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Arthur Damian

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REVIEW / Pankapu (PS4)



Another day, another platformer. It’s difficult to reinvent the wheel when developing this genre. However, I do appreciate more nuanced layers in these kinds of games. Pankapu, a new 2D action/platformer, takes on this challenge by presenting an interesting two-story structure and wonderful aesthetic. However, it falls victim to underdeveloped mechanics and questionable level design. These things detract from what could have been a more memorable platforming experience.











Story



The title happens to be a narrative-driven one. The narrative switches between two settings, reality and dreams. The story line of reality bases itself on a boy named Djaha’rell. Apparently suffering from some tormented life, Djaha’rell prefers to escape to the land of dreams…Omnia. Narrated to him by his father, Omnia becomes the setting for the second story line. This is where we are introduced to Pankapu “the Dreamkeeper.” Pankapu must defeat the nightmares (Hya’Nagi) that plague Omnia and restore peace to the realm.



I thought this two-story structure was an interesting setup for this type of game. It added some intrigue to the worlds these characters inhabit. I also appreciated how this game did not waste too much time with lore and background info. It tosses you into the environment rather quickly. With platformers, I definitely like to get into the action right away, and Pankapu delivers this from the get-go.



The story itself was so-so. The objective is easily understood and I determined to progress further. I also appreciate how the story is told as a fable, allowing the developers be more creative and fantastical in their world building. On the other hand, the dream world did not tie into reality enough for me to buy-in to the conflict. I was hoping consequences from Omnia would reflect in some way to the reality of Djaha’rell. A missed opportunity to keep me invested into the story throughout the game.











Design



My favorite feature about this game is how aesthetically pleasing it is. The pristine digital artwork that went into Pankapu is evident throughout. I adore the lighthearted character design. Pankapu is a fierce looking warrior by the standards of the world in which he exists. The supporting cast of characters share that same feeling of light and fun. Even the enemies are mainly just blobs with eyes. Although they represent nightmares, the darkness doesn’t feel as threatening. Comparable to the goombas from Super Mario, from which this game draws inspiration, the Hya’Nagi seem much less lethal than they may actually be.



In addition, these creative creatures exist in a vibrant world of dreams. The art style is truly shown off in this respect. Vivid backgrounds and contrasting colors accent just how much effort went into this phase of the game. Colors even played a role in the gameplay itself. Each different color aegis signifies a different specialty Pankapu may equip himself with. Red = warrior, green = archer, and blue = mage. Taking a strong aspect of the game design and implementing it into the gameplay was a genius decision by the developer. As I see it, this game knew what it had and accentuated it to distract from where it falls short.











Gameplay



I’ll be honest. I am not the biggest fan of platformers. However, I refuse to let my bias influence my opinions of this particular game. Every gaming experience is different, and I always go into a new one with an open mind. I have expressed how Pankapu provides intrigue with story structure and game design, but it just wasn’t enough for me to get over the frustrations of the gameplay.



The controls are somewhat responsive, but not precise enough for a platformer. For this genre, they need to be as tight as possible in order to succeed through the difficult levels. I think the developer decided to incorporate a light and “floaty” control mechanic to match the aesthetic of the game. Perhaps a courteous design choice, but it took away from the actual gameplay and my enjoyment of the game.



The level design is Crash Bandicoot levels of hard. In a sense, you must learn exactly how to control Pankapu in every situation. The level design involves a lot of timing and control in order to progress. It may take several tries before you can reach the next checkpoint (which are scattered sporadically and inconsistently). I understand making a game difficult as to provide a challenge. However, the ends don’t justify the means for me in this scenario. As I stated earlier, the story did not present high enough stakes for me to buy-in to the conflict. I didn’t care much for any reward awaiting me at the end. In the end, I feel the difficulty of getting through each level was fleeting.











