Tag Archives: metacritic

First Impression: Woodle Tree Deluxe (Switch) ~ Raindrops To The End.

Woodly TreeNintendo microsite

In 2017, the developers behind Suicide Guy contacted me to ask if I would take a look at their game. Last year, they asked me to take a look at the sequel/follow-up of the game called Suicide Guy – Sleeping Deeply. Now, Chubby Pixel sent over a review copy of Woodle Tree Adventures Deluxe on the Nintendo Switch. While the developer provided me with a review copy for this game, you will find my 100% personal opinion in this article. I’m quite excited to see what this game has to offer and how different their other titles are. And as usual, feel free to leave a comment with your opinion on the content of this article and/or the game in the comment section down below.

Raindrops To The End

Woodle Tree 1In this game, you play as a walking log. You are tasked by the Great Tree, that looks a lot like the Deku Tree from Ocarina of Time, to bring the water back to the world. Why do you have to bring the water back to the world? Because it’s going through a draught at the moment. After the Great Tree shows you the Fairy Tears you need to collect in order for you to save the world, you get teleported to the hub world. This hub world is the home that the Great Tree for you build and there you find a backpack (it’s called a rugsack in game) and your weapon, the magical leaf.

And that’s about it in terms of story. I haven’t finished the game yet, but I think the there will be a bit more story bits after I finished the last level. Now, I didn’t expect a grand story from this game. Because the stories in the Suicide Guy games was handled in the same way. It’s all about the gameplay in these games.

Before I talk about the gameplay, I want to mention one thing that I didn’t like about the story. In this game, there isn’t a button to skip dialogues. When I started playing this game and I read the first dialogue and I wasn’t able to advance, I thought that my Switch froze. But, you have a wait for a bit too long in order for the game to advance. It sounds like a nitpick, but it would improve the game quite a lot.

With that said, let’s focus our attention to the gameplay. In this game, you go through various levels looking around for these Fairy Tears. There is no tutorial in the first level, but a quick look at the controls by pressing the “+” key on the right joycon explains everything you need to know. The controls are easy to grasp and understand.

The goal in each level is to find the tree hidden Fairy Tears and bring them to the three cups at the end of the level. If you reach the end of the level without all three tears, you won’t be able to finish the level. While the levels are quite linear, to find all three tears, you will have to explore off the main path and look everywhere.

Checkpoint mystery

Woodle-Tree-Adventures-Deluxe-2Whenever you fall of the edge of the level or get hit by an enemy, you respawn at a checkpoint. Now, at first, I didn’t understand how the checkpoint system worked, but after some experimentation, I think I understand it. Let’s say there are 5 checkpoints in a level. When you die past the 4th checkpoint, you respawn at checkpoint 4. If you die again, you respawn at checkpoint 3, die again -> checkpoint 2. So, the punishment of dying is respawning at an earlier checkpoint.

In this game, you don’t have hitpoints nor lives. So, if you are hit by an enemy, you are dead. But, you will never get a game over. Speaking about enemies, they die in one hit as well. Some will chase after you, others will stand in your way to make certain platforming sections trickier to complete. The enemies were a small point of frustration in this game for me, since the attack of your character is so slow, I ran into them quite often. Thankfully, you don’t loose your already collected tears whenever you die.

But, there is something that was ever more annoying, and that was the camera. You don’t have full control over the camera in this game. You can zoom in and out in most places. I’m extremely happy for that feature since it made certain platforming sections possible. In other sections, the zooming in or out mechanic didn’t work properly or not at all. Making some sections extremely tricky, especially when you have trouble seeing depth.

A cute cover

Woodle-Tree-Adventures-Deluxe-3This game is a port of the Steam game “Woodle Tree Adventures”. In this version, with get an additional level, the new camera system and better jumping mechanics.

Speaking about the jumping mechanics, the animation of the jump looks a bit weird. It looks a bit floaty. I think that a few more frames of animation for the jump would give it a more natural feel.

