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Beastby - Issue 02 May 2017

Beastby.net is a video game blog and magazine that focuses on writing entertaining and insightful articles for the stories worth sharing. It isn’t our goal to compete with the huge gaming sites out there but to provide a different, more personal perspective on video games.

Beastby.net is a video game blog and magazine that focuses on writing entertaining and insightful articles for the stories worth sharing. It isn’t our goal to compete with the huge gaming sites out there but to provide a different, more personal perspective on video games.

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BEASTBY.NET<br />

FROM THE EDITOR<br />

Pat us on the back and give us a gold<br />

star, we made it issue number two.<br />

We’ve thought long and hard about what<br />

we can improve on this month, and hope we’ve<br />

delivered. This magazine is a lot tighter than before<br />

and includes more images, information and a<br />

ton of small tweaks. Most noticeably, we felt that<br />

last issue lacked smaller, more digestible content<br />

so we’ve attempted to remedy the situation.<br />

Our big reviews aren’t so bulky either. We’ve saved<br />

space by adding more text per page and used each<br />

back cover as a place for even more screenshots. We<br />

endeavour to provide our readers with concentrated<br />

doses of video game content. Tighten that belt<br />

and tap that vein, this issue is a goodun!<br />

Darren Burchett<br />

IN THIS ISSUE...<br />

DARREN BURCHETT<br />

EDITOR & DESIGN<br />

@YABOYBEASTBY<br />

HENRY MELVILLE<br />

SUB-EDITOR<br />

@COLDFOAMY<br />

ROBERT HOGGE<br />

SUB-EDITOR<br />

@EVILMUSKA<br />

DYLAN BISHOP<br />

REVIEW EDITOR<br />

@DYL_BYL<br />

CONTACTS AND<br />

DETAILS<br />

Feedback? Questions?<br />

Community submitted topic?<br />

Don’t know what to have<br />

for dinner? Get a hold of us<br />

through email or social media.<br />

Contact@<strong>Beastby</strong>.net<br />

@<strong>Beastby</strong>Blog<br />

/<strong>Beastby</strong><br />

CORRECTIONS<br />

Not everyone wants to be that guy,<br />

but if you find any mistakes then<br />

please let us know. We make a<br />

concerted effort to correct any we<br />

find, but there’ll always be some that<br />

make it through. Drop us a line and<br />

we’ll update this issue.<br />

DISCLAIMER<br />

Some images may be edited for<br />

design purposes such as backgrounds,<br />

feature images and photo mode<br />

capture.<br />

DO YOU WANT TO<br />

WRITE FOR US?<br />

WE’RE JUST GETTING OFF<br />

THE GROUND AND ARE ON<br />

THE LOOKOUT FOR MORE<br />

WRITERS.<br />

Running the blog and<br />

magazine is more than<br />

just a hobby for us. We<br />

love making content and<br />

celebrating video games.<br />

If you think you share<br />

that passion then we’d<br />

love to hear from you.<br />

SEND US AN EMAIL.<br />

CONTACT@BEASTBY.NET<br />

10 6 & 18<br />

34<br />

26 52<br />

44 14 42 48<br />

CONTENTS<br />

OPINION<br />

06 CONTROVERSY IS<br />

THE WRONG WAY TO<br />

BRING CHANGE<br />

08 NOBODY ASKED FOR<br />

PROJECT SCORPIO<br />

The article that fanboys<br />

got upset over<br />

09 A LETTER TO BIOWARE<br />

PREVIEWS<br />

10 MASS EFFECT<br />

ANDROMEDA<br />

Limping into a new frontier lineup<br />

14 ROCKET LEAGUE<br />

DROPSHOT<br />

REVIEWS<br />

18 HORIZON ZERO DAWN<br />

26 NIER: AUTOMATA<br />

34 PERSONA 5<br />

On the cover<br />

42 STORIES UNTOLD<br />

44 SNAKE PASS<br />

46 THE BINDING OF<br />

ISAAC: AFTERBIRTH+<br />

48 HUMAN RESOURCE<br />

MACHINE<br />

49 I AM SETSUNA<br />

50 MANUAL SAMUEL<br />

FEATURE<br />

52 TOP TRUMPS: VIDEO<br />

GAME BEARDS<br />

Who has the best beard<br />

in the business?!<br />

56 PLAYER SELECT<br />

What we’ve been playing<br />

CHECK US OUT ON<br />

SOCIAL<br />

MEDIA<br />

4 ISSUE <strong>02</strong> MAY <strong>2017</strong> <strong>Beastby</strong>.net @<strong>Beastby</strong>Blog<br />

ISSUE <strong>02</strong> MAY <strong>2017</strong> 5


OPINION<br />

HORIZON: ZERO DAWN<br />

BEASTBY.NET<br />

HORIZON<br />

ZERO DAWN<br />

CONTROVERSY IS<br />

THE WRONG WAY<br />

TO BRING CHANGE<br />

By Dylan Bishop<br />

It’s been an odd start to <strong>2017</strong> in the<br />

world of gaming. Multiple big-name<br />

titles have released back to back to<br />

back. While many have reached critical<br />

acclaim, some have also come under<br />

fire for cultural issues and diversity.<br />

In saying this, I’m talking specifically about Horizon Zero<br />

Dawn. On February 28, Native American blogger Dia Lacina<br />

posted an article labeling Horizon as a misappropriation<br />

of Native American culture. She chastises Guerilla Games<br />

for their vocabulary choice (using words like “tribal”<br />

and “savage”) and expresses disappointment in games<br />

media for not calling attention to the issue sooner.<br />

“Video games have been appropriating from<br />

Natives both blatantly and obliquely for decades,”<br />

Lacina states. “And as much as we’d like to<br />

hope — it’s probably not going to stop anytime<br />

soon. But it definitely won’t without your help.”<br />

While I won’t touch on the validity of these claims<br />

(as the author certainly makes a valid point and knows<br />

more on the subject than I do), I think it presents a<br />

nice discussion: why do we nitpick these games so?<br />

I’m not trying to diminish the argument of<br />

cultural appropriation at all. If you believe Horizon<br />

mishandles various details and words, that’s your<br />

prerogative. But why preach about diversity to the<br />

most diverse big-budget game of this generation?<br />

Why not point fingers at one of the many, many titles<br />

that showcase burly white men, year after year?<br />

Horizon puts players in the shoes of Aloy, a<br />

capable, independent young woman with<br />

survival and fighting skills that surpass<br />

those of the men around her. Her tribe<br />

is led entirely by a team of older<br />

Matriarchs. The group itself is<br />

comprised of many different<br />

races and ethnicities; I met<br />

people of Asian and African<br />

descent in the first hours<br />

the game. Later, I happened<br />

upon Middle-Eastern folks,<br />

Hispanics, and a gay man<br />

mourning for his lover.<br />

It’s clear in just a small amount of playtime<br />

that Guerilla Games focused heavily on creating a<br />

diverse world. In it, all races, genders, and walks<br />

of life have an equal opportunity to survive and<br />

thrive. Yet instead of celebrating this, we have<br />

decided to pick apart the one thing it may do wrong:<br />

misconstrue Native American culture with the usage<br />

of words like “brave,” “savage,” and “primal.”<br />

This sort of atmosphere is not supportive of new,<br />

diverse media. You’d think that just over a year after<br />

#OscarsSoWhite, society would be openly celebrating<br />

any entertainment with a unique, varied cast and placing<br />

them on pedestals. Yet here in the gaming industry,<br />

we’ve chosen to deride Horizon Zero Dawn on a small<br />

mishap rather than praise a major step forward.<br />

Such scenarios ask a larger question on our society<br />

and the internet: are we all just cynics? Are we incapable<br />

of just enjoying and complimenting something every<br />

once in a while? Though I understand that it’s possible<br />

to critique and enjoy at the same time, I also know that<br />

the original author took it upon herself to judge Horizon<br />

Zero Dawn by its cover (and reviews). This doesn’t<br />

invalidate her argument, but it does make her point<br />

seem overly critical. She criticizes it before release,<br />

without truly giving it a chance to change her mind.<br />

I’m not saying this sort of political correctness<br />

should be taboo when discussing video games. In<br />

fact, I think those conversations are very much worth<br />

having, and will better the industry. However, I also<br />

believe there are times where it’s better to focus<br />

on the positives than linger on the negatives.<br />

Chastising creators endlessly for getting diversity<br />

wrong will only serve to push them away from<br />

exploring diverse stories. After all, mainstream<br />

culture eats up the many, many titles that showcase<br />

burly white men. Disowning a dev for an oversight or<br />

mistake is the equivalent of building a relationship<br />

