Castlevania: Lords of Shadows is occasionally beautiful,
occasionally exciting, and occasionally rewarding. However, to fully
enjoy its best parts, you must endure a handful of drab settings and
boring stealth puzzles along the way. At times, it's enough to make you
want to put the controller down. But stick around until the end, and
you'll enjoy a satisfying reward of eye-catching boss fights and a
satisfying conclusion that ultimately diminishes the negative impact of
the game's earlier issues. Lords of Shadow 2's story should resonate
with anyone with a continuing interest in the series' narrative, and
even though the ending won't hit newcomers as hard, the occasionally
fantastic environments and monsters create a worthwhile experience that
stands tall on its own by the end of the tale.
You're in a
tough position at the start of Lords of Shadow 2. You, Dracula, awake
from centuries of rest in a cathedral, smack in the middle of a modern
metropolis. Your archnemesis from the first game, Zobek, is your first
real contact. Despite your hatred for the traitor, you enter into an
agreement with him. Help Zobek defeat Satan so that he may conquer the
earth in his place, and he'll free you from immortality once and for
all. To do this, you must take on Satan's devoted acolytes, who've
implanted themselves into key positions in society.
This
all comes after a rousing prologue, which sees Dracula at full strength
battling righteous warriors in and around his unholy castle. For all
the excitement offered there, the true start to Lords of Shadow 2's plot
with Zobek is relatively deflating. Your motivation, to hunt someone
else's enemies, doesn't inspire much excitement. Plus, you're
immediately thrust into one of the most bland and uninspiring settings
to be found: an industrial scientific complex replete with sheet metal,
red pipes, and security guards. Memories of the first game in the series
are filled with fantastic vistas and monumental architecture; apart
from the prologue, Lords of Shadow 2 frustratingly avoids them early on.
It would be one thing if the boring start to the central
plot quickly gave way to combat, which is the real reason worth playing
Lords of Shadow 2, but instead you're forced into tedious and
questionable stealth missions almost immediately after your reunion with
Zobek. It's not inherently bad, but Lords of Shadow 2's stealth puzzles
offer no room for creativity and unnecessarily slow the pacing while
offering little in return. The prologue teaches you that this is a game
about dark castles, fearless knights, and heavy combat, then it hits the
snooze button. Unfortunately, it's throwaway content that gets in the
way of the good stuff periodically throughout the game, but thankfully,
it doesn't dominate the experience.
Lords of Shadow 2
eventually returns to what it does best: gothic action adventure.
Throughout the story, Dracula finds himself back in time, though it's
not immediately clear whether this is actual or imagined, but it brings
the game back to its roots. Combat and fantastic environments take
center stage, and with the game's new free-moving camera and an emphasis
on exploration, both aspects feel fresh and new. Thanks to the flexible
vantage, you're able to dash and leap during battle with greater
accuracy than before. Throw in multiple new and diverse skill sets, and
Dracula accurately feels like a powerful evolution of his former self,
Lords of Shadow's Gabriel Belmont. This time around, there are a few new
tools to play with, including a new weapon class that's capable of
breaking down fortified enemy defenses, but the biggest changes (apart
from the camera system) are the skill mastery system and the
weapon-dependent move lists.
In
Lords of Shadow 2, you learn skills for each weapon--shadow whip, void
sword, and chaos claws--independently. Skills are learned by spending
experience points granted during combat, and each has a gauge that fills
with use. Once the gauge is full, this experience can be transferred
into the given weapon, increasing its mastery level and effectiveness.
The fragmentation of the move lists delays your effectiveness in battle
somewhat, but it also allows you to focus on customization, opening the
game up to different types of combat strategies.
When you
aren't fighting, you spend quite a lot of time exploring and clambering
about your environment. By default, your objective is often highlighted
on the map, but unlike in the linear Lords of Shadow, it's up to you to
find your way there. It's usually clear where to go; hint-like swarms
of bats tip you off to handholds for climbing and ledges for leaping.
