Hey, how’s it going? It’s been a decent while since I’ve last posted here, and that’s just due to the nature of college. Last two weeks have been pretty heavy on schoolwork, especially due to mid terms, and it probably doesn’t help that the little free time I have had I’ve been spending on Animal Crossing: New Leaf: an absolute life-eater, for sure. That said, I’m working on a bunch of new, quality content for CyberphileTV (the YouTube channel), starting with my coverage of PAX East, which I uploaded a little earlier than usual today. I’m going to be working on a video review of Samurai Champloo as well as talking a bit about one of my favorite bands and the story behind their music: The Protomen. Make sure you subscribe to the YouTube channel for all that juicy content. Without further ado: Here’s Cyberphile at PAX East 2017!
Check the About page for links to Cyberphile accounts on Twitch, Facebook, and YouTube!
Here’s the bottom line if you don’t have time to read the full review:
- Fun, fast-paced NES style sidescroller.
- Enjoyable level and enemy design.
- A multitude of modes, challenges, and endings creates good replay value.
- There’s really nothing here you haven’t seen in other platformers before.
- The smallness of the screen creates a false difficulty due to fast moving enemies and a trial and error style approach to problem solving.
Final Score: 8/10
Ninja Senki DX is a good game, no doubt. Any fan of Mega Man and other NES sidescrollers will feel right at home in Ninja Senki DX, but it fails to bring anything new to the table, and the smallness of the screen will create more frustration than challenge.
Yesterday I was feeling inspired, and due to my multiple Bloodborne characters, I have become recently fond of the Boom Hammer, a hammer than you can prime for explosions on hit. It’s really cool. I’ve become SO FOND of this weapon, that I wrote this fictional Bloodborne ad of it that was really well received in the Bloodborne Subreddit. Here it is:
Holy shit, the Boom Hammer is so fucking satisfying. L1, and your hammer is primed and ready for an explosive exploration of some poor beast’s skull cavity. Remember using the Stake Driver? Standing around with your thumb up your ass as you wait for the boom? Not Boom Hammer. Boom Hammer is ready to Boom every. Single. Hit. You don’t need to dance around like a goddamned fairy twirling your pansy little whip. Bring the boom. Lose your Boom prematurely? (It’s okay, happens to everyone.) Just L1 mid combo to ignite with a poke that makes Thor’s Hammer look 2 inches hard. There’s only two booms with the Boom Hammer: The boom of your jumping R2, and the boom of the enemy hitting the
- Bitch, there’s no cons to bringing the boom! Maybe if you skipped E-Day, your little wet noodle arms will only swing it once before nap time, but that’s your problem, not Boom Hammer’s.
Shoulda called it the Bang Hammer or the Poon Hammer with how much you’ll be swimming in drenched panties.
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I’m proud to announce Cyberphile’s first Let’s Play: Bloodborne. If I can keep up with the pace, you can expect a new (roughly 15 minute) episode every Monday, Wednesday and Friday. I’d like to have three videos a week going with Monday and Wednesday being strictly Let’s Plays and Friday either being a continuation of said Let’s Play or another video altogether. So keep your eyes peeled for that!
Here’s the link to the first episode in the series. I hope you enjoy!
Also, did you know that Cyberphile has a Facebook page? Feel free to swing by and get our new posts in your newsfeed.
Here’s a preview of my review for Amnesia: The Dark Descent:
Amnesia: The Dark Descent revolutionized the first person survival horror genre, especially the kind that has no combat. Games like Outlast and Slender: The 8 Pages may never have been what they are today if not for Amnesia’s influence.
Amnesia: The Dark Descent puts you in the shoes of Daniel, a man trapped in a Gothic castle, known as Brennenburg, with a severe case of amnesia in late August, 1839. Daniel doesn’t remember what he’s doing there or why, but but he does know that he’s being hunted by something. A journal entry, written by his pre-amnesiac self, offers one main goal: Descend into the Inner Sanctum of the castle and kill the Count of Brennenburg, Alexander.
I talked a bit about story, characters, themes, and settings two days ago, and the combat mechanics yesterday, so I wanted to take a moment to talk about what you can do in Final Fantasy XV when you’re not advancing the story or strictly in combat, even though a lot of what you’ll be doing is combat, of course.
Final Fantasy XV has a sandbox component. When you’re going from quest to quest or outpost to outpost, you can choose to get there however you please. In order from safest to least safest, you can fast travel assuming you’ve been there before and have a measly 10 Gil to get there, you can hop in the Regalia, the car, you can rent a Chocobo, Final Fantasy’s flagship bird/horses, or you can walk. Walking from location to location can cause you to stumble upon monsters, but running away is pretty easy, and not tied to chance or anything like that; you simply have to remove yourself from the combat area. Since it’s tied to the story that you’re being pursued, you can also get attacked while in the car, but it’s far less common, and Chocobos move quickly enough to escape before enemies can make their moves.
Since you’ve got a sandbox, you’re welcome to explore. Throughout the land you can discover treasures, ingredients for Ignis to cook with for the party for important (and sometimes necessary) stat boosts, campgrounds to rest at free of charge, dungeons containing powerful weapons for Noctis and his special ability: the Armiger, or simply shop and explore towns. There are a veritable TON of side quests, but only a handful of them are truly unique, and they’re all basically fetch quests: go here, get this, come back. Likewise are your main source of making money: Hunts. Hunts are bounties that you can go on to kill some trouble-making monsters for some money and an increase in your rank as a Hunter. The harder Hunts can only be taken on by higher ranked hunters, so you’ll need to rank up to take them on. Whenever you get into town, a restaurant can show nearby points of interest, offer you food to temporarily boost your stats (and it’s usually a pretty big boost, mind you), and offer you hunts. Restaurants are kind of like a base of operations. Though sidequests can get tedious, the rewards and experience gained from doing them makes them continue to feel important.
Nighttime is especially dangerous, especially for the low leveled, as daemons come out to skulk about, and they’re no pushovers. If you absolutely have to travel by night, keep moving. This makes the resting mechanic useful not only to spend your experience points (as EXP accrued is only added to characters after resting), but to advance the time.
There’s something about the world of Final Fantasy XV that draws you to it, and it might sound strange at first, but hear me out… The world of FFXV reminds me a bit of Hyrule and Termina, the worlds of the Legend of Zelda: Ocarina of Time and Majora’s Mask, respectively. You kind of feel like you’re on this grand journey, but everyone is kind of going about their day in their own way. Locations feel not like they were specifically made for the player, but for the residents of the world. Riding a Chocobo takes me straight to excursions of riding with Epona, and the characters that have their own business go about it seemingly without a real care in the world. I guess what I’m trying to say is that the world of FFXV is it’s own living, breathing world, complete with tons of things to find and do. It has this sort of charming quality that the overworld of LoZ has about it, and seems to do it well.
I’m hoping to get some serious play time in this weekend so I can talk about it more.