Conclusion



First, let me say how I admire an indie developer like Two of a Kind for relying on the gaming community to help them with projects through crowdfunding platforms like Kickstarter. This truly shows how proactive the gaming community is. Supporting smaller developers to get their hard work noticed and appreciated is important. Unfortunately, Pankapu‘s great potential is stymied by the gameplay mechanics. It’s unfortunate because I was genuinely intrigued from the outset. It has a few things going for it. If you prefer more lighthearted games with beautiful scenery, then of course I would recommend it. For me, I simply lost the opportunity to be fully invested in this game. I became too distracted from the gameplay, and it took me out of any possible immersive experience I was hoping for. However, if you are a sucker for platformers, give this game a chance. The developers undoubtedly put a lot of heart into this project and it shows.









This review is based on a retail copy of the game provided by the publisher.



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REVIEW / Antiquia Lost (PS4)



If you play a lot of role-playing games on your mobile device, you’re probably familiar with KEMCO. The publisher is known for various RPG Maker-like games for iOS and Android devices, and even a few consoles releases. Usually I have reservations for mobile RPGs, especially ones that look like they were made by RPG Maker, as they tend to have low-quality graphics, reused sprites and animation, and an overall bland story. However, KEMCO surprised me with its recent port of Antiquia Lost for the PS4 and PS Vita. From looking at previews and image stills, I was predicting that the game would be very mundane. (I mean, it is a port of a mobile game.) However, after playing it, I saw how deep it gets past the surface.













Let’s start with the story. In Antiquia Lost, the world of Edelstein is inhabited by three major races: the human-like Fai, the gel-like Ruta, and the feline-like Eeth. We follow the story of Bine, a Fai who crosses path with Lunaria, a mixed-race Fai and Ruta who also happens to be linked to royalty. Being royalty isn’t so great in Edelstein at the moment, however, since many royal figures are going missing. When Lunaria asks Bine to accompany her to the capital, they both embark on an adventure to uncover the mystery of the world.



Along the way, Bine and Lunaria will be accompanied by the Eeth, Jade, and the Ruta, Safira. One of the gameplay elements in Antiquia Lost is that the races have each of their own unique attributes. While the Fai is more balanced of the three, the Eeth are physical powerhouses and the Ruta is unaffected by physical attacks but are vulnerable to magic. Also, if you haven’t noticed yet, the races are aligned with the three main elements in the game: Fai with fire, Eeth with earth, and Ruta with water. The alignments allow those races to gain magic of their respective elements.













If you are wondering how Lunaria’s affected with these attributes by being a half breed, then you’ve asked the right question. Firstly, she acquires magic from all elements with earth magic being the slowest of the three (since she technically does not have Eeth blood). Secondly, she doesn’t level up like the rest of the team or like your traditional RPGs with experience points. Rather, she gains boosts on her statistics when she eats gems.



The gems, by the way, are accessories that the characters would put on to gain temporary boosts. For those who are thinking on spending their hard-earned money on accessories to level her up, there’s actually a silver lining; every time you win a battle, there’s a chance for Lunaria to find a gem to automatically eat. Overall though, even if you don’t feed Lunaria a single gem, she averages out with the same stats as your leveled-up team. If you do decide to feed her plenty of gems regularly, that’s when she can be overpowered.













Overpowering the rest of your team isn’t a big feat either. Since Antiquia Lost is a port of a mobile game, then you know there are these things called in-app purchases. However, KEMCO circumvents these (since you are paying way more for this version of the game than the mobile one) by giving you the premium currencies – Pandora tickets and diamonds – after completing a set amount of battles.



If you grind a lot, you’re bound to get plenty of these items. Pandora tickets are used for a chance to gain enhanced weapons. Diamonds, on the other hand, can be used for more than just chances on enhanced weapons; you can purchase accessories that gives you experience and gold multipliers as well as permanent stat boosters.













In fact, after a couple of hours grinding away and purchasing the multiplier items, I was rocking an overpowered team that was dispatching enemies left and right on highest difficulty level (i.e., Hell). Even bosses were so easy to defeat. The other gameplay aspect of Antiquia Lost that is pretty cool is the skill-leveling system. While it’s not innovative, skills do gain experience after using it and after gaining enough, they level up. Leveled-up skills do more damage and cost less magic points to use.



