Catherine: Full Body Review – Put A Rin On It

Imagine that you wake up one morning and, to your horror, discover that you had inadvertently committed an act of infidelity. Think about the kind of confusion and dread that might race through your head at that moment. How did it happen? What the hell are you going to do? How on earth are you going to explain and amend the relationships with all parties involved? What kind of deep-seated anxieties might have led to this moment? In 2011, Atlus’ Persona studio explored this predicament with Catherine, using a peculiar blend of social simulation and Sokoban-influenced action-puzzling. Eight years later, Catherine: Full Body is a remaster that demonstrates how well the game’s distinctive premise and exploration of adult themes still hold up, even if its new additions to the plot don’t fit in seamlessly.

Vincent is a 32-year-old man in a long-term relationship with his girlfriend, Katherine, and at a stagnant point in his life where he isn’t exactly sure what he wants for his future. His core group of friends are in different circumstances, but they share similar dilemmas; being in your thirties is hard. Vincent has recently found himself plagued by frequent nightmares of scrambling up a crumbling tower, and he’s losing sleep and in a constant haze because of them. One morning, after a big night of drinking, he wakes up next to someone who is absolutely not his girlfriend, and what follows is a frantic, weeklong crusade to try and deal with the repercussions and decide what he wants to do with his life before Katherine can discover what’s really going on.

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Central to Vincent’s coping process is his aforementioned core group of friends. Every night after work, they all get together at their local bar, The Stray Sheep, to hang out. It’s in these regular social scenarios where Vincent can confide in his friends, talk through his state of mind, sound off on his next course of action, and, hopefully, find a resolution. The conversations between characters are mostly predetermined, though the onus to spend Vincent’s limited time having them is on you. A key component which you do have influence over, however, is your cell phone. Vincent will regularly be contacted throughout the night (by Katherine and his new fling, Catherine), and how you choose to respond to their text messages and calls, if at all, will impact Vincent’s ethical compass–represented as a meter with opaque binaries.

Time ticks along as you perform actions in the bar, and its patrons will come and go. You can skip these social sections entirely if you wish, but doing so robs you of the game’s most engrossing component. Vincent’s journey is a deeply introspective one, and though the plot’s major beats unfold in the cutscenes that bookend each day, the nuances of his character come through in his interactions with other people. Managing Vincent’s connection to his phone, and, in turn, how he treats the women in his life from a distance, sways how he might later react to significant plot points and revelations. Getting to know Vincent’s deeply flawed but sympathetic friends, as well as peeling away at the backstories of the other bar patrons as the week goes on, helps to explore themes revolving around maturity and the nature of human relationships. Full Body’s inclusion of the Japanese vocal track also provides an interesting and different take on character performances if you’ve already experienced the English version before.

The ebb and flow of your social actions–chatting to your friends, ordering another drink, checking your phone intermittently, and spending time with Vincent’s idle thoughts–make the ritual of whittling away time at the Stray Sheep strangely satisfying in its mundanity. The evocative soundtrack helps to foster this relaxed contemplative state, as does the game’s holistic but understated audiovisual style. It’s an incredibly pleasant atmosphere to be in, and it succeeds in replicating the quiet delight of spending a night drinking with friends with no particular occasion.

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It’s nice to have that safe haven, because when Vincent goes home to bed each night, the nightmares start, and that’s when things get really stressful. What’s causing the nightmares is a mysterious unknown at first, but from the outset, it’s clear that they act somewhat as a lucid metaphor for Vincent’s internal strife. You need to guide Vincent up a sheer, crumbling tower constructed entirely of cubes and other cuboids, sometimes while being chased by a monstrous personification of one of Vincent’s objects of anxiety. The tower is rarely more than three cubes deep, and while its construction might sometimes form a natural staircase for Vincent to climb, you’ll frequently need to create a path upward yourself by pushing and pulling the cubes around in strict, grid-based arrangements.

This task quickly escalates in difficulty, as the sheer tower faces become higher and harder to navigate. There will be fewer pieces to work with, while blocks with unique properties will also appear, such as being immovable or shattering after being stepped on twice. These scenarios stop you from creating an ordinary staircase, and they force you to think of more unorthodox ways to arrange and move around the tower. Vincent can hang on the edges of blocks, and blocks will support each other so long as a horizontal edge connects; both these rules are fundamental to many of the techniques required to work your way up.