with a dog or baby by telling them “NO!” over<br />

and over. It’s not healthy for either party.<br />

We need to be a better, happier place, and<br />

encourage the creation of diverse products by<br />

supporting the ones that do it (mostly) right,<br />

instead of chastising the products that do it<br />

wrong. We need to be a society that promotes<br />

the creation of healthy, organic diverse<br />

stories. Right now, though, we’re one<br />

that simply complains about the lack<br />

of them, and refuses any attempts that<br />

don’t perfectly satisfy our criteria.<br />

6 ISSUE <strong>02</strong> MAY <strong>2017</strong> <strong>Beastby</strong>.net @<strong>Beastby</strong>Blog<br />

ISSUE <strong>02</strong> MAY <strong>2017</strong> 7


OPINION<br />

PROJECT SCORPIO<br />

BEASTBY.NET<br />

NOBODY ASKED FOR<br />

PROJECT SCORPIO<br />

A LETTER TO BIOWARE<br />

By Darren Burchett<br />

I can’t help but feel absolutely down about the Scorpio. On<br />

one hand it’s great to have a console that is a real powerhouse<br />

compared to current offerings. On the other hand I’m<br />

wondering, what’s the point?<br />

Last week, Digital Foundry had<br />

the honour of announcing the<br />

specs of the Scorpio’s innards<br />

as well as providing some cold<br />

hard performance stats. I won’t go too<br />

much into specifics but compared to the<br />

Xbox One its processor is 30% faster,<br />

moving the clock speed from 1.75GHz to<br />

a lower latency 2.3GHz. The GPU capable<br />

of delivering 6 of those heavily lauded<br />

terraflops, 1.8 more flippy-flops than<br />

the PS4 Pro. Arguably the biggest game<br />

changer is the inclusion of hardware<br />

integrated DirectX12. Essentially, this<br />

will reduce computing resources by half<br />

on games that support the architecture.<br />

It’s all very impressive but it comes at<br />

a cost, quite literally. Estimates for the<br />

console on release are floating around<br />

the $500-$600 price range. It makes<br />

you wonder, who this console is for?<br />

This doesn’t really excite a PC gamer<br />

like myself as I could just spend that<br />

money and upgrade my computer even<br />

further. You can get a GTX 1080 Ti for<br />

a similar price, sporting double the<br />

amount of flippy-flops and far superior<br />

technology. Many of the Xbox One<br />

titles are playable on PC at no extra<br />

cost, so an upgrade just makes sense.<br />

I understand Microsoft want to create<br />

some synergy with their platforms<br />

but Xbox Play Anywhere gives me<br />

one less reason to own a Scorpio.<br />

I see it appealing to people who have<br />

a low to mid-range PC, possibly. They<br />

most likely already own a console and<br />

if they’re looking to get into 4K gaming<br />

this could be their only option. If so,<br />

they’ll need to pony up the dough for the<br />

TV. That’s another $400 for a low-end<br />

display. Sure the resolution will be the<br />

same, but a TV is the kind of investment<br />

you want to go big on so you’re good<br />

for at least five years. If that’s the case<br />

you’re looking at $700-$1,000. That<br />

suddenly makes this whole venture<br />

an unrealistic one for the average<br />

consumer who’s been on the fence.<br />

Another hammer to the knee cap<br />

of Microsoft is the Nintendo Switch.<br />

It has proven, hands down, that<br />

people don’t actually care about the<br />

power of a console. It’s all about the<br />

games and Microsoft is sorely lacking<br />

in terms of interesting exclusives<br />

(the only titles that will truly take<br />

advantage of the Scorpio’s power). Year<br />

after year, consumers are growing<br />

more concerned about convenience,<br />

rather than bleeding edge technology.<br />

The Switch has given them that.<br />

It genuinely feels like Microsoft<br />

are releasing the Scorpio just so they<br />

feel like the big boys again. “The best<br />

console on the market” was their<br />

thing back with the 360 and they<br />

want to hold that title again. Apart<br />

from the “hard-to-please” gamers<br />

complaining of weak, dated consoles,<br />

no one has actually asked for the<br />

Scorpio. The only ones that feel like<br />

they really need it is Microsoft.<br />

A plus I see coming out of this is<br />

that, if developers are on board, games<br />

will start to look even better. This has<br />

the potential to give the industry a<br />

huge leap in graphical fidelity. I’m sure<br />

you’ve heard the analogy that consoles<br />

are holding the PC back, so to have a<br />

potential solution to this is interesting.<br />

This is a double-edged sword, though.<br />

Bigger leaps in power mean more<br />

frequent upgrades, and this is bad news.<br />

While I’m sure we all like to see<br />

video games getting better (mainly<br />

in terms of visuals) this is going<br />

to burn consumers out. Hardware<br />

iterations will ramp up and then,<br />

because consumers refuse to buy, it<br />

will slump again. This disrupts the<br />

pacing of the industry, something I<br />

feel has found its sweet spot. Also,<br />

lets not forget that the other consoles<br />

still exist. This makes me wonder if<br />

developers are going to prioritise the<br />

Scorpio or even show an interest.<br />

While we all scoffed at Sony for the<br />

PS4 Pro, it turns out that it is taking<br />

the right half-step these play-making<br />

giants are aiming for. Consumers are<br />

content with 1080p gaming and it has<br />

been a real struggle for companies<br />

to push us into 4K. Sony are making<br />

a compromise by deciding not to opt<br />

for a native 4K solution, and therefore<br />

makes it an affordable one. Most<br />

consumers haven’t experienced 4K<br />

yet so most would be none the wiser,<br />

or simply wouldn’t care. We played<br />

a lot of the previous generation in<br />

720p despite having Full HD TVs<br />

so why would faux-4K matter?<br />

When is all is said and done, it’s<br />

about the games. This is the reason I<br />

haven’t bought an Xbox One and it’s<br />

why I’m struggling to find a point to<br />

the Scorpio. Great, the tech is fantastic<br />

and achieves 4K gaming, but what<br />

can I play on it? Another Halo? Gears<br />

of War? I’m sorry, but I think I’ll pass.<br />

Gamers go where the games are, and<br />

Microsoft have been cancelling games<br />

and closing studios left and right.<br />

This E3 will certainly be an<br />

interesting one…well I hope. Most<br />

Scorpio talk has been downright<br />

boring, but I’m curious how they plan<br />

to market this console. It’s not for<br />

your average gamer, little Jimmy’s<br />

parents aren’t going to fork over the<br />

cash when he already has an Xbox<br />

One and Call of Duty. Switch owners<br />

certainly won’t care, and neither will PC<br />

gamers. Who is this for? You tell me.<br />

!<br />

MASS EFFECT’S HATERS<br />

!<br />

DON’T SPEAK FOR US ALL<br />

I understand you’ve been catching a lot of flak lately.<br />

People screaming about animations, or lamenting that Mass<br />

Effect: Andromeda tarnishes the wonderful franchise upon<br />

which it was built. I’ve seen the tweets, the forums, and the<br />

comments. I’ve even seen your apt response to employee<br />

harassment.<br />

Today, I’d like to offer some advice: don’t listen to it.<br />

Sure, tweak the game and definitely do better next time.<br />

Never throw advice and fair criticism out the window. But<br />

insults and harsh words don’t define a game, and more<br />

importantly, they don’t define the developers. Anyone can<br />

sling nasty doo-doo letters at one another (well-meaning<br />

people, laughing trolls, or even your own reflection) but only<br />

someone great can take those in stride and fix the underlying<br />

problems. Huddle up, catch these awful wads of words,<br />

analyze them, and hit it out of the park on your next go.<br />

For every mean-spirited bigot in the YouTube comments,<br />

there’s three or four twitterpated Twitter tweeters, ready<br />

to try a game and give constructive feedback. Not everyone<br />

on the internet sucks, but sometimes it can feel that way.<br />

Especially if you’re developing a much-anticipated entry in<br />

a beloved video game series. Please, don’t give into the echo<br />

chamber of the vocal minority. To development teams and<br />