However, unlike in the first game, there are many alternate paths to
explore in search of treasure. While not game-changing, the openness
feels appropriate given the wide world around you. Apart from some
occasionally frustrating pathfinding inadequacies, it's the map that
ultimately stands in your way. Unlike older, exploration-heavy
Castlevania games, Lords of Shadow 2 employs a map that is only ever
displayed on a piece-by-piece basis. Plus, the "world map" is just an
illustration with names and numbers attached. It doesn't hurt the
moment-to-moment poking around, but it doesn't entice you to backtrack
either. If you can't easily see things you've missed, or more
importantly, places you haven't been, returning to previous locales
becomes an unappealing prospect.
Of
course, there's also the fact that halfway through the game, the
narrative and frequency of impressive set pieces begin to steamroll
ahead, and the last thing you want to do is look back. Zobek eventually
takes a sideline to Dracula's ambitions, and you begin to understand why
you're going to such great lengths to thwart Satan. With the emphasis
on Dracula and the memories of his family, you feel compelled to move
ahead. In this way, Lords of Shadow 2 is a late bloomer. It takes a
while for the story to show its true colors, but it eventually blossoms
into an engaging tale filled a few clever surprises that should thrill
anyone who's familiar with the series.
Much of the latter
half takes place amidst sublime examples of gothic architecture, with
nearby storms raging as you hop along rooftops, adding to the drama.
Boss fights become a much more frequent occurrence, pitting you against
gruesome monstrosities befitting of Castlevania's legacy. Their
appearances can be quite striking, bringing to mind some of the best
designs from film director Guillermo del Toro's work. They're evil,
expertly crafted, and offer a variety of challenges that test your
abilities with every weapon in many different ways. They require fast
reflexes and deep knowledge of your move list, and the creativity on
display is nothing short of captivating.
It's a pleasing
change of pace after slogging through boring environments, waiting for
things to happen, and you finally get a chance to take advantage of the
time spent buffing up your skills in combat. The contrast between the
two halves of the game is hard to ignore, and even though you have to
force your way through mediocrity to get to the good stuff, the
conclusion and the last hours leading up to it justify the time spent
steeped in boredom and frustration.
Lords
of Shadow 2 should have been a much shorter game. Still, though the
game's stealth sections and drab modern settings represent the worst
elements of the three-part saga, the tail end of the game contains the
best of every aspect that the series is currently known for. It's the
stuff you expect Castlevania to be made of, and after contending with
forced stealth gameplay and a weak narrative at the start, it feels good
to be home. Even better, the final act wraps up the Lords of Shadow
trilogy with authority, and the game's final moments leave you both
gasping for air and sighing in relief. It may not strike newcomers to
the Lords of Shadow tale with such force, but it's nonetheless a
surprising and fulfilling conclusion to Lords of Shadow 2's distinct
plot. Regardless of your experience with the saga, if you have the
patience to get through the rough start, you'll discover a much better
game waiting for you on the other side.
Nine years is a long time to wait for a proper port, even for a game as celebrated as Resident Evil 4.
Its release on the GameCube in 2005 ushered in a new era for the
franchise, as well as a different perspective and play style that its
sequels quickly inherited. Capcom capitalized on its immense success,
porting the game to multiple platforms, and the game was graciously
welcomed by the succeeding console generation on the PlayStation 3 and
Xbox 360. Though nine years is indeed a lot of time for a second PC
port, there is a reason it may be warranted. Resident Evil 4 has been
available on the PC since 2007, but its release was less than stellar
compared to its console brethren. The horror it unleashed was more on a
technical level, given the lack of mouse controls and the option to
adjust visual settings. Dubbed Resident Evil 4 Ultimate HD Edition, the
game has returned in an attempt to set past wrongs right. The game has
received substantial upgrades, and may be the best version yet released,
even if "ultimate" might not be the right word.
Resident
Evil 4 has returned to the PC with a fresh purpose. Unlike the original
port, this latest edition comes complete with a host of welcome
enhancements. The game has been adjusted for widescreen and 1080p
resolution fixed at 60 frames per second. There is also native keyboard
and mouse support with options for custom key binding, anti-aliasing, a
bevy of high-resolution textures, and greatly reduced loading times.
Resident Evil 4 HD contains the original game, complete with all prior
additional content, including the Separate Ways side campaign.
The
story of Resident Evil 4 is nearly common knowledge at this point.
