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2018-10-02
Things haven't been easy for Mega Man fans in the 2010s. Between the cancellations of Mega Man Universe and Mega Man Legends 3 and the disappointing spiritual revival Mighty No. 9, it felt like every hope of seeing the series' beloved, classic action gameplay return was dashed in some way. So it was to great anticipation and expectations that Capcom announced Mega Man 11, the first all-new Mega Man game in over eight years. And while the game does deliver on its promises of being a charming, challenging action game with a rogue's gallery of robots to scrap, it makes a few puzzling choices that keep it from true greatness.Those who have been enjoying our blue buddy's adventures within the last three decades are probably familiar with the gameplay formula here: You go through eight themed levels in the order of your choosing, claiming the weapons of the end-stage Robot Masters you defeat--and which can be used to exploit weaknesses in subsequent boss encounters. Once the eight robots are beaten, you advance to a tiered fortress with a final Dr. Wily showdown waiting at the end.The big new feature this time around, however, is that our hero has been fitted with the Double Gear System, which allows him to increase his weapon power or slow down the environment for a limited time. The Power Gear can increase the output of the standard Mega Buster or enhance special weapons with more potent effects, while the Speed Gear can help you in tricky spots where timing or moving quickly is crucial. However, these effects only last a few seconds, and once time runs out you have to wait for a cooldown period to end or collect a special item before you can use them again, preventing you from relying too heavily on them. You're also not the only one using this new power, as you'll find Wily's machines are also putting it to use.One thing you'll notice right off the bat is how well the game manages to nail the overall feel and charm of the series in its visual presentation. The 3D character models of Mega Man, his friends, and his Robot Master foes are on point, with subtle visual flourishes like Auto's exasperated expressions and robot bird Beat struggling to lift Mega's weight adding a little bit of humor. The stages themselves are packed with the sort of strangely cute, googly-eyed robot enemies that have come to define the franchise, and background elements like Blast Man's self-advertisements or Block Man's strange hieroglyphs add a spark of personality to each of the stages. With visuals this nice, it's easy to overlook the soundtrack, which is pleasant but wholly unmemorable.Unfortunately, the early-game experience in Mega Man 11 is a trying one. Veterans will certainly notice how unusually long each of the stages are. While you might assume that more Mega Man action is good, the stage length serves to make the game far more frustrating than it should be, as checkpoints are sparsely placed and extra lives are few and far between. Making things worse, you often hit the most challenging parts of a stage in rapid succession, affording you little time to catch your breath. The stage design also tends to put trial-and-error areas like a labyrinth of instant-kill spike walls or a series of rapid-fire jumps at the end of these lengthy levels, making game overs especially demoralizing.In other Mega Man games, failure feels more like a learning experience than a setback; here, however, the prospect of redoing a 10-minute level laden with strict checkpoints, instant-kill elements, and a mid-boss brawl often feels painful. The Double Gears help somewhat in navigating the more difficult sections, but they always seems to run out of power too quickly to be reliable. Progress gets better once you manage to build up a repertoire of boss weapons and purchase upgrades with collectible bolts found in the stages, but there's still a small degree of frustration at certain stage design elements, like Torch Man's three stretches of instant-kill flame wall pursuit, that never quite goes away. And while you can play the game on a lower difficulty, giving you more lives and checkpoints to make the stage hazards more manageable, it overcompensates by severely lowering damage to the point where boss battles become a dull pushover.Of course, the levels--overly long as they are--aren't entirely bad, and there are a lot of enjoyable and interesting ideas. Blast Man's stage has you blowing exploding robots into crates and other mechs to create chain blasts, while Impact Man has some reflex-testing areas where you need to dodge a series of drilling robots that fly out in quick succession. The mid-stage bosses are all pretty great, as well; my personal favorite is the robotic, icicle-summoning mammoth skeleton in Tundra Man's stage. The Robot Masters themselves are also a lot of fun to fight, and they'll actually change up their patterns by using their own Double Gears as their