Blog

  • Dragons and Titans Review

    When you play a game with a title like Dragons and Titans, you seek fire, brimstone, and battles of epic proportions that rattle the very foundations of the Earth. The reality of the latest addition to the ever-expanding MOBA genre, however, is a bland and clumsy game that relies on its theme as a crutch to make up for its gameplay having no longevity of its own. Dragons and Titans may feature the juggernauts of fantasy lore, but the game itself is too frail to make so much as a whimper.

    Dragons and Titans is yet another free-to-play game following in the footsteps of the likes of Dota 2 and League of Legends. You select a dragon and a legendary weapon, and then join a team with the focus of annihilating the equally voracious opposing team. As has become a staple of the genre, you may do so in any of three game variants, the central of which has you focusing on freeing your team’s titan by destroying the enemy’s titan cage in the center of the base. The titan cage is shielded, however, and destroying the various structures surrounding the enemy base serves to take a chunk out of the enemy’s shield or speed up the shield’s natural decay. The other options are a domination variant, which requires your team to destroy the enemy titan cage, and the familiar all-random, all-mid offering for a more relaxed experience. Matches are much shorter than in most similar games, clocking in at around 20 minutes for a long game, compared to the daunting hour-long matches that often appear in League of Legends.

    Dragons and a titan.

    The dragons in Dragons and Titans rely on special cone-based skills focused in the direction the dragon is facing. Such skills pertain to the element the dragon represents, whether it be poison, fire, light, sand, mist, or so forth. That the basic attack is tied to the direction you face is the cause of untold frustration. Once you use up your other spells and abilities or run out of mana, you and your opponents have nothing but basic attacks left, and battles play out in one of three equally exasperating ways: you chasing down someone who’s too low to stay and fight and just flies in a zigzag pattern to reduce your damage; you chasing an enemy fighter who is waiting on cooldowns and simply flies backward; or you and an enemy dragon rider attempting to fly directly at one another, only to end up chasing each other’s tail in a circle. The resulting chaos is never fun.

    The ARAM map crumbles beneath you as you conquer your foes.

    Basic attack complaints aside, dragons are inherently equipped with one other ability to give them their unique identities. The paper dragon has a bonus health shield to bolster its literally paper-thin defenses, the bone dragon gains some close-range combat ability, and the magma dragon sends chunks of flaming rock flying at foes. These abilities, and a dragon’s appearance and base stats, are the only aspects of the game lending identity to the different selectable characters, apart from the game’s legendary weapon system.

    While teams are limited to one of each type of dragon per team, they are also limited to one of each type of legendary weapon. Legendary weapons grant you two additional abilities, and any weapon can be attached to any dragon, so you can customize half of a dragon’s skill set on a game-to-game basis. This offers some interesting customization options, such as the ability to turn a back-line poker into an equally devastating threat in melee range, or to simply increase your firepower from afar, but it also drains the identity of each class of dragon and makes them all bleed into one.

    That the basic attack is tied to the direction you face is the cause of untold frustration.

    The game offers a single-player campaign for those who aren’t interested in, or who want a break from, playing against other players. The campaign consists of three acts, two of which you must pay for to unlock, and is merely a gauntlet of “kill this, kill those, collect these, and kill that,” with forgettable bits of dialogue to link each bit together. There are three difficulty levels, and the game offers an additional “star” for beating the level with additional parameters, such as within a certain time or with a certain dragon.

    It should be a sin to mix incompatible fonts.

    Much like League of Legends, Dragons and Titans features a rune system for customizing your stats for a battle by collecting and purchasing runes to power up your dragon. Unlike in League of Legends, the runes can be purchased with real money, leading to a red flag for those opposed to “pay for power” mechanics in games. Further in this insidious vein is the ability to forge your legendary weapons to reduce mana costs or cooldowns or to increase their damage. To forge, you expend forge materials and wait four hours, or use an ingot to finish the forging instantly. Once again, ingots can be purchased with real money, so players who pay can power up their characters more quickly than those who simply attempt to acquire them by grinding. You can make pretty substantial progress on a weapon’s forging for as little as $4, with those 1 percent boosts all adding up to a noticeable decrease in mana consumption. And again, I stress that mana goes away fast in this game. You want mana. You want things to not cost a lot of mana. You want to forge that weapon you’re using.