Ashley Graham, the daughter of the president of the United States, has
been abducted, and series veteran Leon S. Kennedy has been dispatched to
a remote, undisclosed village in Spain to recover her. There, he
discovers that the religious cult responsible for the kidnapping has
unleashed an ancient, mind-controlling parasite called Las Plagas onto
the Spanish countryside. The game differs from its predecessors,
detaching itself from the series' staple enemies, zombies, and favoring
multifaceted foes that display cunning and a dark intelligence. As Leon
progresses, enemies grow more grotesque, shedding their humanity and
replacing it with a cold, insectoid carapace.
Leon
travels across varied and fascinating environments as he searches for
the missing Ashley. Adhering to the franchise's history of creepy
atmosphere and dark locales, Resident Evil 4 features misty forests,
rundown houses, musty caverns, a labyrinthine castle, and military
facilities. Enemy types vary greatly and include pitchfork-wielding
farmers, chanting cultists, and horrifying genetically engineered
monstrosities that can force even the most stalwart players to turn
heel. But Leon isn't alone against the infected horde. He is joined by a
cast of interesting characters, some newly met and others appearing out
of his history, teasing past romantic entanglements and bitter
rivalries. The dialogue and some later sequences get goofy at times, but
the story's somber overtones keep things intense, from the slow trek
through creeping fog, all the way to the explosive finale.
The
main attraction of Resident Evil 4 HD is the graphical upgrades, and
what Capcom has done to breathe new life into its aging thriller is
impressive, mostly. Leon and his assortment of allies and foes have
never looked shaper or better defined. The wide-screen support with
high-resolution textures running at a crisp, smooth 60 frames per second
should be enough to get even the hearts of most veteran Resident Evil 4
fans pumping with adrenaline once again. And, yes, it all performs
beautifully. Trees and shadows are imbued with realistic grace, text
featured in menus and passing notes is clean, and even the fine-stitched
lettering on Leon's alternate Raccoon City Police uniform is easily
legible. However, the new textures have an unintentionally negative side
effect.
One of the reasons behind Resident Evil 4's
launch into stardom was the game's unequivocal attention to detail.
Capcom took special care in crafting a realistic and believable world
with a gloomy ambiance. While Resident Evil 4 HD boasts high-quality
textures, they aren't universal, meaning the original textures that have
lingered since 2005 stand out more than ever, ironically making the
game feel more aged than ever. In the game, you may stumble across a
stone wall composed of realistic cracks and earthy green moss. But in
the same area, you could find a wooden box leaning up against the wall
that still retains the archaic textures, resulting in a blurry, brown
object strikingly out of place.
It
can get distracting, considering it's difficult not to notice a stark
contrast between a building and the ground it stands upon. Many of the
new skins feel too clean, scrubbing away rotten wood and rust, robbing
the game of its dingy flavor. Castle walls look sharp, and research
laboratories feel uninviting and sterile, but the caverns between them
look muddy, with textures that are warped and stretched. Texture
glitches also pop up from time to time, and measure in intensity from
flickering to, on a rare occasion, getting replaced by what appeared to
be the image designated for text, because the enemies turned black and
were covered in lettering. The game lets you switch back to original
textures if you like, but the heavy pixelation may not offer abatement.
Benefiting
from the graphical overhaul are all but one of the cutscenes during
Leon's campaign, which play out in real time. Capcom gave far less
attention to Separate Ways, which still includes low-quality full-motion
video cutscenes that look even worse due to the game's higher
resolution. There is also a grievous error that occurs following nearly
every video. As the game transitions from the clip back to gameplay,
there is a strong chance the screen will turn bright green for up to
five seconds.
This passing annoyance quickly treads into
frustrating territory. The game occasionally challenges you to complete a
quick-time event between scenes. This transition alone, which takes you
from a blurry clip, to sudden action, and onto the following clip,
oscillates with enough force to threaten whiplash. Being asked to press a
pair of buttons between the scenes comes as a jolt, and the lag
produced may decrease the amount of time allowed to complete the move,
ending in failure. In one such moment, I missed my cue and had to try
again. Except the second time, the green screen overlapped the brisk
moment of gameplay and cleared only after it was too late. To continue
my game, I had to press the appropriate buttons right as the green
screen appeared.
