Gaming https://www.rappler.com/technology/gaming/ RAPPLER | Philippine & World News | Investigative Journalism | Data | Civic Engagement | Public Interest Thu, 14 Mar 2024 13:13:50 +0800 en-US hourly 1 https://www.altis-dxp.com/?v=6.3.2 https://www.rappler.com/tachyon/2022/11/cropped-Piano-Small.png?fit=32%2C32 Gaming https://www.rappler.com/technology/gaming/ 32 32 ‘Rise of the Ronin’ preview: An open-world Souls-lite set in Bakumatsu-era 1800s Japan https://www.rappler.com/technology/features/rise-of-the-ronin-preview-open-world-souls-lite-bakumatsu-1800s-japan/ https://www.rappler.com/technology/features/rise-of-the-ronin-preview-open-world-souls-lite-bakumatsu-1800s-japan/#respond Tue, 12 Mar 2024 06:01:00 +0800 There’s no shortage of samurai games. Ghost of Tsushima, Sekiro, and Like a Dragon: Ishin! got into all that blade-swinging action as well. And there was Nioh too, which was coincidentally made by the same people behind the game we’re talking about today, Rise of the Ronin.

In development since 2015 by Team Ninja, in collaboration with Sony’s London-based XDev Studio, the PS5-exclusive finally comes out on March 22. 

Here’s what you need to know about it. Just something to note: this is a first impressions article based on just a few hours of playtime, and our views may change as we continue to play, and understand the game’s systems better.

  1. Parrying, called “Countersparks,” is a big part of the gameplay. It’s my favorite part of the combat mechanic so far, as successful parries, especially when you’re able to parry multiple hits or an enemy’s special attack is, as you might expect, very satisfying.

    So far, the difficulty level feels like it’s an open-world “Souls-lite” and not a Souls-like game. You’ll find some success just by evading and mashing the attack button, as the game’s enemies, at least in the first 3 or 4 hours, have been forgiving in terms of giving you windows of opportunities, and are not very aggressive in parrying your attacks. 

    It’s fun to observe and learn how to parry an opponent so you can build up your opponent’s panic level to the point where you can unleash flashy, violent special attacks for major damage, but so far, I’ve had success just being aggressive with my attacks – which is to say, parrying hasn’t been extremely necessary.  

    Evading has also been more effecting for me as blocking depletes your stamina gauge known as “Ki” pretty quickly. 

    Team Ninja has been known though for difficult games like Ninja Gaiden and Nioh (although of course From Software has become the king of masochistic games) so I wonder if these early stages are just a teaser for what’s to come.

    The game also appears to have a great emphasis on narrative and story so I wonder also if they did hold back on the difficulty for this game, so that more players can experience the story. In their press materials, it is noted that accessibility is part of the game.

    There is some Souls similarity though as you earn a type of experience points called “Karma” that you lose after dying, but are able to recover in vendetta mode where you go after your last killer. Die though, and you lose those points. You also have a stamina bar, and a similar item-use user interface, and save spots where you can “deposit” earned karma.

2. It’s set in Japan’s “Bakumatsu” period, a real historical time period set between 1853 and 1868 wherein the country’s isolationist policies came to an end after the Perry Expedition led by US Commodore Matthew Perry.

By comparison, Ghost of Tsushima was set hundreds of years back in 1274.

  1. There’s a strong emphasis on “Bonds.” Your bond with a region or a specific character can grow as you complete side quests for people in that region or complete missions with another character.

    The game’s characters may be its strongest suit so far. We’re just a few hours in, and we’re already invested in the characters we have met such as a fellow wandering ronin Ryoma Sakamoto, the bandit chief Gonzo, inventor Igashichi Iizuka, and famed geisha Taka Murayama. 

    They offer engaging dialogue, are visually interesting, and you just get this motivation to do missions with or for them, so you get to know them more. And there are also in-game rewards for doing so, as you raise your bond level. Your character is the silent protagonist type, by the way. 

    The same goes for the game’s many areas. Do the missions in the area, and your bond with that area goes up, which brings with it several rewards. I’m looking forward to see whether the people in the area will interact with you differently as you raise your bond level with the area. 

    I’m usually not the biggest fan of sidequests, and I often just focus on the main storyline, but raising that bond level with characters and areas has been an effective carrot-on-a-stick for me. 

    One of the mission types as well is you go around certain areas to “restore public order,” which is basically safespeak for “kill every bad guy in the area to free it.” It’s a familiar open-world game mechanic that Ghost of Tsushima also had.

    But one thing that the game may have over Tsushima is some measure of choice over events. Game Informer noted in its December preview, including an interview with lead designers: “Don’t expect a large number of these branches to present themselves during the main story, but completing certain side missions related to the main narrative or centering on an important character will help steer the overall adventure toward one of several endings.” 

    I’ve had one of those moments already where I had to decide whether to kill or let a target live, and it felt indeed like a weighty decision on how my character will proceed in the game. 
  1. You’ll see a mishmash of both Japanese and Western equipment. The game wants to depict a transition period for Japan as Western influence comes along, and we see that in the items you can equip. You can equip a kimono with a Western-style hat while wearing boots. Or Japanese sandals paired with vests and Western pants. It’s a funny sight but one that I’m enjoying, and is a design element that helps set this game apart. I’m really intrigued by this initial East-meets-West setting. 

    The game’s loot system is also quite generous with weapon and armor drops, and these have various effects like higher night time damage or quicker Ki regeneration. There are some more unique items too that offer more unique effects on the character. 

    In spite of this being sort of like a revenge quest, the atmosphere isn’t that heavy, and seems to be in a less serious mood than Ghost of Tsushima. Or if we’re going to compare it to the Souls games, the tone is definitely less intimidating and oppressing than Elden Ring or the Souls games. I, for one, like it’s a little bit more relaxed. 
  1. So far, there really seems to be a lot of interesting things to do here, and the combat mechanic seems fun to master. The stealth kills and the grappling hook also remind me of that old PlayStation ninja game series Tenchu. The assassinations from falling from the glider are amazing.

    Grappling to a high spot, and seamlessly transitioning to gliding is very cool too.

    But aside from that, Ronin has some rough spots. The roughest is the AI enemy scripting, specifically how far an enemy is supposed to go away from their area. When you’re at what appears to be the set border for their character, they repeatedly go back to their area, and then chase you again when you go a little bit nearer. 

    This includes at least one boss I’ve fought so far. He kept shuffling between attempting to go back to his original area, and to where I was – which really wasn’t that far from his area. The combat can be engaging, but these moments break the illusion.

    I’ve been able to exploit this as well, letting me pick off one enemy at a time. 

    And don’t expect Ghost of Tsushima-type eye candy. While the facial texture, hair, some locations, and characters do look great, and the art direction looks great, with unique East-meets-West settings, the graphical rendering of environments can sometimes have spots with rough or dull textures. Something to note in case you were wondering if it’s as visually stunning as Tsushima.

    I’m guessing that part of it is also due to Tsushima’s visual art direction going for a glossier, dreamier look, while Ronin feels more raw, and more grounded. 

    There’s also one part in the beginning where I just suddenly seemed to have a horse. I restored public order to an area, and suddenly I had a horse – no in-game scene where it was shown that I was rewarded with it. 
  1. If you love cats, you’ll love Rise of the Ronin. My favorite minigame or side quest so far is tracking down cats. Cat areas are marked on the map, and you can sneak up on them, catch them, and pet them. So cute!

– Rappler.com

]]>
https://www.rappler.com/technology/features/rise-of-the-ronin-preview-open-world-souls-lite-bakumatsu-1800s-japan/feed/ 0 rotr-2 rotr-3 rotr-4 https://www.rappler.com/tachyon/2024/03/rotr-1.jpg
[GAME DIARY] ‘FFVII Rebirth’ entry No. 1: Did anyone else get demolished by Midgardsormr?  https://www.rappler.com/technology/game-diary-ffvii-rebirth-1-did-anyone-get-demolished-midgardsormr/ https://www.rappler.com/technology/game-diary-ffvii-rebirth-1-did-anyone-get-demolished-midgardsormr/#respond Fri, 08 Mar 2024 12:19:09 +0800 It’s been a week since Final Fantasy VII Rebirth came out, and most likely, you’ve already come across the game’s first real boss, Midgardsormr, the big snake baddie that tito OG PlayStation gamers surely remember… despite the new-ish name.

And most likely, if you’re the type of gamer who wants to blast through large chunks of the main quest first before trying out the side quests like me, odds are, Midgardsormr absolutely crushed your behind. He was surprisingly tough, and I don’t remember the last time I was surprised by how tough a JRPG boss is. 

My giant-scaled friend was so tough that, during our interview with director Naoki Hamaguchi, I had to ask him about it. And he said that yes, they deliberately made the boss harder to encourage the players to explore the map first, fight a few more battles, and check out some of the sidequests in the area. It was a way to instruct players that exploration really has an important role in this game.