health depletes, keeping you on your toes. The collected boss weapons are also tons of fun to use, and the Power Gear variations are a neat touch that calls to mind the Mega Man X series.Still, it's easy to forget how much fun you had in other stages when you're stuck getting nailed by yet another spike trap in the tail end of Acid Man's stage or struggling with the springy walls and obnoxious slappy-hand platforms present in Bounce Man's miserable abode. It culminates in a final set of levels that are both awesome and underwhelming: awesome in that they have some really fun gimmicks and bosses, underwhelming in that it doesn't feel like it's as significant of a skill test because you already dealt with some of the game's biggest obstacles in the stages prior.Mega Man 11 is a good action game that you can easily identify with, but it's far too uneven and bumpy to hold up against some of the best installments in the venerable franchise. At its best, it's a terrific retro romp with exciting boss encounters and unique gimmicks. At its worst, it's a frustrating experience whose too-long levels toss out infuriating obstacles to progress at the worst times. But even with these issues, it just feels good to see Mega Man back in action, and Mega Man 11 will hopefully be the start of many new robotic adventures to come.Info from Gamespot.com
2018-10-02
The soft reboot that was Assassin's Creed Origins introduced a new approach to the series' brand of stealth-action gameplay, along with an expansive and vibrant open world with many dynamic systems at work. In this year's follow-up, Assassin's Creed Odyssey, developer Ubisoft Quebec builds upon its predecessor's pillars, and in the process shows greater confidence in the series' new direction.Set in Ancient Greece, Odyssey predates the previous game by several centuries. During the Peloponnesian War in 431 BCE, you take on the role of either Alexios or Kassandra, siblings and former Spartans-turned-mercenaries. In keeping with series tradition, Odyssey features parallel storylines, with the main narrative taking place in the distant past and the overarching plot set in the present day. After pivotal moments dealing with political intrigue and wartime conflict in Greece, you'll jump back to the modern day to continue the story of Layla Hassan, introduced in Origins, who's working to uncover the secrets of the first civilization. Throughout your travels in Ancient Greece you'll uncover lost tombs, engage in naval warfare on the high seas, and assassinate the key members of a shadowy conspiracy seeking control of the known world.In your trek through the Greek mainland and the islands of the Mediterranean sea, you come across diverse locales that showcase lush environments that pay tribute to the old gods, while rubbing shoulders with the many historical figures of the era looking to make their impression in Greek society. The amount of detail packed into each location is impressive, tied together by an active and dynamic ecosystem where local wildlife and civilians keep their territory. But as you dive further, you'll see the many hardships and realities of life in Ancient Greece firsthand, including the horrors of slavery and the ever-present war between the military-driven Spartans and the bureaucratic Athenian army.Featuring a map that's more than double the size of the previous game, Odyssey is built to be explored and has incidental content to reward your wanderlust. You get the sense that your actions will have a lasting impact wherever you go, and Odyssey offers up a wealth of content that fuels your growth at a steady pace. Though the issue of level-gating comes up occasionally, preventing you from actively exploring any region as you wish, you can take a break from the main story and dive into the breadth of side content at your leisure. Several side quests offer a surprising amount of depth and heart and feature some of Odyssey's more standout moments.Throughout the main story and in side-quests, you'll make several key decisions that affect the game's narrative and your character's journey. While many of the choices you make are largely inconsequential and result only in slightly different endings for quests, the fateful decisions that do matter can lead to drastic turns of events, with some storylines and characters meeting their end prematurely. In moments you'd least expect, you'll see the payoff for decisions made early on in the story, for better or worse. With nine different possible outcomes at the main story's conclusion, there's a surprisingly large amount of cause and effect that can make the narrative feel all your own.The different protagonists also offer up some of Odyssey's most endearing and entertaining moments. Despite the grim nature of the game, jokes and fun gags often break the tension, even during serious events. Though both Kassandra and Alexios share the same dialogue and story beats, their differing personalities, gender, and