    One of the few areas where Dragons and Titans succeeds and others have failed is in its method of mitigating champion select arguments over who gets to play which champion, because prior to queuing, you can preselect your dragon or legendary weapon. It comes with a warning that it will increase queue times, since running into anyone else preselecting your dragon or titan prevents you from being matched, but in my experience, the queue time didn’t noticeably increase. I was guaranteed to get the weapon I wanted every game, which meant more to me than what dragon I selected. The mechanic is a brave one, especially given the meager player base, but it succeeds in its purpose.

    Or let them peck your eyes out and pretend you are Odin.

    It’s a shame that a game featuring colossal lizards would look and sound so drab. Dragon fire-breath sounds are nigh indistinguishable from the sound of static when your TV’s cable has gone out. The only graphics options available to adjust are resolution, full-screen mode, vertical sync, and a single slider allowing you to choose between fast or pretty graphics; the best I could reckon the slider did was adjust the brightness from “morning-drive road glare” to “moderate corneal incineration.” You may wish to wear sunglasses when playing the game, or turn down your monitor’s brightness and contrast settings to comfortable levels.

    Dragons and Titans is a mere shadow of other, richer MOBAs, and while its significantly shorter average game time may give it some initial appeal, that appeal comes at the cost of almost any enjoyment of the time invested. Dragons and Titans could have been a gateway game to the genre, but weighed against the game’s counterparts, neither dragon nor titan can tip the scales in its favor.

    Powered by WPeMatico

  • Pee-Wee Herman Movie Is “Pretty Close,” Says Judd Apatow

    Pee Wee Herman movie

    For the past few years, we’ve been getting updates on the Pee-Wee Herman movie every so often. Mostly, they’ve just been reassurances that yes, the movie is still in the works. But the wait may be nearing an end. According to producer Judd Apatow, the feature is “pretty close” to coming together. Hit the jump for the latest dirt on the Pee-Wee Herman movie.

    Apatow offered the update during his appearance at Loyola Marymount University earlier this month. “We’re pretty close to getting that going,” he said when asked about the project. He continued:

    We’ve kicked around a couple of titles. Pee-wee takes a Holiday — that was one of them. But we have a great script that he wrote with a friend of mine, Paul Rust and I think we’re probably going to get to do that soon.

    “Soon” is a pretty vague word, but it’s more promising than “later” or “eventually” or “somewhere down the line.” As of last summer, Pee-Wee Herman himself, Paul Reubens, was telling press that the script and financing were already in place, and that a director had already been chosen. Whom that filmmaker is has not yet been revealed, however.

    The wording of THR‘s article suggests that Apatow himself may direct it (“Apatow says he’s directing Amy Schumer’s film Trainwreck […] and a film written by Paul Reubens and Paul Rust, tentatively titled Pee Wee Takes a Holiday,” they write) but for the moment, he’s only confirmed to produce.

    Moreover, if Apatow is indeed directing, “soon” could mean “in another year or two.” He’s already committed to making the aforementioned Trainwreck as his next directorial effort. Since that movie already has a summer 2015 release date locked in, he doesn’t have much wiggle room in terms of scheduling.

    On the other hand, if they’ve settled on a different director, there would theoretically be no reason to wait. Reubens’ prediction that shooting could get underway in 2014 could turn out to be true. In that case, expect to hear some big updates soon.

    The post Pee-Wee Herman Movie Is “Pretty Close,” Says Judd Apatow appeared first on /Film.

    Powered by WPeMatico

  • No, the Xbox One does not have a secret second GPU

    Microsoft director of product planning Albert Penello has spoken out to dispel an enduring rumor about the Xbox One. It’s been suggested that the Xbox One features a second secret graphics processing unit (GPU) hidden somewhere in the system, but this is not true, Penello says.