casual players alike: keep your chin up, and do your best.<br />

After all, we need those steamy extraterrestrial dating<br />

scenes.<br />

Yours Sincerely<br />

Dylan Bishop<br />

8 ISSUE <strong>02</strong> MAY <strong>2017</strong> <strong>Beastby</strong>.net @<strong>Beastby</strong>Blog<br />

ISSUE <strong>02</strong> MAY <strong>2017</strong> 9


PREVIEW<br />

MASS EFFECT: ANDROMEDA<br />

BEASTBY.NET<br />

MASS EFFECT:<br />

ANDROMEDA<br />

LIMPING INTO A<br />

NEW FRONTIER<br />

BY HENRY MELVILLE<br />

10 ISSUE <strong>02</strong> MAY <strong>2017</strong> <strong>Beastby</strong>.net<br />

@<strong>Beastby</strong>Blog<br />

ISSUE <strong>02</strong> MAY <strong>2017</strong><br />

11


PREVIEW<br />

MASS EFFECT: ANDROMEDA<br />

BEASTBY.NET<br />

As a departure from the core<br />

series, Mass Effect: Andromeda<br />

aims to expand it’s universe<br />

into depths unknown. A giant<br />

leap for mankind? Perhaps not.<br />

NEED TO KNOW<br />

Developer Bioware<br />

Publisher Electronic Arts<br />

Platform PS4, Xbox One, PC<br />

W<br />

ith Bioware’s latest effort, the<br />

player is plunged into a beautifully<br />

diverse world that is full to the<br />

brim with excitement, unknowns and<br />

adventure. After my short time in the game,<br />

I’ve come to the early conclusion that<br />

this, however, is not enough. A few glaring<br />

oversights plague this game. It is pitiful to<br />

think that Mass Effect: Andromeda had so<br />

much promise, but has been let down by<br />

shoddy game design. There are flashes<br />

of brilliance, from the gorgeous visuals,<br />

to the astounding depth of character and<br />

item customisation. These things are<br />

all easily implemented, however. In this<br />

golden age of RPGs, (I’m looking at you,<br />

The Witcher 3…) if your game doesn’t<br />

have these things, it’s an instant flop.<br />

The flipside to this, is that Mass Effect:<br />

Andromeda completely gashes the idea of<br />

fleshed out and important relationships.<br />

The first two hours of the game are a<br />

rollercoaster of storytelling. You’re probably<br />

going to want to bring a sick bag though.<br />

After introducing you to your father, who’s<br />

also your commanding officer, some<br />

seriously heavy themes play out. What<br />

sounds like it could be an intense narrative<br />

actually turns out to have very little effect.<br />

Characters aren’t built up. Relationships<br />

aren’t created. Deep emotional ties never<br />

come to fruition. I didn’t feel for any of<br />

these people. All credible storytelling<br />

is thrown by the wayside in favour of<br />

ramping up the action and moving the<br />

Genre Action RPG<br />

Origin US<br />

Release Mar 21 2016<br />

player into the next phase of the game.<br />

I like to think that the writers envisioned<br />

a grand space opera full of perilous plot<br />

twists, heartfelt moments and thrilling<br />

suspense. Instead we receive B-movie<br />

actors in a highlight reel that would not<br />

be misplaced in a parody movie.<br />

The mistakes do not stop there. In<br />

fact, it’s insulting to even think of these<br />

as mistakes. I can only describe the<br />

abomination of facial animation during<br />

cutscenes as pure, unequivocal laziness.<br />

Twitchy eyes, contorted jaws, bent limbs.<br />

The list is endless. What starts off as a<br />

humorous encounter, quickly devolves<br />

into the status quo. I find it laughable that<br />

Mass Effect: Andromeda comes equipped<br />

with a difficulty setting called “narrative<br />

mode”, when the visual bugs and nasties<br />

do everything in their power to rip you out<br />

of any immersive narrative that Bioware<br />

have haphazardly thrown together. This<br />

is <strong>2017</strong>. Products should not be released<br />

with these glaring oversights and with<br />

complete disregard for quality assurance.<br />

Whew. Rant over. Almost.<br />

For everything this game does brilliantly,<br />

there are small details and missteps that<br />

infuriate me. The inventory system is a<br />

shambles. Navigating it is a chore. I feel<br />

like I have to strategically plan my journey<br />

through my inventory more than I plan my<br />

way through an enemy’s base. Funnily<br />

enough, I’m quite impressed by the way<br />

Bioware have implemented a loadout<br />

There are echoes of<br />

the original trilogy<br />

within Andromeda’s<br />

terraforming objective.<br />

In order to create<br />

sustainable planets for<br />

the Milky Way travellers<br />

to inhabit, Ryder is<br />

tasked with discovering<br />

and unlocking<br />

ancient Remnant<br />

technology. It mirrors<br />

humanities attempts<br />

at understanding the<br />

Prothean technology<br />

that allowed interstellar<br />

travel in the OT.<br />

There are many<br />

mysteries surrounding<br />

the Andromeda<br />

galaxy waiting to<br />

be uncovered!<br />

system. Instead of carrying around a<br />

battalion’s worth of blasters and armour<br />

with you, players must make tactical<br />

decisions as to which weapons they will<br />

deploy with on missions. Its refreshing,<br />

and encourages the player to know for<br />

themselves which weapons are best suited<br />

for the task ahead. As you unlock more<br />

bases on a planet, you will gain access to<br />

your armoury during a mission. Sometimes<br />

the nature of your task evolves in such a<br />

way that a strategic change in firearms<br />

may be just what the doctor ordered.<br />

Gunplay is also well executed. 3rd<br />

person shooters sometimes suffer from<br />

a severe lack of precision and simplified<br />

controls. It’s a delight to see that<br />

Andromeda actually uses this simplicity<br />

to it’s advantage. The cover system is<br />

intuitive and does not distract from the<br />

fun. Walk up to an object of waist height<br />

or more, and you will instantly hug it. Don’t<br />

get me wrong, it’s not without fault. On<br />

occasion it will throw your aim off where<br />

you weren’t focusing on your surroundings,<br />

or you’ll think a crate can be used for<br />

cover, when you’re sorely mistaken.<br />

Aside from this, blasting enemies with<br />

pew-pew laser guns is incredibly satisfying.<br />

Sound design is a big factor in how<br />

enjoyable I find a games’ gunplay, and<br />

everything in Mass Effect: Andromeda<br />

has an audible kick to it that I love.<br />

In fact, the sound design is an all<br />

round success. The hum of a cruiser’s<br />

innards as it rips through time and space,<br />

perfectly painted over a beautifully haunting<br />

orchestral backdrop. It’s so incredibly<br />

immersive. All of this combines well with<br />

the general visuals of the galaxy. Barring<br />

the inexcusable mishaps I mentioned<br />

earlier, this is a very pretty game. I wasn’t<br />

expecting this to be a world where every<br />

now and then I’d need to pause, take<br />

in a scene, and smile at it’s beauty.<br />

These small moments in Andromeda<br />

serve as a reminder that this hostile<br />

galaxy is full of delights and stories.<br />

You simply need to seek them out.<br />

In general, Mass Effect: Andromeda will<br />

satisfy many gamers. There are missions<br />

aplenty, swathes of narratives to explore,<br />

and enjoyable gameplay. Unfortunately<br />

for me, the inherent issues with it’s<br />

quality severely distract from the bursts<br />

of exhilarating firefights and storytelling.<br />

It’s unforgivable, and in its current state,<br />

does not warrant the AAA asking price.<br />

As is now the norm, day one patches will<br />

hope to alleviate some of the pain. I truly<br />

hope that Bioware can rectify the situation.<br />

This game has huge potential, and can be<br />

a breath of fresh air for the Mass Effect<br />

series. As it stands, it’s a sorry sight. Place<br />

it on your wishlist, and wait for either a<br />

quality assurance update, or a decent<br />

price drop.<br />

12 ISSUE <strong>02</strong> MAY <strong>2017</strong><br />

<strong>Beastby</strong>.net<br />

@<strong>Beastby</strong>Blog<br />

ISSUE <strong>02</strong> MAY <strong>2017</strong><br />

13


PREVIEW<br />

ROCKET LEAGUE: DROPSHOT UPDATE<br />

BEASTBY.NET<br />

ROCKET LEAGUE<br />

DROPSHOT<br />

JAW-DROPPINGLY<br />

EXHILARATING<br />

PIMP MY RIDE<br />

Players were rewarded flashy new wheels to show off their rank from Season 3<br />