points of view offer unique flavor, making them stand apart--with some scenes and questlines feeling more appropriate with a particular character.The Photo Mode in Assassin's Creed Odyssey allows you to capture some of the game's most breathtaking views.Romancing side characters is also possible in Odyssey. While some of these scenes can be amusing, they're mostly just bizarre shows of affection that have no real purpose. These scenes almost always result in a shallow aside during the conversation, with the characters slinking off-screen before returning to the conversation without skipping a beat. Most often, these awkward romance opportunities appear immediately after (or during) otherwise harrowing events. Aside from seeing some additional scenes with certain characters, there's really no benefit to engaging in romance at all. The inclusion of these scenes feels cheap and can sully otherwise interesting conversations.As you unravel more of the world and advance in the main story, new gameplay mechanics and side opportunities will reveal themselves, adding even greater incentive to explore. When the conspiracy that threatens Greece makes itself known, you'll be able to keep track of the major players through a large interconnected web in the game's menu, showing their connections to other targets and how to find the intel to track them down. But in one of Odyssey's more involved quests, you'll encounter several mythological beasts hidden within the world, offering up some of the game's most inventive and memorable encounters, where brute force isn't always the answer.The world in Ancient Greece feels much more reactive compared to previous Assassin's Creed games, and you get the sense that your actions will have a lasting impact wherever you go. When you start causing too much trouble, you'll attract the attention of rival mercenaries looking to collect a bounty. Similar to Shadow of War's Nemesis system, though not as sophisticated, Odyssey presents a seemingly endless set of antagonists with their own backstories, strengths, and potential loot. If you find yourself with a bounty on your head, mercenaries are often quick to appear--leading to some annoying encounters where they arrive at the worst possible time, even during some story missions. If the heat from the encroaching mercenaries feels too much, you can lay low long enough for the bounty to clear, assassinate another wanted criminal, or pay off your own bounty in the game menu.With nine different possible outcomes at the main story's conclusion, there's a surprisingly large amount of cause and effect that can make the narrative feel all your own.One of Odyssey's more clever features is the new Exploration Mode. With this optional mode enabled, you're challenged to use your observation and deduction skills to find your next target, without the support of icons or waypoints. By engaging with quest-givers and friendly NPCs, you'll learn details about your surroundings and slowly piece together your next steps. Exploration Mode heightens the pride that comes from solving puzzles, and this makes each step of your investigations feel all the more rewarding.When it comes to combat, Odyssey keeps up with the recent trend to incorporate stat-based mechanics into its core gameplay. Compared to previous games, there's now a greater focus on allowing you to customize your character to approach the challenges ahead. You can also build your character to specialize in stealth, long-range, or melee combat, and you're able to respec at any time. If you want to build your character as a powerful Spartan warrior wielding a legendary spear and use your Spartan Kick to boot enemies off cliffs, you can, but you are also free to stick with the traditional Assassin archetype.This opens a lot of opportunities to experiment with special moves and gear, the latter of which can also be customized with special perks that offer unique bonuses. Odyssey no longer features the shields introduced in Origins, and as a result, combat flows at a brisker pace. By placing the emphasis more on dodging and parrying incoming blows from enemies, fighting feels more involved and dynamic. While there are times where Odyssey can run right into the awkwardness of its RPG mechanics clashing with the action gameplay--such as being unable to assassinate enemies outright due to being under-leveled--it makes up for it by giving players the options to avoid such clumsy engagements.Your ship, The Adrestia, can be upgraded to deal greater damage and move faster while out on the open waters.Naval combat and sailing make a return in Odyssey, opening up exploration on the high seas. As you build up resources and find new members to join your crew, you can customize and upgrade your ship, The Adrestia, to take on more daring challenges. Much like in Black Flag and Rogue, seafaring offers up some of the more exciting and visually pleasing moments of the game, finding lost sunken ruins in the