Visually speaking, this game looks very good. The world is very colorful and vibrant. The visual presentation of the game is one of the strongest points of this game. The game even looks stunning in some places. Especially some lighting effects like the sun’s rays peeking through some models, giving a sunset vibe.

Yet, underneath this cute cover, the game feels unfinished. For example, the controls of this game respond quite well but they can be quite slippery sometimes. I lost count how many times I died because my character took one or two additional steps and feel into the abyss.

Also, I felt that there was something missing during my playthrough of this game. There is barely any UI in this game. I missed an on screen counter for the collected fruits in each level. With these you can buy various cosmetic items for your character, but it’s tricky to know how much you have already collected. You can see this in one space in the hub world, but the counter isn’t visible at the location you can buy these cosmetics at.

All of this happens in the hub world. And there is another element that I don’t like about this game. The placement of the levels. To start a level, you have to hit the orb with your magic leaf. But these orbs appear randomly in the hub world without any indication of which ones you already finished or which one is new.

Overall, this game is quite easy. The only moment that this game can become difficult is when the controls become slippery or when the camera decides you can’t zoom in or out. But, it didn’t take me long to finish the first few levels of this game.

The music and sound effects are a bit lacking as well. While the music of this game is quite enjoyable, I wish there was a bit more to the soundtrack and a bit more sound effects. I think there are only 5 sound effects in this whole game. And that is a bummer. Speaking about sound effects, I noticed that the dying sound effect sometimes played multiple times when you fall off the edge.

Overall, this is a decent game. But, it’s lacking. The game could use a lot more polish and content. The concept is interesting and fun to play but with slippery controls, boring level design and especially an annoying camera, this game is hindered so much. This game could have been so much better then what’s released right now. With that said, I have a hard time recommending this game. While it has a ton of elements that work and work well, but there are just too many elements that need polishing or updating for me to fully recommend without any hesitation.

And that’s everything I wanted to say about this game. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

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Review: Atelier Rorona -The Alchemist of Arland- DX (Switch) ~ Crafting The Adventure With Alchemy.

atelier-rorona-featureWikipedia page

On my top 10 games list of 2018, I talked about Atelier Rorona. I talked about how this game got me interested in the Atelier series. Now, it’s time to give my full opinion on the game. Why did I place this game on my top ten list and why wasn’t it higher on the list? I think it’s time to talk about crafting and exploring. Adventuring and RPG’ing. And as usual, feel free to leave a comment with your opinion on the game and/or the content of this article in the comment section down below.

Get of your lazy bum

atelier rorona screen 1The story of this game has a simple premise. You play as Rorona, a young girl who is an apprentice at a local alchemy shop in the Arland Kingdom. Her master Astrid is so lazy that business isn’t going well at all. In a matter of fact, she didn’t get of her lazy bum for so long, the kingdom is considering to close down the shop. Rorona doesn’t want this to happen so she takes on the challenges provided by the kingdom. She gets a deadline of three years. During these three years she has to prove that she can run the alchemy shop and make profit. If she fails one of these challenges, the shop will be closed without any further question.

On the surface, the story of this game isn’t anything special. It’s one that has been done various times before. Yet, the story actually changes a lot on your actions. It depends on who you take with you on your journey, how good you craft your items, how you interact with the characters and how you run your alchemy shop. The one that lazy Astrid sort of gave to you because she wanted more sleep but didn’t want the shop to be closed.

This makes the story quite a lot of fun to play through. Because each and every playthrough is going to be different, you will have a different story. This game has various endings that all depend on how good you did during your missions provided by the kingdom. When I had beaten the game for the first time, I got a very generic ending that didn’t give the closure I felt that the story deserved. Because of that, I feel motivated to replay this game with so I can get an even better ending.

The writing of this game makes replaying this game even more enjoyable. While I was playing this game, I posted a short clip on my Twitter showing off the voice acting. The game has a lot of funny and charming moments. I actually fell in love with the characters of this game. Now, depending on how good you play this game, the characters you interact with get more character development.