The system creates that dynamic that even though the most powerful skills won’t be available until later in the game, the skills you get earlier on can be as powerful as those latent ones if used very often. It also lets you be more comfortable in using the same skills that may be your favorite or aligns with your strategy. I for one like Lunaria’s health-draining skill as well as Safira’s magic-absorption skill, since it allows me to not rely on recovery items at all.













One of the aspects of Antiquia Lost I was disappointed on is how it does not have a cloud-save feature. It is a cross-buy, however, so you will get the PS4 and Vita versions for one price. The only thing is, if you play it on one system, you might as well finish it on the same one. Personally, I’d lean more on playing this for the Vita, since there’s really no difference in the two versions. Besides, let me remind you again that this is a port of a mobile game, and this is one of those RPGs that is perfect for playing on-the-go.









This review is based on a retail copy of the game provided by the publisher.



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Minecraft Better Together update out on most devices



It’s about time for Minecraft to show how much better the game is when playing with others. The “Better Together” update is the crossplay update that was announced at E3 earlier this year.



As of now, Xbox One, Windows 10, Mobile, and VR users will all be able to join into worlds with each other and play the blocky sandbox game. Nintendo Switch will be getting the update this winter as some beta testing still needs to be done on that platform. So far Sony does not want to include the PS4 and Vita in the gathering, but Microsoft has said they are in ongoing talks to bring it there, so you can keep your hopes up.









With this update, players on all the above platforms (except Xbox) can also share invite links to Realms, which is the area of the game that lets your world stay active even when no one is on and anyone can join at anytime. The host of the world does not need to be on. Xbox will be getting this feature soon.



Along with the crossplay feature, the update brings a ton of new content, tweaks, and bug fixes that you can check out on the Minecraft website here.



As a guy who has put hundreds of hours into Minecraft, but not much in the last couple years, I am pretty excited to give this a try. There is a very real chance that this could pull me back into the game, especially since it means I can play on my Xbox and be playing with my daughter on her phone while she is at her mom’s house. Even though it is a game that came out years ago, Minecraft is still evolving. I have to say, I did not expect it, but I am kind of excited for this.



You can check out Gameinformer’s post on the update here.



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Twickles rolls onto Steam September 28th



Of the many genres of gaming, puzzle games have to be some of my absolute favourites. When they’re done right, these games can be a good five minute time killer or a three hour session in the making, depending on how you’re feeling. The best puzzle games can turn that five minutes into three hours without you even knowing it. Hoping to join the pantheon of puzzling greats is Twickles, a curious little maze game that will be readying itself to confound us as of the end of this month.









Developed by the German team Neox Studios, Twickles will be appearing on Steam from September 28th at a cost of $6.99 but what can we expect from it? Well, Twickles is a maze game of sorts with a minimalist aesthetic. You are asked to navigate your ball around an increasingly complex series of labyrinths. What makes this more than your average maze is that you’ll need to rotate pieces of the labyrinth and sometimes its entire structure to meet your goal.









This is the sort of game that is going to be a perfectionist’s dream. Completing each level is one thing; doing this with the perfect number of moves and attaining all of the trophies is something entirely different. Replaying the same level to get that perfect score is bound to coax that “one more round” feeling that puzzle fans love so much. With 75 hand crafted levels to ace that should keep players going for quite a bit. The game is also broken into five overall parts and each will add a new element to play just to stop things getting stale.









I wouldn’t mind having a crack at this one myself, actually. Keep the old eyes peeled for some more coverage in the future. If you’re planning on joining me just keep watch for its arrival next week.



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REVIEW / Community Inc. (PC)



It’s been a rough few months for Community Inc. developers T4 Interactive. Their village-builder simulation title hit Steam in August, but was met with a muted response after finicky mechanics and tedious gameplay got the better of their reviews page. Unfortunately, the rough seas haven’t turned into plain sailing. Community Inc. is still plagued by the very same intricacies that it thrives on, which is what makes defining its worth so very difficult.