PROSPECT CHALLENGER RISING STAR CHAMPION<br />

BY HENRY MELVILLE<br />

Rocket League is the story of how a small team<br />

of developers have managed to take a simple<br />

concept, and evolve it beyond anyone’s expectations.<br />

Dropshot is the continuation of this grand tale.<br />

P<br />

syonix make game development<br />

look easy. It would appear that no<br />

matter how many updates they<br />

send our way, the fountain of ideas<br />

never stops flowing. Snow Day was an<br />

exciting twist and change of mechanics.<br />

Hoops reached out to fans of basketball<br />

and executed it brilliantly. Rumble<br />

ramped up the zany, unpredictable<br />

nature of the game. Now we have<br />

Dropshot, a brand new game mode that<br />

is unlike anything we’ve ever seen.<br />

The game mode is played exclusively<br />

in a new arena, Core 707. It’s a hexagonal<br />

light show that, in all honesty, is a<br />

bit bland. However, we’re not here to<br />

admire the view. Mechanically, this arena<br />

differs from all others in that there are<br />

no permanent goals. Instead, the floor<br />

acts as your scoring zone, requiring<br />

direct hits for it to open up and reveal<br />

the abyss below. You can’t employ<br />

the same tactics or mechanics in this<br />

arena, because it doesn’t facilitate the<br />

same formations or rotations as the<br />

more conventional maps do. To tell you<br />

the truth, your first few games will likely<br />

feel as if you’re starting all over again.<br />

Thankfully, everything about this new<br />

mode is fun, rewarding and damn well<br />

executed. Learning how to play in this<br />

arena doesn’t feel like a chore. There’s<br />

immense satisfaction in pummeling the<br />

ball to the floor and hearing the roaring<br />

cacophony of tiles collapsing around<br />

you. Everyone will hold their breath as<br />

they see the sparks of electricity angrily<br />

jutting out of the newly designed ball<br />

as it passes from blue to orange, before<br />

you precisely guide the ball to a spot on<br />

the floor that your opponents had all but<br />

forgotten was open. It’s all very rewarding.<br />

Aside from the new game mode,<br />

Psyonix have continued their efforts<br />

to improve certain aspects of Rocket<br />

League‘s quality of life. Season 3 of<br />

competitive has come to a close. With<br />

that, wheel rewards have been dished<br />

out to worthy competitors (I myself am<br />

very happy with my blue wheels).<br />

Not only that, but Season 4 sees a<br />

complete restructuring of how the<br />

ranks are divided. There are more<br />

ranks than ever before in Rocket<br />

League, with the intention being to<br />

help differentiate levels of skill in a<br />

more transparent way. It’s a welcome<br />

change, and long overdue in fact.<br />

As is the norm with any updates in<br />

Rocket League, Dropshot comes with<br />

it’s own plethora of items to unlock.<br />

The new Turbo Crate contains decals,<br />

bodies, wheels and more that will keep<br />

any collector on the hunt for more.<br />

All in all, Psyonix are continuing their<br />

brilliant support of Rocket League. This<br />

hugely successful title only gets better<br />

and better. I wish other developers would<br />

take note here, because this is the way<br />

you satisfy your customers. Not with<br />

radio silence or by piling more content<br />

onto an already terrible base game. But<br />

with continued efforts to make your game<br />

better each time, and to keep it that way.<br />

Psyonix, I salute you!<br />

14 ISSUE <strong>02</strong> MAY <strong>2017</strong> <strong>Beastby</strong>.net<br />

@<strong>Beastby</strong>Blog<br />

ISSUE <strong>02</strong> MAY <strong>2017</strong><br />

15


BEASTBY.NET<br />

OUR RATING<br />

SYSTEM<br />

REVIEWS<br />

18 26<br />

At <strong>Beastby</strong>.net we score using the<br />

star system coupled with positive<br />

and negative bullet points. We<br />

don’t nitpick with percentages,<br />

and we couldn’t care any less<br />

about minute decimals. We use<br />

the star system because it’s simple.<br />

We want to give our readers as<br />

much information as possible<br />

without muddying the waters.<br />

T<br />

he first half of this year has already kicked some<br />

major buttocks. Of course there has been some<br />

disappointments, but who’d expect to get so many<br />

masterpieces this early on!?<br />

We actually had to take a step back and question<br />

whether we were being too generous, but it turns out<br />

these games really are that good.<br />

HORIZON ZERO DAWN<br />

NIER: AUTOMATA<br />

5 STARS<br />

Fantastic in every single way. A title<br />

that shouldn’t be missed, and will be<br />

remembered for years to come. This<br />

is a highlight of the current gaming<br />

scene, and it’ll be a tough act to follow.<br />

If it has any flaws, they don’t hinder<br />

the overall experience in any way.<br />

Undoubtedly the latter half of the year has some treats<br />

in store for us, but we’re left wondering: how will it keep<br />

pace with what’s already been delivered?<br />

34<br />

4 STARS<br />

Games of this caliber are very well<br />

made, and are generally considered to<br />

have only a few flaws. However, there<br />

are usually some things here or there<br />

that prevent them from being the best.<br />

3 STARS<br />

Not to everyone’s taste but a pretty<br />

good game, when all’s said and<br />

done. It’s not a bad game, but<br />

it’s not amazing either. The title<br />

has more problems than I’d like,<br />

and they kept interrupting my<br />

enjoyment of the experience.<br />

PERSONA 5<br />

42 44<br />

46<br />

48<br />

2 STARS<br />

This game began with a concept that<br />

had a chance, but its execution was<br />

less than acceptable. It’s a forgettable<br />

game for a reason. You may pick<br />

it up in a bundle and never even<br />

play it, but at least you bought it<br />

THE BINDING<br />

OF ISAAC:<br />

AFTERBIRTH+<br />

HUMAN<br />

RESOURCE<br />

MACHINE<br />

1 STAR<br />

49<br />

50<br />

Don’t. Wait for a sale or bargain bin<br />

if you must, but this really doesn’t<br />

suit anyone. The game has flaws<br />

galore, and I just don’t see how anyone<br />

can enjoy it. Granted, everyone’s<br />

entitled to their own opinion -<br />

mine is that this one is awful.<br />

STORIES UNTOLD<br />

SNAKE PASS<br />

I AM SETSUNA<br />

MANUAL SAMUEL<br />

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ISSUE <strong>02</strong> MAY <strong>2017</strong> 17


REVIEW<br />

HORIZON<br />

ZERO DAWN<br />

By Robert Hogge<br />

With interest in the Killzone franchise reaching a<br />

plateau, Guerrilla Games is putting themselves back<br />

out into the limelight with their brand new IP Horizon<br />

Zero Dawn. In a market filled to the brim with sequels<br />

and reboots, how will this new game fare?<br />

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ISSUE <strong>02</strong> MAY <strong>2017</strong> 19


REVIEW<br />

HORIZON: ZERO DAWN<br />

BEASTBY.NET<br />

H<br />

orizon follows the tale<br />

of a bushy-headed<br />

native girl named Aloy,<br />

who after finding a<br />

fancy bluetooth headset in a<br />

cave as a child, is set down a<br />

path of discovery and wonder<br />

to unravel her own mysterious<br />

past. She and her adoptive father<br />

Rost are outcasts, and live in<br />

solitude on the outskirts of the<br />

local village. She often inquires<br />

why it is that they are outcasts,<br />

but Rost makes it a point to<br />

keep this information hidden.<br />

The land beyond is peppered<br />

with strange steel beasts who<br />

graze and hunt like any other<br />

creature. But they buzz, click, and<br />

hum in ways the natives don’t<br />

fully understand. There are also<br />

several remnants of the “old ones”<br />

strewn about the world: mossy<br />

street signs, cracked concrete,<br />

and towering rusted skeletons<br />

of a time long past. But these<br />

places are cursed. Forbidden.<br />

Only the greatest of warriors and<br />

most important of oligarchy are<br />

allowed to tread these grounds.<br />

In terms of story and setting,<br />

the game pulled me in almost<br />

immediately with its approach.<br />

It toes an interesting line of<br />

cognitive-dissonance between<br />

what your character thinks they<br />

know, and what you already do.<br />

Anyone who has seen a sci-fi film<br />

since the 70’s should recognize<br />

most of the tropes and concepts<br />

Horizon presents to the player, but<br />

the magic is how it plays off of<br />

those expectations. You will always<br />

understand what’s going on better<br />

than Aloy does, but only just barely.<br />

Along the way you’ll meet a<br />

variety of NPCs that range from<br />

lovable, to douchey, to downright<br />

suspicious. I have to tip my hat<br />

to Guerrilla Games: they have<br />

crafted some seriously great and<br />

memorable side-characters for this<br />

new venture. My favorite hands<br />

down has to be Erend: the brutish,<br />

smooth-talking, mutton-chophaving<br />

captain of the guard. Not<br />

only is he very well voice-acted,<br />

but his story is heartfelt, and you<br />

just end up wanting to give the<br />

guy a big bear hug by the end.<br />

Aloy herself is kind of a mixed<br />

bag. Her design and voice acting<br />

are top notch, but I didn’t find<br />

myself really connecting with her<br />

character until much later on,<br />

which is likely due to the nature<br />

of how the story plays out. I can’t<br />

properly explain what I mean by<br />

this without divulging key aspects<br />

of the plot, so let’s just say I started<br />

off not terribly invested, and ended<br />

ecstatically clamoring for more.<br />

Her story is absolutely worth<br />

hearing and getting excited about.<br />

ALL SENSE OF DIRECTION<br />

DISSIPATED, AND SUDDENLY<br />

I WAS STANDING THERE JUST<br />

LISTENING TO THE BIRDS SING.<br />

I WAS LOST IN THE JUNGLE.<br />

DINOSAUR LASER FIGHT<br />

Not to be overlooked however<br />

are the real stars of the show,<br />

the mechanical beasts. Each<br />

one has a unique look and<br />

behavior, and every encounter<br />

with a new type presents a<br />

vastly different challenge in<br />

battle. They range from chrome<br />

horses, to cyber alligators, to<br />

towering dinosaurs with more<br />

firepower than an M1 Abrams.<br />

Weaves of steel and piping<br />

filled with colorful liquid twist<br />

and contort around their frames.<br />

Segmented plates of armor cascade<br />

in interesting patterns across their<br />

bodies, and range in color from<br />

Macbook white to charcoal black.<br />

It’s quite apparent that they draw<br />

heavy inspiration from the likes<br />

of Deus Ex and The Matrix, but<br />

even then the designs feel very<br />

fresh and are a treat to look at.<br />

While discovering these<br />

creatures roaming around the<br />

landscape isn’t always good<br />

news, exploring the various<br />

zones is an absolute joy. I’m not<br />

exaggerating when I say Horizon<br />

has one of the most beautiful<br />

game worlds I’ve seen to date.<br />

I vividly recall the moment I<br />

came to this realization. I was<br />

walking through one of the more<br />

dense forests around sunset, and<br />

suddenly the light broke through<br />

the trees in such a way that I<br />

stopped touching any buttons and<br />

just stared. All sense of direction<br />

dissipated, and suddenly I was<br />

standing there just listening to the<br />

birds sing. I was lost in the jungle.<br />

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@<strong>Beastby</strong>Blog<br />

ISSUE <strong>02</strong> MAY <strong>2017</strong><br />

21


REVIEW<br />

HORIZON: ZERO DAWN<br />

BEASTBY.NET<br />

“AND MY BOW!”<br />

It’s moments like this that set the<br />

perfect backdrop for Horizon’s<br />

sharp and intricate combat. While<br />

nearly all of the weapons in the<br />

game are essentially creative<br />

variations on bows, crossbows,<br />

and slingshots, each serves a<br />

specific tactical purpose. Certain<br />

bows have special elemental<br />

arrows, tripwire arrows, and<br />

devastating explosive arrows for<br />

breaking armor. Heck, you can<br />

even channel your inner cowboy<br />

and tie them critters down with<br />

a ropecaster! My only gripe is<br />

you can only equip 4 weapons<br />

at a time. That’s a bummer.<br />

From top to bottom, the fights<br />

are just spectacular. You may find<br />

yourself overwhelmed at first,<br />

but unlocking new abilities will<br />

even the playing field quite a bit.<br />

I’ll be honest though, the slowmo<br />

ability when jumping is so<br />

useful it’s almost broken. I used<br />

it so often during fights, that if<br />

you played it back in real-time,<br />

I’d look like a coked-out Quake<br />

player fishing for headshots.<br />

That being said, it’s a good<br />

kind of broken, as it saved my<br />

bacon more than a few times.<br />

Despite all this, the game<br />

does fall prey to many of the<br />

less desirable “open-worldgame”<br />

tropes such as fetch<br />

quests, map towers, and resource<br />

crafting. However, they make<br />

this a bit more interesting by<br />

taking the Far Cry 3 approach:<br />

where you hunt and kill various<br />

creatures to get resources for<br />

upgrades. I also very much like<br />

that you can generate a miniquest<br />

for any item you need to<br />

find parts for, and it shows you<br />

exactly where to look for that<br />

part. Seriously, why doesn’t<br />

every game have this feature?<br />

HAKUNA MATATA<br />

Horizon is a spectacular new IP.<br />

From its layered plot-line to its<br />

thoughtful second-to-second<br />

combat, it’s an absolute triumph<br />

for Guerrilla Games, and proof<br />

positive that they have gotten<br />

their footing back since the<br />

last Killzone game. It is also<br />

a graphical wonder, perfectly<br />

contrasting the quiet solidarity of<br />

the wild with the sheer brutality<br />

and heartlessness of your<br />

mechanical foes. Even though it<br />

tries to play it safe in a select few<br />

areas, it is still a stellar game that<br />

is absolutely worth your time.<br />

HORIZON ZERO DAWN<br />

Developer<br />

Publisher<br />

Platform<br />

Genre<br />

Origin<br />

Release<br />

Guerrilla Games<br />

Sony<br />

PS4<br />

Action RPG<br />

Netherlands<br />

Feb 28th <strong>2017</strong><br />

Varied and strategic combat<br />

Incredibly gorgeous world with<br />

awesome foes<br />

Interesting story and memorable<br />

characters<br />

Plays it safe with tired open-world<br />

gaming tropes<br />

Having only 4 active weapon slots<br />

makes changing tactics cumbersome<br />

Hawkeye<br />

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ISSUE <strong>02</strong> MAY <strong>2017</strong> 23


