Cricket 19 Review

After a well-intentioned yet ultimately disappointing detour into the NBA Jam-inspired, super-powered swashbuckling of 2018’s Big Bash Boom, Big Ant Studios has made a confident return to the more traditional cricket game crease with Cricket 19. Using the core engine and feature set of 2017’s Ashes Cricket as a base, Cricket 19 breathes life into its presentation, smartens up its AI, and bolts on a compelling new scenario mode, making it look and feel more authentic than a broken-in Baggy Green  complete with a few frayed edges.

Although it’s dropped the ‘Ashes’ brand from its moniker, Cricket 19 is still the officially licensed game of this year’s contest between Australia and England and thus all of the men’s and women’s squads from each country remain in this year’s game. Joining the existing Australian grounds from Ashes Cricket are the five English grounds to be featured in the 2019 series, each of them realised with convincing detail from the vibrant red slab that is The Point at Old Trafford, right down to the Father Time windvane that’s perched high above Lord’s.

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Seto Kaiba Unleashes Obelisk And Blue Eyes Ultimate Dragon In Jump Force

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There’s A Giant Monster Eyeball Under Polar Peak In Fortnite – GS News Update

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RAD 15 Minutes of Exploration And Combat Extended Gameplay

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Kit Harrington’s Reaction to the Game of Thrones Finale is A+

HBO recently aired a documentary showcasing the behind-the-scenes creation of Game of Thrones’ eighth season, during which Jon Snow actor Kit Harington had an… interesting reaction to his character’s pivotal moment in the show’s series finale.

Warning: Spoilers for Game of Thrones ahead!

After finding out that Jon Snow was the one to kill Daenerys in the series’ finale during a table read, Harington slowly backs away, clearly upset. Emilia Clarke also reacted by nodding at him and sliding down in her chair.

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Void Bastards Review – Into The Void

Void Bastards never lets you get too comfortable. As you explore spaceships, scrounging around for supplies to push yourself that little bit further, your strategy has to be flexible. An electrifying zapper is good for immobilizing some enemies, but it’s useless against those with shields. A lobbed grenade is handy against those shielded enemies, but it prevents you from taking more devastating firepower with you to fight beefier foes. Void Bastards forces you to make small decisions with each stop at a not-so-abandoned vessel, which makes these encounters challenging and exciting.

Void Bastards puts you in the space shoes of numerous rehydrated “clients” aboard a stranded personnel vessel, whose AI has had no choice but to rely on its dangerous cargo to repair the ship for a final jump to its destination. You are tasked with searching any nearby ships for special items and other resources, using components you find to craft new weapons and tools that will help you both evade and combat the numerous nasty enemies protecting these rewards. This encapsulates the main loop you’ll find yourself in throughout the 15-hour campaign.

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The game hops between a frenetic first-person shooter when you board ships and a galactic exploration adventure outside of them. Your small vessel requires fuel to travel, while you need food to survive each passing day in the empty void. Both of these resources are found on nearby ships, which you can inspect from afar to identify its possible inhabitants, lucrative rewards, and unique modifiers before making a choice on whether to board or pass by. Modifiers can include anything from security systems being graciously offline to the hallways being stripped of lights to make your journey through them more treacherous. These small modifiers keep your ventures on ships exciting, providing knock-on effects for you and its enemies to play off of.

Punchy one-liners and some dark humor drive Void Bastard’s world-building, which is primarily conveyed by your AI handler and occasionally by intercom systems on ships you board. Neither expand on the lore enough to make the setting any more interesting than it is at face value, but it’s entertaining enough to earn a few chuckles throughout. The story is supported by gorgeous comic book-style cutscenes that bookend each completed objective. It has a distinct style that immediately gives Void Bastards an identity.

The comic book aesthetic transitions over beautifully into gameplay, where the action looks like it was ripped from the narrative panels preceding them. Explosions litter the screen with onomatopoetic descriptions of their destructive power, represented visually with bold colors and thick black outlines. Enemies move as if they’re 2D sprites living in a 3D space, rotating at fixed increments to face you. It’s a striking style that makes Void Bastards immediately recognizable and imbues its adventure with personality.

With its rogue-lite structure, Void Bastards is as much about staying alive as long as you can as it is about dying. You won’t lose all your progress when your current character expires, but you will lose any hoarded ammunition, fuel, and food. You’ll also lose your current character, who might be equipped with both useful and detrimental abilities. One might be capable of silently sprinting, letting you get by enemies faster without alerting them. Another could do the exact opposite by randomly coughing and giving away your position. It’s fun to work with and around these traits, but Void Bastards graciously lets you keep any weapon and gadget upgrades as well as objective progress intact should you lose a character early.