oceans depths or facing off against increasingly aggressive rival ships. Over the course of your travels, you'll be able to recruit new lieutenants to add buffs to your ship, giving you more of a fighting chance against the sea's greater threats.The scope of Odyssey is enormous, and for the most part, it's presented well. But some of the new innovations that seek to fit within the scale of the world, however, feel somewhat lost in the grand scheme of the game. With the ongoing war between the Spartan and Athenian army, you can choose to take part in the conflict and dismantle a faction's influence in a region. In these Conquest battles, you'll pick a side and cripple an army's hold by assassinating their leaders and taking their resources--culminating in a large-scale battle against their forces.While this is a solid way of gaining resources and improving your standing with a faction, the mechanics and implementation into Odyssey's general systems make it feel half-baked at best and pointless at worst. In some of the more bizarre cases, the game and its narrative don't seem to take Conquest seriously, especially when the main story has you helping a particular faction, despite the side content in the area actively hurting them. This in turn can create a jarring and noticeable feeling of dissonance throughout your adventures. The game often struggles to make sense of the actual war gameplay within the context of its core narrative, which is disappointing.When looking at Odyssey in the bigger picture, it can often feel like too much game for its own good. There are numerous moments where the loop of exploring, completing missions, and traveling can slow the pace significantly. This is exacerbated by the expansive map, which can sometimes feel excessively big and a chore to travel through. There are also some notable bugs and hitches that crop up throughout, including those that prevent progress in missions to outright crash the game. Several times throughout my journey, progression was somewhat exhausting, which made some of the more impactful and exciting moments in the story feel like a drag.Despite this, Assassin's Creed Odyssey's ambition is admirable, which is reflected in its rich attention to detail for the era and its approach to handling the multi-faceted narrative with strong protagonists at the lead. While its large-scale campaign--clocking in at over 50 hours--can occasionally be tiresome, and some features don't quite make the impact they should, Odyssey makes great strides in its massive and dynamic world, and it's a joy to venture out and leave your mark on its ever-changing setting.Info from Gamespot.com
2018-10-01
The first announcement of Fortnite Funko Pops came with the barest glimpse of one of the collectible figurines, the Rex skin. Now Funko has released a slew of other images showing off more than a dozen character skins getting the Funko treatment.The Pops cover some of the most popular characters, like Brite Bomber, Black Knight, and Cuddle Team Leader, along with some holiday-themed ones like Red-Nosed Raider, Crackshot, and Merry Marauder. The full-size Pop figurines are joined by a pair of keychains, featuring Love Ranger and Cuddle Team Leader. All of the Funko collectibles are set to drop in November.The announcement came right alongside the ringing in of Season 6, with new changes to the map, a whole new set of rewards to collect with your Battle Pass, and the addition of Shadow Stones and Pets. Check out our challenge map locations if you need some help scoring all that sweet loot.Arguably one of the biggest changes to Fortnite this season came from outside the game itself. After months of criticism, Sony finally relaxed its policy on cross-play and allowed Fortnite to play nice with other consoles. Epic rolled out a new feature to ease the transition, by letting you link Fortnite console accounts. A separate account merging feature is coming this November. Info from Gamespot.com
2018-10-01
After a long stretch of sharing virtually nothing about Red Dead Redemption 2, the floodgates have opened recently. We should be learning even more soon, as Rockstar has announced that the next RDR2 trailer is coming on Monday, October 1.The company shared the news on Twitter, saying our next glimpse at the game debuts in trailer form at 6 AM PT / 9 AM ET / 2 PM BST. It didn't specify what to actually expect to be featured in the trailer--it only said it would be "gameplay video part 2"--but there isn't much longer to wait to find out.With Red Dead Redemption 2's release date coming on October 26, Rockstar recently afforded us an opportunity to go hands-on with the game. We came away impressed with the level of depth to the world, with numerous systems at play. Since then, more screenshots and details on things like hunting and fishing have been shared.Gameplay Video Part 2 coming tomorrow 9am Eastern pic.twitter.com/ZjS3ZUhKHg — Rockstar Games (@RockstarGames) September 30, 2018While the main game itself is coming in just a few weeks, Red Dead Online--the game's online multiplayer component--won't launch until sometime in November. Even then, it'll only be releasing in beta, and Rockstar has warned of "teething problems" as it expects things may not go completely smoothly at launch.Red Dead Redemption 2 will be available in a number of special editions; you can read all about that in our pre-order guide. There's also a PS4 Pro bundle on the way, which revealed--at least on that system--RDR2 will require 105 GB on your hard drive.Info from Gamespot.com