    “I thought I had already said something about that. There is no 2nd GPU, there is no stacked GPU,” Penello said on Twitter. Later writing on Reddit, Penello noted that Microsoft’s recent Direct X12 announcement might have made the rumor re-appear.

    “I didn’t think [the second GPU rumor] was festering because I thought I’d already commented on it. For some reason the DX12 announce seemed to make it resurface,” he said.

    Regarding DX12 specifically, Penello said he’s not that completely caught up on the new graphics API just yet, and so he’s not sure how it will directly impact Xbox One. Still, he said players can expect advancements to performance over time on Xbox One.

    “I know we’re continually improving our tools for developers, as we did with Xbox 360, so you’ll see consistent performance improvements over time,” he said.

    Last week, Microsoft said gamers can expect more Xbox One titles to run in 1080p over time as studios discover and improve upon development techniques.

    Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch
    Got a news tip or want to contact us directly? Email news@gamespot.com

    Powered by WPeMatico

  • What Could Fox’s Mystery Marvel and Ridley Scott Movies Be?

    mystery marvel movie

    Late Thursday night, 20th Century Fox dropped some potentially massive news. They gave release dates to about six new movies, including sequels to The Wolverine and the yet-to-film Fantastic Four reboot. Among the films was also a “Mystery Marvel Movie” on July 13, 2018 and a “Untitled Ridley Scott” film on March 4, 2016. Below, we’ll give you a few options of what each of those might be.

    Before we move along, realize the fact Fox specifically made both these movies mysteries means they themselves probably haven’t settled on them. They certainly have an idea, but chances are all six of the below movies are in play at the moment.

    When it comes to Fox and Marvel, it pretty much limits the options. The don’t own that much Marvel any longer. And it gets easier especially when we already know X-Men: Apocalypse is coming in 2016 and Fantastic Four 2 and The Wolverine 2 are dated. If you take all those off the table, basically, these are the options:

    1. Deadpool
    2. X-Force
    3. Another X-Men movie/Fantastic Four crossver

    The latest updates we heard on Deadpool were encouraging. Attached director Tim Miller said the film was just waiting for Fox to give the greenlight and star Ryan Reynolds believed things were progressing. That puts this film in prime contention, however, the prestigious summer release date doesn’t quite mesh with the lesser known character and self-referential nature of the film.

    X-Force was being written by Kick-Ass 2 director Jeff Wadlow, and while the film has been discussed in some interviews, there doesn’t seem to be a lot of momentum. It has a shot here, but feels unlikely.

    Finally, there’s the potential of a new X-Men movie. 2018 will be two years removed from Apocalypse and a year after Wolverine 2. That’s the perfect amount of time to continue the franchise. Plus, it’s the summer after Fantastic Four 2, which would be the right time for a potential crossover. Out of the three options, I think this is the safe bet.

    Now to Ridley Scott. Scott literally has over a dozen properties he’s attached to at multiple studios. His Scott Free productions also own the rights to a lot of things that could go to any studio, so this one is a bit more difficult to predict. However, considering it’s Fox and considering this release date is March 4, 2016, these are three of the best bets.

    1. Prometheus 2
    2. Murder on the Orient Express
    3. The Forever War

    The obvious choice is Prometheus 2, a film Scott has been talking about for a long time. Last year he surmised he might get around to it in 2015, which would fit this timeline, but is the audience really clamoring for it?

    Fox recently picked up the rights to remake Murder on the Orient Express with Scott as a producer. He’s currently not scheduled to direct, but no one is, and a glossy-murder mystery fits that March release date perfectly.

    Then there’s The Forever War, an epic sci-fi story Scott has been attached to since 2008. It’s also at Fox and last year Scott say they’d recently gotten a very good draft of the script. That’s encouraging but this one has been in development for so, so long, it’s hard to imagine it ever getting made.

    Of those three, I’d say Forever War and Prometheus are the front runners, simply because of the nature of this release date announcement: high-concept, blockbuster films. We can, however, rule out one film for sure. It won’t be Blade Runner 2, which is owned by Warner Bros. Plus, if this mystery movie is next for Scott after Exodus, it bumps any chance of Blade Runner 2 back even further into the decade.

