode is by comparison. Double health and unlimited lives? Don&#8217;t insult me. A middle ground would have made a real difference, but there is still an odd charm in the challenge of Ducktales Remastered for the most part.</p>
<p>Ducktales Remastered plays out as you would expect a retro remake, slick, accessible but not quite as polished as the original. Fans of older platformers will find a lot to love in Ducktales, but it&#8217;s a much harder sell for everyone else. It&#8217;s a brutal and often unfair adventure and, though it looks and sounds gorgeous (minus the voice acting), this beautiful presentation is likely to go over the heads of much of the younger generation. Should you get Ducktales? If you loved the original or have a soft spot for retro 2D platforming, then your curiosity will be satiated, but others should think twice before laying down their cash.</p>
<p><em><span style="color: #ff6600;"><strong>This game was reviewed on Wii U.</strong></span></em></p>
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