The
loudest complaint befalling the original port of Resident Evil 4 to the
PC was the lack of mouse support. The squirrely, nauseating
user-created aim mods that followed only exacerbated the issue. During
that time, PC users had to either get used to it or opt to play the game
using a controller. Though aiming with the mouse is finally possible,
it is far from perfect. When you're fighting at close range, the laser
sight has a chance to twitch, making fights against advancing ganados
more strenuous than necessary. At long distance, aiming a weapon's laser
pointer has a slippery, unnatural feel, making shots difficult and
unnecessarily taxing on your ammo supply. There is also a short, but
noticeable, delay between holding out the knife and being able to look
around.
Like before, your best chance is to equip
yourself with a gamepad. The most preferable choice is the Xbox 360
controller, since the game has been updated to support it; gone is the
need to memorize the cryptic numbered buttons from the old PC port,
because the game includes appropriate onscreen graphics for the device.
When you have a gamepad in hand, the controls are roughly comparable to
the GameCube experience. The camera floats behind the protagonist's
shoulder, creating a third-person view. When an enemy is spotted, the
game requires you to first hold your aim, while the camera flies down
closer, enlarging your field of vision. Combat favors strategy, offering
different ways to dispatch enemies based on the current situation.
Going gung ho and blasting away may leave you scrambling for ammunition,
and the optional knife does only so much against tougher foes later
down the line.
When you look at Titanfall, it's easy to see the
familiar. Most of the weapons, grenades, and abilities fill well-worn
niches. Many of the environments are like the grimy villages and
industrial complexes that have hosted countless online battles in dozens
of other games. The competitive modes are bog standard. And yet, when
you play Titanfall, it's impossible to shake the feeling that you're
playing something special.
The key is mobility.
Titanfall gives you the ability to leap, climb, and wall-run your way
around the map, and these simple actions create an exhilarating array of
possibilities. No longer constrained by corridors and stairwells, you
and your foes engage in high-flying, freewheeling combat in which the
sheer joy of movement makes the familiar feel fresh and vibrant. This
novel brand of warfare is enough to heartily recommend the game, but
that's not all that this multiplayer-only shooter does well. You also
clash with your foes in lumbering battle mechs called titans. These
powerful brutes fuel a weightier, more tactical type of combat that
intertwines beautifully with the light-footed action, and herein lies
Titanfall's triumph: two distinct kinds of combat blending seamlessly
together to create chaotic and dynamic battlefields unlike anything
you've ever experienced.
So
how does this mobility work? As a jump kit-equipped pilot, the stunts
you can perform all stem from two abilities: the double jump and the
wall run. The first one is self-explanatory and allows you to surmount
shipping containers and leap into second story windows with ease. The
second one is dependent on the angle of your approach. If you run
straight at a wall and leap into it, you're stuck trying to double jump
your way to a window or a roof. If, however, you come at a wall from an
acute angle, you automatically start running along that wall
horizontally. Once you start wall running, your double jump capability
resets, and then the fun begins.
If you spot an
enemy down an alley, you can wall run straight at him, bouncing back
and forth between parallel walls to make yourself a tougher target. If
you're trying to cross a courtyard, then double jump off the rooftop,
wall run along a billboard, and double jump again to another rooftop.
And how did you get on the roof in the first place? Perhaps by wall
jumping upwards, back and forth between two buildings, or perhaps by
leaping out of a top floor window and double jumping back on to the
roof. Though the moves you can eventually perform are complex, the root
of every maneuver is those two simple abilities. A solid tutorial puts
you through the initial paces, and though it might take a few matches to
get a good sense of how your pilot sticks to walls, it's easy to start
chaining together impressive feats very early on.
This
makes simply moving around the map both a continual pleasure and a
constant challenge, as you gleefully try to exploit every billboard,
building, and zipline to your advantage. The 15 maps are all rich with
opportunities for creative locomotion. Titanfall takes place on distant
colonies in the space-faring future, where the polished steel of
well-established settlements contrasts with the rusty metal of frontier
outposts. Dense urban areas play host to daring rooftop acrobatics,
while a corporate enclave provides curving architectural lines for
pilots to exploit. Many buildings have open interior spaces as well, so
weaving in and out of windows and changing elevation rapidly is par for
the course. It's always empowering to learn the maps in a competitive
shooter, but this satisfaction is heightened in Titanfall because your
expanded mobility means there is so much more to learn.