    Other potential options for Scott are the YA novel Rae and a movie about football concussions, As of now, he’s just producing those but that’s usually how he picks his directorial films. Neither is specifically set up at a studio.

    In the case of either of these release dates, Fox could always pull a wild card and make it something totally different. However, if this were Vegas, those are the films with the odds at the moment.

    What do you think each film will be?

    The post What Could Fox’s Mystery Marvel and Ridley Scott Movies Be? appeared first on /Film.

    Powered by WPeMatico

  • Now even Microsoft is offering the Titanfall Xbox One bundle for $450

    [UPDATE] Target is also now selling the Titanfall Xbox One bundle for $450.

    The original story is below.

    The official Microsoft Store is now offering the Titanfall Xbox One bundle for $450, joining third-party retailers like Amazon, Best Buy, and Wal-Mart in selling the system for $50 off. Microsoft’s deal is also good for the Forza 5 Xbox One bundle, which includes a copy of Turn 10’s racing game and a system for $450.

    The offers will be available for a “limited time,” Microsoft said.

    Getting an Xbox One and Titanfall for $450 means that, at least in theory, the Xbox One is more affordable than the $400 PlayStation 4 if you want to buy a new system and a new game. Sony is not currently offering any PS4 software bundles.

    It remains to be see what effect the release of Titanfall, a system-seller, and the $450 price promotion will have on Xbox One sales for March. Research firm the NPD Group will release its industry sales report for March early next month.

    Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch
    Got a news tip or want to contact us directly? Email news@gamespot.com

    Powered by WPeMatico

  • Hearthstone: Heroes of Warcraft Review

    The key to understanding Hearthstone lies in its very name. Not only does it refer to the white-and-turquoise rock that has sent the World of Warcraft faithful back to inns since 2004; it also suggests friendly competition far removed from the battles and weighty stratagems of other collectible card games. Its cozy syllables evoke not laborious campaigns lasting hours, but quick matches that take no longer than it takes to gulp down a mug of ale. If World of Warcraft is the everyman’s massively multiplayer online game, this is the everyman’s collectible card game, and for the most part, Blizzard has justified the fanfare that erupted when it first appeared last March.

    Few other card games rival its personality, which reveals itself in the little things, such as the way you can tap iron gongs and fiddle with water mills on the board in the 90 seconds when you’re awaiting a challenger’s next move, or in the way a chorus of rough-and-tumble dwarves and orcs erupts in cheers when you’ve made a good move. You find it in the flashier details as well, such as the way the mage’s arcane missiles pelt enemy heroes with sound files yanked from World of Warcraft, or in the way some of Warcraft’s most exaggerated figures guide through a tutorial that’s as helpful as it is fun. The emo night elf Illidan from Warcraft III and WOW’s Burning Crusade expansion wraps up the swift campaign, still spouting his convictions that we’re unprepared.

    Superficial simplicity betrays Hearthstone’s lurking strategic depth.

    That may well be true for card gaming tenderfeet, but it rarely matters. One of the great strengths of Hearthstone is that it embraces players who shied from the know-it-alls at Magic: The Gathering events in comic shops or missed the heydays of Pokemon and Yu-Gi-Oh. What’s more, it caters to players burned by the caustic personalities in multiplayer games like League of Legends and Dota 2 by limiting communication with random players to preset responses. (Friends can chat with and battle each other, but to prevent exploits, these matches offer no form of reward or advancement.) In true Blizzard form, Hearthstone shatters barriers to entry while supplying the means to access greater challenges if you seek them.

    Indeed, card gaming veterans will find much to love beyond the cheesy puns and happy aesthetic. Hearthstone adopts the familiar model of whittling down the opposing player’s hit points with attack points from cards, but it simplifies the often cumbersome resource mechanics of other games for a mana bar that automatically expands with the passing of each turn. It’s a system geared toward speed, and hero abilities that don’t depend on cards–like the mage’s fireball–act as wild cards that can keep you in the fight even when surrounded by minions. It’s a lunch breaker’s game, and indeed, the toughest matches rarely last more than 15 minutes.