Finding that potential path takes careful consideration and forward-thinking, and this can be nerve-wracking. You need to keep up your momentum, lest the stage crumble under your feet and you fall, and the soundtrack–rousing renditions of an inspired selection of classical pieces–ratchets up the urgency of your ridiculous predicament to a high degree. It’s very easy to put yourself in a dead-end situation, even with the game’s generous undo mechanic, and at times you might stare at the pieces you have to work with for what seems like an eternity without any inspiration. But when you do have a sequence of moves in mind, successfully put them into practice, and start flying up the tower without pause, that sense of mastery and accomplishment is incredibly exciting.

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This remaster also includes a number of additional difficulty options and assists, however, if reaching those moments of elation are too few and far between. These include, among other things, a “Safety” difficulty level, which eliminates failure, and an auto-climb option that can be disabled on a whim. Catherine’s puzzle difficulty does spike in places, so it’s a boon over the original for anyone who wants to keep up the momentum with Vincent’s story. If you love the puzzles, though (and I certainly do), Full Body also includes a handful of additional modes, which dramatically increase the amount of available stages. The story mode offers a “Remix” variant featuring new block types and stage layouts; the in-game “Rapunzel” arcade cabinet boasts a buffet of new stages in the same vein, too. Babel returns as a discrete puzzle mode with challenging, randomised stages for one or two players, and there’s also a head-to-head competitive mode with local and online options. There’s a lot here, but the biggest addition to Catherine is the inclusion of another potential love interest for Vincent, named Rin.

While Katherine is sensible and Catherine is uninhibited, Rin acts as a sheepish but wholehearted personality for Vincent to fawn over. She’s introduced right from the get-go and woven into the game’s existing story beats, both in new cutscenes and into the social segments at the Stray Sheep. However, perhaps unsurprisingly, Rin’s integration isn’t an entirely seamless one.

On a superficial level, story moments involving Rin will often play following whatever cinematics were part of the original game, and with that come some pacing issues. These new scenes have a strong, stylish direction, featuring more interesting edits and creative shot compositions than existing ones, but they unfortunately make the rhythm of cycling between social simulation, nightmare puzzles, and stretches of cinematics feel a little unbalanced. More significantly, though, the integration of Rin completely dismantles the game’s enigmatic sense of mystery.

If you’ve played the original version of Catherine through to one of its many different endings, then you’ll have at least some idea of how Vincent’s real-world difficulties and his nightmarish tribulations are related. However, it was previously hard to get any tangible sense of how things might fit together until the original game’s penultimate chapter. Conversely, as soon as Rin appears on screen in Full Body, it is immediately clear that something is amiss, and this feeling of peculiarity is ever-present whenever Rin is involved in a scene. Even though her arc is an enticing new mystery in itself, and does feel additive to someone who already knows everything about the original Catherine’s narrative, it’s a shame. As soon as Full Body starts, Rin acts as a big, flashy distraction from the largely grounded and plausible story that Catherine revels in during its real-world sequences for most of its running time.

Chasing Rin through the new branching path in the story feels a little inelegant overall, too. Actively choosing to pursue either Catherine or Katherine as Vincent’s ultimate goal always feels like trying to hit a moving target. Trying to push Vincent in a certain direction on the game’s ethical meter was difficult because of how hard it was to decipher which choices represented what–not just in Vincent’s text messages, but also during the series of confronting “confessional” questions that you’re asked in-between nightmare levels (eg. Would you rather kiss an alien or a corpse?). Pursing Rin feels far more blatant–a series of questions are flagged upfront as opportunities to “break” the meter and set off on a whole new path.

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Once you do break onto that new path, things go to some fascinating places. But the broad feeling of the new story branch is that it feels, well, too broad. Rin’s enthusiastic earnestness rubs off on the direction of the new content a little too much, and even though the scenarios posited are genuinely interesting to see unfold, it lacks a more grounded subtlety that invites a similar level of contemplation to the existing branches for Katherine and Catherine. What’s more dismaying is that the ultimate conclusion to Rin’s story branch actually feels like it undermines the otherwise positive themes the new chapters work so intensely to convey, seeming to suggest that the kind of love that Rin and Vincent can potentially share is fantastical in nature.