Must Read

Q&A: ‘FFVII Rebirth’ director Naoki Hamaguchi on challenges, inspiring future game creators

Q&A: ‘FFVII Rebirth’ director Naoki Hamaguchi on challenges, inspiring future game creators

(Plus, Hamaguchi felt like he was really emphasizing that they worked hard on the game’s sidequests, and thus, would want players to see them.)

He added as well that some, who are more familiar with the game, will be able to move through that first boss battle with little issue. But for people “that are not very familiar,” it’s best to explore, level up, and basically, as gamers would say “git gud” (get good). 

My gamer pride was hurt a bit. I thought I was a pretty good FFVII Remake player! 

But anyway, git gud I did. I raised my level by maybe 2 or 3, fixed my equipment and materia, and finally went out to meet my serpentine sweetheart…and proceeded to get my rear handed to me again. What in the name of Demon’s Souls is this?

Anyway, I finally did it in the next try, so take that Midgardsormr. It’s always so satisfying to take down a boss after having a tough time, yes? Here’s my video of that:

[GAME DIARY] ‘FFVII Rebirth’ entry No. 1: Did anyone else get demolished by Midgardsormr? 

Now, I’m 14 hours in, and currently at Chapter 7. There has been a lot of bosses, and most of them really offer a fun challenge, and I’ve died a few times against them, but Midgardsormr has been the hardest still. 

On that note, I would just like to commend how great the boss fights in this game are. The game’s been a great boss run for me. They’re quite varied, the designs are amazing, and so far, no two bosses have been the same. 

And the oldest rule in FFVII still applies: if you’re fighting a mechanical robot boss, use lightning. I’ve yet to see an exception to the rule.

Every boss you fight, you need to figure out their attack patterns, and when to dodge and when to block, like a traditional action game. And of course, along with that, there’s the menu-based combat options that you need to find the right timing for.

In difficult boss battles, making just one wrong menu choice in combat spells the difference between winning and losing, and that’s part of the reason why they’re so fun and exciting.

The new synergy abilities, which let two characters do team-up actions and attacks, are a wonderful new addition, that among other reasons, really give you a sense that your characters are working with one another.

Adult, Female, Person
CHARACTER FOCUS. The game emphasizes building relationships among the main characters, and it tells you when your relationship with a character has deepened, a feature that wasn’t in the first Remake game.

Sometimes, bosses have multiple phases too, and a short in-game cinematic plays out to show you that you’re moving on to a next part in the battle. 

I’ve always been a great enjoyer of the battle system introduced in Remake, and it returns with a little more depth, and more customization options – and it showcases best during the boss battles. It challenges you to think. What’s the best way to deal with this boss? Or when it’s possible to select party members, which combination of characters might be best to use? 

It’s just fun, and the bosses are one of the things that have kept me glued. One of the things I dislike though is that the characters don’t seem to acknowledge that they’ve just gone through a big boss battle. 

There’s nothing like an epic “Midgardsormr vanquished” message on the screen like Final Fantasy XVI, or the characters being depicted as having had a tough time. After a boss, they often move on too quickly like nothing happened, and in doing that, well, winning the battle is just a little bit less satisfying. 

Even the classic victory music would have been great after a boss battle! I’d understand why playing that music might have been repetitive in normal battles, but maybe they should’ve used it for after-boss battles. That would’ve been nice. 

And Rebirth has a lot of minigames, doesn’t it? They’re mostly simple affairs (although I love the piano playing mechanic, shown below, and I’m excited to get more sheet music) but I think they’re a nice palate cleanser from the primary exploration and battle sequences. I do think that there are moments when they break the momentum of the game. 

[GAME DIARY] ‘FFVII Rebirth’ entry No. 1: Did anyone else get demolished by Midgardsormr? 

I’ve come to accept that it’s kind of a goofy game too, a little more so than Remake (see: Red XIII cosplaying as a human). Sometimes, it feels off, because along with the minigames, it overshadows the urgency in a mission involving the impending death of a planet.

I understand that maybe the developers didn’t want this to be an all-too-serious affair, but the tonal shift sometimes gives me whiplash. It can sometimes vascillate wildly between heavy, existential, doomsday scenes often involving main antagonist Sephiroth, and scenes that just feel a tad too cartoony.

I think, partly, the original FFVII got away with such a tone because the old graphics were blocky, chibi-style renditions. These remake titles are obviously much more realistic, so it feels like the cartoony moments could have maybe used some toning down, perhaps? But that’s me, so what did you think?

What else? I think the pacing so far in Rebirth is better. The dungeon runs are just the right size, ending with a boss before getting too repetitive. For exploration, I like the button memorization minigame for gathering intel on summons. The chocobos are also, I’m happy to report, as cute as ever, and just as fun to ride. And I’ve been playing in graphics mode to avoid the blurry textures issue. 

See you in entry two! And do share your thoughts to angelo.gonzales@rappler.com! – Rappler.com 

]]>
https://www.rappler.com/technology/game-diary-ffvii-rebirth-1-did-anyone-get-demolished-midgardsormr/feed/ 0 [GAME DIARY] 'FFVII Rebirth' entry No. 1: Did anyone else get demolished by Midgardsormr?  Or how I was essentially told to ‘git gud’ by director Naoki Hamaguchi  gaming ffviirebirth-naoki-hamaguchi NAOKI HAMAGUCHI. The Final Fantasy VII: Rebirth director speaks at a mall event in SM North EDSA, Saturday, March 2 FINAL-FANTASY-VII-REBIRTH_20240304203047 CHARACTER FOCUS. The game emphasizes building relationships among the main characters, and it tells you when your relationship with a character has deepened, a feature that wasn't in the first Remake game https://www.rappler.com/tachyon/2024/03/ffvii-midgardsormr.jpg
Q&A: ‘FFVII Rebirth’ director Naoki Hamaguchi on challenges, inspiring future game creators https://www.rappler.com/technology/features/full-interview-ffvii-rebirth-director-naoki-hamaguchi-challenges-inspiring-devs/ https://www.rappler.com/technology/features/full-interview-ffvii-rebirth-director-naoki-hamaguchi-challenges-inspiring-devs/#respond Mon, 04 Mar 2024 15:58:50 +0800 The director for the biggest game of the moment, Final Fantasy VII Rebirth, was in the Philippines on Saturday, March 2, to meet with members of the gaming press to talk about the new title, and to meet fans at a promotional mall event on the same date.

In the roundtable interview, Rappler was joined by gaming and tech sites Ungeek, One More Game, and GadgetMatch to talk about meeting fan expectations, the game being his way of giving back to the series, and the urge to always create something that gives people the “will to live.”

Check out our full interview below!

Note: A translator facilitated the interview between the press and Naoki Hamaguchi.

Rob Yatco, Ungeek: First question is, FFVII Rebirth introduced so many changes from the original. What aspect from the original did you want to keep intact?

Naoki Hamaguchi: Rather than changing the main storyline, I wanted to add details that we were not able to express at the time, so that users today can have new realizations, and find new information by using these kinds of details. 

I wanted to first keep the main storyline, but add details to give more expression, but if it’s only that, then everything’s like, you can expect how the story will go, so there’s no surprise for the users today, so I wanted to add some changes in terms of giving the users more a sense of, how do you say, anxiousness of not being able to read what’s going to happen.

Ungeek: Is there a thing in FFVII that was essential to keep? 

NH: Maybe, like the character settings and the world view that should be kept because I am also a fan of the original game, but it’s pretty hard to nail down which part we wanted to keep. 

It’s really hard to nail down just one section because everything is important, but there are some scenes that are definitely engraved deeper into the user’s memory. For example, Rufus’ ceremony, Cosmo Canyon where Red XIII finds out about his father. And also the scene with Barret and Dyne. 

But if you played Rebirth already, you might have noticed that the detail of the storyline might have changed. But what I wanted to keep is to be able to convey the same emotion with these scenes by adding details, but I didn’t want to change these emotions that the users will feel from these important scenes. So if I were to l pick one aspect, that would be one. 

Chris Garcia, One More Game: First of all, I’d just like to congratulate you on the launch of the game, it’s been a long time coming. How relieved is the team at the critical reception of the game? How much pressure does this add to properly wrap up the trilogy? And might you be able to share any discussions or remarks with Nomura-san and Kitase-san when the review scores were published? 

NH: I have received the reviews, and have received a lot of positive comments and reviews so I’m really thankful! 

On social network services, a lot of people thought that the team set the score goal for the game at 90. I made 90 as my own goal but I didn’t want to put pressure on the team, and so the goal wasn’t something that I was verbalizing to the team. 

FFVII Remake didn’t surpass the 90 score [on aggregated ratings] so I’d imagine that some of the team members might have had some feelings inside that they wanted to do better. But now that Rebirth has received this positive feedback, there might be some pressure for some members but I feel that to work towards the end of the trilogy, this gives everyone more power to push forward to give the final title the conclusion it deserves.

