Review: Creed: Rise to Glory
This is a weird mix of budget and glossy. It's super short, consisting of just 9 boxing matches in a lightly storified arc. Characters don't turn to face you, and look
generally gormless, but having Rocky as your trainer, and duking it out in the increasingly spiffy gyms and grander arenas, is all pretty glam. Especially as the Rocky theme tune starts to play
The opponents do offer a reasonable range of styles, seemingly preferring certain punches, combinations, and broader strategies. Some variety in their reach means you have adjust to that too. (A few of them tower pretty absurdly over you, but at least it makes ducking under a swing to trigger a slow-mo riposte that much easier
)
A few novelty rounds also dramatise aspects like fighting a 'wall' boxer who plays the long game and takes you to the final rounds. And some core conceits like the 10-count recovery (you have to 'run' your disembodied consciousness back into the hallowed ring...) are all pretty neat, pleasingly stylised, and additive.
And hell, your training sequences are basically montages
Although that's also a core bugbear that some have with it as a kinetic workout game. The training sequence essentially sets your stamina level for the next match. When your stamina's gone your punches become ghostly, and you have to defend to build it up again. This can be a bit pants. (Although the option to use your 'own' stamina to dodge back and around punches is still in play, allowing for a periodic recharged ripostes).
On the grounds that I enjoyed the training build up a lot (ducking under Rocky's training pads after a run of jab training etc), I'm ok with the system on balance. Although one huge buggy annoyance is that it kept re-centering me further and further
into the training kit as the montage progressed. (Meaning I had to keep inching back to be in the right position for each flash session).
I'm also ok with it being a pretty short and simple conceit overall. Because playing it for any length of time was some genuine cardio and I started sweating out both my room and my headset
. I'd imagine it's even better (and 'worse') on that front if you have full roomscale to dance around your opponent. (I pretty much had to stay rooted to the spot. The 'running arm' locomotion is fine for the mini-games, but not so good for the ring. Putting your hands behind you to start back-peddling is a
baaad idea :/)
There are some other minor issues. (Once an opponent showed me that the 'overhand' attack could bypass a lot of defences I used that
a lottt). And I'm not sure the top difficulty adds much more challenge or nuance, beyond them always having a killer KO blow in the wings. At least going by my extra rounds against the classic characters they've added anyway. (Mr T does not look like Mr T... But I still need to beat 'giant Dolph Lundgren doll'....
)
But I'll definitely drop back in for some more daft 'movie moment' exercise. Well worth a wish-fulfilment sale buy
3.5+(+)
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Review: The Wizards
Another game where some decent gloss can't stop some indie grime showing through.
The hand-gesture spells are decent enough, and are given a nice spin in the later stages by enemies who are shielded against certain flavours, meaning you have to make some quick decisions about range and who to take out first. (Although honestly, the enemies that just spam you with some undodgeable mind magic are always the first port of call. It's just about dealing with the rest of the field as you get to them).
I did enjoy clearing some of the bigger locales and surviving the odd ambush, despite the wooden nature of the AI generally. But there was a general feeling of it all being too easy, even though I accidentally played the whole way without upgrading my spells. (Turning off the gaze auto-aim, with its horrible reticule, did help it all feel a touch more testing and free-flowing).
The plummy narrator is all fine, including his silly breaks through the 4th wall, but he's ultimately overly helpful, giving hints for some puzzles and combat encounters far too readily.
Then annoyingly he stays mute for the worst of the puzzle gating. There was a particular scenario involving 'door symbol toggling' which refused to display the state of the toggle (on or off). I've no idea why they chose to do that, but it turned it into a trial-by-error affair in ways it didn't need to be, and which didn't improve it. It was the only puzzle that was particularly annoying though. The rest were just on the tepid end of the scale.
I will give them points for varying both locales and fight scenarios though. The attempt to subvert the magic system in the third act, while not always successful, added some fun moments. And the initial use of 'hot plate' flooring was a nice touch.
Aside from some extra negatives (why are my footsteps constantly behind me??), it was just about a diverting straight-line adventure all told. And I actually enjoyed replaying some of it on game+ for a bit, with upgraded magic, faster enemies, and less HP. It was kinda fun for a while. Until I hit the tiresome puzzles again
3.5-(-)
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Still Playing: Paper Beast
Every time I drop into this it's been pretty magical & transporting. Here's a quick vibe vid with no major gameplay / spoilers...
Source: https://youtu.be/AL0ly7Xp_FM