But Rin’s presence still brings an intriguing new edge to Vincent’s crisis, and Full Body still tells a fascinating, personal tale. The nightmarish block puzzles are still weirdly intense and satisfying to surmount, and the Stray Sheep is still a wonderful bar to spend your nights in. Full Body does a great job in refining and refreshing the Persona studio’s fascinating foray into the social lives of adults, and Catherine continues to stand out as a game that feels both incredibly bizarre and authentically intimate.

Sony Outlines Its Tokyo Game Show Plans, And There Won’t Be A Press Conference

Sony Interactive Entertainment Japan Asia has outlined its plans for the Tokyo Game Show 2019, which runs from September 12 to 15 at the Makuhari Messe in Chiba, Japan. Sony will be showcasing numerous games at the PlayStation booth on the show floor, but unlike previous years this is yet another event that won’t feature a Sony press conference.

The company opted to skip E3 entirely earlier this year, marking the first time it has done so since entering the video game industry in the mid-90s. “PlayStation fans mean the world to us and we always want to innovate, think differently and experiment with new ways to delight gamers. As a result, we have decided not to participate in E3 in 2019,” a PlayStation representative said at the time. Sony also decided not to host its annual PlayStation Experience, so TGS is just the latest event in the 2019 calendar year to feel the absence of a usual Sony press conference.

Sony recently shared some of the first details about its next-gen console–which we’re tentatively calling the PlayStation 5. It’s likely the company is keeping its cards close to its chest, passing on this year’s events until it has something more meaningful to reveal regarding the future of PlayStation in 2020.

Regardless, Sony will still have a show floor presence at TGS. The PlayStation booth will offer playable demos of upcoming PS4 titles such as Final Fantasy VII Remake, Nioh 2, and Call of Duty: Modern Warfare (which Sony Interactive Entertainment publishes in Japan), as well as featuring PlayStation VR demos for Space Channel 5 VR Kinda Funky News Flash! and Marvel’s Iron Man. There will also be a mega-theatre showing footage from Kojima Productions’ Death Stranding, and Sony is hosting a special match on Modern Warfare featuring members of professional Esports teams.

The company is hosting a series of stage events over the course of the show, too, with developers showing gameplay demonstrations of upcoming games. These events will be live-streamed so we’ll likely see more footage from titles like Nioh 2 and Final Fantasy VII Remake. The full stage event schedule and further information on the full lineup of games at the PlayStation booth will be announced at a later date.

In other TGS news, Capcom is set to reveal a new Resident Evil game–codenamed Project Resistance–prior to the show, with attendees being able to get their hands on the potential co-op title once the event opens its doors.

Joker Movie Director Had To Campaign For His R-Rated Vision

The upcoming Joker movie starring Joaquin Phoenix carries an R rating, and director Todd Phillips apparently had to work hard to convince Warner Bros. to allow him to make his more mature vision. He told The Los Angeles Times that it was a lengthy process to get the R rating for Joker. Some people within Warner Bros. were apparently concerned about merchandising, among other things related to the content.

“There were emails about: ‘You realize we sell Joker pajamas at Target.’ There were a zillion hurdles, and you just sort of had to navigate those one at a time,” Phillips said. “At the time I would curse them in my head every day. But then I have to put it in perspective and go, ‘They’re pretty bold that they did this.'”

Producer Emma Tillinger Koskoff said in the interview that it was difficult to get the green light for Phillips’ version of Joker, due in part to “concerns about some of the content.” However, after Warner Bros. agreed to a budget, which was reportedly much lower than typical superhero movies at a reported $55 million, everything got underway more smoothly.

“Once we locked and loaded our budget, they really gave us a tremendous amount of space to do what we needed to do,” Koskoff said. “The passion Todd has for this movie is palpable, and when he starts talking about it, he’s hard to say no to. At the end of the day, he got to make the movie he wanted to make.”

This sounds like a similar situation to the Wolverine movie Logan. Star Hugh Jackman reportedly took a big paycut so as to minimize the financial risk to the studio.

Also in the interview, Phillips spoke about his reluctance to make a comic book movie of his own. He said he’s been offered them in the past, but he always said no. “I don’t watch those movies,” he said. “It’s not because I don’t think it’s cool. It’s just like, quite frankly, they’re always so loud. It was just never something I imagined doing.”