Before the launch, I was in America, and then afterwards I flew to South Korea, and to the Philippines today, so I haven’t talked to the team yet, including Nomura-san or Kitase-san. However, I’ve received a message from Kitase-san saying congratulations on the result. 

Rodneil Quiteles, GadgetMatch: Okay, my question is,you can now switch parties on the fly during exploration. Was that ability, was the ability to do that during combat ever considered? 

NH: I receive this question sometimes. But there are character parameters, and also like materia customization aspect of the battle that really changes the difficulty if you’re able to switch the party during the battle so I didn’t want to do that. 

But instead to give the spotlight to each character, I put in each character’s story in the main story, so you’re able to switch the characters that way but not inside the actual battle.  

Gelo Gonzales, Rappler: Okay, you said before that Final Fantasy VI was your inspiration for getting into the games industry? You worked on 12, 13, 14 and of course FF7 Remake. But Rebirth is your debut as the lead director (Hamaguchi was co-director for Remake), so how did that feel? How did it feel at the beginning when you first accepted the task? Was it an overwhelmingly exciting feeling?

NH: So obviously, the Final Fantasy franchise was the reason why I came into the game industry as a game creator. With 20 years of experience in this industry, Final Fantasy was what made me grow up as a creator so I feel that being able to work as a director for this title is sort of like fate, and serving as a director for this title would ultimately be like giving back to the Final Fantasy series. I told Kitase-san when I was told that I would be the director, I told him that I wanted to do my best. 

Ungeek: Now that the reviews for the game are out, what was the most surprising praise or feedback or criticism that you saw about the game, and is there anything that you would like to address? 

NH: Okay, so the previous titles mainly focused on story design and the storyline, and that’s what the series was praised for in the past, but for Rebirth, I wanted to give the series more of a challenge, and try to give the users more freedom of choosing what they want to do.

And the user reviews that came out had some comments praising the game system and having more freedom, and not only the storyline and the characters, but also the game system as well, so I think this sort of gives more possibility to the whole Final Fantasy franchise in the future, giving more possibilities, not only like the story and the characters, but also on the game design aspect so that’s originally what I wanted to achieve with this title and I’m happy I was able to know that the users also liked that aspect of the game in the reviews. 

One More Game: In the first chapter of the game, we get to see a very important scene involving Zack; how tough or tricky was it for the team to reintegrate that character into Rebirth, considering that during Crisis Core, we kind of implied his demise? So how tricky was it to navigate through that reintegration of that character into Rebirth

NH: So this sort of overlaps with the first answer to my first question. But when you try to remake a game and make it into an entertaining game, having the exact storyline as the original was sort of lacking like those elements of excitement and surprise. So I was looking for something like an essence to add to the story, and when looking for that, why Zack was chosen as that essence is because in the original version, there wasn’t much story on Zack, but in Crisis Core, he had a huge character development there, and he felt that if there was one essence that the user’s would sort of be convinced that it’s enough, it would be, Zack would be that character. 

So yeah, that’s why I wanted to have him come into Rebirth to give that essence of having like more to look forward to how the story would sort of unveil itself. 

GadgetMatch: Other than synergy abilities, are there more subtle changes to combat that you hoped players would appreciate? 

NH: So some users have already noticed this and have posted on socials, but the basic action and command part hasn’t changed. But I’ve made the action more enjoyable, by changing each character in battle just a little bit, for example, for Cloud, his dodge now has a hit box so it can give damage to the opponent if you look closely, and also another ability that creates a long range attack impact.

And so we tried to incorporate these solid changes for every character in Rebirth to make the action part in the game to expand more possibilities. And we’re really happy that the users have made comments that the battle is actually more enjoyable than Remake. It has evolved from Remake so I’m really happy about that. 

Rappler: So let’s talk about one of the most talked about characters right now, Tifa. How did you want to depict her? 

NH: So one thing that I was really careful about in this game is to depict the same amount of character development for Aerith and Tifa. I felt that depicting one side more would sort of lead to many users’ unhappiness and obviously Rebirth sort of depicts Aerith’s fate, and that’s a heavy part. 

So we also wanted to add some scenes for Tifa as well. In the original title, I felt we didn’t have enough scenes to get to know Tifa, and her emotions, how she felt, and how she developed as a character. So that’s why adding some scenes in the Gongaga area that was not in the original, I wanted to depict Tifa’s character that she is kind to everyone, and everyone respects her but inside she has her own battles, and conflicts and the memories from her childhood that’s affecting her and her emotions. 

So getting to know about Tifa’s naive part would sort of become equal with what’s depicted about Aerith. I’m really happy that a lot of users love Tifa in Rebirth, and not only Aerith. 

Q&A: ‘FFVII Rebirth’ director Naoki Hamaguchi on challenges, inspiring future game creators

Ungeek: So what were the main learning points from Remake that affected the way the team approached developing FFVII Rebirth. Are there already any learning points from Rebirth that would be brought to the third title? 

NH: So in Remake the main driving point was the storyline, and I feel a lot of the users praised that point about the story. But there was some feedback that they wanted to sort of get to explore Midgar more. 

So that’s one part I wanted to work on for Rebirth. For Rebirth, the story goes into the world map, and I wanted to make the game design in the world map to give more freedom to the users. And that sort of matched his aspirations of what he wanted to change with the Final Fantasy series. 

So for Rebirth, he was sure that this was the right game design, and it took 4 years to create this volume and everyone really did their best. But I feel that we were able to achieve this because there were no doubts on the game design. The objective was to create a game that provides more freedom of choice to the users in the world map. 

So first of all for now, we want everyone to focus just on Rebirth, and get to get to play in the game. And in previous interviews, when I was asked the same question, I would answer that I sort of have the image of the next title in my head.

But since you’ve asked, I would answer a little more in-depth. We’re already onto the next stage, and I’ve already shared our plans with my team. And I feel that the next game will be another different experience from Rebirth. But for now, let’s just enjoy Rebirth

One More Game: So next question, you mentioned before that, apart from some key members like Kitase-san and Nomura-san, most of the team members working on the Remake trilogy are “new” in the sense that they weren’t there during the OG FF7 release.  Was this an advantage because the team was looking at this trilogy with fresh eyes? Did the new members turn out to be an advantage? 

NH: The entertainment industry has changed a lot, and there are a lot of young developers, young new ideas that are very important to sort of give the entertainment part in the game today. And in that sense, he feels that including himself, the new staff members did a good job in giving that aspect to the game. 

But I also feel that, for example, like Toriyama-san, Nojima-san, Nomura-san, they’re also in the development team. And I feel that that really helped the team sort of go in the right way instead of creating something like a fan-made remake. 

We wanted to keep the important essence, like the important messages that the original members wanted to convey with the game. Some parts are not written in the script, but only in their head so having them in the development team sort of allowed the team to go in the right way to create a game that respects the original but adds the new entertainment aspect to the game. 

He feels that the balance between getting the ideas from the original creators, and having the new creators sort of bring that into life to this new game had a very good balance. That’s why he believes that the original fans are also very happy with how this game turned out to be. 

GadgetMatch: So the transmutation mechanic hasn’t been talked about much. It’s basically Full Metal Alchemist. So was that an inspiration, and how did you decide on that mechanic, and was there a worry that it would feel off or disjointed from the game? 

NH: So the world map is very big, and we needed a lot of contents, and sort of preparing each content like individually that was not the point, I wanted to make everything relate to the character’s development, the bond between the characters, and the parameters of the characters. 

And that’s sort of the game design that he was looking for. And I think the reason why all the media, and the users sort of like that part of the game is that because everything sort of intertwines together, and everything affects each other. And that sort of created this sense of excitement to the users, and transmutation is one of the parts that I think sort of added to the game design. 

And right now, the game industry trend is you sort of get all these materials to create sort of like your equipment and everything, right? 

And I felt that adding this into the Final Fantasy worldview wouldn’t be too unnatural.

And I sort of knew that users would like this in the game so there wasn’t much anxiousness. And that having this to serve as something that would depict character development would be a good addition to the game. 

Rappler: What was the most challenging aspect in developing FFVII Rebirth

NH: So, the most difficult challenging aspect was to define how big the world map will be. One thing that’s difficult about creating an open world map is if it’s only about moving to one place and another, this would be a negative thing in the game. 

But if it’s too small, you wouldn’t be able to feel the “open-worldness” so I needed to have enough space, enough area, but also give the right amount of content so that it’s not too vast and empty but like still have the freedom to have the adventure and that was the very first challenge that the development team had in the process.

And in the first year of developing the game, they dedicated the time to sort of define, how big the world map will be, which continent will be placed where. And it was very difficult but  because they had that fixed in the very beginning, they were able to move forward with the game development fairly smoothly because they already had the like, how big an area will be, where it will be. They could decide, “okay, we will have 40 [pieces of] content in this continent and such.” So having been able to do that in the early stages of the development was pretty good. 

Rappler: Were there other open-world games that felt like an inspiration? 