Now, during my playthrough the story was quite enjoyable. While it didn’t have a lot of moments where I sat on the edge of my seat, it was quite relaxing. Maybe the other endings have more thrilling moments, but over all I enjoyed the story quite a lot. The writing, the pacing and the voice acting make for an enjoyable experience. I can’t wait to see how the game plays out on my next playthrough.

With that said, how do you actually go about saving the shop? For that, Rorona needs to gather ingredients from various locations and craft various items. Depending on the quality of the items, you get better items. Now, I do have one thing I felt mixed about in terms of the gameplay.

Running that shop

atelier-rorona-the-alchemist-of-arland-dx-screenshot-01-ps4-us-04dec2018

Yes, this is a screenshot from the PS3 version, but the Switch version looks the same apart from the different buttons.

While the story pacing is quite good, the pacing of the game is … let’s just say, strange. Because the game gives of a relaxing and casual vibe, the game can feel extremely slow. But this is very misleading. Because you have a strict time limit; you shouldn’t waste time at all. You have to play every move extremely carefully. The more mistakes you make, the worse your ending gets. The depth in this game is crazy. You do get an assistant in the middle point of the game. This mechanic saved me various times. You can assign this assistant to go and explore for you or craft items for you.

Be warned, the tutorials of this game only scratch the surface of the mechanics of this game. Something I recommend is that you use the save system to your advantage. I had various saves at various points. So, I can go back when I felt I was able to finish the missions with better results.

Talking about the save system, the fact that this game got ported from a PlayStation system really shows in the UI. If you have played a game on a PlayStation you will recognize the typical save and load UI easily. The only thing that annoys me is that I’m unable to name my saves. This would have helped quite a lot.

So, you have to explore, fight monster and craft items. This sounds like your typical RPG fair. You do have side quests that can help you to get a better relationship with a certain character. Some of these side quests have the potential to improve the reputation of the shop which also has a big influence on the ending of the story.

All in all, the biggest challenge of this game is time management. Use your time wisely and try to waste as few days as you can. I always tried to finish the assignment of the kingdom as fast as I could. When I finished that, I used the remaining days to explore new area’s and improve my relationship with the other characters.

The gameplay immersed me quite a lot. I really felt like a shop owner trying to find the best strategy to get my shop up and running and to try to get as many customers as I can. While the game isn’t too difficult to get the most basic ending, the challenge for this game hides in trying to get the best endings.

A normal playthrough of this game will take you somewhere around 20 hours. But, if you want to see all the endings, you will get a lot more out of this game. On howlongtobeat.com, there are reports of players taking 60 to 100 hours to fully complete this game. Now, this is for the PlayStation 3 version. On the time of writing this review, the website has no listing for the Nintendo Switch version.

Now, the meat of this game is in exploration and the crafting. First of all, let’s go a bit more in-depth about the exploration. During your exploration you can take two allies with you. Certain allies require a certain price to hire. This price needs to be paid up front. So, make sure you have enough gold in the bank to hire them.

During the exploration you can go to various locations. Each location has several area’s you can explore that provide different items. These items aren’t randomized, so if you find herbs in a certain area, you will be able to find those herbs every time there.

One thing you need to keep in mind is that you have an inventory limit. If you reach that limit, you have to throw out items. Also, you need to keep in mind that certain items can lose their freshness. For example, if you collect berries and don’t put them in your storage in the chest in the shop, the quality will drop.

During your exploration, you can see certain spots where items can be gathered. In the meantime, you see the enemies roaming around. When you interact with them, you can start a fight with them. The battles are turn-based. It’s the system you see in a million other RPG’s. But there are a few differences.

One difference is that only an alchemist can use items. So, only Rorona can use healing items during the battle. Another difference is that you can use certain characters to defend you and make combo attacks. In each battle, a meter builds up. When that meter is full, you can use the shoulder buttons to defend Rorona. A similar mechanic counts for the combo attacks.