2018-10-01
The mysterious island floating above Loot Lake in Fortnite has started moving, though to exactly what end remains unclear. For those that haven't been keeping up with the latest happenings in Fortnite, a strange purple cube appeared in the game and plunged itself into Loot Lake just before the start of Season 6. Once the season kicked off, however, it floated into the air, taking a chunk of land up there with it.Currently, the cube and the attached island seems to be just moving between locations on the Fortnite map. Fans have speculated that the it's moving between the runes that the cube left on the map towards the end of Season 5, before it dropped into Loot Lake.Data miners also seem to have discovered evidence that, in addition to travelling around the map, the cube will grow in size. A folder called "CubeGrowth" has been discovered in game files, which could lend further weight to the speculation that this is all part of upcoming event that developer Epic Games is planning.So, the cube is going to grow this season 👀 pic.twitter.com/LgbjWT27AL — Fortnite: Battle Royale Leaks (@FNBRLeaks) September 28, 2018As previously stated, Season 6 of Fortnite has kicked off and there have been some pretty significant changes to the game. In addition to a few new areas on the map--some thanks in part to the cube, again--Epic has also introduced a number of new items, including Pets. While they are undoubtedly the cutest new addition, you'll probably be wanting to see all the cool new skins and cosmetics, and we have a Season 6 rewards gallery for that. If you need help unlocking these, you can complete Fortnite's latest challenges using our Season 6 challenge roundup.Another surprise fans received alongside the launch of Fortnite Season 6 was cross-play on PS4. On September 28, Sony Interactive Entertainment said it had "identified a path towards supporting cross-platform features for select third-party content," including Fortnite. An open beta that allows for "gameplay, progression, and commerce" across PlayStation 4, Xbox One, PC, Nintendo Switch, Mac, Android, iOS of the game is currently underway. If you need a hand with linking your console accounts to Fortnite, we've got a guide.Info from Gamespot.com
2018-10-01
On platforms where the full experience exists, Final Fantasy XV: Pocket Edition is in a strange position. The version of Final Fantasy XV released two years ago is a sprawling behemoth of a game where it's fully expected and encouraged for players to just meander around for the first three to five hours, getting to know Noctis and his friends, toying with the mechanics, and meeting the people of Eos. It's one of the scant examples of a game where an extremely pared-down experience--which is, ultimately, what Pocket Edition is--remains as engrossing and immense an experience as the average 30 hour JRPG designed to be such.The main story and the fundamentals of the game’s combat are reproduced here, save a few minor narrative beats and some of the fancier gameplay flourishes, like Link Attacks. But regardless, it's still the story of the warring kingdoms of Insomnia, Niflheim, and Altissia. The three countries are on the verge of a peace that will only be solidified if Insomnia's King Regis signs a treaty with Niflheim and if the prince of Insomnia, Noctis, enters an arranged marriage with Lunafreya of Altissia. Noctis, still immature and lackadaisical about his future, is fond of Lunafreya, but not necessarily ready for the responsibilities that come with marriage, and as such, decides to take one last road trip with his three best friends, Prompto, Ignis, and Gladiolus, toward the altar. When the signing of the peace treaty turns out to be a trap, leaving Insomnia devastated and the prince without a home to go back to, Noctis is forced to gain the divine blessings of his ancestors and claim his birthright ahead of schedule.Like most demakes, a lot of Final Fantasy XV: Pocket Edition's charm is largely in seeing how it compares to the original game. In this case, FFXV's stunning locales and photoreal CG have been redone in a bright, abstract, cartoon aesthetic, akin to watching the game acted out by Funko Pop figures. There's an element of warm, familiar nostalgia to it all. Having to fill in the visual blanks of a heavy scene being played out by these expressionless dolls gives you the feeling that you’re