NH: So there are a few games that inspire the open world aspect of Rebirth. Although there are open world aspects in Rebirth, the areas will sort of be unlocked as the story proceeds, unlike Legend of Zelda, where everything is available in the very start. 

We sort of had Ghost of Tsushima as an inspiration. Because in that game, there are 2 sections, the top part and the bottom part. And the top part becomes available once you proceed with the storyline. That sort of gave him an idea of how to define the space, like how big the world map will be.

And then, the content to put inside the map… Witcher 3 does a very good job with this. Having the side content in those areas to sort of serve as a way to depict character development, and get to know each character in that area, I sort of had Witcher 3 as an inspiration for Rebirth.

So side content, and those parts, Witcher 3 was a big inspiration. 

Face, Head, Person
REBIRTH DIRECTOR. Naoki Hamaguchi met with members of the Philippine gaming press on Saturday, March 2, 2024

Ungeek: Given the limitations that the original game faced, what were one or two things that you really wanted to remake/flesh out from the original? 

NH: So this sort of connects with the first question that you asked. There are many parts that we sort of try to flesh out. One part is Rufus’s ceremony. That’s one of my personal favorites. But in Rebirth, what I wanted everyone to experience the most is Barret’s part.

From remake, Marin [gets a more fleshed-out depiction] than the original game, and if you’ve already played the game, you would know that she is not Barret’s actual daughter. 

And that sort of a background story, there’s a very dramatic story between Dyne and Barret behind that story. Compared to the original version, the Corel Prison part, it’s a part where users will have more empathy towards the characters. And I feel that a lot of the players might sort of feel very emotional in that scene. 

And also some of the mini-games that are available in that area, it adds more to depict Barret’s inner conflict and his emotions. I feel that I was able to add a lot of aspects that adds to depicting the character’s emotions. And that’s what we want players to experience in this game.

One More Game: Considering that players might treat Rebirth as their jumping point into the world of Final Fantasy 7, how much of a challenge is it for the team to portray the many characters they use throughout the game? 

NH: The main storyline of this game is to chase after Sephiroth, and explore the world map while doing that. So I feel that having Sephiroth come out in the beginning, or in the demo version, and have players be more familiar with the character itself adds to the whole game experience. You know who you’re chasing after. That’s why I put in the Nibelheim episode in the very beginning.

This might be a different answer to your question, but while speaking to a lot of media and journalists, I did have feed back that Sephiroth is their favorite character. So they wanted to get to play Sephiroth more, not only in the first part.

In one of Chadley’s VR content – it’s more like end-game content – there is a part where you can play Cloud and Sephiroth in a battle, but the difficulty setting is very high. I wanted to talk about this today because the game’s already released. 

GadgetMatch: There’s a lot of discussion about graphics mode vs. performance, even in the demo. During the development, was it geared more towards graphics mode? What would your recommendation be? 

NH: So the answer to your first question, there wasn’t really a focus for the development team. It wasn’t like a preference. It was just like “performance mode, we have to get 60 frames per second” so it would be a question of to what level we would drop the graphics to in order to achieve 60 fps. And graphics mode needs only 30 frames, it would just be about brushing up the graphics. 

So there wasn’t a focus on which one we would prefer during the development process. 

Personally, I like to play other games in graphics mode as well, because I simply want to see better graphics. 

[On the feedback about the graphics], we have had a lot of feedback on whether the graphics in the performance mode will be improved or not, and we are hearing this. And right now, we’re working on creating on an updated patch to be able to improve that aspect of the game, and I don’t think that [update] will be so far away.

Ungeek: To build on that, what exactly is being addressed with that upcoming patch? 

NH: I’m not able to answer all, but one thing we’re working on is, we’ve heard feedback from the players that in certain situations or character positions that the facial lighting or the shadow, they look very scary. That’s one thing we’re working on, we’re working to mediate. 

Rappler: I’ve only started playing the game, and I can say it feels more challenging than Remake, and especially more than FF XVI. One of the earlier bosses, the big snake boss Midgardsormr, is giving me a really tough time. What went about setting the difficulty level of Rebirth

NH: So if you play the whole game, then you might not feel that the difficulty level is much higher than Remake. But actually the part where you’re playing right now, Midgarsormr, we made that part deliberately difficult. For people that are used to the game system, it might be easy for them to clear the game. 

Some people might be able to move straightforward. For people that are not very familiar, the point is to allow them to go back, and explore the world map, and have them explore the transmutation part, giving them the sense that the exploration adds to character development and allowing them to level up. [We wanted to convey] that these are important in moving the story forward, so the difficulty of that boss battle, Midgarsormr, was deliberately ramped up. 

Rappler: So that was your way of encouraging the players. 

NH: So that’s exactly it. And when you’re able to overcome that boss battle, then you’ll know how to overcome the following boss battles. You’ll know that exploring the world map would allow you to level up, and become stronger, and make the boss battles easier. So yes, that was exactly the point. 

And also to add-on we’re also hearing that the Junon area in the demo version has a high difficulty as well. This was also deliberately changed from the actual game. This is to allow the users playing the demo version to have more freedom in creating their strategies, and having more freedom in setting up their combat style.

So that was also something we did deliberately, and we hope that this sort gives inspiration to players on how they would proceed with their own combat style. 

Rappler: Games that are known for being difficult, like the Souls games, are very popular now. Were they an influence in you deciding, “Okay, we want to make this game more challenging too,” because some gamers like more challenging games nowadays? 

NH: So to answer your question, we didn’t really take those titles into consideration because Demon’s Souls, or Elden Ring, are a 100% action game. And between the few frames need to make the reaction, it’s solely about the player’s skill. But in Rebirth, we do have the action but we also have the command aspect, and you need to know what resources you have. You have to make your choices based on information about your opponent like their HP and what resources you have, the leveling and the parameters. So we have this excel sheet with all the numbers inside to sort of define the difficulty depending on your stances. 

So we didn’t take these 100% action games into account, in that sense.

Ungeek: How does it feel to have such a great effect on gamers especially during this day, and do you have a message for those waiting for this kind of game? 

NH: To answer your first question, I myself respect the original game very much. After almost 30 years, and remaking this game, having the responsibility of remaking this game is, the feeling that comes straight away is, I don’t want to let the title, let this game down, let the fans down. 

So this is a message to people that are aspiring to join the industry, having played this game. There are many [forms] of entertainment today, not only gaming but movies, streaming, Youtube. But the base is the same – it’s to give the people the will to live, today and tomorrow.

And if the title you created allows people to have this feeling, then that’s a great feeling. If you don’t forget this, then I’m sure you’ll also be able to create a game that has this effect on people. 

Rappler: Lastly, what’s your message to Filipino fans? 

NH: So this is my first time in the Philippines, and yesterday I got to walk around the city just a bit, look inside malls. But I saw that there are a lot of Japanese stores, and feel that many people in the Philippines, like Japan and being able to have, the people play the games that I created, have people in the Philippines play the game that I’ve created, I feel very happy about that.

And also because this game has evolved a lot from the Remake, I’m very satisfied with what I was able to create, so I hope a lot of fans in the Philippines are able to clear the game, and look at what happens in the very end of the game. – Rappler.com 

]]>
https://www.rappler.com/technology/features/full-interview-ffvii-rebirth-director-naoki-hamaguchi-challenges-inspiring-devs/feed/ 0 Q&A: 'FFVII Rebirth' director Naoki Hamaguchi on challenges, inspiring future game creators Naoki Hamaguchi says defining the size of the world map was one of the toughest challenges, and cites 'Ghost of Tsushima,' and 'The Witcher 3' as inspirations Rappler interviews,video games hamaguchi-2 REBIRTH DIRECTOR. Naoki Hamaguchi met with members of the Philippine gaming press on Saturday, March 2, 2024 https://www.rappler.com/tachyon/2024/03/ffviirebirth-naoki-hamaguchi.jpg
‘Call of Duty: Warzone Mobile’ arrives on iOS, Android on March 21 https://www.rappler.com/technology/gaming/call-of-duty-warzone-mobile-arrives-ios-android-march-21/ https://www.rappler.com/technology/gaming/call-of-duty-warzone-mobile-arrives-ios-android-march-21/#respond Thu, 29 Feb 2024 16:24:15 +0800 You’ll soon be able to bring the high-octane, battle royale action of Call of Duty: Warzone Mobile wherever you go, with the game launching globally on iOS and Android on March 21. 

Activision announced the release date today, alongside news of the game surpassing 50 million pre-registrations so far. You can register now for free to jump straight into the action on launch day and score a bunch of in-game rewards. 

Check out the new trailer for the game below: 

‘Call of Duty: Warzone Mobile’ arrives on iOS, Android on March 21

The free-to-play multiplayer shooter is launching with two iconic large-scale maps, Verdansk and Rebirth Island, as well as a variety of smaller maps like Shipment and Shoot House. 

