Friday, 27 April 2018

Super Daryl Deluxe Review – A Surreal Grind

Retro-inspired 2D action games are plentiful on digital storefronts, so it can be difficult for them to distinguish themselves from their competition. With a distinct art style, wacky humor, and role-playing elements galore, Super Daryl Deluxe immediately stands out from the crowd. While the journey is enjoyable and features plenty of novel ideas, frustration and uneven design drag the experience down on a regular basis.

Super Daryl Deluxe pulls inspiration from the Metroid series, letting you explore several 2D landscapes as you fight enemies, acquire new moves, and build out your map. However, developer Dan & Gary Games differentiates this title from the traditional Metroid formula by allowing you to enter its frenetic fights with customizable loadouts. Whether you want to keep enemies at a distance or make every kill up-close and personal, a sizable bank of available moves gives you full control.

I love the personalized loadout; being able to designate two melee attacks, an area-of-effect ability, and a ranged ability helps create a well-rounded character, but I had most fun building a melee loadout. Each ability handles differently: one turns you into a twisting tornado, spinning out of control, while another allows you to quickly throw tainted darts in all directions, inflicting poison on your enemies.

Despite the modification and upgrade elements, encounters are slightly clunky. While you can spec Daryl for melee or ranged combat, the attacks all operate on cooldowns and the transition from one attack to the next feels stiff. Even once I had a fully upgraded melee loadout, I resented the quirks of several moves. My sword-slash attack forcing a dash into the mix always threw me off, and a wave-riding attack that forces you to move in the direction you're facing made it unconventional in many situations. Still, finding the sweet spot for your preference and then stylishly chaining together combos with all your abilities is satisfying.

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Outside of combat, Super Daryl Deluxe wholeheartedly embraces the role-playing genre. The adventure hinges on working with Daryl's classmates on quests. You collect optional missions by talking to NPCs, and I love how you can pin multiple quests to the top right of your screen to track progress. Some of these quests are straightforward, like killing a set number of enemies in an area, but others are more nebulous and confusing. On multiple occasions, I wandered into a sprawling dungeon to figure out how to progress because the current quest objective was unclear, obscured, or glitched.

I like chipping away at my massive list of sidequests, as each one rewards you with XP and gear, but some of them don't inform you that they can't be completed until much later in the game; one had me searching everywhere for an item, but I only randomly stumbled upon it in late-game exploration.

Leveling up Daryl and regularly equipping him with better gear is fulfilling, but I'm less impressed with the pacing. It's expected that each new area in an RPG brings higher level creatures, but some of Super Daryl Deluxe's jumps feel egregious. Even completing every sidequest I could along the way, I felt the need to grind for hours just to get to a comfortable level. The occasional slog is also accentuated by the lack of checkpoints, which means any death sends you back to your last manual save. While the save points aren't too spread out, adding any additional time on top of multi-phase boss fights or the lengthy dungeons within the high school adds insult to injury.

These dungeon areas emerge within the school after a mysterious apocalypse. As a result, each of the classrooms has become a massive level themed after the subject; the history room has quests for Napoleon Bonaparte and Julius Caesar, while the science class has you battling beakers and assisting a supercomputer. This sets the table for some fun scenarios and allows the goofy sense of humor to shine through. Ridiculous plotlines with recurring gags and unexpected cameos from important figures in the classrooms' subjects provides ample chuckles throughout the story. Getting ambushed by a Babe-Ruth-led horde or saving Santa Claus from Ebenezer Scrooge's basement prison made me laugh at the absurdity of the situations.

This apocalyptic state also provides an excuse for the distinct art style. Unique hand-drawn aesthetics with exaggerated character design and muted colors effectively convey the sense that the fabric of the world is hanging by a thread. Unfortunately, the abstract visuals are hit-and-miss. For every appealing NPC or enemy, you get an eyesore environment.

From its art style and writing to its structure and design, Super Daryl Deluxe is strange. I enjoy the combat, humor, and the checklist structure of the quests, but the nondescript method by which you complete some missions mars the experience. Super Daryl Deluxe features multiple good ideas, but the execution is limited in its success.



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/super_daryl_deluxe/b/playstation4/archive/2018/04/27/super-daryl-deluxe-game-informer-review.aspx

Sony Braces For PlayStation 4 Sales To Slow As Install Base Hits 73 Million

In their latest financial report, Sony has revealed that the PlayStation 4 has hit 73 million units sold, but the company is bracing for the system reaching a saturation point soon.

The system sold 19 million units in the last financial year, a remarkable number that is still down slightly from the 20 million of the previous year. Sony expects that declination to continue with only 16 million units next year, which is still a number proportional to some of the fastest selling consoles in the past.

Sony expects that software sales will increase to offset the lower hardware numbers, a claim which makes sense given a higher install base means fewer people to buy consoles but more people to buy software. Software sales weres up around $8.4 billion in its 2017 fiscal year, up around $6.6 billion in 2016 and $5.1 billion the year prior.

Sony did not release targets for software in the next financial year, just that they expect it to go up.

The PlayStation 4 is closing in on the PlayStation 3's life-to-date install base of 83 million units since its launch in 2006.

