Back in June, video game consumers were granted a glimpse into the next gen thrills that Sony had to offer with the upcoming fifth incarnation of their PlayStation console. It saw Sony double-down on first party exclusives with Spider-Man: Miles Morales, Horizon: Forbidden West, and the Demon’s Souls Remake featuring proudly among them. During State of Play we were afforded more expansive looks into upcoming indie releases, and re-releases like Braid: Anniversary Edition. Further, the future of PSVR was featured, which even informed us that we could play the entirety of next year’s Hitman III in virtual reality.
Unfortunately, most of the titles that featured in the livestream came and went with little fanfare. The whole thing felt akin to a disappointing showcase of the leftovers Sony failed to fit into their packed, prior show. However, State of Play did give us reasons to get us excited.
It’s About Time, Indeed
Firstly, the very fact that we are received a numbered instalment in the Crash Bandicoot series at State of Play – the first in 22 years – is something to celebrate. However, is this the true successor to Crash Bandicoot 3: Warped fans have been clamouring for since the lacklustre Wrath of Cortex?
Well, from what Toys for Bob had to demonstrate, the official fourth instalment in the Crash Bandicoot series certainly feels classic. The perspective-shifting style of platforming has returned, the luscious cartoon-like visuals would not look out of place in the classic trilogy on the original PlayStation, and that old-school charm is very much intact.
In addition, Crash Bandicoot 4: It’s About Time incorporates some modern touches both for better, and worse. For example, additions to the platforming such as the ability to wall-run and use the masks that this game introduces to perform tricks like gravity alteration seem set to bolster the challenge in a manner that is oh, so enjoyable.
Unfortunately, the multiple playable characters are not so enticing. The entire game can be played through as Crash’s sister Coco, with Neo-Cortex and Dingodile making brief appearances. Toys for Bob sold playing as Dingodile as though it was something fans had demanded, though it seems unlikely that this is the case.
Also, players can replay each of the game’s levels in different art styles once they have been unlocked. Among these include negative rendering, environments that need paint spun onto them to add any colour, and a filter that resembles classic Disney films from the 30s. The majority of these look unplayable and were probably a feature best left on the cutting room floor.
Image credit: Eurogamer.
A Path for the Pathless
During our extended look at The Pathless during State of Play , there was so much to be enamoured with – primarily the power of next gen on glorious display.
What immediately attracts the eye is just how beautiful the game is. The stylised, oriental-inspired visual style resembles a Japanese painting come to life. Due to plot-related reasons, low-key blues dominate the screen. However, this makes the pockets of high-key lighting, and diverse colours all the more striking.
Fortunately, the gameplay appears to match the quality of the visuals. Traversing the game’s open-world looks set to be fast, fun, and skill-based as players take control of an archer who needs to shoot objects in the game world to fill a dash meter that has them soaring across the grassy plains in style.
Furthermore, players will bond with an eagle throughout the game which, so long as it is well looked after, will permit players to take to the sky in glorious flight. Not only does this provide players with a new and interesting means of traversal, but it also displays the game’s arresting visuals from a disparate perspective.
Although the lack of a map, and the sprinkles of environmental puzzle-solving may prove to be tedious for some, the boss encounters look to thrill and excite. To take down these gorgeous and fiery beasts, players will need to combine puzzle-solving with fast-paced action and thoughtful strategy.
It will be very a merry Christmas for all when The Pathless drops later this year.
Image credit: USgamer.
Dive Right in to Spelunky 2
You craved it for 12 years and now, finally, it shall soon be here. We return to the current generation as Derek Yu recently provided fans with a deeply personal dive into the sequel of the 2008 roguelike platformer, Spelunky.
In his presentation, Derek placed emphasis on the two aspects of the Spelunky sequel that are most important to him: an online community, and player-driven storytelling. Should these elements prove to be masterfully handled, Spelunky 2 could serve as the epitome of what a video game is.
Even the greatest of independently produced video games borrow heavily from the cinematic medium to tell the stories the developers wish to tell. Much like how films can suffer when weighed down with excessive dialogue, video games suffer when they neglect the unique ways in which they can tell stories.
Derek made it abundantly clear how grateful he is to the fans as he thanked them for their patience and promised to improve on features from the previous game, such as making the shopping experience more robust, and as brimming with storytelling potential as the rest of the game.
Even A God May Fall
One of the most important items on show last night and one of the first exclusives to be revealed for the PlayStation 5 late last year. It was nothing short of spectacular to finally be permitted to lay eyes on the gameplay of Godfall. As described by game director, Keith Lee, Godfall is a third-person, high fantasy loot slasher. Think Destiny, but with swords.
As is a running theme in this article, the visuals are marvelous. The way lights bounce off reflective surfaces, the manner in which certain substances flow, the striking colours, and the majesty of the high fantasy set design are all sights to behold. Although only a marked improvement over current generation graphics, a strong art syle, coupled with clear technical prowess, is suffcient to impress. Irresepctive of the era.
Alas, it was not the visuals that served as the focus for the walkthrough. Instead, that honour went to the combat. In this regard, the game continued to impress. The best way to describe it is as a mix of Devil May Cry V and God of War (2018).
Players are encouraged to play skilfully and master the multitude of combos present in the game, while the camera is positioned at the rear. Only by effectively combing light and heavy attacks with abilities such as dash attacks and slashes will players earn any right to despatch of their foes with smokin’, sweet style.
It may not have been as grand as the PlayStation 5 reveal and showcase. However, last night’s State of Play demonstrates that PlayStation, and gaming in general, still has a future radiant enough to warrant at least a glance.