Showing posts with label Video Game. Show all posts
Showing posts with label Video Game. Show all posts

Friday, September 6, 2013

Europa Universalis IV Review (PC)

Europa Universalis IV Review (PC)

Europa Universalis IV Feature
Strategy games have come a long way since their origins. As with the rest of the gaming industry, they’ve advanced as both technology and gamers continued to improve. In the current market, there is a progression towards grander and more realistic experiences while maintaining a certain level of accessibility. One of the few outliers in this process has been Paradox Interactive’s series, Europa Universalis. Against the grain, this series has continued to grow its scope and hyper-realism while forgoing mainstream accessability in favor of these two areas. For its fourth iteration, Europa Universalis IV continues the long tradition and holds out as one of the toughest, realistic, historically accurate simulators while taking small steps towards welcoming new players.
Europa Universalis IV Building
There are four basic components for most empire building strategy games: finance, diplomacy, military, and technology. In Europa Universalis IV, the technology tree has been further broken down by the concept of Monarch Points. These points are influenced by the leader of the countries’ affinity for three leadership roles – Administrative, Peace, and Military points – that are accumulated to spend on technology upgrades and Ideas. Hiring advisors costs monthly income but offers bonuses, in addition to increasing one of these Monarch Point categories.
As the most evident change from previous Europa Universalis titles, Monarch Points still follow the theme of balancing tough decisions while presenting yet another layer of choices that fit the series well. While points can be spent on increasing the Technology Level, they are also used to advance bonuses within singular concentrations which unlock upon certain levels of advancement. This means that during the course of learning new technologies (which discover new concepts and unlock bonuses) are also used to unlock mindsets called Ideas which have their own specific bonuses related to their theme. Each Idea represents a mindset, such as the quality and quantity approaches in the military section, which offers increased damage or decreased costs respectively. Choosing one of the five mindsets in the Administrative, Peace, or Military sections can be hard enough, but when upgrading an Idea to unlock specifically related bonuses comes at the cost of setting back a technology unlock, it can be agonizing – even more so, as these Monarch Points gather slowly over time. A decision has lasting – though incremental – effects.
Europa Universalis IV Tech
The inclusion of these points, while thematically appropriate, has the negative effect of adding yet another point of potential confusion. More detail in components add to the realistic decision making that Europa Universalis IV has become required to include, but this further breakdown does nothing for accessibility. Along with these Monarch Points, another change to the formula in the calculation of building bonus and their effects has effectively neutered the often costly investment in financing infrastructure. In an attempt to make these buildings and their effects more understandable though, Paradox Interactive does overlay a financial indicator, which shows the change in each province were a building placed there. These two changes have been called out by some long-time fans as steps backwards, while also causing an overstepping of the accessibility expected in modern games for new players.


To read the full 1,500 word review on Europa Universalis IV read it here: http://fronttowardsgamer.com/2013/09/01/europa-universalis-iv-review-pc/

Monday, March 18, 2013

Naruto Shippuden: Ultimate Ninja Storm 3 Review (PS3)


Few can boast as robust and diverse a catalog as Naruto Uzumaki. Spanning manga, anime and of course video games, the Naruto name has gripped countless fans. While video game adaptations of anime have often been as acclaimed as movie adaptations of games, CyberConnect2 has made a name for themselves doing just that. Of course, when Namco Bandai and CyberConnect2 teamed up to publish the first Naruto Shippuden: Ultimate Ninja Storm entry in the series, hopes were high. After three titles – two numbered – the hopes have been met, and the expectations are mounting. One of the latest entries for one of the most faithful adaptations of the Naruto Shippuden anime series,Naruto Shippuden: Ultimate Ninja Storm 3 enters the Fourth Great Ninja War saga.

Full Review: http://fronttowardsgamer.com/2013/03/17/naruto-shippuden-ultimate-ninja-storm-3-review-ps3-1/

Monday, September 17, 2012

Unmechanical Review (PC)



Does a sweeping story and large budget make a great game? Many smaller developers like Teotl Studios and Talawa Games believe a great game – a great experience – can be found in the simpler things. Made on the Unreal Engine, their downloadable PC game Unmechanical is just that – simple.

Contrary to some beliefs, simple does not mean a game has to be unpolished. Quite the opposite in fact. Unmechanical is a beautiful puzzle game set in a 2.5D world. While the foreground is in two dimensions, there are vast areas and stunning levels of detail in the background. Through the five or so hours of gameplay, Unmechanical takes our unnamed flying robot from being lost from being deposited in an underground cavern to strangely biological segments and beyond. The story is simple: keep moving and exploring.


Read the full review here: http://fronttowardsgamer.com/2012/09/17/ftg-review-unmechanical-pc/

Tuesday, August 14, 2012

Dust: An Elysian Tail Review (XBLA)

Dust: An Elysian Tail brings with it some of the most stunning art style and fluid combination of Action-RPG and Metroidvania genres. Don't let the cutesy "furry" animation turn you away from what is sure to be one of the best XBLA games of the year.

Read the full review: http://fronttowardsgamer.com/2012/08/14/ftg-review-dust-an-elysian-tail/

Monday, August 6, 2012

Rigonauts Review (PC - Steam)



“A physics-based strategy game inspired by Frozen Synapse and Gratuatious Space Battles.”

If that sentence makes you smile, then Rigonauts – award winner of Activision’s first Independent Games Competition – by Engient, will be one to look forward to. For those unfamiliar with this genre, think of Rigonauts as an old “windup and release” car and replace it with “loadup and release” battleship.


Read the full review: http://fronttowardsgamer.com/2012/08/06/ftg-review-rigonauts-pc/

Tuesday, July 31, 2012

Deadlight Review (XBLA Summer of Arcade)


Could I survive a zombie outbreak? That’s the question Tequila Works hopes you ask yourself – and answer – while playing their XBLA Summer of Arcade title Deadlight. Deadlight is set in the 1980’s well into the “Massive Mess” that changed the world forever. Already a bleak and ruined world, our protagonist Randall Wayne does what he can to survive – all while looking for his family, hoping they somehow made it too.

A highly beautiful post-apocalyptic 2.5D survival puzzle action game that introduces new mechanics in an homage to old-school platformering. Can it rise above the many trappings of not only the genre but of the Zombies-saturated market?

Read the full Review: http://fronttowardsgamer.com/2012/07/31/ftg-review-deadlight-xbla/

Interview with Raúl Rubio Munárriz: Creative Director of XBLA's Summer of Arcade title Deadlight



In the sea of announced titles, tucked away in the Xbox Booth during PAX East 2012 there was one game which surprised onlookers and critics alike: Deadlight. Set in a dark post-apocalyptic zombie-filled future, Deadlight places an emphasis on the survival lacking in most modern games. It was refreshing to see that the recently formed development house Tequila Works had created a zombie game that still managed to stand out above the rest. The game combines beautiful stylized art and modern mechanics with old-school puzzle platforming. After so many generic survival-horror entries recently, it’s easy to see why Deadlight left people hopeful.

To those who had seen it, it came as no surprise when a few months later Microsoft announced Deadlight would be among the titles in their Summer of Arcade 2012 lineup. To help shed some light on this dark future, we picked the brain of CEO and Creative Director Raúl Rubio Munárriz for some answers in anticipation of their release...


Read the full Interview: http://fronttowardsgamer.com/2012/07/28/summer-of-arcade-2012-interview-with-deadlight-creator-raul-rubio-munarriz/