As the overseeing force of a new civilization, you have a mere 30 days to transform the wasteland you find yourself in into a thriving city of trade, diplomacy, and civilian gratification. Of course, you won’t be doing any of the work yourself. You have Lings for that. Lings are your workers, the pawns you move to construct your city for you. Unfortunately it seems these workers have the same amount of artificial intelligence as literal chess pawns.



The fundamental flaw with Community Inc. is the significance it places on the role of the Lings combined with a fatal case of spreading a mechanic too thin. Without direct command, Lings will simply wander around the pile of dust you want to transform into a thriving community. This is all well and good for the first couple of workers you employ. However, as you begin bringing more employees into the mix, things start to get hectic.













This would all be praise if Community Inc. was a game based on chaos management, but it’s not. Community Inc. is a tactical strategy village building simulation, not a tower defense title. Unfortunately with the tactless AI and monotonous gameplay Community Inc. manages to be neither what it aspires to be or what it sometimes comes across as.



In theory, though, it works. This is what makes playing Community Inc. so devastating. On paper, the title has enough genre-breaking mechanics, strategies, and elements to conquer the charts. Take, for example, the Ling specialization features; once you hire workers, it’s up to you what they get to work to. Choose a Ling to specialize as a tree farmer and they can build significant skill in that area, bringing you better results and shorter work times. Lings come with distinct personalities, needs, wants, attributes, and skills.













In theory, they work. In theory, they can change the game. In practice, the whole feature is begging to be streamlined. The fundamental issue here, is Lings often look exactly the same. Wearing the same clothes, same hairstyles, same colors, managing all these needs, wants, and professional attributes becomes more like a part time spreadsheet balancing job. There’s a reason village sims rarely provide this number of workers with this level of characterization. T4 Interactive took on the challenge gallantly but ultimately did not deliver in this regard.



It’s not just Lings you need to interact with, however. There are neighboring races waiting to either trade or wage war with your civilization. The name of the game here is diplomacy, unfortunately, however it’s as far from political tact as possible. What initially impresses with complex relational systems inevitably yields to simple, arbitrary decision branches. Help one race and another will automatically hate you no matter your previous relationship. If one race loves you another will hate you because of it. There is no middle ground and no real depth to these interactions to the extent that they merely play the extraneous part of annoying pop up every few minutes.













Community Inc. feels like a rushed attempt to create something new with certain disregard for the consequences of sweeping statements. If it were an early access release, I could understand and even forgive some of the game’s many issues, but it is not an early access release. T4 Interactive rushed out to try and revolutionize a genre but left their basic design guidebook at home.









This review is based on a retail copy of the game provided by the publisher.



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Light Fall is coming to Nintendo Switch



In Light Fall for the Nintendo Switch, you can explore the land of eternal night from the palm of your hand. Bishop Games have announced the Nintendo Switch version of the immersive 2D platformer for release in March 2018. Light Fall will also be available for PC, Mac, PS4 and Xbox One, as previously announced. The first playable build of the game on Nintendo Switch will be shown at Tokyo Game Show 2017 from 21 – 24 September 2017.









In Light Fall, players complete platforming challenges by harnessing the power of the Shadow Core, a magical box at their feet that can be summoned any time to propel yourself into the air. You also have a companion and narrator, Stryx the Night Owl, to help you explore the forgotten world of Numbra where darkness prevails over light. Together you set off on a quest to save Numbra’s inhabitants and uncover a mysterious past. Through the Lumar Plain, the Marshlands of Sorrow and Vipera’s Forest, players will encounter many outlandish characters, be it friend or foe. Only the strongest will survive.



Key Features:

The Ultimate Freedom: Control the Shadow Core, a magical box beneath your feet that can be used and controlled at will, to propel yourself into the air and move across the land at your own pace. With the Shadow Core, you become the master of your surroundings and create your own path.



An Immersive Journey: Immerse yourself in Light Fall’s strange universe where darkness prevails over the light. Joining you in this adventure, Stryx the old and grumpy owl, will act as your sidekick and in-game narrator. Depending on his mood, he will either offer useful advice or bluntly mock your failures.