If you’ve played Warzone before, you can carry your progress on PC or console over to the mobile version of the game, meaning you get to keep the guns, experience points, and Battle Pass progress you’ve previously earned. You simply have to log in using your Activision ID, and your progress will be transferred and become continuously available across all versions of the game. 

Other features include in-match social chat, letting you listen in on nearby enemy comms using Proximity Chat and hear their last words via Death Chat after an elimination. 

Call of Duty: Warzone Mobile has been in limited release throughout last year, where the developers gathered player feedback, fixed bugs, and continually optimized the game to prepare it for launch. The time spent reportedly helped bring major updates to the game, including new features and content, and fixed over a thousand bugs. 

The game is being developed by Call of Duty studios in collaboration with a multi-studio mobile organization that includes teams from Activision Shanghai Studio, Beenox, Digital Legends, and Solid State Studios. – Rappler.com

]]>
https://www.rappler.com/technology/gaming/call-of-duty-warzone-mobile-arrives-ios-android-march-21/feed/ 0 'Call of Duty: Warzone Mobile' arrives on iOS, Android on March 21 The game has surpassed 50 million pre-registrations so far, and console and PC players will be able to carry over their progress to mobile video games https://www.rappler.com/tachyon/2024/02/warzonemobile-scaled.jpg
Q&A: Polychroma Games on the gameplay, narrative of Filipino-made indie game ‘Until Then’ https://www.rappler.com/technology/features/polychroma-games-gameplay-narrative-until-then/ https://www.rappler.com/technology/features/polychroma-games-gameplay-narrative-until-then/#respond Sun, 18 Feb 2024 13:00:00 +0800 (EDITOR’S NOTE: The interviewee was incorrectly credited as Mickole Nulud, Polychroma Games director. This has been corrected to Mariel Tuble, writer at Polychroma.)

If you’re a gamer who enjoys narrative indie adventures like Indonesia’s A Space for the Unbound, then the Filipino-made Until Then should be right up your alley.

This slice-of-life game, developed by the Philippine-based Polychroma Games, features a coming-of-age tale that deals with the trauma of loss through the eyes of a high school student. Much of this bittersweet tale of tragedy and mystery is set against the backdrop of the Philippines, showcasing the unique culture and experiences that shaped the developers’ own lives.

Q&A: Polychroma Games on the gameplay, narrative of Filipino-made indie game ‘Until Then’

Until Then doesn’t have an exact release date yet, but it’s expected to arrive on PlayStation, PC, and Linux sometime this year.

You can already try the game out for yourself through a free demo on Steam, and we caught up with Mariel Tuble, writer at Polychroma Games, to talk to her about the narrative and gameplay, as well as the response so far to the game.

Q: How do the elements of mystery and tragedy play into the narrative of Until Then?

Mariel Tuble: Until Then follows the story of Mark Borja, a Filipino high school student in a world still recovering from catastrophe.

He navigates his daily life, hangs out with his friends, joins a school club… but there are strange things happening around him that he can’t seem to shake off. His story might just take you to the heart of the mystery, if it isn’t too late.

Q: How does the setting of the Philippines play into this narrative?

MT: The story is one that could take place anywhere, really. It just happens to take place in our home country, because we wanted a distinctly Filipino flavor that would be achingly familiar to Filipinos who want to play the game.

Q: What went into the creative decision to set the narrative in the Philippines?

MT: We write what we know! Of course, there’s a lot of fun in getting to showcase the environments and culture of our country, but we just wanted to draw from our own experiences: taking the LRT to school, hanging out at the local peryahan, Christmas caroling from house to house. The Philippines is teeming with stories to tell!

Q: Speaking of the narrative, what are some of its key themes? And why did you want to highlight these themes?

MT: At its heart, Until Then is a story about coming to terms with change, loss, and the passage of time. We wanted to tell a story that would emotionally resonate, and these are feelings and topics that most people are intimately familiar with, no matter where they come from.

Like I said, we draw from what we know! Every single person on the team knows loss and the discomfort of change in some way, shape, or form. Our own experiences definitely colored everything we put into Until Then.

Q: Without spoiling anything, what do you want players to take away from the narrative?

MT: We really just want the game to leave an impact. We want it to make our players feel and think, but what it is they think and feel is in their hands. It would also be cool to have more gamers interested in Filipino culture, and to see more games set outside of the usual places like Western cities and East Asia. There are so many stories to tell from all over the world!

Q: When it comes to gameplay, what can we expect from Until Then?

MT: To be honest, in creating Until Then, we didn’t really think of it as a game – we think of it more as an interactive, cinematic experience. If people are looking for a fast-paced fun game of skill, this isn’t it. There are a lot of scenes that really force you to slow down to take in the moment, choices big and small, even miniscule, and minigames based on the mundane things we do everyday.

Q: Can you share more about these minigames that you mentioned?

MT: We wanted the minigames to reflect the little games we play with ourselves in our day-to-day life: passing barya in the jeep, fighting a friend for fishball, and trying to stick a flash drive in the right way.

Q: Did the narrative influence the gameplay in any way?

MT: The narrative definitely influenced the gameplay. There’s a definite focus on creating an atmosphere, so the gameplay is designed with that in mind. You’ll have to play to find out more!

Q: Were there other games you drew inspiration from in developing Until Then?

MT: We definitely drew inspiration from a lot of our favorite media. Night in the Woods and Life is Strange are some of the games that really influenced both narrative and gameplay. Gorgeous pixel games like the upcoming The Last Night inspired our art style and direction. We also took some cues from Oxenfree for the presentation.

Q: Until Then is drawing some buzz, having been featured on Steam Next Fest and on the PlayStation Blog. How do you feel about the response to the game so far?

MT: Ecstatic, for sure! And maybe a little bit daunted, too. It’s so exciting to finally get to share what we’ve poured our hearts and souls into these last few years.

Q: Speaking of which, how long has the game been in development?

MT: The game has been in the making for several years now, but things really took off in early 2020. There are ten people on our core team, but there have been some other people who joined our production in the past.

Q: Does the buzz affect the development and release of the game?

MT: The buzz makes us excited and more determined to wrap this up and get to our end goal, but the release date is still TBA at the moment!

Q: Lastly, what advice can you give other developers who also want to tell their own stories through a game?

MT: Sometimes you’ve got to take a leap of faith – probably even several! Find people who really believe in your vision and the story you want to tell; it makes all the difference. Also, play lots of games, watch lots of shows and movies, go out and see the world. Until Then would have never been created if it weren’t for the many things, big and small, that inspired us.

– Rappler.com

]]>
https://www.rappler.com/technology/features/polychroma-games-gameplay-narrative-until-then/feed/ 0 Q&A: Polychroma Games on the gameplay, narrative of Filipino-made indie game 'Until Then' 'Until Then' features a bittersweet tale of tragedy and mystery set in the Philippines video games until-then-gogogulaman until-then-Fishball-minigame until-then-thrift-shopping https://www.rappler.com/tachyon/2024/02/until-then-ShoulderLean.jpg
The PS5 Access Controller redefines the meaning of going ‘hands on’ https://www.rappler.com/technology/features/ps5-access-controller-redefines-meaning-going-hands-on/ https://www.rappler.com/technology/features/ps5-access-controller-redefines-meaning-going-hands-on/#respond Sun, 18 Feb 2024 10:30:00 +0800 This article originally appeared on OneMoreGame.ph

I’ve been playing games my whole life. What started with a Super Mario game has led to a lifelong hobby that I’ve enjoyed to the fullest, showing no signs of stopping. Throughout the years, I realized that I’ve been living a privileged life, not in terms of monetary resources but simply because I can pick up and play anything I wish to with both hands.

Not everybody can enjoy this luxury. With the topic of accessibility in games being thrust into the spotlight over the past few years, it’s become more apparent that there’s a need to place further efforts into making gaming a more inclusive industry.

The PS5 Access Controller is not the first accessory to fill this need, but it is a step in the right direction for Sony as they follow up their exemplary accessibility efforts from titles like The Last of Us Part II and Spider-Man 2. For gamers like streamer Kevin Maglaqui, better known as One Hand Gaming, the PS5 Access Controller could take his gaming hobby to the next level.

The PS5 Access Controller redefines the meaning of going ‘hands on’

Having a handicap is something Kevin has had to deal with for a long time. Facing a condition that has left him with one hand to do the heavy lifting, so to speak, when it comes to playing games, he’s learned to adapt and make use of what he has to keep his gaming and streaming passion alive.

“Challenging siya, siyempre. Kalaban mo dalawang kamay ang gamit sa laro. Pero, naeenjoy ko siya kasi may mga tao na naappreciate na kaya kong sumabay sa kanila in terms of gaming.” (It’s challenging because your opponents have two hands that they can use to play, but I enjoy it because people can appreciate my skill and how I can keep up in terms of gaming.)