One thing you need to keep in mind during the exploration is that moving between locations and area’s takes valuable time. So, make sure you know which items you need and where you can find them and plan accordingly. Otherwise you might get into trouble and you aren’t able to craft certain items.

In addition to that, keep in mind that you have a limited amount of MP. MP is also used to craft items. And this brings me on the second part of the gameplay I want to focus on, the crafting. This is something I didn’t always paid attention too. Each item can have certain properties that make a huge difference during crafting. Each item has also a quality level that changes the outcome quite a lot as well.

Something I found extremely tricky was looking for high quality items. For some reason, I always found mid tear or low tier quality items. I’m quite sure that this was one of the reasons that resulted in me having a mediocre ending. Now that I know that, I know what I should look for in a second playthrough.

Anyways, the crafting system itself is a bit basic. You can select various ingredients to craft an item. If you don’t have a certain sub ingredient that is craftable, you get forwarded to the craft menu of that item. One thing that I found really annoying was that it wasn’t always clear which ingredients were missing. For example, the icon of the missing ingredient was a flame. But I had a few ores that looked extremely similar. Yet that wasn’t the ingredient I needed. It turns out I needed oil.

Something I really liked was that in the crafting list, you were able to sort ingredients in terms of quality or rarity. Also, you had various symbols that gave information if you were or weren’t able to craft a certain item. For example, a triangle means that you are able to craft the item but you have to craft a sub item first.

One thing that I would like to mention is that this game can be repetitive. It’s quite easy to fall in a loop for every assignment or mission. Explore, craft, rest. Explore, craft, rest. Explore, craft, rest. And repeat. Each assignment has a different theme like preparing for a festival or helping to craft medicine.

I didn’t mind too much, but I feel that a bit more variation in the gameplay would do the game some good. For example, a bit more assignments where you needed to defeat a certain number of monsters or collect a certain amount of ingredients would do the trick.

Arland is saved

atelier-rorona-the-alchemist-of-arland-dx-screenshot-03-ps4-us-04dec2018Let’s talk about visuals. This game looks quite nice in my opinion. While the game could have benefited from a free camera, I actually didn’t mind too much since the camera allowed me to watch the nice city and fun dungeons in great detail. Some enemies suffer from the recolor syndrome, like the slime enemies. There are at least 3 variants and only the color has been changed. I wish those games added a few extra details. Oh well. At least I never had slowdowns during gameplay and I was able to play the game at a decent frame rate.

In terms of animation, this game is good. While the cut scenes would have benefited from some more character animation instead of gorgeous looking 2D artwork. Now, if the game came out in a previous generation, I would excuse this…. oh, wait… that’s right, this game is a port of a PS3 game. Then again, the PS3 is capable of so much more. Oh well.

Now something that bugged me a bit is the rather awkward jumping animation. I think it’s missing a few frames near the end where Rorona’s feet almost snap into place. It also looks strange when you adjust your jump in midair. Since Rorona sort of floats awkwardly. It’s hard to put into words but while the jump works great, it feels off and looks a bit off.

Jumping in itself is easy to do and control. You just press the jump button and voila. I don’t have any complaints about the controls. I really like how there is a dedicated button to cycle through Rorona’s animations. The game controls great and I didn’t have need to spend time getting used to them. The UI explains it so well, I got the hang of it right away. One minor nitpick is that the prompt for running is a tad confusing. When the UI shows a button for “running ON” and you press that button, Rorona actually starts walking. So, that promt in the UI actually shows the status if you are running or not.

Now, the UI has some amazing things I really liked. Like how easy it is to sort items or the great and easy to use crafting system. But I have a few complaints. First of all, I wish I was able to see which ingredients where at a certain location before I actually travelled there. I would have been able to save so many days…

Secondly, while I totally understand why the developers did this; I wish I was able to see how many days it would take to go to a newly discovered gathering area. The reason why they don’t tell you this is most likely for immersions reasons.

