The Messenger Gameplay: Bosses Big And Small

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The Messenger Gameplay: 8- And 16-Bit Platforming Glory

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The Messenger Review: Fleet Footed

It is evident from the onset that The Messenger is heavily influenced–aesthetically and mechanically–by the classic Ninja Gaiden series. But it’s also quickly evident that the game doesn’t just wear its influences on its sleeve, it also brings a brilliant new take on the action-platformer genre.

You play as a young ninja warrior tasked with delivering a sacred scroll to the top of a mountain after his village is attacked by demons. It isn’t a wholly original idea by any means, but The Messenger eschews any self-seriousness in favor of a humorous and self-referential tone, regularly riffing on action-platformer tropes through the ninja warrior’s conversations with various characters. The excellent writing keeps things lively and fresh, with jokes and pop culture references interwoven with an ambitious and clever narrative involving a time-travel mechanic that ties well into the gameplay system.

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The ninja’s skillset is initially limited, but it expands quickly to include abilities like a rope dart, wall climbing, and aerial gliding as well as a couple of optional techniques like a boomerang shuriken. Most interestingly, The Messenger replaces the classic double-jump move with something called cloudstepping, an ability that only makes double-jumping available after you’ve successfully landed a sword blow on an enemy or object mid-air.

This means you simply can’t double-jump just anywhere, and an element of skill and timing is added to regular proceedings–chain several hits in succession and you can almost fly across the map by cloudstepping, but whiff one slash and you will find yourself staring into a bottomless pit. There is a great satisfaction to be found in the demands of successful cloudstepping, and the controls are impressively responsive to accompany your needs here.

The rewarding high-risk mechanic is complemented by The Messenger’s smart design. Almost every level is crafted in such a way that it can be traversed using a number of different approaches, and exploration and experimentation are encouraged at every corner. You can take the straightforward route, or you can attempt the more difficult cloudstepping route that ultimately yields greater rewards due to numerous well-hidden secrets sprinkled throughout the game.

The Messenger starts off fairly easy, but the difficulty quickly increases as you acquire more abilities. Harder obstacles and challenges are introduced, and the game forces you to make the most of your abilities in order to keep up. Death is common, but the momentum never stops due to the use of generous checkpoints, allowing you to quickly learn from past mistakes and improve your muscle memory. The Messenger never feels too overwhelming or too easy, and its pacing and difficulty curve is nicely balanced–there is always a satisfaction to be had when a secret is found, a difficult obstacle is conquered, or a boss is defeated.

The Messenger also features a big twist: While the first half of the game is a linear action-platformer, once the midway point is reached, the game’s narrative expands, unlocking time travel to and from the future. The game switches from its vibrant 8-bit aesthetic to an even more beautiful 16-bit art style, with richer backgrounds, a more diverse color palette, and more advanced audio processing to contrast with its previously chiptune soundtrack.

Additionally, the map and mechanics open up in the style of a Metroidvania, and a mechanic is introduced which allows you to travel back and forth between eras. A whole new dimension of puzzling opens up, creating even more tantalizing opportunities for exploration–you’ll have to go back and forth often to maneuver around a level’s physical obstacles and differences in each time zone. It’s a simple but creative and aesthetically impressive mechanic that works very well.

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The only thing that becomes distracting at this point in the game is the limited number of enemy types–there aren’t that many of them, and encountering and killing the same monsters over and over again as you explore can become tedious. And while the 20-or-so hours of time-traveling, traversal, and swordfights lead you to a satisfying and appropriate climax, the game has an abrupt ending that robs you of any sense of closure.

The Messenger takes the best parts of the action-platformers it takes influence from and reinterprets them well. With clever writing, well-designed levels, and balanced difficulty curve, the game continuously hooks you with enticing skill-based challenges and satisfying payoffs. Your character might have an immediate imperative to delivering a world-saving scroll, but the journey there definitely one to savor.

Dragon Quest XI: Echoes Of An Elusive Age Exploring The Hotto Steppes And Gallopolis Region Gameplay

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Dragon Quest XI: Echoes Of An Elusive Age Kingsbarrow Dungeon Gameplay

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New PC Game Parkasaurus Lets You Dress Up Dinosaurs Within Your Own Custom Theme Park

Washbear Studio has announced that the developer’s dinosaur-themed park tycoon simulation game, Parkasaurus, is entering Early Access. The title costs $20/€20.

Parkasaurus plays out like a goofy Jurassic Park where you’re primarily responsible for designing the dinosaur exhibits and taking care of the needs of your customers. At the game’s launch, you’ll have access to 80 buildable items, four different employee types, and 24 dinosaurs. Washbear Studio has more planned.

Every dino begins life as an egg, which you must hatch and raise to adulthood. To help you keep track of every dinosaur under your care–and to add some creative flair–you can accessorize your assortment of reptiles with sunglasses, neckties, and beanies.