REVIEW<br />

HORIZON: ZERO DAWN<br />

BEASTBY.NET<br />

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ISSUE <strong>02</strong> MAY <strong>2017</strong> 25


REVIEW<br />

NIER:<br />

AUTOMATA<br />

By Robert Hogge<br />

Looks can be deceiving. On the outside Nier:<br />

Automata looks like a run-of-the mill<br />

hack n’ slasher where you cut up walking<br />

trash cans wearing a french maid outfit. But<br />

is that really all it is?<br />

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ISSUE <strong>02</strong> MAY <strong>2017</strong> 27


REVIEW<br />

NIER: AUTOMATA<br />

BEASTBY.NET<br />

“Everything that lives is designed<br />

to end. We are perpetually trapped<br />

in a never-ending spiral of life and<br />

death. Is this a curse, or some kind<br />

of punishment? I often think about<br />

the god who blessed us with this<br />

cryptic puzzle... and wonder if we’ll<br />

ever have the chance to kill him.”<br />

The cold open for Nier:<br />

Automata is certainly<br />

brimming with nihilism.<br />

It’s the kind of poetically<br />

existential thing you’d expect to<br />

hear from someone who’s been<br />

reading a bit too much Edgar<br />

Allan Poe. But after finishing it’s<br />

30+ hour campaign and starting<br />

anew, only to see those words<br />

cross my screen once more, it<br />

feels like quite an apt conclusion<br />

to such an amazing ride.<br />

OR NOT (2) BE<br />

You begin your journey as 2B, a<br />

combat android belonging to the<br />

organization “YoRHa”, who is<br />

tasked with fighting to protect<br />

what remains of mankind.<br />

Hundreds of years have passed<br />

since the Earth was invaded by<br />

aliens and swarmed by their<br />

robot minions, and to this day<br />

the battle rages on. Humanity<br />

now resides on the moon, hoping<br />

and praying that someday YoRHa<br />

will land the final blow, and<br />

they can reclaim the planet.<br />

2B is a hardened veteran of<br />

war, and it shows through her<br />

cold, distant demeanor as she<br />

ruthlessly and precisely eviscerates<br />

anything standing in her way.<br />

Very shortly into the introductory<br />

act however, she is joined by her<br />

counter-part known as 9S, who<br />

is a reconnaissance model. He<br />

primarily assists by gathering<br />

data and hacking enemies, using<br />

their own weapons against<br />

them. He also seems to grow<br />

quite bored with his work and is<br />

prone to idle chit-chat, much to<br />

the dismay of his colleagues.<br />

The farther you get into the<br />

story, the more you begin to<br />

realize that these two androids<br />

are the perfect yin to each other’s<br />

yang, and that this balance is an<br />

underlying theme throughout<br />

the entire experience. A large<br />

and intimidating-looking male<br />

robot may have a soft and<br />

endearing female voice, for<br />

example. They also might be<br />

the most memorable and tragic<br />

character in the entire game, but<br />

I’m getting ahead of myself.<br />

Despite their stark differences,<br />

all of Nier’s characters share<br />

one important trait: they all feel<br />

intrinsically human. They feel<br />

pain, fear, sadness, and even love.<br />

This is true right down to the<br />

most basic enemies you encounter.<br />

Some cry out in terrified anger<br />

at the sight of you, vowing to<br />

avenge their fallen brothers,<br />

while others beg for their life<br />

as you cut them down. It slowly<br />

becomes apparent that there is<br />

more to this world than what<br />

is initially presented, and not<br />

everything is what it seems.<br />

DESPITE THEIR STARK<br />

DIFFERENCES, ALL OF NIER’S<br />

CHARACTERS SHARE ONE<br />

IMPORTANT TRAIT: THEY ALL<br />

FEEL INTRINSICALLY HUMAN<br />

KILL (B)ILL<br />

Plot and character development<br />

aren’t the only areas where you’ll<br />

find nuance, however. The game<br />

primarily functions as a thirdperson<br />

action brawler, but often<br />

shifts perspectives to become<br />

everything from a bullet-hell<br />

shooter to a visual novel. These<br />

transitions between play-styles<br />

are often a refreshing change of<br />

pace in key scenes, and make for<br />

some of the most ear-splittingly<br />

satisfying gaming moments<br />

I’ve had in a long time.<br />

That being said, the core<br />

combat mechanics that you’ll be<br />

spending most of your time with<br />

are no slouch. Platinum Games<br />

didn’t just dip it’s finger into<br />

this game, it went full Gallagher<br />

and smashed it out of the park.<br />

And all over the walls. You slash<br />

at your foes with dizzyinglyfast<br />

combos that bleed directly<br />

into your next attack without<br />

even flinching. You can also do<br />

a familiar last second teleportdodge<br />

maneuver and follow it<br />

up with a brutal counter-attack.<br />

The game wears its Bayonetta<br />

influences on its sleeve, and I’d<br />

be damned if I said it doesn’t<br />

work heavily in Nier’s favor.<br />

Although the fighting is amazing<br />

and immediately approachable<br />

from the start, the way you level<br />

and augment your character’s<br />

abilities is initially a bit confusing<br />

and daunting. Leveling up in<br />

general is quite bone-standard:<br />

every time you gain a level you get<br />

a little bit more health, hit a tad<br />

bit harder, and that’s more or less<br />

it. Where you find the real meat of<br />

this system is in the use of “plugin<br />

chips” and “pod programs”.<br />

Each YoRHa unit is assigned<br />

a floating helper bot called a<br />

“pod”. The pod can fire projectiles<br />

towards hostiles at will, and<br />

never runs out of ammo.<br />

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ISSUE <strong>02</strong> MAY <strong>2017</strong> 29


REVIEW<br />

NIER: AUTOMATA<br />

BEASTBY.NET<br />

They can also be upgraded<br />

and customized through the<br />

use of “pod programs”, which<br />

gives them special abilities and<br />

attacks. You start the game<br />

with a very powerful laser blast<br />

program, but can later buy and<br />

equip many others such as a giant<br />

digital hammer, or a black-hole<br />

gravity trap to hold down your<br />

foes while you wail on them.<br />

The plug-in chips are a bit<br />

harder to explain. Your character<br />

has what is essentially a memory<br />

pool. Everything from the<br />

operating system that keeps you<br />

alive to individual elements of the<br />

HUD take up chunks of memory,<br />

and you only have so much<br />

memory to spare. Plug-in chips<br />

also take up this space, but grant<br />

you special benefits such as more<br />

health, stronger attacks, or a bigger<br />

window to dodge attacks. You get<br />

these chips by either buying them,<br />

receiving them as quest rewards,<br />

or by killing tough enemies.<br />

This provides a fascinatinglydeep<br />

level of customization, as you<br />

can cut back parts of your display<br />

that you don’t need to make room<br />

for upgrades, or instead add even<br />

more information like enemy<br />

HP and damage values. Also, if<br />

you are on easy mode, you can<br />

install “auto” chips for literally<br />

any combat action, and the game<br />

will do that action for you. So if<br />

you aren’t particularly skilled<br />

at dodging for example, equip<br />

auto-dodge, press L1 to activate<br />

“auto mode”, and you won’t have<br />

to miss a dodge ever again.<br />

WILL I DRE(A)M?<br />

Some might scoff at the idea of<br />

an auto-mode, but I absolutely<br />

welcome it, because it means<br />

more people can enjoy what<br />

Nier has to offer. As far as I’m<br />

concerned, If I could convince<br />

even one person who was on the<br />

fence/turned off about this game<br />

to give it the ole’ college try,<br />

I’d be over the moon. I also feel<br />

personally that it is imperative<br />

to understand a few key things<br />

about the game’s structure in<br />

order to get the most out of it. As<br />

a result, the following paragraphs<br />

may require me to spoil very<br />

minor aspects of the game.<br />

MINOR SPOILERS<br />

(BUT NOT REALLY)<br />

Now I know how sensitive some<br />

people are to even the most<br />

minute of spoilers, so I’ll say this<br />

bolder and more clearly: minor<br />

spoilers incoming. Skip to the<br />

summary if you are absolutely<br />

convinced to get the game or want<br />

to go in as blind as possible.<br />

For those of you still here, let’s<br />

get into a few things. Firstly: the<br />

game pretty much requires you<br />

to play through it multiple times<br />

to get the full story. I wouldn’t<br />

usually disclose something like<br />

this but I feel like it’s, as Burt<br />

Gummer would say, “critical<br />

need-to-know information”.<br />

If you finish the campaign<br />

once after 10 hours and put it<br />

down, you may walk away from<br />

the experience unsatisfied.<br />

Secondly: If you do decide<br />

to play through the game a<br />

second time, I implore you to<br />

play it through a third time<br />

after that. This may seem<br />

like an odd proposition, and<br />

arguably a bit unnecessary, but<br />

believe me when I say that the<br />

game was designed this way.<br />

Each playthrough is different,<br />

and gives you more insight on<br />

the story the deeper you go.<br />

But trust me when I say that<br />

playthrough 3… Oh mama, it’s<br />

a doozy! Don’t cheat yourself by<br />

stopping short, you will regret it!<br />

HANG ON, R(2)!<br />

I am absolutely floored by Nier:<br />

Automata. Every character,<br />

friend or foe, is presented<br />

fantastically and has you<br />

constantly questioning what it<br />

really means to be human. Each<br />

step of the way it continued to<br />

surprise me, and even 30 hours<br />

in is still introducing new,<br />

meaningful game mechanics<br />

and concepts. It made me feel<br />

like an action anime superhero<br />

one minute, and want<br />

to fall to my knees and weep<br />

the next. Buckle up people,<br />

it’s gunna be a bumpy ride!<br />

NIER: AUTOMATA<br />

Developer<br />

Publisher<br />

Platform<br />

Genre<br />

Origin<br />

Release<br />

Square Enix<br />

Square Enix<br />

PS4, Xbox One, PC<br />

Action RPG<br />

Japan<br />

Mar 17th <strong>2017</strong><br />

Spectacular layered story and<br />

characters that only get better with<br />

time<br />

Constantly shifting gameplay<br />

mechanics that keeps you on your<br />

toes<br />

Extensive replayability<br />

Players may miss out on a majority<br />

of the game if they never catch on to<br />

what the devs are doing<br />

Deus Ex Machina<br />

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ISSUE <strong>02</strong> MAY <strong>2017</strong> 31