It’s not exactly clear what convinced Phillips to sign on for Joker, but for what it’s worth, the film may not be a traditional comic book movie. He explained previously that his movie doesn’t borrow much at all from the source material.

“We didn’t follow anything from the comic books, which people are gonna be mad about,” Phillips, who also wrote the script, said in a July interview. “We just wrote our own version of where a guy like Joker might come from. That’s what was interesting to me. We’re not even doing Joker, but the story of becoming Joker. It’s about this man.”

Joker premieres at the Venice Film Festival this weekend before its wide opening in theatres on October 4. In addition to Phoenix in the title role, the movie stars Robert de Niro, Zazie Beetz, and Frances Conroy.

Joker is something of a change for Phillips, who previously made the Hangover and Old School comedies. He also wrote for Borat, which earned him his Oscar nomination.

New Terminator: Dark Fate Trailer Teases A New Apocalypse

In 1991, Terminator 2: Judgment Day told us when the world would end. August 29, 1997 was designated as Judgment Day, when the machines would rise up against the humans. Clearly, that didn’t happen, thanks to any number of movie sequels and timeline changes. However, the day still holds significance for Terminator fans, and Paramount Studios has chosen to celebrate it with a new trailer for Terminator: Dark Fate, the next film in the series.

The trailer explains what’s going on in this latest sequel. Although Sarah Connor successfully helped change the future in T2 back in 1991, she didn’t change humanity’s fate–which, based on the movie’s name, we’re guessing is pretty dark. There’s also an iconic Terminator line at the trailer’s end, so it’s worth watching all the way through.

While Arnold Schwarzenegger’s return for this movie shouldn’t come as much of a surprise–he’s yet to miss an installment–Dark Fate does see the return of two vital people. James Cameron is back producing the film, his first time being hands-on with the franchise since 1991’s Judgment Day. Also returning for the first time since T2 is Linda Hamilton, reprising her role as Sarah Connor.

The new film, from director Tim Miller (Deadpool), picks up 27 years after the events of Terminator 2, as Sarah and the original T-800 cyborg Schwarzenegger played in the first film come to the aid of a cyborg-human hybrid (Mackenzie Davis), who is trying to save a woman (Natalia Reyes) from being killed by a liquid metal Terminator (Gabriel Luna), sent from the future by Skynet. It should also be noted that Dark Fate is a direct sequel to T2 and is not connected to the franchise’s other installments–so don’t worry if you happened to miss 2009’s Terminator Salvation or 2015’s Terminator Genisys.

The movie will also reportedly flash back to the 1990s, with body doubles stepping in for younger versions of Schwarzenegger and Edward Furlong (John Connor). The doubles will likely have their faces digitally replaced by CGI versions of both actors, as Bloody Disgusting points out.

Terminator: Dark Fate arrived in theaters on November 1.

Astral Chain: How To Get S+ Rank In Combat

One of the common features across stylish-action games such as Bayonetta or Devil May Cry is a system that grades your performance in combat. It’s motivation for playing better and using your suite of abilities to its full potential, which often leads to better rewards. Nintendo Switch exclusive Astral Chain does the same if you play on either Platinum Standard or Platinum Ultimate difficulty, but it works a bit differently this time around.

Astral Chain’s combat scenarios conclude by giving you a letter grade from D (lowest) to S+ (highest), and there are several factors that go into the grade you get. The number one thing to keep in mind is to use your variety of Legions and different skills as much as you can. Another important tip is to always hit your sync attacks and sync finishers; these account for a good chunk of points at the end of combat. Getting multiple chain binds and consecutive critical backstab hits also heavily factor into point totals.

Essentially any sweet move you can do in Astral Chain contributes to the overall score you get (10,000+ being the requirement for S+ rank). Time to complete the combat scenario is also part of your score calculation so its best to be efficient, too. There is nothing that will explicitly take points away from you since there are no negatives in the calculation, just points you leave on the table.

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However, Astral Chain differs from its contemporaries in a big way; its scoring system does not account for damage taken. That’s right, you can take as much damage as you want (though you don’t really want that) and still get the coveted S+ ranking–even using up your AED revives won’t prevent a top tank. The way damage can hinder your score is if your combos or abilities constantly get broken up, preventing you from pulling off the moves that add points to your overall score.