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You have complete control of your park, from the biome systems to guest attractions. Visitors will leave reviews based on their time under your care, and it’s up to you to decide whether you listen to their advice when building further park improvements. You do have to turn a profit to afford more expensive accessories or buildable items, so it’s in your best interest to listen to what they have to say. If all else fails, you can cut your losses and unleash your hungry predators upon the populace. No customers, no complaints.

Parkasaurus is currently only scheduled for PC and comes to Steam Early Access on September 25. There is no planned console release.

Dragon Quest XI: Echoes Of An Elusive Age Review – Back To The Good-Old Days

The Dragon Quest series is a standard-bearer for an entire genre. Numerous JRPGs that have come and gone over the years have adapted from–and built upon–many of the formulas Dragon Quest established in the 8-bit era. While series like Final Fantasy have transformed dramatically over time, Dragon Quest tends towards traditionalism, enshrining many of its core gameplay and story concepts from game to game.

Dragon Quest XI is no exception. The chosen hero and his growing group of party members go on a globe-spanning adventure in a realm of fantasy and magic, exploring dungeons, solving story beats to proceed, and battling foes in turn-based combat. It’s a tale you’re probably familiar with if you’ve played any classic JRPG. But Dragon Quest XI is proof that traditions and tropes don’t have to feel worn-out and dull, as this gorgeous adventure will challenge your skills, tug at your heartstrings, and keep you eagerly playing further and further into its lengthy quest.

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The hero of Dragon Quest XI is the reincarnation of the Luminary, a chosen warrior who will destroy a foretold dark presence. Yet the glorious hero is not welcomed with open arms when his destiny is revealed; some fear him as a harbinger that disaster is imminent, and wish him dead. As the hero adventures from his hometown into the wider world, he makes many friends, encounters wicked monsters, endures intense tribulations, and fights for light in the shadow of an empire manipulated by darkness.

That setup likely sounds quite familiar. The story in Dragon Quest XI doesn’t really offer any novel plot beats or twists, but that’s not a knock against it; the game does a spectacular job of melding familiar story elements with engaging characters and excellent choreography.

For example, a tournament sequence is something you see in a lot of JRPGs, but the presentation, characterization, and sprinkling of humor present in Dragon Quest XI’s tournament arc makes it truly unforgettable. One memorable sequence involves the hero learning about his mysterious origins and the land that he came from. While that sounds like nothing more than a genre cliché, the way it’s presented here is absolutely beautiful and touching.

The characterization of the game’s various personalities helps a lot in making the story and world as engaging as it is. Every member of your party has a well-developed, unique personality that accentuates their role. For example, one of the more iconic party members is the flamboyant entertainer, Sylvando. His over-the-top mannerisms, cheerful attitude, and combat prowess make him stand out, but you also get an impression that the clown act might belie something buried in his past. There are plenty of fun NPCs you’ll interact with in the story as well, such as a love-starved mermaid, an eccentric dean of an elite girls’ prep school, and a stunningly incompetent prince. Finally, villains like the conflicted Sir Hendrick and the cunning Jasper present a constant threat that pushes you ever-forward.

Like the story and world, Dragon Quest XI’s combat is familiar and traditional, but presented in a charming and engaging way that makes it feel anything but dated.

Special praise should be given to the game’s localization. While it does change quite a few character and place names from the Japanese version, it does a magnificent job of making the dialogue and overall mood of the game feel warm, soulful, and inviting. Character personalities and the flavor of various regions of the world come through in dialogue with delightful flourishes (I feel for the editor who had to write hundreds of dialogue boxes for the characters who only speak in haiku), and even incidental menu and combat text has a fun, lighthearted feel to it that makes simply running through menus more lively. And when things get somber and serious, the writing changes to match, knowing full well what sort of tone needs to be set.

Dragon Quest XI is a very linear game; you hit one story point, solve whatever problem you’re facing there (be it by defeating a monster, collecting an item, beating a minigame, or various combinations of these things), then venture out to the next area where you’re presented with a new story beat, slashing down mobs of enemies along the way to build up your characters’ levels. You can go off the beaten path a bit to complete subquests and explore optional areas, but most locales are completely locked off until you hit a specific point in the story.

Like the story and world, Dragon Quest XI’s combat is familiar and traditional, but presented in a charming and engaging way that makes it feel anything but dated. Characters and enemies take individual turns based on their agility, and you choose what characters do by either picking commands from a text-based menu or setting the CPU to act based on preset guidelines. Animations play out as blows are exchanged and spells are cast, and every so often there’s a funky little twist to the fight that livens things up, like characters achieving a “pepped up” state that raises their abilities and grants them access to special attacks.