just playing a souped-up 32-bit Final Fantasy game. The visual dissonance of blocky, polygonal Cloud mourning an equally blocky Aeris can very easily vanish when you're swept up in the moment. It's much the same here, watching giant-head Noctis grieve his father and the fall of Insomnia. It only stands out as dissonant because unlike, say, Final Fantasy VII, you've likely seen what a photoreal version of these same scenes looks like.Really, losing nuance from the world itself is more noticeable than losing out graphically. One of Final Fantasy XV's greatest strengths was leaving a lot of narrative details about the world of Eos to the environment, hearing stories from the people you meet, overhearing gossip, and taking on sidequests. The vast majority of that has been stripped away. Also, the wide-open world has been pared down to an ongoing series of linear top-down maps. Pocket Edition's quest is, quite literally, a critical path only that only communicates the essentials, with very little ability or reason to wander off. Yes, that means no fishing, no photography, no Hunts, no Justice Monsters Five, no Formouth Garrison, no Pitioss Ruins, no messing around. Ignis' recipes are still part of the mix, but in a much more limited capacity. It says a lot about just how dense and layered Noctis' journey was to begin with that even having so much of the original game and its narrative jettisoned off still leaves enough material for a very traditional, linear JRPG to take place.With these limits in mind, it's rather impressive how meticulously the most vital locations and story beats in the game had been reproduced. Having played the main game twice, it's a delightfully surreal experience seeing how much of the world I was able to move through by sheer memory, knowing where traps, shop, and enemy ambush locations would be long before the game decided to point them out. A new player will likely have to refer to the map fairly often, but each area, even the more twisty dungeons in the game, is small enough where the potential to get lost is diminished relative to the original game.Combat is similarly streamlined, though this is the one area where the main game's depth is deeply missed. The fundamentals are, as mentioned, the same: hold the attack button and Noctis will spam attacks until you let go. You can dodge and roll out of the way, and you also have the Warp Strike, allowing you to close great distances and strike hard against a target clear across the screen. The arsenal is here, but there's far less actual thought that needs to go into the majority of encounters in the game. Only one magic spell can be held at a time, and there's a strange delay before Noctis can even cast it. Weapons like the Greatswords and polearms only vary in terms of striking speed, but generally do the same damage. And even when Noctis dies, with only a few exceptions later in the game, it's so much easier to either throw yourself a potion or wait for an ally to revive you. For most of the fights in the game, you're just holding attack and the left stick in the vague direction of the thing you want to kill. That likely made sense when Pocket Edition was solely a mobile title, but it's a bit undercooked on consoles.Thing is, though, as flashy as it could be, combat wasn't exactly a shining example in the genre in the full game either. Final Fantasy XV's brilliance shone forth in the interactions Noctis had with the people of Eos, friend and foe. Family friends reappear in Noctis' life to offer guidance and comfort. Locals in every town have their own inner lives, surviving under the occupation of the Empire, and will gladly take Noctis on a tour of their town to see what life outside his kingdom is really like. The bounty hunter who tries to kill him while on a secret mission will later escort Noctis' group through a dungeon and speak honestly about her own government job for the first time. The characters, their stories, and how they all contributed to Noctis growing into the man he needs to be to become king were the soul of Final Fantasy XV.All these things have been admirably translated, in a way far less intimidating to newcomers and logistically fascinating to veterans. You get the parts of that experience that count the most towards the narrative from Pocket Edition, and the gameplay, rudimentary it may be, has been as elegantly streamlined as possible to obtain that experience. This is still, ultimately, Final Fantasy XV, and while there's a lot of the game that you might want out of Pocket Edition, there's an argument to be made that this version of FFXV will serve you just fine.Info from Gamespot.com
2018-10-01