For Kevin, who streams regularly, his gaming habits span more than just the regular Call of Duty Mobile sessions. He is a console gamer too, and after using the PS5 Access Controller, he says that it has helped him play and enjoy more games. Not that his disability has ever stopped him before, because he even uses his left foot to help him play his favorite games.

In fact, the PS5 Access Controller makes playing certain games easier, says Kevin, which he displayed during a couple of Tekken 7 matches where he displayed a skill level that was proficient enough.

“May mga ibang games na mapapadali ka sa paglalaro, tulad ng mga 1v1 games.” (There are some games that are easier to play, like 1v1 games.)

The unique setup of the PS5 Access Controller allows for a fully customizable experience. With interchangeable buttons, a bevy of expansion ports, buttons with different form factors, and even the hardware being adjustable in form, disabled gamers like Kevin can make the hardware work for them instead of the other way around.

The PS5 Access Controller redefines the meaning of going ‘hands on’

Playing NBA 2K24 with Kevin was an eye-opening experience. Seeing him clutch the controller with one hand and use his lap and foot to not only support the hardware but also control the analog stick was something I thought I’d never personally see. I admired not only his dedication to improving and working on his craft but also his passion for gaming, something that he picked up while playing with family members growing up.

“Ito talaga yung favorite namin nilalaro, yung NBA. Dito lumalabas yung competitive side namin, yung asaran pag natalo. Hindi nila alam pero nagpapatalo ako minsan, nagpapahabol ako para intense yung laro, mas exciting.” (This is our favorite game, NBA 2K. This game brings out our competitive side, along with jeers when someone loses. They don’t know this but sometimes I lose on purpose, I let them catch up so the match is exciting.)

One other game that Kevin looked forward to playing was Spider-Man 2, another title from Sony and Insomniac Games that has fantastic accessibility settings. While this is the case, Kevin found it challenging to play, especially during the parts that required multiple button presses in quick succession.

“Nahirapan ako sa part ng movement niya, kasi yung swing niya sa controller R2, nasa likod, pagkaswing mo kailangan mabilis ka pumindot. Mahirap din sa laban kasi yung kalaban mo 360 degrees, kailangan ng mabilis na pindot tsaka yung reflexes din. Pati yung camera movement, kailangan pa ng isang PS5 Access Controller.” (Movement was quite tough for me because to swing, you need to press R2, which is almost at the back of the controller. You need to be quick with button presses, especially during combat where enemies are everywhere, along with quick reflexes if you need to dodge. Even camera movement is hard, and you’ll need another PS5 Access Controller.)

It was pretty evident watching Kevin play that he was having a hard time even with the PS5 Access Controller, bumping into buildings while swinging, and even dying during a relatively easy combat sequence. A normal DualSense controller does not have the flexibility that the PS5 Access Controller has, especially when it comes to the placement of buttons and how interchangeable they are.

After a few tweaks to the settings, Kevin felt right at home. It takes a bit of work from the user as well, and the PS5 Access Controller is not some magical device that will solve everything, but its flexibility and customizability surely help a ton.

While playing with confidence is Kevin’s forte, things do not come easy for him. He’s been put down before, but he’s also learned to take everything in stride, especially when taking into account his condition. He revealed that he has experienced his fair share of bashers who would make fun of him. As with all things, Kevin has learned to look for the silver lining, saying that he’s proud that he’s inspired some other disabled gamers to be confident and pursue their passions, especially when it comes to gaming.

“Labas tenga. If iisipin mo yung iisipin ng tao, di ka magprogress, di ka mag move forward. Lalo kang mawawalan ng gana. Oo isa lang kamay ko pero at least may ginagawa akong way para mag improve as a gamer, as a streamer, and as a person.” (In one ear and out the other. If you think about what people will say, you won’t progress and move forward. I may have one hand, but I make an effort to better myself as a gamer, a streamer, and as a person.)

It’s for people like Kevin that developments in accessibility have been made, and it’s also the reason why Sony is doing their part to make gaming more inclusive. Before the release of the PS5 Access Controller, Sony made award-winning accessibility efforts in their first-party titles, particularly The Last of Us Part II. It’s a small step forward in a very long journey, but gamers like Kevin are hopeful that more improvements and advances in the way players like him can play will be made in the future.

“Nadedevelop every year yung technology. Dati yung cellphone Nokia at keypad lang, ngayon may touch screen na. Pwede din mangyari sa PS5 Access Controller.” (Technology is evolving every year. Before, cell phones were only from Nokia and only had keypads, but now it is mostly touch screens. Developments can be made to the PS5 Access Controller as well.)

It’s clear to me, along with gamers like Kevin, that Sony has done something right with the development of the PS5 Access Controller. While it can be improved, it also bears saying that the first step is usually the hardest one to take, and things will only move forward for Sony. Disabled gamers will get to play a whole new range of titles thanks to the controller, and as time goes by, more feedback will come in as to how the product can be improved further.

The dream is that everyone who wants to play will get to play games. With the software side of things seeing increased focus on accessibility settings, hardware is playing catch up, but it’s encouraging to see that more and more companies are finally taking that ever-so-important first step. Over the next few years, advancements in technology will allow gamers like Kevin to enjoy these games the way they were meant to be, but for now, getting them to go hands-on is already a win. – Rappler.com

The PS5 Access Controller is now available worldwide, with a suggested retail price of PHP 5,090 in the Philippines.

]]>
https://www.rappler.com/technology/features/ps5-access-controller-redefines-meaning-going-hands-on/feed/ 0 The PS5 Access Controller redefines the meaning of going 'hands on' The PS5 Access Controller is not the first accessory to fill the need for accessibility in gaming, but it is a step in the right direction for Sony Sony,Tech reviews ps5-access-controller-kevin-nba-1-1024×571-1 ps5-access-controller-kevin-spider-man-2 https://www.rappler.com/tachyon/2024/02/Playstation-access-controller.jpg
‘Helldivers 2’ review-in-progress: Best with friends, but fun enough alone https://www.rappler.com/technology/gaming/helldivers-2-review-in-progress/ https://www.rappler.com/technology/gaming/helldivers-2-review-in-progress/#respond Sun, 18 Feb 2024 08:29:30 +0800 Disclosure: Steam review copy of the game provided by the publisher.

Helldivers 2 has a bit of a strange pedigree.

Its predecessor, Helldivers, was a cooperative, top-down, twin-stick shooter. The sequel is instead a cooperative third-person shooter set in the same chaotic universe as the first, and comes with the same basic storyline ideas as the first game.

Namely, you’re a soldier for Super Earth, tasked with spreading democracy across the cosmos by taking down alien bugs (think of the Starship Troopers movie) and malevolent machines (now, imagine Terminator but on a larger scale.)

Light on story, heavy on FREEDOM!

Helldivers 2 is light on story. The opening movie and tutorial point to the idea that the citizenry of Super Earth (yes, it’s really called Earth, but Super) have been conditioned into believing a state of constant war requires constant sacrifice – and possible, implied cloning – so that the Super Earth way of life continues and spreads.

After the tutorial, you’re given your own ship to travel the cosmos in search of a fight. Missions are done on a universal map denoting individual planets and zones requiring heavy applications of napalm and gunfire, and the gameplay consists of alternating between the ship and the action on a myriad of planets.

Take on missions to fight enemies to earn experience and ranks in an unending battlepass that doles out cosmetics and gear, and you have the makings of a rather simple concept that is lifted up by the cries of your soldier in battle, screaming, “For Democracy!” or “FREEDOM!” as they fire upon wave after wave of enemies.

But yes, after the basic concept is introduced, you’re free to take on missions of varying difficulty levels to your heart’s content.

Live, die, repeat

You can go into battles alone, call down random people to join your missions, or fight alongside friends. I’ve mostly played alone or with random players, including someone 20 levels higher than I was, but what I imagine makes this stand out as a cooperative shooter is the adrenaline rush of fighting and dying – and repeating the process – alongside your friends.

The game has friendly fire on, meaning you can accidentally (or intentionally) throw up a hail of satisfying gunfire and get a friendly caught in it in the heat of battle. That, or you could accidentally crush a fellow player when a drop pod (which brings you a fresh soldier to play as or new supplies and weapons) comes down from orbit.

Speaking of drop pods, the game emphasizes the use of stratagems – basically a set of directional codes, like up-up-down-down-right, that let you throw a beacon to summon a new soldier life or weapons and other goodies – to good effect. You have a set number of lives in a given mission, shared by the squad, and you also get a timer for when you can reuse a stratagem, so timing and coordination is important in higher difficulties if you want to succeed in a mission.

Some caveats

As a games-as-a-service title, you can expect there to be some monetization involved. You can buy Super Credits to purchase items in the in-game store, or earn specific items through the battlepass and a premium battlepass.

This battlepass system will likely be expanded upon in the future, but the rewards in the premium battlepass are mostly cosmetic or have minor advantages, but not enough to force people to be cranking out money for it. The developers have stated they want to earn the right to monetize by providing a good game first and making monetization optional rather than required.

