Everybody loves Sonic. There, I said it. The series has suffered a lot in the last ten years or so, but it’s legacy is undeniable. This can be seen pretty strongly in 2014’s Freedom Planet, a game clearly inspired by the ‘Blue Blur’.
Freedom Planet has a predictable but nonetheless charming story, following Lilac, Carol and group of other anthropomorphic characters as they try to save the world from destruction from a powerful force from another world, led by Lord Brevon. Along the way, they meet various other increasingly ridiculous characters from the different warring nations that form the majority of the games setting.
The eagle-eyed among you, or whatever the listening version of that might be, will have likely noticed that things have started changing around here. For one, my upload schedule to this very site has become somewhat regular in comparison to a large portion of last year. On top of this, you have likely noticed that the visual design has changed too. Allow me to explain.
Being a lover of anime fighting games, I’ll pretty much give any of them a shot. Koihime Enbu RyoRaiRai piqued my interest right from the first footage I saw of the game in motion whilst perusing Steam. However, now having played the game for a decent while, how actually is it?
I love GOD EATER as a franchise, as it takes everything I like about Monster Hunter and throws away everything I don’t, replacing it with better stuff. So, I was looking forward to getting back to clouting Aragami with big swords with a GOD EATER 3 review.
I love traditional JRPGs, and I mean I love them a lot, so it was unlikely that I was going to go into Octopath Traveler with an overly open mind. But after playing through the incredible action-JRPG, Ys VIII, I needed something a little more comforting, but was the game the big thick, number-heavy cosy blanket I needed in my life?
I love myself a pleasant adventure, and so when Microsoft revealed Tunic during their E3 presentation last year I was already sold on the aesthetic and basic gameplay just from that short trailer. I must admit though, I completely forgot about the project until I saw the game at RTX London last year, and immediately (and too excitedly) sat down to play.
It’s me again, I’m finally back from a long hiatus with a sizeable amount of updates for you all! So, I just wanted to take a little time to go through some of the changes and some of the more ongoing and current things happening across the various channels and things.
I have a huge soft spot for character platformers, as you could likely tell from my glowing write up of Billie Bust Up, but it has been rare (get it?) that modern iterations have been consistent enough to maintain interest after the first title. However, if you go back to the PSOne era, there were several, one of which was the Spyro Trilogy, now reborn as the Spyro: Reignited Trilogy.
The demo I played at EGX 2018 was minimal, but it contained just about enough to show the various improvements to the original games. There were three levels to play, one from each of the trilogy, and each one explored different mechanical pointers of Spyro and his moves. I won’t get too weighed down by the story in this preview, which I assume to be the same as the original trilogy, and focus on what was here to see.
The first level was Stone Hill from the first game and, as it is the first level of that game, it gives a simple and easy start and introduction to Spyro. The controls required to finish the level were minimal, but it had enough hidden in it to satiate the curiosity of those willing to explore, and taking out that hidden egg thief is still immensely satisfying.
Second level of the demo was Idol Springs from the second game, so was a little tougher and more involved. The enemies were more plentiful and harder to take down, there were more hidden bits in the level, and there was even the cute narrative portion at the beginning as you saw the Idols begin to come to life. This is much more fun level, not least owing to the injection of humour into the proceedings.
The final level of the demo was a segment from Sunny Villa, namely the skate park segment. This was the one I was most worried about, as historically the controls on the skateboard were slightly clunky. I’m pleased to convey that the controls feel better now. Not the best they could be by any stretch, but they don’t feel like a total mess now. Oh, and taking out those little lizards on your skateboard is still as much fun as it was back in the PSOne days.
Controls across the board feel tighter, now I think on it. All of Spyro’s motions are more instantaneous and responsive, giving a less slippery feel than the original trilogy. Also, all of the visuals and sound across the three levels were vastly improved, with the new remixed scores updating the existing soundtrack in a way that feels both respectful and yet unmistakably modern. The whole just feels immensely refreshed, even from such a small snapshot of the games.
My only gripe in fact is an incredibly personal one, what in the world have they done to Hunter? All of the other characters look great in their new guises, and the dragons from the first game now have wonderfully exaggerated designs of their own, but something about the best skateboarding cat-boy just looks off. Not enough to stop me enjoying the game, of course, but a swing and a miss in terms of character design.
It gives me great joy to say that the little purple dragon is back, and to describe the Spyro: Reignited Trilogy as “better than ever” would be an understatement. I only had a short amount of time with the game, but I’ve already fallen in love all over again with the purple dragon and all of his wonderful sass. Spyro: Reignited Trilogy launches on November 13th for Playstation 4 and XBox One.