While there’s a setting in the options that allows you to physically move characters during battle (rather than having them stay in a stationary row), it doesn’t change the combat significantly; positioning doesn’t affect attacks, and the fighting remains strictly turn-driven. Though it’s relatively basic, little animations, messages, and quirks about combat, like enemies that fuse together or bizarre status conditions, keep you interested and engaged. Boss battles aren’t terribly common, but the big fights are truly trying, challenging you to make use of your learned spells and skills against a foe that will utterly wipe you out if you don’t play strategically.

Despite Dragon Quest XI’s massive length (anywhere from 60 to over 100 hours, depending on how you pace yourself and how much extra content and questing you do), it rarely feels like it’s dragging its feet. There’s practically always a new place to explore, a new character to encounter, or a new threat to tackle. The game occasionally fails to maintain its otherwise steady pace–a mid-game sequence involving the search for magical orbs is particularly troublesome–but it doesn’t often keep you in one place or dealing with one subplot for too long. You also won’t have to grind if you’re smart about picking enemy fights and divvying up character skill points. And if you ever need a bit of break, you can invest time in various mini-games like crafting items, horse racing, and a casino with slots and poker, among other things.

Innovation in games is talked about a lot, but it’s also great to see traditional gameplay formulas that have been around for decades presented exceptionally well. Dragon Quest XI is one of the best modern examples of this; its beautiful presentation, both visual- and story-wise, combines with a tried-and-true gameplay formula for a journey that’s full of heart and soul. Once you find yourself sucked into the world of Dragon Quest XI, it’s going to be hard to put down until you reach the grand finale.

Do Remasters Make Sense For PC? – Steam Punks

Remastered versions of games have been a fairly recent trend, having become so common this generation. They’ve offered the opportunity to enjoy games of the past on modern hardware along with refined visuals and general quality of life improvements, but are sometimes viewed as “cash-ins” on beloved games. Things gets a bit more dicey when it comes to PC games. There’s likely to be conflicts between new operating systems and old games; there might be a workaround to get games running, so there’s something nice about having classics seamlessly working on a modern setup. However, that’s less likely to be necessary in the 3D era of PC games, especially with graphics options readily available in most situations. So, on this episode of Steam Punks, Jess and Ed explore the question: do remasters make sense on PC?

Sid Meier’s Pirates, originally on the Commodore 64 in 1987, received two updated versions in its time: a 1993 release with a visual upgrade and a full remake in 2004. Both versions retained the core elements that made it great. Classic point-and-click adventure games like Grim Fandango and Full Throttle benefited from remasters since they were able to run easily modern systems and obtained legally. In the 3D era however, games that were previously console exclusives have a natural avenue to come to PC by way of a remaster. For example, games like Shenmue, Devil May Cry, Yakuza 0, Valkyria Chronicles are now available to an audience that may not have the original platforms that had those game. These are some cases in which PC remasters have shined.

On the flip side, a PC remaster could end up going slightly wrong, like in the cases of Age of Empires: Definitive Edition and Heroes of Might and Magic III HD Edition. Mod communities have been instrumental in preserving and updating older games as well. Speaking of mods, The Elder Scrolls V: Skyrim – Special Edition may not have been entirely necessary on PC given that the highly active mod community that has contributed a slew of visual upgrade packages and extra content.

There are also aspects to consider such as game preservation or gauging interest in particular franchise to see if people want new entry. What are your thoughts on remasters? Which remastered games have you been excited about? And what would you like to see remastered today?

Games discussed:

  • Sid Meier’s Pirates
  • Grim Fandango Remastered
  • Full Throttle Remastered
  • Shenmue I & II
  • Devil May Cry
  • Yakuza 0
  • Age of Empires: Definitive Edition
  • Heroes of Might and Magic III HD Edition
  • The Elder Scrolls V: Skyrim – Special Edition

New Joker Movie Adds Alec Baldwin To Play Batman’s Father

The new Joker movie from The Hangover director Todd Phillips and starring Joaquin Phoenix in the title role has added another big name to its cast. According to Deadline, Oscar nominee Alec Baldwin will play Batman’s ill-fated father, Thomas Wayne.

Baldwin is a veteran TV and movie actor, known for his leading role on the comedy 30 Rock and more recently as the voice of Boss Baby in the movie of the same name. Baldwin picked up a Best Supporting actor nomination for his role in the 2003 movie The Cooler. He’s also known for his portrayal of Donald Trump on Saturday Night Live.

In addition to Phoenix and Baldwin, the Joker movie will feature Robert De Niro, Zazie Beetz, Marc Maron, and Frances Conroy, according to Deadline.

The new Joker movie starts shooting on September 10 and is due in theaters in October 2019.

According to a previous report, Joker has a budget of “only” around $55 million. The film will apparently be more “experimental in tone and content,” likened to a “crime drama.” Also, it’s separate from the other one starring Jared Leto as the Clown Prince of Crime.