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Crafting these items is streamlined, too. A clear and concise upgrade tree shows you exactly what you need to build a new item, as well as what components you should look out for to upgrade them a tier. You can even tag certain pieces of gear and have any possible nearby locations with their required components show up on the galaxy map, clearly charting you a course towards them. Void Bastards rewards you with items for upgrades frequently. You’ll likely have something new to craft after most dangerous expeditions onto nearby ships, which not only helps shake up each combat encounter with some new weapons and toys, but also expands your options for engagement with the numerous types of enemies you’ll come into contact with.

The game’s enemy variety is key to keeping each expedition surprising, and they start off simple enough. Slow-to-react but explosive blue alien blobs and dim-witted Janitors litter the halls of your first few ships, eventually giving way to quick and foul-mouthed Juveniles and skittish Scribes that run away from danger. As you descend into deeper nebulas with more rewards, the dangers increase, with formidable variations on previous enemies. Hard-hitting Stevs will make quick work of your health bar while Secs can quickly render your loadout redundant, as their impenetrable shields block everything you throw at them.

The randomized selection of enemies on ships and their increasing ferocity keeps you thinking about which weapons to take on board, as well as how they can combine for particular strategies. You’re given the choice of three items to bring with you as you dock, and your loadout cannot be changed once you’ve boarded the vessel, making your understanding of the perils aboard paramount to your selections. For example, if a ship’s security systems are down but it’s overrun with hulking Stevs, it might be better to leave behind a stun gun and bring along the autonomous and explosive Kittybots, which do a great job of distracting foes as you slip past. Ships with smaller enemies in large numbers might benefit from a weapon with a faster rate of fire over a semi-automatic pistol. Since each slot serves a purpose (weapon, explosive and gadget) it’s fun to play around with different combinations and see which combine in both creative and effective ways.

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There are hundreds of weapons at your disposal, but the variety between them and the tools you have allows for this experimentation. It’s satisfying to use an immobilizing stun gun to freeze groups of enemies in place before launching a package of small grenades that bounce and ricochet off the walls of a narrow walkway to deal devastating damage. A silent dart gun can let you poison enemies from afar, letting you watch them slowly die as you soak up their incoming fire with a personal shield should you be spotted. Or you could take a more indirect approach by sucking up an enemy into your rift gun, placing them in an airlock and launching them out into space. The careful distribution of ammunition for each weapon prevents you from stockpiling enough for your favorites all the time, which pushes you to become familiar with your entire arsenal too. It avoids being frustrating because of how fun each weapon is to use in the right situation, but also makes you carefully consider when to use the right tool for the right job.

The ships you board can also throw up strategic combat options for you to exploit through their randomized construction. Simply being able to lock doors lets you create traps for enemies to wander into, letting you slide in a few explosives before locking them into a hallway with no escape. You can override security systems and make them fight for you if you have enough credits to spend, while environmental hazards such as nuclear spills and severed electrical cables can serve as nuisances or convenient traps depending on whether you see them in time or not. Void Bastards gives you maps for each of the ships you board from the start, letting you focus on the foes lurking in their halls rather than remembering how to get back to your exit. Resources are hidden between enemies and hazards; this keeps exploration fun and interesting while ditching the tedium of basic navigation.

Void Bastards succeeds because it keeps you moving forward and rewards you on the way, without feeling like a pushover as a result.

Void Bastards doesn’t introduce changes to its gameplay loop throughout its course, and its narrative objectives don’t shake it up meaningfully. But there’s a steady flow of new weapons and suitably challenging enemies to test them on, so you don’t get stuck in a rut. And because you maintain some progress between deaths, dying doesn’t dissuade you from jumping right into the next run. Void Bastards succeeds because it keeps you moving forward and rewards you on the way, without feeling like a pushover as a result.

This delicate balance highlights the assortment of randomized levels, enemy compilations and uniquely designed weaponry that all make Void Bastards an absolute delight. It’s wildly entertaining to go from ship to ship and eradicate enemies with constantly shifting strategies, and equally engaging to use your scavenging gains to make yourself feel increasingly powerful. It’s a satisfyingly stylish shooter that manages to play as well as, if not better than, it looks.

Draugen Review – Mystery Loves Company

“This isn’t Agatha Christie. There won’t be a convenient set of clues leading to a tidy conclusion.” That’s what protagonist Edward Charles Harden tells his 17-year-old ward Lissie, and by extension the player, halfway through Draugen‘s fjord-noir mystery. A good ending is only as important as the joy of the journey to get there, but can a fascinating mystery succeed in its own right without a Christie-style “tidy conclusion”? Draugen’s conclusion is certainly an untidy one, but regardless of whether you like your mysteries neatly solved, the somewhat unsatisfying ending does not eclipse the fascinating characters, gripping story, and breathtaking town of Graavik.