Lastly, one caveat I’ve noticed is that armor may need a bugfix, as some heavier armor – which should be more resistant to damage – doesn’t actually let you take more damage before dying. For now, being able to run faster and farther using lighter armor is better, but here’s to hoping this gets adjusted in a patch.

Verdict-in-progress

Helldivers 2 is a solid game for those who want to add a little stress to their gameplay.

You can challenge yourself by doing higher difficulties solo, or just steamroll a bunch of bugs on easier difficulties with friends. You can hang out on the ship, turn voice communication on, and just discuss the state of affairs on Super Earth for a hoot.

But mostly? Mostly you’ll be having fun trying to complete objectives and then working with your team to extract from a mission safely without anyone dying, laughing about democracy as you gallivant across space with a rocket strapped to your back.

Good luck, have fun, and don’t forget to salute your fellow soldier! FOR DEMOCRACY! – Rappler.com

]]>
https://www.rappler.com/technology/gaming/helldivers-2-review-in-progress/feed/ 0 Helldivers-tutorial-1 Helldivers-2-map Helldivers-action-1 helldivers-mission-complete https://www.rappler.com/tachyon/2024/02/Helldivers-2-flagplant.jpg
‘The Last of Us 2 Remastered’ review: A fair enough deal as a $10 upgrade https://www.rappler.com/technology/gaming/the-last-of-us-2-remastered-review-fair-upgrade/ https://www.rappler.com/technology/gaming/the-last-of-us-2-remastered-review-fair-upgrade/#respond Wed, 07 Feb 2024 10:00:00 +0800 Disclosure: Sony provided a copy of the game for this review.

MANILA, Philippines – You’ve all heard it: it’s too early for a remaster of the 2020 PlayStation survival megahit, The Last of Us Part II. (You can read our full review here of the original.)

You can pixel-peep, and maybe see the tiniest bit of improvements, but the main graphical difference here is that the remaster now supports native 4K, as opposed to the older PS5 version that upsampled from 1440p to 4K. Frame rates have also been improved. That’s all well and dandy but for most of us, it’s hardly a big deal. 

Replaying TLOU2 via this remaster though, I’m reminded at how amazing the game looks. It’s been 4 years but this is still one of the most gorgeous games out there. And you know what they say, often a big part of the credit lies in having a strong, purpose-driven art style. 

Must Read

Q&A: Naughty Dog art director Erick Pangilinan on ‘The Last of Us Part II’

Q&A: Naughty Dog art director Erick Pangilinan on ‘The Last of Us Part II’

The game is a $10 upgrade if you already have the old game, whether that’s on PS4 or PS5. If you’re a big, big fan, it’s a no-brainer. This is the definitive version of the game, with the best visuals possible, and the few extras, which while nothing truly major, should make a fan happy.

The biggest of these extras is the new roguelike game mode, No Return. These feature randomized, branching stages where you are given a goal such as to kill all enemies, or survive multiple waves of them. At the very end of each run, you face a boss – one of several that you’ve seen from the campaign. Die once, and it’s game over.

You don’t carry over skills like say, Hades, that you can use for future runs. What you get are unlocks as you play such as new characters, new bosses, new enemies, and new in-game challenges called Gambits. 

The Last of Us Part II is known for having very intense, engaging combat and survival sequences. This mode puts that element front and center. Be warned: the mode is just as heart-pounding as I remember. 

It’s not the relaxing romp that you might want after a busy day, but rather a real challenge that no doubt will find a hardcore group of enjoyers. 

There’s also a free play mode for the guitar. I played it for a few minutes, and was done with it. But I know there’ll be a group of players who’ll be trying to do sick covers using this mode, just like some did in the original game. 

The other big thing is The Lost Levels mode. These are sequences in the game that didn’t make it to the final product. Director Neil Druckman provides some commentary, and what’s most interesting are the developers’ notes that you can activate as you play through these short sequences. It’s a nice little bonus, but nothing more. 

Whether you’ll appreciate all of these depends on how big a TLOU2 fan you are. I loved the original game, but I’m fine not experiencing the remastered version if I had to pay an extra $10, and would rather save that for a new game. 

If it’s going to be your first time playing through the game though, it’s available for $50. And the game holds up, with its enhanced visuals, and a memorable – and quite divisive – storyline. – Rappler.com

]]>
https://www.rappler.com/technology/gaming/the-last-of-us-2-remastered-review-fair-upgrade/feed/ 0 EdH7EZcUwAAjui9 https://www.rappler.com/tachyon/2024/02/tlou2-remastered-11.jpg
‘Suicide Squad’ review-in-progress: Fun combat, poor lifeless live service design https://www.rappler.com/technology/gaming/suicide-squad-review-progress-fun-combat-poor-lifeless-live-service-design/ https://www.rappler.com/technology/gaming/suicide-squad-review-progress-fun-combat-poor-lifeless-live-service-design/#respond Mon, 05 Feb 2024 12:35:26 +0800 Disclosure: Warner Bros. Games provided a copy of the game. The game was reviewed on the PS5.

There’s perhaps no better way to put it: Suicide Squad: Kill the Justice League feels like a big missed opportunity. Instead of it being a story-driven, single-player experience, which developer Rocksteady of Batman: Arkham fame is brilliant at, it’s a lifeless live service, multiplayer looter-shooter with fundamental flaws.

It’s such a shame the game chose to go that route since there are elements that are worth some praise, including the exhilarating combat and the high-production presentation. 

Whereas many were skeptical, I admittedly was optimistic, and even excited to play Suicide Squad leading up to its launch. I thought that on paper, the game had plenty of promise: an action-shooter where you play as members of the titular squad of anti-heroes, tasked to kill the Justice League, who have been possessed by Brainiac.

‘Suicide Squad’ review-in-progress: Fun combat, poor lifeless live service design

I also held out hope that after an extended development cycle and multiple delays, the game could perhaps shake up the live service genre and win over gamers like me who prefer single-player experiences. 

But, alas, after playing about four hours of the game so far, that initial optimism turned into disappointment. While I don’t hate the game – far from it, actually – I don’t think it’s something I would strongly recommend that others play. 

A large part of my problem with it has to do with the always-online, live service model. 

In case you’re unaware, a live service game is a game that’s designed to keep you playing for years after release through seasonal content drops, from new cosmetics to in-game expansions. In theory, there’s nothing inherently wrong with live service games.

It’s just that over the years, game publishers have taken advantage of the model to implement predatory methods to lure gamers into parting with their hard-earned money by locking content behind a paywall. 

In Suicide Squad’s case, I don’t think the problem is in its business model since the only content locked behind a paywall are cosmetics. Rocksteady also said future seasonal content, which include new playable characters and environments, will be free for those who already own the game.

The problem with this game is that it leans too heavily into the live service model that it almost wholly forgets to deliver an engaging experience that gamers might actually want to play out of the gate. 

You see, the core loop of Suicide Squad revolves around doing missions where you shoot a bunch of purple aliens and collect new guns you could use to make your fearsome foursome hit harder. That gets old and tedious rather fast since there’s not a whole lot of variety to the missions, which mostly involve defending some point from waves of enemies.

And if I’m already feeling a bit of fatigue four hours in, it doesn’t bode well for a game that expects me and other players to stay engaged for months, if not years, to come. 

On top of that, I think the loot system is too complex for its own good. There’s a host of different resources you collect to upgrade your guns in unique ways. But so far in my playthrough, I have yet to feel compelled enough to engage with these intricacies. 

The combat is at least very enjoyable and I’d say the strongest part of the game. It combines traversal mechanics with traditional third-person shooter gunplay, which surprisingly works very well in tandem.

As Deadshot, for example, you could be jetpacking from one building to the next, finding the best vantage point to line up your sniper shots, while as King Shark, you’ll be up-close and personal, sending your enemies in the air with a melee attack and finishing them off with your minigun. 

Mechanically, each squad member controls very well, with attacks and traversal feeling both responsive and intuitive. Combining the two gameplay elements can take some getting used to, but once you get a hang of it, the combat starts to truly shine. 

Apart from the combat, the presentation is top-notch, highlighted by amazing art direction, stellar voice performances, and gorgeous graphics. The cutscenes are also well-crafted, with facial animations being a standout. These good elements, however, can be easily overlooked because there’s barely anything in the story or gameplay department to anchor them down. 

That previous statement actually rings true for much of the game – a lot of what’s good about Suicide Squad are lost in a fundamentally flawed experience that reeks of corporate meddling. It’s hard for me to believe that this is the very game that Rocksteady, the studio behind the highly innovative and timeless Arkham franchise, set out to make from the start.