    Talk about a descriptive name!

    Blizzard manages to bless Hearthstone with significant depth in spite of such nods to speed. There’s a wide assortment of cards with specific abilities in play here, some of which are part of the nine unlockable decks modeled on familiar World of Warcraft classes, and others of which come with the massive bundle of cards that you can use with all the decks. Using the hunter deck, you might spring a trap by unleashing three weak snake cards after an enemy attacks his or her minions; your opponent might fend off the attacks by tossing down a tanky card with “taunt,” thereby forcing the snakes to attack the taunting card instead of the main hero. But still further strategies await: your mage could incapacitate the taunting card with a frost nova, thereby letting you have a go at your opponent’s hero.

    All this worked well when beta invites shot out a year ago, but Hearthstone now enjoys a commendable degree of balance in the wake of months of tweaks and player suggestions. It’s more apparent in the early levels, when most challengers you meet haven’t built powerful decks through their winnings from daily quests and simple leveling, but flashes of it remain at higher levels when players start slapping down legendary cards with alarming frequency. Hearthstone’s class decks perform a little of the same service as alts in an online role-playing game; once you get tired of one class, you can jump on another and start leveling it from scratch for a varied experience.

    Over time, perhaps inevitably, the process of leveling and building killer decks devolves into a grind. Blizzard gives you the option to craft your own cards to counter it, although it’s here that the veterans enjoy a significant advantage over card-gaming rookies. Hearthstone simplifies many of the necessary actions, such as destroying excess cards and neatly arranging the available cards in a flipbook of sorts, but the uninitiated get few clues as to what to focus on. In the worst cases, you might waste your material on a worthless card or (the horror) accidentally disintegrate one of the best in your deck. Nevertheless, card crafting is a good way to fill in the gaps for the unlucky. If you can’t get a card to appear from the packs you buy through your winnings (or indeed, real-world money), you can usually make it if you have the materials.

    The best way to break this tedium is to break into the Arena mode. Arenas come with an entry fee, although it’s usually negligible if you manage to complete the daily quests, which have you doing things like winning matches with a specific deck or dealing 100 damage to enemy heroes. The allure of Arena lies in the leveling of the playing field. Rather than bringing your own decks into the battle, you’re only allowed to choose from one of three classes, and then you need to build your deck by choosing one of the random cards Hearthstone throws at you until you complete a full deck of 30 cards. The outcome can still be outrageously imbalanced. Some schmuck might swim in legendary cards, while the one you have never gets drawn from the deck. Of course, it works both ways. The next Arena match could shower you with legendaries like Ragnaros instead.

    Uh oh–it’s magic!

    As is the case with any collectible card game, a degree of randomness affects each action in Hearthstone. It’s possible you’ll end up with nothing but sorry cards beyond the capable starter decks–I suffered the same fate after I lost my godly deck in a planned wipe halfway through the beta–but there’s always the chance of scoring big as well. Still, that randomness might drive players to toss some cash at Blizzard for new card packs (priced at $1.50 each), but the beauty of Hearthstone is that you never feel much if any need to fork out cash. It’s a free-to-play game in the best sense of the word, and even the interface for unloading your cash is more stylish than it normally is in such ventures.

    Hearthstone features no built-in spectator mode, nor does it offer a replay mode, which could have been helpful in learning from your mistakes. Features such as team battles that make Magic’s digital duel games so fun make no appearances here, and the daily quests take long enough to complete that you’ll sometimes want to spend cash if you want to play in the Arena. But such objections are minor in light of the breezy but brainy experience Blizzard delivers here, particularly for the massive segment of the populace that’s never played a collectible card game. If it’s dumbed down, then it’s in good hands. If any developer’s good at weeding out the chaff of more robust games in a particular genre, surely it’s Blizzard.

    Powered by WPeMatico

  • Final Fantasy XIV… As A Super Nintendo Game

    Square Enix made this video. It’s wonderful—like their 16-bit FFXIII video—and makes me wish they’d turn this into a real game.