And my final and third complaint is when you buy armor, you can’t see if it would increase somebody’s stats or not. This was quite annoying, especially when the armor shop rarely has new items because the game really wants that you craft it yourself.

The music and sound effects for this game are good. The soundtrack really fits the mood of the story quite well. It’s relaxing and rather melodic. It helps to get immersed into the game. I even added the soundtrack to my playlist for when I want to relax. Now, the sound effects are great but I wish there were a bit more of them. For the whole crafting system, the use the same effects and I would love some different ones for food or bombs. Also, one for days passing while the clock ticked over would be the cherry on the cake.

Oh, and here is something nice, you can totally change the whole soundtrack. Yes, while interacting with the book in the atelier, you can change each and every track to another track. You can choose between a pretty long list of other games in the series. Now, this is an amazing feature but it could have used some additional features. Like a reset to default option and one where you easily see which song you have selected since in that menu there is a lot of unused screen space. And the biggest missing feature is in my opinion a preview of what song is currently playing. Oh dear, they were so close.

In that same menu, you can access the different costumes for Rorona. As far as I know these are only cosmetic. You can do save file management and decorate the atelier to a certain degree. You can also access the options menu where you can adjust the sound mix to your liking. In here, you can also change the language of the voice acting to Japanese or English. So, if you want Rorona to greet you in Japanese in the main menu, you can do that.

After you have finished the game, there is a postgame chapter. I won’t spoil what the chapter is about but it adds some additional story. But after this post game, there is no free roaming. So, you can’t experiment with the game… This is a real missed opportunity since I would have loved to try and experiment with the game to learn and have a better run next time. Yet, on the other hand, I totally understand why they did this. Because the game has so many different endings in which different characters aren’t present, it would have been a hell to program.

Interestingly, during me writing this review and posting it; the game got a small update. I have no clue what has been added, but I wanted to mention it, just in case something in my review doesn’t make sense anymore.

With that said, I have said almost everything I wanted to say about this game. I did leave some things out for you as a surprise if you decide to play this game. But, it’s time for the conclusion of this review and my final thoughts.

Conclusion

The bad:

  • The jump animation looks awkward.
  • The game can be repetitive.
  • There is no free play in the post content.

The good:

+ Enjoyable story, writing and voice acting.

+ Amazing charm.

+ Great UI.

+ High replay value due to the different endings.

+ Relaxing soundtrack and you can change it to your liking!

+ ….

Final thoughts:

I don’t know exactly how this game compares to other games in the Atelier series. Since this game is the first game in the series I have played. Nevertheless, I did enjoy my time with this game quite a lot. The game is on the surface a relaxing game with a lot of charm. But, don’t get fooled, this game can become quite hectic in a good way.

The game is quite enjoyable to play but difficult to master. You really need to plan every single move to make sure to you get yourself in a difficult situation.

This game is perfect for everybody who is looking for an RPG with a crafting system or somebody who is looking for a shop simulator. While I can totally understand why some people won’t enjoy this game too much, it did click with me.

But the game is far from perfect. Don’t get me wrong, this game is quite good but it has some flaws that hinder the gameplay in my opinion. Like the strict deadlines and the repetitive nature of the game.

Personally, I recommend that you give this game a try. If only there was a demo of this game you could try out and judge for yourself if this game is for you are not. I bought this game because the screenshots and descriptions looked interesting on the Nintendo eShop and I wasn’t disappointed.

Now, I can’t wait to play the other games in this trilogy to see if they improved the mechanics in the other games. Maybe they crafted an even better adventure while they kept everything that worked quite well in this game.

Do keep in mind that I’m not saying that this is a bad game. It’s a good game with some flaws. It’s up to you to decide if these flaws would hinder your enjoyment of the game or not. Since this game has a lot of depth so you will be able to have a lot of fun with this game.

With that said, I want to thank you for reading this article. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in a different article but until then, have a great rest of your day and take care.