REVIEW<br />

NIER: AUTOMATA<br />

BEASTBY.NET<br />

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ISSUE <strong>02</strong> MAY <strong>2017</strong> 33


REVIEW<br />

PERSONA 5<br />

By Dylan Bishop<br />

Persona 5 lets you change the<br />

hearts of others. In doing so,<br />

it’ll steal yours.<br />

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ISSUE <strong>02</strong> MAY <strong>2017</strong> 35


REVIEW PERSONA 5<br />

BEASTBY.NET<br />

Persona has, and will<br />

always be, one of the<br />

quirkiest franchises on<br />

the market. Talking teddy<br />

bears, meat-loving tomboys,<br />

gun-toting puppy dogs; you<br />

name it, and Atlus has probably<br />

put it in the series. Despite the<br />

“immature” aspects, Persona has<br />

consistently managed to push<br />

the boundaries for Japanese roleplaying<br />

games. The series has<br />

taken large strides to modernize<br />

and popularize the genre,<br />

mainly by giving it an urban<br />

setting and story. After nine long<br />

years, the prodigal turn-based<br />

series returns with Persona 5<br />

which, quite frankly, blows all<br />

previous JRPGs out of the water.<br />

For the uninitiated, the<br />

Persona series throws you into<br />

the shoes of a Japanese highschooler<br />

arriving in a new town.<br />

Each entry is separate from<br />

the last, yet carries thematic<br />

similarities and Easter eggs that<br />

hearken back to its predecessors.<br />

You’ll play through almost<br />

every single day for a whole<br />

in-game year. This creates<br />

a sort of “social simulator”<br />

in which you grow closer to<br />

your school friends or level<br />

up various stats like “charm,”<br />

“guts,” and “proficiency.”<br />

The tale of Persona 5 begins<br />

simply enough, as the protagonist<br />

moves to a new school in<br />

Tokyo. The reason for the move,<br />

however, is much darker: he’s got<br />

a criminal record and was kicked<br />

from his last school, thanks<br />

to a recent “assault charge”<br />

he erroneously received while<br />

trying to stop a rape. This is<br />

the perfect setup for the game’s<br />

overarching theme: adults don’t<br />

always know best, despite their<br />

ego. Kids can be infinitely more<br />

competent, when needed.<br />

Suspense quickly builds as you<br />

befriend fellow troublemakers,<br />

find a talking cat, and unearth<br />

horrible crimes being committed<br />

in your community. While<br />

Persona 3 tackled secrets and<br />

misinformation, and Persona<br />

4 dealt with murder and truth,<br />

Persona 5 takes a hearty dive<br />

into darker issues that hit much<br />

closer to home. Each new,<br />

terrible adult has a horrifying<br />

secret. What’s a kid to do?<br />

That’s where you come<br />

in. Soon after moving, the<br />

protagonist stumbles upon “the<br />

Metaverse,” a distorted world<br />

formed from the wretched<br />

wants of corrupt individuals and<br />

housing their deepest desires.<br />

It’s now your job to masquerade<br />

alongside your school friends<br />

as “the Phantom Thieves of<br />

Hearts” and sneak through<br />

these monolithic Palaces to steal<br />

the hearts of the manipulative<br />

adults around you. Doing so<br />

should cause them to confess<br />

their sins, or so you hope.<br />

Since these Palaces are<br />

formed by the subconscious,<br />

they are also guarded by the<br />

subconscious. Each dungeon<br />

asks you to stealthily navigate<br />

its halls and take down troves<br />

of patrolling psyche-based<br />

monsters in order to progress.<br />

Ambushing an enemy from<br />

behind will give you the upperhand<br />

in battle, but being spotted<br />

puts you at a disadvantage.<br />

Stealth is an important trait<br />

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ISSUE <strong>02</strong> MAY <strong>2017</strong> 37