    Read more…

        



    Powered by WPeMatico

  • David James Kelly Writing ‘Wolverine’ Sequel Script

    wolverine sequel script

    Fox just set a March 3, 2017 release date for the next solo Wolverine film. Now the studio has announced a screenwriter. David James Kelly is scripting the new Wolverine film, which will once again star Hugh Jackman in the title role. Kelly is presumably working from the story outline that director James Mangold starting working out months ago.

    We have no intel on what story the new film will tell. It will likely be based to some degree on an existing comic book storyline. It could also be connected in some way to X-Men: Days of Future Past and/or X-Men: Apocalypse. But at this point we’ll probably have to wait a while for more details. Comic Con could fill in some of the blanks this summer.

    Deadline reports that Kelly had previously sold the pitch Sentinel to Fox (no relation to the X-Men robots, presumably) and is also set to adapt the Mind MGMT comic series. He had also been one of the writers recruited to work on a Daredevil reboot when that character was still at Fox.

    The post David James Kelly Writing ‘Wolverine’ Sequel Script appeared first on /Film.

    Powered by WPeMatico

  • Funding for Ultima creator Richard Garriott’s "ultimate RPG" reaches $3.5 million

    Richard Garriott created the beloved Ultima role-playing game series. He traveled to the International Space Station and dove to the depths of the ocean to see the Titanic wreckage first-hand. He owns a stately castle-style home in Texas called Britannia Manor. Now he can add another accomplishment to his resume.

    Garriott’s crowdfunding campaign for his “ultimate RPG” Shroud of the Avatar has now reached $3.5 million from more than 30,000 total backers.

    The Shroud of the Avatar Kickstarter campaign went live in March 2013 and ended in April that year with $1.9 million, well above its $1 million target. Since then, Garriott and developer Portalarium have kept donations open at the game’s website, where more than $1.58 million has come through so far.

    “Thank you!!! We will deliver the best game we can!!!,” Garriott said on Twitter about the funding accomplishment.

    Episode One of Shroud of the Avatar, called Forsaken Virtues, is expected to launch later this year for Windows, Mac, and Linux.

    Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch
    Got a news tip or want to contact us directly? Email news@gamespot.com

    Powered by WPeMatico

  • Professor Layton vs. Phoenix Wright: Ace Attorney Review

    Why would the amiable Professor Layton be interested in squaring off against the uncomfortably awkward Phoenix Wright? Answer: He’s not. The first thing to understand about the awkwardly named Professor Layton vs. Phoenix Wright: Ace Attorney is that the two title characters are allies, not adversaries. Pure and simple, what you’ve got here is a bromance between two of the DS and 3DS’s most captivating stars.

    And it works. The problem of how to combine two franchises that operate in fundamentally different ways has been deftly overcome by transplanting this entire 30-hour-plus (yes, 30 hours…plus!) adventure to a new time and place. Proceedings begin in London but quickly move to Labyrinthia, a medieval town of a fantastical disposition featuring witches, knights, magic, and a storyteller capable of changing the future by rewriting it.

    Inquisitor Barnham is one of the few secondary characters of genuine interest, predominantly because of his role in Phoenix’s sequences.

    Once the narrative has satisfied its initial inflated sense of self-importance–resulting in an opening act that is tediously long–the ebb and flow of how the two protagonists act and interact makes sense and feels natural. As Layton, accompanied by his apprentice Luke, you primarily spend your time wandering about town, talking to its inhabitants, and solving the kinds of puzzles that made him famous in the first place. In the process of doing so, you’re consistently collecting evidence that Phoenix, along with sidekick/secretary/apprentice Maya, uses to defend his clients in the courtroom.

    There is some small degree of crossover between character pairings in that, for example, it might be Maya and Luke solving puzzles, or Layton joining Phoenix in the courtroom, but the procedure of solving puzzles in a bid to inform courtroom trials never really changes. As a result, it can feel as though you’re playing through two completely separate games that just happen to be bundled together into one package; first you do the Layton-focused puzzles, then you do the Phoenix-focused courtroom trials, and then you do some more Layton.