Score: 70/100

Gamers Thoughts: From idea to article

BannerBlog3Today, it’s time to talk about something else. In the past, I have written a few articles on the gaming industry and the blogging world. Today, I’m going to tell you what before I click on the “Publish” button. Yup, let’s talk about the steps I take to create an article for this blog. This is my current process, so things might change in the future. But it might be interesting to share it, no?  Also, to avoid making this article too complicated, I’m only going to talk about how I write my gaming articles like my first impressions, reviews or game quickies. Feel free to leave your methods in the comment section below.

Phase 1: Picking the game

 

idealightbulb.jpg

So, how do I choose a game to review? Well, to answer that question, I should answer how do I choose which game to play?

Let’s get the easiest part of the answer out of the way first. Sometimes, I get a mail from a developer asking me to take a look at their game. Then, some emails happen. We discuss what the article should be about and what things I can or can’t mention. I have to stress that I hate censoring. If I’m not always to express my full honest opinion, I’m not going to write the article. Since I think that lying to the readers of the article is a bad idea. On this blog, I always express my honest opinion on the games I play, so that would be too much out of character.

So, the more difficult part of the answer is when I don’t get a mail from the developer to take a look at their game. So, what happens then? In my free time, I play a lot of games and when I find a game that interests me, I write it down on a list. It’s text document in my cloud storage so, I can access it at anytime and anywhere.

While I make schedules for my blog, I’m truly terrible at following them. The reasons for that are emails from developers that I want to first or games that interest me and that I want to write about that aren’t on the schedule. In very rare occasions, I choose the game that I’m going to write about on Sunday morning and then I play the game all day. That happened a few times already.

That’s why I rarely to never share my schedule. Since I know it can change at any moment. Not only thanks to emails from developers but you can never predict life. Also, I think I’m more creative when I don’t plan out my articles too much. Apart from deadlines or agreements with developers, I rarely plan a date for an article.

Phase 2: Playing the game & analyzing it.

This phase speaks for itself. I start playing the game and write down some notes on my phone or tablet. In the past, I wrote everything down. Each thing that could make it in the article was written down.

I stopped doing that. Since I noticed that I didn’t use all my notes to write the article. Also, it broke the immersion and my focus on the game when I had to take notes.

So, what I do for notes now, is write down the things that I shouldn’t forget about the game. And let me tell you when you do this for a few years like I have, you are able to write articles without taking notes sometimes. So hear me out on this, I think that a review or a first impression should be a reflection of your experience. If you are unable to remember some negative aspects like an annoying puzzle or two, a few boring levels or a strange dialogue… I don’t think it’s worth mentioning in an article. But, I’ll go more in-depth about that later in this article.

Last year, I wrote an article where I talked a bit more about this phase. I wrote about how I analyze a game. So, here are a few things I didn’t mention in that article. I’m very picky when it comes to UI. I love it when I don’t have to go through five different menus when I know it would be possible in two menus. If you have a clear menu system, it’s more inviting to the player.

I’m very picky when it comes to UI. I love it when I don’t have to go through five different menus when I know it would be possible in two menus. If you have a clear menu system, it’s more inviting to the player.

I honestly enjoy tutorials to a certain extent. What I mean is that I enjoy tutorials when it explains the basics of the game without holding your hand too much. For example, that the explanation of controls is a sign you choose to read. But, when you have already played the game in the past or when you understand the game mechanics already, you can skip them without an issue.

For how long should you play a game before you can write an article about it? Well, my rule is that when I have played the game for more than 4-5 hours, I can write a first impression about it. I only write a review about games that I have finished or beaten. But, wait, what if the game doesn’t have an end goal or is unbeatable like Tetris? Well, then I review the game when I think I have seen or experienced enough to review the game.

Phase 3: Research & Writing

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So, I have played the game and/or I have beaten it. Now, it’s time to research and write the game. Like I said in a previous article, I have a habit of listening to the soundtrack of the game I’m writing about. This helps me to write and sometimes it helps me to remember the experience.