Though the game doesn’t make it explicitly clear what the conditions for achieving certain awards are, you can get a general idea of what they require based on their names. The following is a long list of the awards I’ve commonly earned in combat:

  • Legion Skill
  • Legion Skill Master
  • Chain Bind
  • Multi Chain Bind
  • Backstab
  • Perfect Call
  • Finishing Touch
  • Legion of Legions
  • Long Range Only
  • Running On Empty
  • Accident-Prone
  • Medicine Master
  • Dodge and Sync
  • Sync Attacker
  • Drop and Sync
  • Sync Attack Master
  • Naked Eye
  • Stunning
  • Full Arsenal
  • Multiple Legions
  • Item Hoarder
  • Chain of Command

At the end of the day, there are many ways to achieve S+ ranks in Astral Chain. It’s not exact science but in my experience, hitting multiple sync attacks, juggling between at least three different Legion, and using cool down attacks have been enough to earn consistent S+ grades. There comes a point in the game (especially in the endgame combat missions) where success is only really possible by playing in this manner; you’ll inherently earn top rank most times.

For more on Astral Chain, be sure to check out all our coverage and content:

Astral Chain Guide: Advanced Combat Tips, Advice, And Everything You Need To Know

Astral Chain Guide: The Tips And Advice You Need To Get Started

Gears 5 Has More Expansive Levels, But It Isn’t Trying To Be Red Dead Or Far Cry

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Gears 5 represents something of a change for the shooter series in that its campaign mode features levels that are “more open and expansive.” That’s according to The Coalition boss Rod Fergusson, who explained to GameSpot that while Gears 5’s levels will be larger, the studio isn’t aiming for a true open-world experience that’s similar to what you might find in the Red Dead and Far Cry franchises.

Some people who worked on Gears 5 previously developed open-world games in the Assassin’s Creed and Far Cry franchises. They’ve taken those learnings to Gears 5, but the game is doing something different.

“We just knew that we weren’t trying to be another Red Dead or Far Cry or Ghost Recon,” Fergusson said. “We were just saying, ‘How can we take Gears and make it feel more open and expansive without trying to go toe-to-toe with Ubisoft?’ Because that’s not really what this game is. We just wanted to take inspiration from genres we love to give a bit more freedom and that idea of player choice.”

Making Gears 5 less linear than previous Gears of War games has been “one of our biggest challenges,” Fergusson said. That’s in part because of the unique dynamic of The Coalition.

The studio took over development on the Gears of War series after Microsoft bought the franchise from Epic. The team made its first brand-new game, Gears of War 4, which was more linear. With Gears 5, the studio ramped up its ambition further, and this wasn’t easy.

“The unfortunate part is once you figure something out, you have to go down to where you truly understand it,” he said. “So we had a team that didn’t make Gears before, so we made Gears 4. We were feeling pretty confident. ‘Okay, we know how to to make a Gears game, we know to do all this stuff,’ and then this little thing called ambition gets in the way and you start creating new ideas that nobody has a clue how to do necessarily. And it makes an interesting challenge again.”

Gears 5 also differs from previous Gears of War games in that it has some light RPG systems that provide branching narrative experiences. However, Gears 5 is not an RPG at heart. In playing a section of the campaign, GameSpot’s Mat Paget speaks about how Gears 5 still feels like a traditional gun- and action-heavy Gears of War game.

Looking ahead to the future, Fergusson said he struggles to see how The Coalition can top itself with a potential Gears 6 in terms of size and scale. Not only that, it seemingly remains to be seen if future games–which have not been announced–will continue to include new elements like larger levels and RPG elements.

“I have trouble imagining a bigger game than Gears 5,” he said. “It’ll be interesting to see how people react to some of the changes. I don’t know how people will react to the RPG-ness, how people will react to the larger levels … “

Gears 5 launches on September 10, but the game unlocks four days early for people who buy the game’s Ultimate edition or subscribe to Xbox Game Pass. The game is available to pre-load right now, and you can see GameSpot’s rundown of the Gears 5 server start times, launch maps, and more.

For more, check out GameSpot’s new preview of Gears 5: Gears 5: Huge, Open Levels And Creative Combat Deliver Big Changes