It’s 1923 and Edward and Lissie have traveled from Hanover, Massachusetts to a fishing village in Norway in search of Edward’s younger sister, Elizabeth, who has gone missing. Everything you learn about these three central characters is through conversations between the stoic academic Edward and his vivacious young ward. The interplay between the two is delivered through naturally flowing dialogue; you can interject, begin conversations, continue them, or choose to stay silent. This enhances your involvement in embodying Edward, which is important, as he is otherwise a fairly single-minded character in a linear narrative.

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In stark contrast, Lissie has a wild and liberal approach to life. In fact, Lissie is the antithesis of Edward, a fact that becomes more significant as the central mysteries of the game wear on. On top of that, the strong performances behind each of the central characters bolster their personalities. In particular, Edward’s mutterings, pauses, and audible skimming through letters and selecting what to read aloud to Lissie makes those interactions feel more genuine.

The countryside village of Graavik is positively beautiful. Sunlight filters through glowing orange leaves on trees, shadows drift across your path, and the snow-capped mountain tops are such a bright white that they fade into the clouds. Lissie is animated with a loving attention to detail; the minor curve of her lips or a slightly raised eyebrow do much to convey her opinions and relationship to Edward. Alongside the stunning vistas, the sound design establishes a palpable sense of place; the wind is constantly roaring through the mountain valley and rustling trees, and there are rushing falls and singing birds. Everything is, in fact, so perfect that it feels unreal, and it’s no mistake that that is one of the central dualities that underpin the narrative. The town is, as it happens, completely empty, and all of that natural beauty gives way to a tangible tension as you uncover how deep secrecy and tragedy run in the otherwise unassuming village.

Because it’s a first-person exploration adventure, the familiarity of certain narrative tropes that have become expected in this genre–a creepy mine, an abandoned house, a curse, a gregarious companion–have less of an impact. Draugen is most effective when it steps away from expectation–when you engage in and explore the curious relationship between Edward and Lissie, when it calls upon you to second-guess the assertions of its protagonists, and when the imagined blurs with reality, sometimes imperceptibly.

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The central mystery of the town revolves around unique and interesting characters with intricate lives, but it’s Edward’s personal character arc that takes precedence. Draugen deals in simple themes, like its noir whodunit narrative, and more complicated ones, like psychology, trauma, and the perils of isolation. The complex ideas are explored more thoroughly through Edward, forcing the base mystery into the back seat. Though this creates a more satisfying psychological journey for Edward, it rips the narrative away from the mystery of Graavik’s inhabitants at a pivotal moment. Edward carries a journal with him, though there are no consistent entries; rather, it houses an annotated map and his drawings of the town. Given Draugen’s focus on Edward’s evolution and motivations, it’s a missed opportunity that his journal doesn’t offer up a deeper analysis of his inner workings. But while some elements of the game’s mysteries remain unresolved, Edward’s literal and emotional journey is ultimately satisfying, and his character becomes extremely sympathetic.

To explain much more would be a disservice to the joy of unraveling Draugen’s mysteries for yourself. It’s exciting to piece apart the history of the abandoned town, and the horrors the befell it, even though it’s up to your interpretation to decide if there’s supernatural elements or foul play at work. There is a central narrative path to follow, though even if you pore over all of the intriguing newspaper clippings, handwritten letters, and other optional documents, the story comes to a close in three hours. The final chapters are somewhat abrupt, and while certain elements–like the character arc of Edward–are satisfying to see come to their natural end, it feels as though there’s too much left undone. My laundry list of questions upon finishing the game would be a frustrating final takeaway, were it not for the joy of watching Edward and Lissie evolve, running the gamut of serene to terrifying moments, and ultimately echoing one of Edward’s final utterances: “I almost wish we had more time to dig into the history of Graavik.”

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Leaving questions unanswered doesn’t present a failure in the narrative, but rather the notion that Graavik feels like a town with so much more to say, whose inhabitants deserve to have more of their stories told. It’s a theme the game vocalizes through Lissie’s dialogue several times, and yet it rarely provides concrete answers as to what precisely happened in the town. In this way, leaving Graavik behind is disappointing–but more significantly, that feeling is a hallmark of how fascinating the world and its characters are. Graavik is beautiful and unforgettable, and the joy in watching Edward and Lissie grow and change is the core of Draugen’s success in character building and writing. The puzzle pieces of the central mysteries you can slot together are satisfying, and the picture they begin to create is truly captivating, even if you are left wishing you could see just a bit more of it.

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