InXile Entertainment's resurrection of this long-lost series from the age of Ronald Reagan and Max Headroom takes the role-playing genre back in time for better and worse. The Bard's Tale IV: Barrows Deep's visuals are a charmingly nostalgic reminder of the origins of 3D role-playing games, but most of the game's features are too outdated to hold up to today's standards.Actually, the first challenge here is remembering what the Bard's Tale franchise is all about. The plot is supposed to follow 1988's The Bard's Tale III: Thief of Fate, although most of us will have to take their word for it given the 30 years between major franchise installments. Skara Brae and a rogues' gallery of familiar villains from the original Bard's Tale trilogy are the main hallmarks here, along with new live-action cutscenes that brings to life the iconic cover art from those '80s RPG classics. They are beyond cheesy, but these clips provide plenty of old-school atmosphere.Other shout-outs to RPG history are evident in the core design, which is minimalistic by comparison to modern role-players. This isn't necessarily a bad thing, as the straightforward character development and combat systems are easy to learn. Your group is depicted via portraits in the "party bar" along the bottom eight slots (for the six party-member maximum plus two for summoned allies) on the screen. Movement is handled fluidly with the party being directed as one in real time while exploring. Encountering enemies switches the game over to turn-based combat where you give orders to attack, cast spells, and so forth based on objective and spell points. Overall, it's a tried-and-true system for a retro RPG experience, especially if you want something basic.But with that said, Bard's Tale IV is too simplistic. Characters come with just four core stats (strength, constitution, armor class, and intelligence) that can basically only be adjusted with equipment and skills earned when leveling up. If you want to raise your constitution (which functions here as hit points, unlike a more traditional D&D system), for example, you need to put on armor, wield a bonus-granting weapon, or take a skill that gives a corresponding buff.Serious customization is hard to come by. There aren't a lot of character choices provided beyond standard fantasy races like humans, elves, dwarves, and the goblin-like trow, and classes like fighters, practitioners (mages), rogues, and bards. Bards do feel somewhat unique due to their ability to power skills and magic in battle by chugging booze. Leveling up provides some ability to tweak your heroes, but choice is limited because you're allocated just a single point with each advancement to distribute among the four skill treesCombat has a narrow focus. A handful of objective and spell points are given to the party to use collectively each turn, and you have to spend them on just four selected skill masteries from your overall pool of abilities. Attacks always hit, so strategizing involves looking through each hero's masteries, choosing what does the most damage, and deciding on the best enemy target. You can deal physical damage via melee and ranged attacks or mental damage via spells.Masteries deal with one type of damage or the other, which causes problems as there is no way to switch them up once a battle has begun. As a result, readied masteries regularly don't match up with what enemies bring to the table. For example, heavily armored foes are vulnerable to mental damage, but if your ready-to-go masteries don't have enough mental attacks, you're out of luck. You can try to build a balanced party, but many masteries aren't shared across classes, so there's not a great range of options if you want a group that's prepared for everything. Because of that, combat feels gimmicky, with you failing at times through no fault other than not guessing what the game is about to throw your way.The one positive aspect of combat--and it's a positive with definite drawbacks--is that every region is populated with the same four or fives types of enemy. So once you take on the first mob of goblin fire archers, cultist sorcerers, skeletons, assassins, or whatever in a particular location, you know what to expect in that entire area and can go on autopilot when it comes to battle strategizing. Enemies help out by not being very bright, either. They waste their own objective points on moving around unnecessarily, do nothing in the back row, ignore wounded heroes and threats like spellcasters, and so on.Surprises still happen, though. Difficulty jumps around. You can be steamrolling all comers for ages and walk into a brutal fight against an all-new creature with a never-before-seen ability like regeneration, or undead that revive unless you send them all back to the afterlife in one turn. You learn how to fight different creatures as they appear, but because there's no save-on-demand feature--you instead save at totems strewn around the landscape--this can lead to frustrating trial and error.Making matters worse is the inaccuracy of the enemy warning system. Look at a mob of foes and they highlight green, yellow, or red. To try to make matters even clearer, party members chime in by assessing the potential bout as a cakewalk, a challenge, or