REVIEW PERSONA 5<br />

BEASTBY.NET<br />

for a Phantom Thief, turns out.<br />

Thankfully, the stealth system<br />

is built so that a simple press<br />

of X moves you between cover<br />

spots. It’s quick and intuitive<br />

to sneak up on guards, rip off<br />

their masks, and start a fight.<br />

Here, Persona 5 truly shines.<br />

Every member of your party is<br />

equipped with their own Persona,<br />

or inner-self. These manifest as<br />

various creatures and humanoids,<br />

each with specific strengths and<br />

weaknesses. Bad-boy Ryuji is able<br />

to strike enemies with lighting<br />

and pack a punch with physical<br />

attacks, while the bandit cat<br />

Morgana can heal your party and<br />

devastate foes with wind magic.<br />

As the protagonist, however, you<br />

can switch your Personas at will,<br />

by changing the mask you wear.<br />

Every fight requires a decent<br />

array of strategies and tactics.<br />

Hitting an enemy‘s weakness<br />

will make them collapse, and<br />

grant the attacker an extra<br />

turn–no matter if they’re<br />

friend or foe. This means most<br />

fights will consist of team<br />

experimentation and movetesting<br />

until you find that sweet<br />

spot, all while covering your own<br />

frailties. These extra turns can<br />

be passed to other team mates<br />

via a “Baton Pass,” ensuring<br />

that you can combo hits on<br />

certain elemental weaknesses.<br />

Things get interesting, as more<br />

often than not, your personal<br />

arsenal of Personas may not able<br />

to bash all enemy weaknesses,<br />

while your teammates’ can. In<br />

such a case, you can switch to<br />

your appropriate demon, let<br />

your elemental magic loose, and<br />

Baton Pass your free turn to<br />

another Phantom Thief who can<br />

pick up your slack. Once every<br />

enemy monster is down on the<br />

ground, they’re held at gunpoint,<br />

and the Phantom Thieves are<br />

provided a few options: attack<br />

the monster, ask for an item or<br />

money, or negotiate with them.<br />

Attacking them normally<br />

does a fair amount of damage<br />

and can quickly turn a battle<br />

in your favor. However, the<br />

time comes when that extra<br />

dough or restorative can really<br />

come in handy. Taking either<br />

option, though, forces you<br />

to miss out on the real treat:<br />

negotiation. These enemies can<br />

be persuaded to join your team!<br />

After some quick conversational<br />

navigation, the creature may<br />

suddenly decide to join you in<br />

the form of a new Persona.<br />

Your personal progression<br />

and stats are pushed forth<br />

by the collection of stronger<br />

Personas. However, these innerselves<br />

can also be combined<br />

in a mysterious consciousness<br />

known as the Velvet Room.<br />

Here, two adorable prison<br />

wardens can sentence multiple<br />

of your devilish allies to death,<br />

only to be reborn as a tougher<br />

Persona. This fusion allows<br />

you to choose the best moves<br />

and skills from your original<br />

Personas, and carry them<br />

over to a new one with better<br />

attacks and less weaknesses.<br />

That’s a lot to take in, but<br />

thankfully Persona 5 somewhat<br />

guides you in the opening<br />

hours (almost too much).<br />

Surprisingly, each and every<br />

mechanic is important to the<br />

overall experience, and overlaps<br />

with each other in surprising<br />

ways. Hanging out with your<br />

new Tokyo contacts (aptly<br />

titled Confidants) will give<br />

you new skills and abilities in<br />

dungeons. Carrying certain<br />

Personas can also help you<br />

grow closer to specific allies.<br />

This all combines to form a<br />

very strategic time-management<br />

system. The game doesn’t<br />

happen in real-time, but<br />

performing specific actions will<br />

automatically advance time a few<br />

hours forward. For example, after<br />

school you may have the option<br />

to chill with the lovely Ann,<br />

train at a gym to raise your HP,<br />

work part-time for money and a<br />

possible stat increase, or explore<br />

the latest Palace. One you pick<br />

your agenda, it’s suddenly night<br />

time, which provides a different<br />

array of options. It’s a gratifying<br />

risk/reward system, as players<br />

are tasked with choosing the<br />

activities closest to their hearts,<br />

and are never urged to chase<br />

the ones that disinterest them.<br />

If these descriptions make<br />

you feel that Persona 5 has a<br />

heavy emphasis on text and<br />

menus, that’s because it does.<br />

The experience is most certainly<br />

defined by listening to highschool<br />

heart thieves banter back<br />

and forth, and by optimizing a<br />

perfect fighting style. However,<br />

Persona 5 touts a high level of<br />

quality and panache regarding<br />

its UI. Every menu is designed to<br />

look like a ransom note, or the<br />

inner mind of a misunderstood<br />

teen. It’s a refreshing change<br />

of heart compared to the<br />

uninspired menus of most AAA<br />

titles. Each button and prompt<br />

is responsive and fast–the<br />

battle menu can technically be<br />

navigated before the graphic<br />

even unfolds on your screen.<br />

These menus are a handsomely<br />

clever way to keep the genre fast<br />

and fresh. Whereas grinding and<br />

fighting in older Final Fantasy<br />

games can feel tedious, battles in<br />

Persona 5 feel quick and exciting.<br />

They provide a visual spectacle<br />

and a short brain teaser, then<br />

they’re over. The game is<br />

entirely built upon bite-sized<br />

actions like quick fights, short<br />

study sessions, and minutelong<br />

conversations with friends.<br />

Yet in this simplicity, Persona<br />

draws you in: before you know<br />

it, you’ve played for 25 hours.<br />

That’s not to say Persona<br />

doesn’t provide a challenge,<br />

because it most certainly<br />

does. Each Palace is topped<br />

off with a grand heist to steal<br />

an adult’s heart, leading to<br />

a confrontation with that<br />

individual’s “Shadow.” These<br />

boss fights normally introduce<br />

some new trick or fighting style<br />

that you must adapt to on the<br />

fly, lest you die. Persona 5 favors<br />

those who look for patterns<br />

and weaknesses, and chastises<br />

those who strike blindly.<br />

After all the hard work the<br />

Phantom Thieves put in, it’s<br />

gratifying to see their targets fess<br />

up to their crimes. Persona 5 creates<br />

a harrowing world of adults<br />

with unquenchable thirsts for<br />

power, willing to step on the<br />

heads of those around them in<br />

the climb to the top. It’s many<br />

shades darker than any game<br />

I’ve played in the past few<br />

years. This tale is one that you<br />

can hear essentially any time<br />

you turn on an actual TV. Yet<br />

Persona also provides a ray of<br />

hope and an uplifting narrative,<br />

and proclaims that even children<br />

can rise above the murk and<br />

do great things to counteract<br />

corruption. It preaches change<br />

and personal revolution, and<br />

asks players to break the chains<br />

of society to grasp happiness.<br />

If you’re not a fan of lengthy<br />

intros, menu-heavy games,<br />

turn-based battles, or Japanese<br />

titles, Persona definitely won’t<br />

change your mind. However,<br />

you’d be sorely remiss to pass<br />

on it, simply because Persona 5 is<br />

arguably even more revolutionary<br />

than its predecessors. The<br />

charming, stylish behemoth<br />

finds new ways to reincarnate<br />

“boring” mechanics into ones<br />

that are enticing, modern, and<br />

bold. It fixes many complaints<br />

the general populace has with<br />

turn-based games and lengthy<br />

RPGs, yet provides next to<br />

no flaws in return. Persona 5<br />

is an exquisitely fashionable<br />

treat, and will surely steal<br />

your heart.<br />

PERSONA 5<br />

Developer<br />

Publisher<br />

Platform<br />

Genre<br />

Origin<br />

Release<br />

Atlus<br />

Atlus, Deep Silver<br />

PS3, PS4<br />

JRPG<br />

Japan<br />

Apr 4th <strong>2017</strong><br />

Astonishing and fun UI design<br />

Exciting, tactical combat<br />

Somber story filled with charming<br />

characters<br />

Fascinating time-management system<br />

Lengthy introduction and tutorial<br />

Artful<br />

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REVIEW PERSONA 5<br />

BEASTBY.NET<br />

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ISSUE <strong>02</strong> MAY <strong>2017</strong> 41


REVIEW<br />

STORIES UNTOLD<br />

BEASTBY.NET<br />

STORIES<br />

UNTOLD<br />

By Darren Burchett<br />

Stories Untold is an engrossing adventure<br />

game that layers up storytelling in<br />

clever and surprising ways. With a brief<br />

runtime of just four hours, does it achieve<br />

everything it sets out to do?<br />

This is going to be one of<br />

those reviews where I stay<br />

vague and ambiguous while<br />

trying to advise you as much<br />

as possible. Much of the joys of<br />

Stories Untold comes from going in<br />

blind, so I’m not going to take that<br />

away from you. All I had to go by<br />

was a handful of screenshots, a one<br />

minute trailer and a positive rating<br />

on Steam. For someone that makes<br />

a concerted effort to avoid knowing<br />

too much about a game before<br />

purchase, that was plenty for me.<br />

Booting up the game, the tone is<br />

immediately apparent. A droning<br />

synthesizer provides the main menu<br />

with an ominous backdrop as you<br />

stare at the lonely VHS case on the<br />

table. Everything about it oozes 80’s<br />

nostalgia, and while many games<br />

are adopting this style, for better<br />

or worse, Stories Untold owns it. Not<br />

only is it an aesthetic choice but it’s<br />

a mechanical one too, as you’ll be<br />

interacting with a range of equipment<br />

from that era across the four episodes.<br />

A fair chunk of Stories Untold consists<br />

of text-based adventuring but<br />

deviates in clever ways, leap frogging<br />

various mechanics as you progress.<br />

That’s what was most surprising<br />

to me. No Code have managed<br />

to take age old gameplay and<br />

inject modern ideas for a level of<br />

inventive design that truly put<br />

me on edge. Let me explain.<br />

The first episode, one released as<br />

a proof of concept back in August<br />

2016, sits you in front of an old<br />

computer to play a game called<br />

House Abandon. Older gamers will<br />

definitely get that sweet hit of<br />

nostalgia as the title builds on screen,<br />

screeching and groaning with every<br />

row of pixels that appear. Younger<br />

gamers may finally understand<br />

what they had to deal with.<br />

As you play, everything will feel<br />

relatively normal at first, you may<br />

even forget that you’re playing a game<br />

within a game. After navigating your<br />

way through the house, you’ll trigger<br />

something that flips the game on<br />

it’s head. Objects within the room<br />

begin reacting to events in House<br />

Abandon. I won’t detail any specifics<br />

but, as the game runs with this idea,<br />

you can expect to find the whole<br />

experience quite mind bending.<br />

The following episodes are<br />

variations on the same concept<br />

but will have you interacting in a<br />

somewhat different fashion. The<br />

second episode, for example, sees<br />

you in a cramped laboratory carrying<br />

out an experiment. You’ll be flicking<br />

switches, tuning sine-waves and<br />

operating a series of equipment as<br />

directed by a manual found on a<br />

nearby computer. Like me, you’ll<br />

probably fumble around for the<br />

first few minutes as you figure out<br />

what everything does, but you’ll<br />

acclimatise eventually. There’s no<br />

failure state to speak of and you can<br />

take Stories Untold as slow as you’d<br />

like. All the game asks is that you<br />

carry out the necessary motions<br />

to uncover more of the story.<br />

Honestly, these motions do feel<br />

like busy work at times. Often you’ll<br />

be repeating the same tasks until the<br />

story makes its next development.<br />

I will also admit that the game gets<br />

less scary with time, something<br />

I was a little disappointed to find<br />

out. This isn’t because you become<br />

desensitised to the spooks, but<br />

because it starts to make trade-offs<br />

to tell a deeply personal story.<br />

In spite of this, it kept me heavily<br />

engaged. Stories Untold has a wide<br />

array of interesting storytelling<br />

techniques that were enticing enough<br />

that I felt compelled to carry on.<br />

The whole game is presented like a<br />

television show with a theme tune<br />

and opening credits. You could treat<br />

it as such and play one episode at<br />

a time. I ended up so engrossed in<br />

the story and concepts that I played<br />

through the entire game in one<br />

sitting. I recommend you do the same.<br />

Where this game truly shines<br />

is in its tone and atmosphere. The<br />

warm lights contrasted against cold<br />

environments is very reminiscent<br />

of 80’s movies. The machines, in<br />

the lifespan of technology, feel<br />

ancient and clunky. Interacting with<br />

the variety of analogue and digital<br />

interfaces is very immersive and lends<br />

itself well to the experience. The<br />

mostly static viewpoints are brought<br />

to life by smart sound design that<br />

not only induces nerves, but makes<br />

each press of a button and flick of a<br />

switch have a satisfying weight to it.<br />

This is vastly different from<br />

anything you’ll probably play this<br />

year, and it’s one that shouldn’t be<br />

missed. Yes, its a short experience,<br />

not really unusual this day and age,<br />

but its a unique one. And if you<br />

don’t enjoy Stories Untold? Well the<br />

price point of £7/$10 is low enough<br />

that it’ll eliminate any regrets.<br />

STORIES UNTOLD<br />

Developer<br />

Publisher<br />

Platform<br />

Genre<br />

Origin<br />

Release<br />

No Code<br />

Devolver Digital<br />

PC<br />

Text-Based Adventure<br />

UK<br />

Feb 27th <strong>2017</strong><br />

Incredibly atmospheric<br />

Unique take on horror<br />

Inventive storytelling<br />

Can feel repetitive at times<br />

Engrossing<br />

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@<strong>Beastby</strong>Blog<br />