[Source: Sony]

 

Our Take
It's likely no system will ever hit PlayStation 2 numbers, but beating PlayStation 3 in around half the time shows growth for Sony's gaming sector. Even if sales declined by a few million every year, the PS4 will still be one of the best selling consoles ever.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/04/27/sony-braces-for-playstation-4-sales-to-slow-as-install-base-hits-73-million.aspx

Microsoft Getting In On Avengers Fun On Twitter

Avengers: Infinity War is one of the biggest movie events in years and Microsoft is more than eager to take part. A tweet from the @Xbox account shows the Infinity Gauntlet with a few let's say branded changes.

 

 

It's probably worth noting that the Xbox One can support eight controllers at once, so if you can find two more infinity stone controllers out there, you probably have a party on your hands. Avengers: Infinity War arrives in theaters today, though a lot of fans saw it last night, so you might want to be careful if you're ducking spoilers.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/04/27/microsoft-getting-in-on-avengers-fun-on-twitter.aspx

Frostpunk Breaks Even In Week One, Expansion Content On The Way

Turns out there is a happy ending to the bleak city builder Frostpunk after all.

Today 11 Bit Studios revealed its critically acclaimed game has sold 250,000 copies. Why is this number significant? This was the threshold for the company to recoup all its development and marketing costs, which means every sale from here out is profit for the small Polish studio. 

In response to the news, 11 Bit CEO Grzegorz Miechowski says, "We had plans for the expansions, and now we're 100% sure we are doing that, including many free updates."

You can read our review of the game here, or check out our tips for optimizing your city and avoiding a bloody revolt.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/04/27/frostpunk-breaks-even-in-week-one-expansion-content-on-the-way.aspx

Watch Our GI Game Club Discussion On God Of War

Every once in a while on The Game Informer Show podcast, we get the urge to dive in as deep as possible on a game and wring the experience for every interesting discussion to be had alongside our community. The release of God of War on the PlayStation 4 on April 20th seems like a great opportunity we didn't want to pass up. so it'll be the next official GI Game Club. You can watch the first half of our discussion below, which covers everything in the game up until you meet the character Mimir.

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The discussion will be broken up into two parts, with the next episode airing May 3rd. Please send in your thoughts to podcast@gameinformer.com and we'll read them on the show, here are a couple of discussion points to get the balls rolling but we welcome any and all emails.

- How different is God of War's second half from the first half?
- What is your favorite big moment from God of War's second half?
- What is your favorite little moment from God of War's second half?
- What's been the biggest surprise so far?
- How do you feel the combat evolves in the game's second half?

You can get ready for the next episode of Game Club by subscribing to the podcast on iTunes and click here to subscribe to the podcast on Google Play.

To get caught up on previous GI Game Clubs, click through the links to hear us discuss the following games in exhaustive detail: Final Fantasy VIIUncharted 4: A Thief's EndDeus Ex: Human RevolutionBioShockPokémon Sun and MoonMass Effect Andromeda (sorry), Portal 1, and Monster Hunter: World.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/04/27/join-our-gi-game-club-for-god-of-war.aspx

Shadow Of The Tomb Raider Gets Gorgeous Cinematic Trailer

Square Enix has revealed a new trailer for Shadow of the Tomb Raider, and it looks gorgeous. Though it doesn't show actual gameplay footage, this cinematic teaser gives you a glimpse of what to expect as Lara Croft journeys to South America.

Shadow of the Tomb Raider sees Lara face the threat of an apocalypse that could endanger all of mankind. Mayan culture is a central theme of the upcoming game, and Eidos Montreal teases that it's deadlier and darker than past entries. Watch the trailer below.

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You can read our hands-on impressions of Shadow of the Tomb Raider by heading here, as well as peruse our concept art gallery. Shadow of the Tomb Raider releases on September 14 for PlayStation 4, Xbox One, and PC.



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Shadow Of The Tomb Raider Concept Art Gallery

Shadow of the Tomb Raider, the final installment in Square Enix's rebooted trilogy, brings Lara first to Mexico, then South America. One of the major themes of this upcoming title is descent, meaning we see Lara explore underground tombs and more underwater areas. In typical Tomb Raider fashion, there are some big setpieces too, including a massive tsunami that ravages a town. 

To get a better idea of what this journey looks like, check out the following pieces of concept art provided by developer Eidos Montreal.

This image portrays a graveyard that Lara walks through on the island of Cozumel in Mexico. The town is celebrating the Day of the Dead.

You have your trusty climbing axes, bow and arrow, and familiar slew of weaponry in Shadow of the Tomb Raider. One key change is you can now use Lara's rope to swing across areas and gain momentum to leap onto other cliffs.

Eidos Montreal is designing tombs to be deadlier and more common in the main storyline. Approaching a puzzle the wrong way could lead to an untimely death.

This scene is one of the first major setpieces in the game, where you leap across ledges and half-submerged signposts in an attempt to find safety from a tsunami.

Shadow of the Tomb Raider releases on PlayStation 4, Xbox One, and PC on September 14. For more, read about what we learned from playing a demo by heading here



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/04/27/shadow-of-the-tomb-raider-concept-art-gallery.aspx