    It’s a successful approach. Especially during Phoenix’s trials, anything other than an extended and uninterrupted period of witness cross-examination and contradiction hunting would make the process feel tame and shallow. There are times when the sheer volume of onscreen dialogue and exposition during Layton’s puzzle-solving gambits around Labyrinthia makes you yearn for more involving courtroom sequences, but because the two styles of gameplay are kept apart, they’re allowed space to breathe and grow as the story rolls on.

    The storyteller holds the key to many of Labyrinthia’s mysteries.

    Due to the prevalence of witch trials in this world, Phoenix’s courtroom cases are grandiose, exaggerated, and some of the most charming and wacky he has ever been involved with. The blue-suited, hedgehog-haired lawyer has always been prone to misfortune, but here such things make more sense than they ever have given that he’s in a strange land and is unaccustomed to many of the courtroom procedures.

    For example, multiple witnesses take the stand in unison–providing you the opportunity to cross-reference their testimony against one another. However, seeing as each witness tends to be as far from impartial as it’s possible to be, each is more than willing to flat-out lie to you to have their stories match and find the accused guilty. In the middle of trials it’s not unusual for one or more witness to change their tune completely, giving Phoenix more than enough of an excuse to don his trademark flustered face.

    Perhaps more than any other, though, it’s these multi-witness moments that represent the best–and certainly the funniest–pieces of dialogue in the game, and they go a long way toward preventing you from getting too frustrated when you arrive at a sticking point. Recurring town drunk, Emeer, and local Bard, Birdly, provide some particularly humorous lines–the former mispronouncing words while swilling various forms of alcohol, the latter insisting on singing at every opportunity.

    With the illegal use of magic resulting in defendants landing in the dock in the first place, under accusation of witchcraft, it’s easier to forgive those sometimes ridiculous leaps of logic that Ace Attorney games have always required you to perform. After all, if magic is possible in Labyrinthia, what else might be? Thinking way outside of the box, more than ever, is critical to success in a world that can seem wholly illogical until you’ve wrapped your head around its unique way of doing things.

    The fully animated cutscenes are stunning in quality

    On the flip side, Layton’s puzzles, while generally well crafted and boasting diversity, come off as a little underdeveloped in comparison to the trials. The new setting and the multiple witness angle means playing as Phoenix feels fresh and exciting, while puzzle solving is the same as it ever was.

    Identifying the odd one out, navigating a maze, solving faux-mathematical number puzzles and besting diluted variations of popular games (chess, for instance) feel very much like brain teasers that we’ve seen and done before in more than one other Layton game. Those included do a good job of mimicking the magical tone of Labyrinthia, but at their core the format is familiar enough to trigger déjà vu and for you to wonder if you’ve solved this same puzzle somewhere else previously. This is going to be a greater or lesser problem depending on how many Professor Layton games you’ve already played–if you’ve played them all, then fatigue is going to set in before the finale.

    That said, both sides of the game are undoubtedly of high quality; it’s just a shame that one side feels fresh and new while the other remains exactly as we’ve always known it. If you’ve never played a Layton game, however, or haven’t played one in recent history, you’ll find nothing to complain about.

    Phoenix’s courtroom cases are grandiose, exaggerated, and some of the most charming and wacky he has ever been involved with.

    There can certainly be no complaints, however, regarding the quality of the production values. Fully animated video cutscenes and voiced dialogue appear often, while the design and implementation of the touch-screen controls and in-game menus exude the kind of quality you’d expect from two franchises that have been doing the rounds for so long.

    Layton vs. Phoenix Wright is a long game–at least as long as a Professor Layton game and a Phoenix Wright game combined–and relatively little of it is genuine crossover. But that doesn’t make it any less enjoyable. What is here is big, it’s often silly, and it’s sometimes unwieldy, but it’s rarely anything less than engaging thanks to some great execution on tried-and-tested ideas. It’s Phoenix, however, in his element in this magical world, that well and truly steals the show.

    Powered by WPeMatico