It
also means that your enemies can come at you from almost any direction.
Pilots move at a brisk clip, so there's a lot of potential for quick
flanking runs and rapid pursuits. They are also fairly fragile,
succumbing to a few well-placed shots much like their military-shooter
counterparts. This encourages you to be even more aware of your
surroundings and to take advantage of one of the more disruptive
maneuvers in the game: the wall hang. At almost any time you're running
along or jumping onto a wall, you can stop and hang, take aim, and fire.
Being able to switch quickly from wall running to guns blazing helps
ensure that a mobile pilot is not a vulnerable pilot, and the potential
for ambushing players by hanging in unexpected places is nearly endless.
Fortunately,
one of the tactical abilities allows you to temporarily see your
enemies' skeletons through walls and spot any potential ambushes. The
other two--turning nearly invisible and boosting speed and
regeneration--round out a trio of powers that have been extensively
utilized by other games and aren't initially very exciting. But like so
much in Titanfall, these familiar abilities take on new life because the
extensive player mobility allows you to employ them in new ways.
Dragon Ball is one of those properties that's had its ups
and downs when it comes to game adaptations. And when I say downs, I'm
talking about pretty incredible lows: bottom-of-the-barrel material like
Ultimate Battle 22 and Final Bout that frequently turns up on "worst
games ever" lists. But it's had some highlights, too: The Budokai series
made a lot of fans happy, hitting on a formula that satisfied what
buyers crave from an anime-flavored fighter: a comprehensive cast,
true-to-the-source visuals, and fighting that made you feel like a
hyper-powered Super Saiyan.
Sadly, Dragon Ball Z: Battle
of Z is not Budokai, instead following in the underwhelming footsteps of
more recent DBZ efforts like DBZ Kinect. It's a confused, overly
chaotic mission-based action game that tries to recreate the team-based
camaraderie oft seen in its source material, but more often than not
falls flat on its face.
Battle
of Z offers three gameplay modes: a single-player, mission-based story
mode that follows the various story arcs seen in the anime/manga series,
a co-op multiplayer mode, and a versus mode. The multiplayer modes
become available after playing a short ways into the single-player mode,
but you'll probably want to play through a good amount of single-player
to unlock characters, items, and status-augmenting cards you can equip
on your Z fighters before going online. I say "going online" because
there is no local multiplayer available: if you want to play with
friends, you must play online.
You'll jump into
single-player mode first--since you don't really have much choice. Once
you navigate through confusingly-designed menus and get into the actual
game, you immediately notice that while the character models themselves
look fantastic, the environments are sparse and dull. To be fair, the
anime wasn't exactly known for its lushly illustrated backdrops, but the
fighting arenas in Battle of Z rarely go past the likes of "craggy,
rock-laden environment" on the inspiration scale. You'll also likely
struggle with the controls, which map everything to buttons that don't
really make a lot of sense (such as ascending and descending via the
face buttons), and have you executing special skills with further
badly-thought-out button combinations.
Once you achieve
some measure of competency with the controls, however, you start to see
the way combat flows in the game. You and a posse of pals (either human
or AI-controlled) zip around arenas pummeling waves of foes with your
various superpowered attacks until you've finished them all off.
Cooperation amongst your team is key: players can give and share energy
and revive fallen teammates, as well as coordinate to execute
high-damage team attacks like the meteor chain, which ping-pongs an
opponent between fighters. Characters fall into four types--melee,
support, ki blast, and interference--which helps determine both the
effects and the effectiveness of their individual skills. Individual
characters can also receive bonuses and special abilities through
equipped cards and items, which can be either won during missions or
purchased with points earned throughout the game.