A Vast World to Explore: With the Shadow Core in hand, reach new heights and explore every nook and cranny of Numbra. Wander through the Lunar Plain, the Marshlands of Sorrows, the Vipera’s Forest and the Unknown Depths, where shortcuts, alternative paths, hidden collectibles and easter eggs await you in large numbers.



Speedrun Competition: Quench your thirst for competition in the Speedrun Game Mode. Compete with players worldwide and compare your fastest times with theirs on the online leaderboard.











Light Fall will be available on all platforms, including the Nintendo Switch, in March 2018.



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REVIEW / Arizona Sunshine (PSVR)



For the past few months my PlayStation VR has collected dust sitting next to my PlayStation 4. I’m not sure if that’s because I don’t want to take the time to set everything up or if there just aren’t any PSVR games that I want to play. What I do know is that with all the buzz around Arizona Sunshine since it’s launch on the HTC Vive, I could not wait for the PSVR port of the game.













Arizona Sunshine is a zombie-thriller made for VR. While that genre may seem over used the past 10 or so years, Arizona Sunshine has something special that kept me intrigued the entire time. You play as a man (unnamed) who wakes up in an Arizona river valley that is littered with beer cans. From there your adventure begins as you explore your surroundings, kill zombies, and eventually find a radio that has a weak signal, allowing you to faintly hear another human’s voice.













The story as a whole exceeds anything I’ve played on my PSVR to date (although I’ve not yet played Resident Evil 7). From the moment you find the radio signal, it is filled with mystery and excitement as you track down the source. While short, the story was both exciting and intriguing. That’s not to mention the fact that the entire thing is playable in Co-op. Co-op is one my favorite ways to play games so this was a huge plus for the game. Being a zombie game, Arizona Sunshine has its fair share of jump-scares and creepy scenes which I very much both appreciated and hated.













Mechanically Arizona Sunshine plays just about as good as any VR game can play on the PlayStation 4. I found little to no problems at all when it came to tracking my motions. Also, I did not feel even slightly sick a single time, despite having played 4 hours straight one night. While aiming down the sights of a gun there are no problems for me.There are some people having problems with this, but it may be that they have not calibrated their systems properly. The weapons all feel very natural to use with the Move controllers. My favorite weapon in the game is easily the sniper rifle. Using both hands to hold the gun up and also looking through the scope felt so natural that hopefully there is a sniper simulator come to PSVR in the near future.













Aside from being able to play the game cooperatively, the team over at Vertigo Games added a horde mode. This was one of the weaker points of the game. While the mechanics and weapons all play nicely, the maps for horde were very small and restricting. You and your team are essentially trapped in a small bunker while waves of zombies attack. This mode would benefit greatly by adding larger maps.













Overall Arizona Sunshine is a great buy for anyone looking to play a good story on their PSVR. Hell, if you also have a friend with a headset I’d strongly recommend you both pick this up. Horde maps aside, Arizona Sunshine may be one of the better games available for the PlayStation VR.









This review is based on a retail copy of the game provided by the publisher.



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REVIEW / ARK: Survival Evolved (PS4)



Steam’s Early Access is a dimly lit labyrinth where some games emerge victorious, and some perish to never be seen again. When a game announces that they have bested the proverbial Minotaur, expectations are naturally pretty high. When you think about the implications of a game spending years in Early Access, being play tested by hundreds of thousands of what are essentially beta testers, the game in its finished state should be a refined experience. The keyword being should. Studio Wildcard has officially released their grand, dinosaur-based survival game ARK: Survival Evolved on consoles after roughly 3 years in Early Access, but as a new player you would never guess it was a finished product.











Welcome to Jurassic Park







ARK is a primarily multiplayer-focused game that emphasizes battling and taming dinosaurs; this is the main gameplay element separating it from contemporaries such as Rust or DayZ. PvE servers allow you to team up with other tribes of players to engage the dinos and build a community, while PvP adds in the element of tribal warfare to keep you on your toes. You technically could play ARK on your own offline or in a PvE server, but unless you are prepared for an ungodly amount of grind time that would not be advised. I spent 30+ hours playing solo in PvE and it was a long tale of boredom, with flashes of greatness flaring up like oil flames in a burning pan, before ultimately ending in heartache.