suicide. None of this is very accurate, though. While green scraps always seem easy, some yellow are murderous, and some red are a lot more painless than expected. As a result, you can get a nasty shocker and get killed in a fight that looks like no problem--which is a major pain if you haven't been able to save in a while.Stability is a also problem. Crashes are a frequent occurrence, especially at the end of battles. Usually the game went down with an error message, but a few times it froze up at the end of a fight while looking at the loot that dead foes left behind. Because of these crashes, it's wise to save constantly--even when you have to run back significant distances to find a save totem after a tough battle.More serious issues arise due to problems with the level design and structure of the game's locales. The maps are huge and labyrinthine and that's befitting the history of dungeon crawlers, of course, but the game is too loaded with narrow corridors with minimal incentives. Despite the maze-like appearance, you are led in a linear fashion from Point A to Point B in the dungeon ruins of Skara Brae, the forest of Inshriach, or the tundra of Stronsea. There is little room for creativity, as both plot and maps run on rails from start to finish. Inaccessible areas are crudely blocked off with rubble or piles of crates, as well, reinforcing the feeling that you're playing a game of connect-the-dots with extra steps.While there is a good variety of brainteasers in the game, ranging from switching gears to moving blocks to shoving faeries around an obstacle course to routing blood into connected streams, there are far, far too many of them. Puzzles are used to pad out levels too often. Instead of having to face one or two of these innovative enigmas at a time, you get five or more in a row, almost always of the same type, which gets very monotonous, very fast.Aspects of the map design appear unfinished. While loads of NPCs are ready to chat, these encounters generally lead to dead ends. Some wayward monk or lovelorn peasant will tell you a story of woe that seems to be leading somewhere, as their conversations tend to revolve around boilerplate RPG quests like hunting for an artifact or finding a lost girlfriend. But then these talks either come to an abrupt halt or the guy or gal turns into a merchant. Your only response to somebody pouring their heart a lot of the time is to ask if they've got any stuff to sell.Most areas offer little beyond solving puzzles and fighting. Loot drops are limited. You collect the same swords, helmets, and armor constantly from defeated enemies and the crates and barrels scattered across the landscape, along with various types of food and drink that both recover hit points and can be used in crafting. There is little sense of reward. For every cool sword you discover, you smash open 50 barrels and chests filled with vegetables and bottles of water. There's nothing like taking 10 minutes to solve a puzzle leading to a chest…and then finding nothing in it but three carrots and a potato.The visuals aren't technically impressive and cause even the best systems to chug and stutter when moving the camera on all graphics settings. Character faces have an oddly disturbing appearance in the middle ground between a mannequin and a melted candle, and animations are stiff and jerky, both in real-time dungeon delving and in turn-based battles. Still, the look of the game remains charming. Everything is given a Celtic/Scottish look that could have been taken from Braveheart, and a bright color palette evokes an '80s RPG mood recalling the vivid hues of classic D&D art.Audio is hit and miss. Well-acted dialogue perfectly handles the Scottish brogue of most characters. Enemies repeat cheesy taunts in combat, though, and party chatter consists of juvenile insults. Some audio effects don't fit with what's taking place on-screen. Gulping down water triggers the same crunching and lip-smacking that accompanies eating a cabbage or apple. At least the music has a beautiful Celtic flavor with plucked strings, fiddles, and choral odes that make the game sound like Enya outtakes.Other quirks add aggravation. Load times are long and frequent; it takes over a minute to transition between areas, even when leaving a tavern to hit the streets. Level maps can be misleading. Key items like save totems aren't included, and you can't make notes. There is no way to sort character inventories, leading to tedious item management.Common wisdom and clichés aside, The Bard's Tale IV: Barrows Deep proves you can go home again. But why would anyone want to? While the game re-creates what we played in the 1990s, misty water-colored memories of hours spent with Eye of the Beholder are not enough to fix numerous design miscues, performance problems, and bugs. This is a tough sell to all but the most dedicated and patient retro fan. Info from Gamespot.com


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