Right now, I just wish they could improve the game over time, such as adding more varied mission designs. Even then, I’m not optimistic it can keep existing players to stay, let alone win over those who have yet to play. – Rappler.com

]]>
https://www.rappler.com/technology/gaming/suicide-squad-review-progress-fun-combat-poor-lifeless-live-service-design/feed/ 0 'Suicide Squad' review-in-progress: Fun combat, poor lifeless live service design A lot of what’s good about 'Suicide Squad: Kill the Justice League' are lost in a fundamentally flawed experience that reeks of corporate meddling Tech reviews,video games https://www.rappler.com/tachyon/2024/02/suicide-squad-1-1.jpg
‘Persona 3 Reload’ review: Fusing style and substance, oozing with confidence and flair https://www.rappler.com/technology/reviews/persona-3-reload-review/ https://www.rappler.com/technology/reviews/persona-3-reload-review/#respond Sun, 04 Feb 2024 16:00:00 +0800 This review originally appeared on OneMoreGame.ph. Persona 3 Reload was reviewed on a PC and Steam Deck with a code from the publisher.

Sneak peek
  • Release Date: February 2, 2024
  • Platforms: PS5, PS4, Xbox One, Xbox Series X|S, PC
  • Genre: JRPG
  • Similar Games: Persona 3 Portable, Persona 5 Royal
  • Price: starts at $69.99

Persona 3 Reload, the remake of Atlus’ PS2 cult classic released back in 2006 that was widely considered to have revolutionized the franchise, is finally here. Well, it will have been a few days by the time you read this, but it already feels like a dream fulfilled for the fans ever since it was first announced.

While the later entries in the series featured a much lighter tone, I preferred Persona 3’s grounded and darker roots, not something many would have widely appreciated back in the day.

The main story stays the same: as the clock strikes 12, the Dark Hour occurs. During this time, humanity is placed in suspended animation, but those conscious during this hour become targets of the elusive shadows. Members of SEES, an organization made up of teenagers able to utilize Personas to combat the shadows, are out to save the world.

Spectacularly, this remake takes the best parts of more modern Persona titles and fuses them with the engrossing story of Persona 3, resulting in a marriage of style and substance, oozing with confidence and flair, that was truly worth the wait.

‘Persona 3 Reload’ review: Fusing style and substance, oozing with confidence and flair
Burn my dread

As a longtime fan of Persona 3, I initially had mixed feelings about returning to this world. It was quite questionable as well since Persona 3 Reload didn’t include the additional features that subsequent iterations had, namely the female protagonist of P3P and the epilogue, called The Answer. After playing through the game, it’s easy to see that Atlus did a fine job of treating the source material with care, preserving the precious memory of how I felt when I first played it and even elevating the overall experience to new heights.

First off, and a quite important point to make: Persona 3 Reload is fully playable on a Steam Deck! Coming from our preview, which had obvious framerate dips and screen tearing, my experience with the game after a patch was absolutely flawless, devoid of said hiccups. Save for loading times, the game certainly feels at home on-the-go and is a big consideration for playing a title such as this.

Persona 3 Reload improves quite a lot of things apart from the obvious visual overhaul, key of which is how the soundtrack has been remastered for everyone’s listening pleasure. It’s easy to miss, but hearing the pitch changes to Mass Destruction and the addition of a new battle track, It’s Going Down Now, are just a few examples of how a masterful soundtrack enhances the overall experience.

Trying out both voice options, I did recognize that the English voice performances had noticeable improvements, almost enough to put it toe to toe with the Japanese dub. With almost every side character and minor character being fully voiced, Persona 3 has never sounded so good and certainly helps with being more engaged with the characters, their stories, and the journey they take together.

Returning to Persona 3 Reload’s combat brings you back to its roots, and while its core turn-based mechanics didn’t really change, the improved visual panache packs a punch by adding new combat animations and victory poses. Even the all-out attack now has a lead-up to its iconic beat-em-up animation, and it’s these improvements that make things more exciting.

Persona 3 Reload also updates the menu design with striking animations and transitions, eye-catching typeface, and completely redrawn character profiles. I’m a massive menu snob, but Atlus has mastered its stylish designs down to a T. Persona 5 had one of the best menu designs I’ve seen, bar none, and getting the uplift and extra flourishes applied to Persona 3 Reload did wonders for the overall experience.

The audiovisual leap truly makes Persona 3 Reload the definitive Persona 3 experience for both newcomers and fans. While I envy first-time players who will get to experience the depth of this installment with fresh eyes, longtime fans will be glad to know that it realizes and rekindles the magic of playing it for the first time despite the familiarity, something many similar efforts have failed to do.

The battle for everyone’s souls

Persona 3 Reload, somehow, feels fresh. I can easily attribute this to the impressive suite of quality-of-life improvements that polished a flawed gem to a brilliant shine, keeping its challenging gameplay intact while opening up the game to a wider audience.

One of the best additions is the fact that you can save anywhere on the map so long as it is not during a story mission or while traversing Tartarus. You can also use the rewind function to load a recent save point to try out another option, encouraging players to experiment with choices that they wouldn’t normally pursue. Trouble figuring out what social link to improve? Check out the network function and see what other players tried out!

Atlus has done well by taking this route, preserving the challenge while keeping the frustrating and dated mechanics at bay. You’ll still become exhausted and get sick if you overdo your Tartarus exploration, and you still need to manage your SP thoroughly to get the most out of your trips, but it feels more manageable this time around with the introduction of new combat mechanics such as Shift and Theurgy. Persona 3 Reload being much more approachable and less intimidating was the target and the devs have nailed it beautifully.

Persona 3 Reload introduces Linked Episodes and Dorm Life, adding more ways for your teammates to improve, learn new passive abilities in the form of Personalities, and even gain more stats when you spend time with them. Unlike the Social Links, there is no pressure to get the “correct answer,” so you can feel free to act the way you want your protagonist to act.

In Tartarus, many conveniences cut down on traversal time such as fast travel, the dash function, as well as speedy combat, and auto-recovery. The Great Clock, besides healing exhausted allies, will also speed up character progress later in the game. When you invest your hard-earned twilight fragments into the Great Clock; it will instantly level up your preferred allies’ levels, catching up to your level in no time.

The introduction of the Arcana Boost mechanic is also a great way to improve combat rewards. Your characters can gain more experience, boost Persona stats, and even select additional cards during Shuffle Time. These rewards are extra bonuses that will maximize your runs, ultimately making every run through Tartarus more rewarding.

The answer

Remakes are balancing acts that challenge creators to provide both a fresh take and a careful and thoughtful preservation of the original vision, even if it means making the difficult call to cull elements that have a strong emotional connection to fans.

The addition of The Answer and the Female Protagonist were novel experiments to Persona 3 FES and Persona 3 Portable when they came out. After playing through Persona 3 Reload, I’ve come to the realization that these experiments didn’t quite fit with the overall vision of the title, which is already a sore point for many of the original’s fans. Despite having “less” content, I feel confident saying that this latest release kept the right things, making for an engaging and worthwhile playthrough.

The game is an easy 80 hours for the first run, with even more to discover in subsequent replays as you unlock more social links, continually interact with your teammates, and discover the secrets of Tartarus such as the Monad Doors and Monad Passages.

If anything, playing Persona 3 Reload makes it difficult to look back at the original release and try it out. So much of it has been modernized that makes taking a trek back to the past a painful journey. Despite being such a beloved entry in the series, this realization only reinforces the fact that Persona 3 Reload is simply the best way to experience this phenomenal title.

What we liked
  • The combination of Impressive visuals, added cut scenes, remastered music, and re-recorded audio provide a fresh experience
  • Superior quality of life enhancements while still maintaining the charm and challenge of the original.
  • Additions of Theurgy, Linked Episodes, and Arcana Boost make for manageable traversal across the world.
  • Grinding is a little less frustrating.
What we didn’t like
  • Previous iterations will be difficult to revisit with these new additions.
Verdict

9/10, Buy it!

Persona 3 Reload is a triumph, considering the degree of difficulty that Atlus was challenged with when they decided to remake such a classic. Through a combination of thoughtful upgrades and leaving behind dated mechanics, this title is ready to satisfy the evolving taste of franchise fans while catering to newcomers and introducing them to the world of Persona.

Persona 3 Reload proves that you can have both a challenging and accessible JRPG without losing Persona 3’s core identity; as it refines the dated designs and systems of the original by bringing it in line with Persona 5 Royal, offering a modern take that stands tall among its peers.

It is a privilege being able to bear witness as Persona 3 has matured from its flawed but subversive origin, its bold experiments with its various re-releases, and finally its ultimate rendition with Persona 3 Reload. The game is a brilliant reimagining, essential, and a fantastic example of a remake done right. – Rappler.com

]]>
https://www.rappler.com/technology/reviews/persona-3-reload-review/feed/ 0 'Persona 3 Reload' review: Fusing style and substance, oozing with confidence and flair 'Persona 3 Reload' proves you can have both a challenging and accessible JRPG without losing Persona 3’s core identity video games Persona-3-Reload-Cutscene Persona-3-Reload-Menu Persona-3-Reload-Combat-1 Persona-3-Reload-Dorm-life Persona-3-Reload-Monad https://www.rappler.com/tachyon/2024/02/persona-3-reload-key-art-3.jpg