The
team-based focus is an interesting idea, but it just feels messy in
practice, mainly because Battle of Z's combat feels unfocused on many
levels. You have a decent arsenal of attacks at your disposal, but for
most characters, only a few of these skills are actually effective in
dealing damage to foes--the rest exist solely to help you regain meter
to execute the aforementioned effective strikes. It leads to a
frustrating cycle in which you try to land basic hits on an enemy to
replenish SP energy--which can be quite difficult on some of the
bosses--in order to actually perform the attacks needed to cause
significant damage, all while your AI teammates seem to have no idea
what they're actually trying to accomplish. Sometimes even knowing what you're
trying to accomplish is hard enough--the camera can be dizzying, target
lock-ons drop or fall behind objects for no good reason, and oftentimes
there's just so many ki strikes and special attacks and characters
flying in from offscreen that it's difficult to get a handle on just
what the heck is actually happening.
Ultimately, every
moment in Battle of Z feels is a struggle--not to overcome challenges,
but simply to enjoy the game. After you wrestle with the controls and
menus, you're faced with stage timers and tedious encounters in which
you deal piddling amounts of damage with each attack, all the while
battling a targeting system that actively hates you, and AI teammates
dead set on not helping you when it matters most. Dragonball Z is all
about straining, training, and eventually overcoming unfathomably
powerful foes, but this is not so much an entertaining depiction of
developing your latent talents as much as it is a simulation of a year's
intense training in the Hyperbolic Time Chamber.
Dark Souls II asks this question of you at every turn,
encouraging you to press onward in spite of imminent death. And with
each death, you lose a little of your humanity and become more hollow.
Your maximum health slightly diminishes each time as well, eventually
sinking to 50 percent of its full value, and yet as each sliver of
humanity is sliced away, you heed the call to move onward. Eventually,
you overcome the obstacle that stood between you and victory--that
quartet of gargoyles swarming you on a rooftop, that arachnoid demon
plunging poisonous pincers into your flesh, that disgusting mound of
meat that defies description. You have triumphed! But your gain does not
come without sacrifice. You have sworn, you have gasped, and you have
sweated. You have forfeited your own humanity so you might collect the
souls of the damned.
Like Dark Souls and Demon's Souls
before it, Dark Souls II is not just a fantasy role-playing adventure,
but a cloud that hangs heavy over your head whenever you so much as
think about it. These modern classics developed by From Software have
rightfully earned a reputation for being brutally difficult, but their
beauty is derived not solely from difficulty, but also from dread. Dark
Souls II is not a survival horror game in the normal sense, but few
games can make you this afraid to peer around the corner, while
simultaneously curious as to what awaits you there. Death is so very
beautiful in this game, for it comes at the hands of amazing beasts and
warmongers: hulking armored knights, shimmering otherworldly invaders,
and tendrils that rise out of black pools of poison. Sure, each death
punctures your heart, but one of Dark Souls II's many gruesome pleasures
is discovering new ways to die.
The eerie blackness is front and center as you start up the
game and enter the mysterious abode in front of you. Three old crones
await you inside and ask you to customize your character and choose a
class before venturing into the unknown. Like most of Dark Souls II's
characters, these women offer vague advice and refer to events and
concepts without filling in the details. The anxiety mounts as you weave
in and out of the nearby caverns that fill you in on the basics of
movement and combat. This area may teach you the fundamentals, but it
also raises a number of questions. What are those odd voices you hear
when you stand near the bird's nest that rests on a narrow ledge? What
is the significance of the flame sconces scattered about that you are
meant to set alight? How do you survive encounters with the monstrous
ogres on the beach below that squish you like a measly bug when you draw
near?
Welcome to Drangleic, a world that is not quick to
whisper its secrets to you, in a game that trusts you to find the
answers for yourself.
This
introduction is not as soul crushing as the original Dark Souls'
opening, but that's just fine, for Dark Souls II offers you an early
taste of hope, a feeling that was quite rare in its predecessors. That
hope arrives by way of Majula, a gorgeous oasis that's as close to a
home as you will find in the game. My first glimpse of Majula was a
revelation. As I emerged from the nearby shadows, the glowing sun
blinded me, and I stood in awe of the world opening up before me.
Whenever the bleakness of Drangleic at large overwhelmed me, I was glad
to return to this hub for an emotional refresh.
Majula is
more akin to Demon's Souls' Nexus than to Dark Souls' Firelink Shrine.