The most obvious gripes can be made about how under-par the game is on a technical and graphical level. The PS4 version suffers from terrible, choppy frame rate issues, constant screen tearing, pop-in textures everywhere, cluttered and unreliable servers, downright ugly character models, idiotic enemy AI, enemy attacks clipping through walls that lead to unfair deaths. I lost a lot of items and progress due to dinosaurs clipping through the walls of my base and killing me while I was logged out of the game. Despite ARK showing brief glimpses of brilliance, the jankiness of Early Access is still very much present in this supposed release build.











Hopefully no humans in real life are built like ARK cavemen







When I started up ARK, I had a tough time finding a server that wasn’t packed to capacity or didn’t have a terrible ping that caused massive amounts of lag. I eventually was able to get into one that was just shy of the player cap, but once I started that I found another issue was in the game’s construction restraints. You aren’t allowed to build structures near other players’ structures, which were all over the place.



I had to run around blind, dying repeatedly to dinosaur attacks, before finding a clearing to plant my base. I finally built a small safety shack and logged out for the night, but when I tried to log back in my server was at capacity and would not let me in for the entire day. This was beyond infuriating and felt like it stalled out my progress.











My very first structure







When you do get into a server, one of the very first things that you’ll notice about ARK is that the game doesn’t help you learn the systems at all; it’s all trial and error. In a sense, I can appreciate this hands-off approach when it comes to simple things such as resource collection or crafting, even taming dinosaurs was pretty easy to work out. However in a finished game with as many complex systems as ARK I would greatly appreciate just having the option to at least learn how the game works without having to resort to going through forums online.



For example, the tribe system is not explained at all in game. You just see that people are in tribes and can invite you to join in as well; seems simple enough on the surface. However what is not explained is that tribes have a community XP share as well as a complete communist set-up, where in as soon as you join a tribe all of your structures are forfeit to the tribe. Remember earlier when I said my 30+ hours ended in heart ache? This is because I had spent days building up a base on my own, capturing dinosaurs and crafting a castle I could call home. I decided to try joining a tribe when I learned about the XP share, but I lost everything. My days of work, my home, were all forfeit to a tribe of people I didn’t know. It’s the first time in the modern age of auto saves that I lost virtually all of my progress in a game and it crushed me so hard I couldn’t go on.













However, all of these negatives aren’t to say that ARK, is a complete failure. The main draw of the game is clearly the dinosaurs and the element of exploration; which is something that the game does fairly well. Your character levels and progresses at a steady rate from caveman tools to advanced weaponry, letting you branch out further and further into the world. The worlds feel gigantic and are genuinely fun to explore. The dinos bring a constant looming threat to the exploration with the chance of a raptor or T-Rex on your tail if you aren’t careful in your journey. If you’re a real dinosaur aficionado this single element is certainly more than strong enough to sell you on the game despite the faults. Even still, it’s understandable that a lot of players, especially completely new players, will have trouble looking past those issues.









This review is based on a retail copy of the game provided by the publisher.



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CHAOS;CHILD release date unveiled



PQube has announced that MAGES and 5pb’s acclaimed visual novel, CHAOS;CHILD, will be coming to PS4 and Vita in Europe on October 13th 2017 and North America on October 24th 2017.









CHAOS;CHILD tells the story of Takuru Miyashiro and is part of a science adventure series that spawned the wildly successful visual novel STEINS;GATE. The haunting and grisly tale follows the tragic death of Takuru’s parents during an earthquake years ago. Now living with a foster family and trying to make his way through school, a series of bizarre deaths begin to take place in Shibuya. Takuru notices that the dates of these incidents match up with a series of murders that happened shortly after the earthquake which changed his life years earlier. Takuru and his friends from the school newspaper begin to investigate the case and become involved in a dangerous mystery that will change his life once again.









CHAOS;CHILD is available for pre-order now. The game will be available on PS4 and PSVita.