Also, when I’m writing, I have the game open near me. For example, when I write about a 3DS game, my 3DS is in front of my keyboard while I’m writing. When I want to quickly test something or refresh my memory, it’s just a second way.

Things I always check are Wikipedia/Wikis & Metacritic. I check Wikipedia to check if there are any interesting facts of the game I didn’t know about like it’s development history or something similar. If there isn’t a Wikipedia page or doesn’t have enough information, I look for a Wiki on the game.

Why do I check Metacritic? Well, not for the score or anything of that nature. I just find it very handy to see other articles on the game. What did other people think of the game? What are their positives and negatives?

Another thing I do is the “searchability and presence test”. I enter the name of the game in different search engines and on different social media platforms like Facebook, Twitter, YouTube… to check what other people like or dislike about the game.

That test and the information I get from Metacritic help me to write. Now, I don’t copy somebody else’s opinion, but when you see sentences in my article like this: “A common complaint is …. and I (dis)agree because…” or something along that nature, well, that’s the consequence of that.

A very handy website is howlongtobeat.com. It’s very difficult to tell how long is a game is and this website helps a lot with that. This website allows me to talk about if the game is long enough and things like that.

When I start writing, I try to continue to write everything in one piece. So, when a link needs to be put in, I put it in before I continue with the rest of the article. What I do first is write the introduction and then the headings. After that, I insert the images of that article. Then, I put in brackets what part of the game I’m going to talk about in that paragraph. So, that way I know what I’m going to talk about in and give the article some structure.

So, how do I decide what to put in an article? Well, that’s a tricky question. To be honest, my answer to that is simple. I use my gut feeling. When something doesn’t feel right to mention, I don’t mention it. I also try to give my honest opinion what I think about the game and what I liked and disliked.

How do I decide the length of an article? Well, I try to have around 1000-1500 words. The reason for that is that I find it the perfect length to talk about the game with enough depth. If I make the review longer, it can be because of two reasons, either I have a lot to talk about or I got carried away while writing and I don’t want to cut out certain sections.

After I have written my article and the conclusion, I always go over the article with two spell checkers. I use Grammar.ly  for almost a year now to fix various spelling mistakes and after that, I copy the whole article into a Word document to double check. After that, I read the article myself and fix and/or tweak any other spelling mistakes I can find.

Then, the article is almost ready. I add all the tags and add it to the right category or categories. After that, I click publish and check if the post reached all my social media pages. After that, I update my overview page and go on with my day. I either start up a game that I want to write about next week or do something else.

Wrapping up

So, thank you for reading this article. I hope you enjoyed reading it as much as I did writing this. It honestly felt kinda strange writing down how I write articles. Honestly, this is my general workflow but sometimes it differs from article to article slightly.

My main goal with this article is to give a look behind the curtain on how I write articles. Also, I tried to give some tips and tricks if you are a starting blogger looking for some advice. Don’t copy my workflow, but try to improve your own.

I hope to be able to welcome you in another article on my blog but until then, take care and have a great rest of your day.

First Impression: Hyrule Warriors (Wii U) ~ Zelda with a War.

WiiU_HyruleWarriors_Boxart

Official website

During my two week break, I got my hands on a Wii U. Honestly, it wasn’t really a break; I just didn’t had time due to various reasons. But let’s put that aside, since I think it’s time for a new article. Today, I’m going to give my first impression of one of the games I bought the Wii U for. Hyrule Warriors. It’s was so hard to not watch any video or read any review of it. Honestly, it paid off. The other games I bought are Zelda – Wind Waker HD and Bayonetta 1 & 2. Fun fact, when I told this to my buddy MiseryLC, he said: “Wow, I thought that those games were totally not your style.” Hehehehe. In any case, let’s begin with this article. As usual, feel free to write your opinion on the content of this article and/or the game in the comment section down below.