It is your central hub of operations, and while it's mostly devoid of
life when you first come upon it, it slowly fills out with the vendors
you meet upon your travels, many of whom set up shop there. Your most
important contact there, however, is the cloaked woman who allows you to
level up in exchange for souls, the game's currency. But even Majula is
not immune to mystery. There's an impossibly deep hole in the ground
here, one that spells certain death if you fall into it. (Don't let it
fool you; the boards that crisscross this passage may look high enough
to provide a safe landing, but you will not survive that fall.) What's
down there? Surely something valuable must lurk down there. Or something
horrifying. You eventually make your way down, but Dark Souls II
doesn't tell you when or how that may happen.
The Yawhg isn't really about the Yawhg, as it turns out.
Though the titular calamity is destined to ravage your medieval village
in a scant six weeks, it's not half as important as the way that you
spend your remaining time. And who could find the hours to make doomsday
preparations anyway, when there are demons to be slain, magical potions
to be imbibed, and artless lute players in need of some comeuppance?
The
role-playing game by Damian Sommer and Emily Carroll confines itself to
familiar grounds: a rowdy tavern, a gladiatorial arena, enchanted
forests--eight locations in all, brought to life by a few whimsical
drawings. Each locale houses two possible activities, and each activity
occupies a week of your remaining six. At the arena, for example, you
might while away the hours with blood sport or spend them in the
grandstand betting on the matches. These initial decisions are a
formality, conferring the expected benefits--some improved strength for
the former, a bit of coin for the latter. But at week's end, there's
always a further choice to be made, this one less rote than the first.
Perhaps a bomb has been set in the palace, or you happen upon a
gathering of magical talking rats. The Yawhg's four playable characters
are tabula rasa, molded or warped by these decisions.
It
takes a village to raise them. There's a communal quality to The Yawhg,
not unlike a board game when you get down to brass tacks. Two
characters must be fielded at minimum, the tacit implication being that
the game is best experienced with a few local friends. The unnamed
characters you can choose from are identical in every quality save
physical appearance and coloration of attire; it's easy to imagine
friends squabbling over them like Monopoly players arguing who gets to
be the dog (spoiler alert: I do). The board game similarities only get
more prominent as the action unfolds. You move your characters' tokens
about their cartoon village, settling upon a fantasy trope of choice and
seeing where the cards fall. A breezy sort of strategy takes shape for
players keen on maxing out their abilities, who can play with an eye to
the simple logistics of the stat bonus handouts and angle for the "best"
ending. For everyone else, there's always the tavern.
There's a curiously inert quality to actions taken in The Yawhg, even a
week spent binge drinking and bar fighting. It's owed in large part to
the writing, which adopts an austere approach throughout. Mercifully,
the scenarios it describes are not straightforward, and the scripting is
careful enough to ensure that few decisions ever feel like wasted
efforts, even as it deadpans that you've just, say, contracted
vampirism. If you try to pay for something when you don't have any cash
to your name, you're still usually treated to a bit of expository
dialogue, even if it's just to say that you stumbled upon a lost bag of
coins on your way back home. Plus-one finesse here, minus-two mind
there--the effects act as rewards, consolation prizes, and,
occasionally, punch lines. The Yawhg uses these statistics as video game
shorthand, penciling in the rough structure of a personality over the
six turns like an art student doing a 30-minute sketch exercise.
The art direction of The Yawhg reveals a practiced hand. The
illustrations riff on medieval trappings, playing fast and loose with
proportion and color like an illuminated manuscript filled with
classroom doodles. The artwork turns out to be flexible too, perfectly
comfortable capturing the highs and lows that the randomly generated
storyline doles out. Ditto for the lilting, folksy musical score, which
takes on an increasingly melancholic tone as the Yawhg approaches your
town.
Six weeks pass in a heartbeat. There's something to
be said for The Yawhg's spartan writing style, but in a game this
short, it's asking a lot for it to weave a meaningful narrative. Despite
the doomsday countdown, the stakes feel pretty low. It would take a
bleeding heart to be much affected by a sentence or two telling you that
you defused a bomb, or that a nameless, faceless character you happened
upon once has died. And what about the third or fourth time it happens?
Like any good board game, The Yawhg feels geared toward replayability,
but you'll find the game's various scenarios repeat themselves too
quickly for the liking.