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REVIEW / Ken Follett’s The Pillars of the Earth (PC)



Originally released as a novel in 1989 and later a TV miniseries in 2010, Ken Follett’s most popular book, The Pillars of the Earth, gets re-imagined in 2017 as a narrative adventure game for the PC, PS4 and Xbox One. Taking place in England during the twelth-century, The Pillars of the Earth tells a drama-filled tale from the perspective of three unique characters. You have Philip, a well respected monk visiting the priory in the fictional city of Kingsbridge. There’s Jack, the son of an outlaw who lives in a remote cave with his mother. Lastly there’s Aliena, a young, disgraced noblewoman. While they each have very diverse backgrounds, they’re not heroes or heroines destined to save the world. T













While they each have very diverse backgrounds, they’re not heroes or heroines destined to save the world. They’re humans with their own problems and goals, doing their best to succeed in the world they live in. Speaking of human problems, you literally have to help your pregnant wife give birth in the middle of a forest (during winter no less), in the first 10 minutes of the game. It’s intense.



Ken Follett’s The Pillars of the Earth is clearly a very adult game, filled with mature themes and issues, such as politics, faith, and economics. These themes are fully realized throughout each chapter as Philip, Jack and Aliena work together to better Kingsbridge through the construction of a revolutionary new cathedral. The dramatic story and deep characters are only enhanced by the interesting gameplay.













Daedalic Entertainment made it so players aren’t just left clicking themselves into oblivion. For instance, Philip can use his bible to interact with things. Players can use the bible to get different responses from people and objects or cause new interactions to take place. This feature is often utilized when looking for clues or solving puzzles.



Another interesting feature is having the characters think about things. By right clicking on the world around them, the player can see brief thoughts and silent comments from whoever they’re controlling. This was probably one of my favorite elements of the game as it allowed me to get to know the cast more intimately. Where one character may see a giant, heavy rock, another sees a stone that’s good for masonry. Getting to experience each character’s view of the world really helped me connect with them more.













Players also have the option of navigating the story as they see fit. This non-linear element of Ken Follett’s The Pillars of the Earth adds a lot of value to the game as it offers an incentive to play the game again. As seen in the screenshot above, Philip can choose to either lie or tell the truth.



Players also have the option to say nothing at all, too. While this does spawn an occasional hidden outcome, most of the time the NPC will just ask you the question again. Players worried about making a social faux pas or pissing someone off needn’t worry. Ken Follett’s book-turned-game allows you to save anywhere at almost any time.













While the graphics are nothing to write home about (hand painted though they are), they feel fitting to the style and tone of the game. When I think of the middle ages, drab and dreary is generally what comes to mind. The voice acting though, is top notch. Each character seems to have a voice that matches them perfectly. While that’s obviously by design it’s still impressive and a crucial aspect of every narrative adventure.



I only wish the game wasn’t so sloooooowwwww. Originally a 1000 page novel, the story itself is the epitome of a slow burn. It takes a while for things to really get interesting and you often times find yourself wanting the current conversation to be over already. But the story isn’t even the slowest part of The Pillars of the Earth. Walking is. Physically moving from Point A to Point B takes far too long. Thankfully, players are able to skip much of the travel time in larger areas by double clicking on the destination to load it immediately. If you need to walk from one side of the cathedral to the other however, be prepared to wait as the characters take their sweet time. This is especially painful when trying to explore a new area or talk to multiple people.













Life in the Middle Ages apparently sucked, but this game doesn’t. It’s nitty. It’s gritty. It’s honest. Issues aside, Ken Follett’s The Pillars of the Earth is a great game that truly earns the time and attention required to play it. If the next 14 chapters are anything like the first seven, it’s going to be one hell of a tale. Book 1: From the Ashes is available now on Steam. Book 2: Sowing the Wind is coming out this December with Book 3: Eye on the Storm releasing in early 2018. All three can be purchased at once with the $30 season pass. If you break that down by book, it’s quite a deal.









This review is based on a retail copy of the game provided by the publisher.


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