It’s a blast

maxresdefaultI expected a sort of hack-and-slash game. I got what I ordered. But what I didn’t expect was the amazing story.
Minor spoiler here,  but it feels like it’s the story about the big Hyrule war for the triforce that’s often mentioned in other Zelda stories.

While Nintendo published this game, the developers made sure to use the Zelda lore to its fullest extent. Koei Temco Games & Team Ninja used a lot of Zelda characters and none felt out of place for me. The new characters introduced could as well be Zelda characters, they are that good designed.

The voice acting of the narrator is a okay at best. I like my stories told with a bit more emotion. Don’t get me wrong, it’s very  well done. What I really like about the game is that they didn’t give the Zelda characters voices. They used text boxes to tell the story. Very good job, since you didn’t disappoint the fans with possible badly chosen voices.

Also, when you buy the DLC for this game, it adds background stories to some characters. I haven’t played the DLC stories yet, but that will come soon. Since the game has it’s hooks in me. Since I bought my Wii U, I have played this game more then I like to admit.

Slash those enemies

WiiU_HyruleWarriors_57_Adventure_Mode_01The gameplay is easy to explain. You are in war with one or two other armies. You need to conquer keeps. You do that by first defeating the guards and then the keep boss. A keep spawns more allies. The more keeps you have, the better. In some scenarios, you have to avoid the death of some characters. This “defeat condition” made me seat on the edge of my chair various times.

The game uses some nasty tricks sometimes. When you think the character you need to protect is safe, a horde of enemies come and attack. Not only attack, but they charge towards the character you need to protect.

Various maps also have special situations that can occur. Like in Death Mountain, if you don’t conquer two keeps, the enemies throw rocks at your main base. When your main base gets destroyed, it’s game over. Same counts for the enemies. When you destroy their main base, it’s game over for them.

The only thing that they could improve on in the gameplay department is that the enemies might be a bit more intelligent or the allies for that matter. I encounter them sometimes just standing there. But truth to be told, writing code that would put AI to each and every enemy would be should a pain. You would think that the game is easy then. Well, if you keep paying attention and fight the right enemies or fight the right battles… this game isn’t that hard. Granted, I have only played on the normal difficulty now so I still have to play the “hard” difficulty.

In some other reviews I read a very valid point, this game can be repetitive. Honestly, it is. After a few hours, the game is repetitive… But I enjoy this game so much that I always want more fights and battles to play. So, I don’t mind the repetitiveness of this game.

Another complaint is that this game is a “mash buttons to win” game. Well, I have issues with that statement in general. The negative I see is that you have a way to win where there is no skill involved. But hey, using the combo’s makes a nice visual thingy too look at.

I want to talk more about the gameplay, but I will leave that up for the review when I finished the story mode and played a bit more of the other modes.

Is it good or is it great? 

maxresdefault (1)So, in the previous part, I touched upon the graphics of this game. And let me tell you, they are amazing. The areas you visit look colorful and/or have the right atmosphere. The battlefields are so well designed that the keeps are real strategic points that armies would use in a real life battle.

Apart from the game being eye candy, it’s really amazing how this game has such a fluent animation. Often, there is a lot going on, on screen but it rarely drops to a low framerate. And when it drops… It drops to 15-20 frames, which isn’t that bad. But in general, this game runs at a steady 60fps.

What blows my mind even more are the animations. There made me feel being a real bad-ass hero several times. I really like the combos you can pull off.

To wrap up, let me talk about the soundtrack. It’s one of the best soundtracks I have heard this year. I adore the soundtrack of mainstream Zelda games and this game is no exception. The soundtrack is so well done, that I want to hunt down a CD of it.

So, I think I’m going to wrap up my first impressions here. I actually want to talk a lot more about this game but I’m leaving that for the review. And also, long time readers know that I often leave some parts out since I want that some parts are for you guys to figure out.

In any case, thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I also hope to welcome you in at another article on my blog. But until then, take care and game on!