ISSUE <strong>02</strong> MAY <strong>2017</strong><br />

43


REVIEW<br />

SNAKE PASS<br />

BEASTBY.NET<br />

SNAKE PASS<br />

By Darren Burchett<br />

Snake Pass reels you in with its<br />

cute and colourful presentation,<br />

only to guilt you with the constant<br />

suffering of a once cheerful snake.<br />

It’s a surprisingly challenging<br />

experience, even if it is a little on<br />

the thin side.<br />

HHave we time travelled?<br />

Where am I? Why are<br />

my armpits so hairless?!<br />

What year is this?! Oh<br />

god, I’m a child again! Sorry<br />

about that, I’ve just took a drink<br />

of Nostalgia, it’s dusty stuff.<br />

It seems there are quite a few<br />

games cropping up recently that<br />

are chasing the 3D platformer<br />

again. This isn’t a bad thing, but<br />

I’m curious as to how these studios<br />

plan on making something that<br />

doesn’t have awkward controls<br />

and repetitive gameplay.<br />

This is where Snake Pass comes<br />

in, sort of. You play as Noodle,<br />

a happy-go-lucky snake. With<br />

his pal Doodle, a hummingbird,<br />

you will set off on an adventure<br />

to save the jungle and restore<br />

balance. Saving the world in<br />

a 3D platformer likely means<br />

collecting stuff, so it’s safe to say<br />

that Snake Pass asks this of you.<br />

However, while some collectables<br />

are just laying around, there are<br />

plenty that will require a new<br />

type of skill and patience.<br />

As Yooka-Laylee has proven,<br />

a straight recreation of the 3D<br />

platformers of old isn’t really<br />

good enough. They often lack any<br />

real challenge and the camera<br />

is to blame for many of your<br />

failings, so why repeat history?<br />

Snake Pass chooses innovation<br />

over re-creation and puts a<br />

unique spin on the classic genre.<br />

You will need to move and think<br />

like a snake, wriggling your<br />

way around floating chunks of<br />

earth, overcoming obstacles and<br />

returning ancient crystals back to<br />

their pillars. Ok, that last part isn’t<br />

innovative, but the controls are.<br />

It’s immensely satisfying once<br />

you figure out how to move around<br />

and climb things. It was definitely<br />

frustrating at first, I’d often lose<br />

all coordination as I held down<br />

certain buttons while having to<br />

let go of others. But, the first<br />

series of levels do a good job at<br />

easing you in and allowing you to<br />

grasp one concept after another.<br />

The gist of the controls (using<br />

the Xbox controller) is to use the<br />

right trigger to move forward<br />

while rhythmically moving his<br />

head with the left analog stick to<br />

gain speed and momentum. While<br />

climbing, you’ll be using the A<br />

button to lift Noodle’s head and the<br />

left trigger to grip. The Y button<br />

will whistle Doodle over to pick<br />

up his tail. He’s not strong enough<br />

to lift him up entirely, instead<br />

he helps with shifting balance so<br />

you’re able to “leap” further and<br />

scramble up onto ledges. It’s all<br />

very intuitive and allows you an<br />

impressive amount of control.<br />

The second set of levels are<br />

a very different story, however.<br />

There is a noticeable difficulty<br />

spike and the game expects you<br />

to climb obstacles that are in<br />

somewhat of a contrast compared<br />

to what you’ve encountered before.<br />

It’s not ridiculous, just apparent.<br />

Now, a fairly big contributor to<br />

this spike is the dreaded camera,<br />

the thing to plague the majority<br />

of 3D platformers. In order to<br />

succeed at grabbing collectables<br />

you’ll need to wrestle with your<br />

view point. Often the game will<br />

try and do this for you, but the<br />

level of accurate climbing requires<br />

manual camera control. This<br />

means releasing some buttons<br />

to do so and this would often<br />

result in me falling into a bed<br />

of spikes or having to start the<br />

entire climb all over again.<br />

It’s not really a deal breaker as<br />

it comes with the territory of this<br />

genre, and I learnt at a very early<br />

age to live with it. Trust me, I’ve<br />

experienced far worse. It’s just<br />

that it can be a little frustrating<br />

considering that Noodle is<br />

incredibly satisfying to control.<br />

Your time with Snake Pass<br />

will run you around six to eight<br />

hours, and during that time, the<br />

gameplay doesn’t change a whole<br />

lot. The environment in each set<br />

of stages certainly offer a variety<br />

of interesting puzzles, some being<br />

straightforward and others that<br />

require some exploring, but that’s<br />

kind of it. While some players<br />

could play Snake Pass for many<br />

hours at a time, I tended to only<br />

play a level or two and move on.<br />

The lack of variety and paper thin<br />

story doesn’t really leave much to<br />

get excited about. It is clear that<br />

the game exists because of its core<br />

idea and nothing else. Snake Pass is<br />

a result of a game jam after all, so<br />

this makes sense. The visuals are<br />

indeed fantastic and the characters<br />

cute, but there isn’t anything more<br />

to it. It’s just the icing on the cake.<br />

I quite enjoyed my time with<br />

the squiggly fellow. It’s a nice<br />

deviation from deeper experiences<br />

you might be having without<br />

skimping on a challenge. Sadly,<br />

Snake Pass is incapable of being<br />

anymore than what it is: a<br />

concept. I can’t see any way it<br />

could be expanded upon what<br />

with the main character being<br />

a snake, but this is totally fine.<br />

The game offers up fifteen levels<br />

and an additional time trial mode<br />

for speed running fans, though<br />

I don’t see many playing this<br />

mode. Regardless, I recommend<br />

you give Snake Pass a go.<br />

SNAKE PASS<br />

Developer<br />

Publisher<br />

Platform<br />

Genre<br />

Origin<br />

Release<br />

Sumo Digital<br />

Sumo Digital<br />

PS4, Xbox One, Switch, PC<br />

3D Platformer<br />

UK<br />

Mar 28th <strong>2017</strong><br />

Unique and pleasant controls<br />

Bright, colourful visuals<br />

Challenging obstacles and puzzles<br />

The camera isn’t always your friend<br />

Shallow<br />

Sssatisssfying<br />

44 ISSUE <strong>02</strong> MAY <strong>2017</strong> <strong>Beastby</strong>.net @<strong>Beastby</strong>Blog<br />

ISSUE <strong>02</strong> MAY <strong>2017</strong> 45


REVIEW<br />

THE BINDING OF ISAAC: AFTERBIRTH+<br />

BEASTBY.NET<br />

THE BINDING OF ISAAC:<br />

AFTERBIRTH+<br />

OVERCOMING THE ODDS<br />

By Dylan Bishop<br />

NEED TO KNOW<br />

Developer Nicalis<br />

Publisher Nicalis<br />

L<br />

et’s be real here: chances are,<br />

you’ve played The Binding of<br />

Isaac in some form or another.<br />

Whether it was the original release or<br />

the expanded Rebirth version, you’ve<br />

at least heard of the game. It’s a huge<br />

indie success, from one half of the<br />

team that developed Super Meat Boy.<br />

The little roguelike dungeon-crawler is<br />

know a well-known property, and has<br />

seen two DLC additions to its Rebirth<br />

re-release. The game has stayed<br />

amazing, but by adding on so much<br />

content, Isaac has made itself a little<br />

less accessible to the casual audience.<br />

Isaac has always followed the<br />

philosophy of “easy to pick up,<br />

difficult to master,” with great success.<br />

You move in four directions, and shoot<br />

tears (yes, you play as a crying child)<br />

in four directions. You can also nab<br />

trinkets, items, bombs, keys, pills,<br />

and other goodies to help you in your<br />

quest. Isaac does all of this simply<br />

to avoid his mother, who has been<br />

told by God to kill her son. As<br />

such, Isaac illustrates a scary<br />

basement from the eyes of a kid,<br />

filled with odd Christian imagery<br />

and pop-culture references.<br />

While you delve deeper into the<br />

depths of your home, Isaac tasks you<br />

with killing odd abominations while<br />

dodging their attacks. As mentioned<br />

Platform PS4, XBox One, Switch, PC & More<br />

Genre Rogue-like<br />

earlier, it provides the adequate items<br />

to do so, but each room is randomly<br />

generated as you play. <strong>May</strong>be you’ll<br />

find a cool item on the next floor–<br />

then again, maybe you’ll just find the<br />

one that makes you pee uselessly.<br />

Despite being a “bullet hell”<br />

roguelike, The Binding of Isaac feels so<br />

smooth to control and never asks too<br />

much of you. “Dodge a few bullets.<br />

Kill a few dudes.” That is, until you<br />

die, and everything resets. The world<br />

rebulds itself anew, and you need to<br />

grab new power-ups. Dying sucks…but<br />

it’s also the funnest part of the game.<br />

Isaac ceaselessly rewards you for<br />

learning the game and getting better.<br />

Players learn enemy patterns and<br />

random room layouts by playing<br />

Origin US<br />

Release Mar 17 <strong>2017</strong> (For Switch)<br />

over and over; however, they’ll also<br />

unlock new item drops and bosses.<br />

During your first runs, the game<br />

limits the item and enemy pools<br />

so that newbies are never too<br />

overwhelmed. It saves the crazy<br />

stuff for the end: the overpowered<br />

stat boosts, the hard-to-hit enemy<br />

variations, the screw-you-over-ina-heartbeat<br />

room layouts. As you get<br />

better, the game gets harder. It’s the<br />

perfect training system; in fact, put<br />

an AI in there, and you’ll have a cliché<br />

anime war machine in no time.<br />

I’ve played The Binding of Isaac<br />

since its original Flash version,<br />

which released in 2011. Granted, I<br />

was never amazing at it, but I could<br />

get the job done. The same can be<br />

said for its updated re-release, The<br />

Binding of Isaac: Rebirth, and its first<br />

DLC, The Binding of Isaac: Afterbirth.<br />

Both editions boasted unique<br />

modes, enemies, rooms, bosses, and<br />

items, but also kept the difficulty<br />

relatively normal for beginners. They<br />

were fantastic in every regard.<br />

After speaking with a few friends<br />

and playing the Switch port a few<br />

times, I can truly say that the game<br />

feels much harder from the get-go. It<br />

doesn’t hand you very many helpful,<br />

awesome power-ups, but does throw<br />

you into your fair share of cheap<br />

rooms designed to kill you quickly.<br />

Progressing through a run usually<br />

unlocks varied and more difficult<br />

enemies for your next play, but rarely<br />

gives you new toys to beat them with.<br />

As I said, I knew what I was<br />

getting myself into. I can only<br />

imagine what it’d be like for someone<br />

who’s never played before.<br />

The Binding of Isaac has always been<br />

known for its random generation and<br />

difficulty, but Afterbirth+ seems to<br />

kick these aspects into overdrive. Sure,<br />

it adds a new layer of challenge for<br />

veterans. But I fear that this update<br />

might make things a little too unfair<br />

for newbies. Simply put, Isaac is<br />

already a game about overcoming the<br />

odds and surviving a bullet storm.<br />

Was it really a good idea to make<br />

it even harder from the outset?<br />

Afterbirth+ adds a ton of unique<br />

powerups and fun bosses, and helps<br />

the 6 year old franchise feel fresh.<br />

Once players push past the<br />

overwhelming odds and unlock extra<br />

characters and upgrades, things begin<br />

to turn in their favor. That’s when<br />

everything gets fun. The Binding of<br />

Isaac shines when you can pick up<br />

a myriad of unsettling mutations<br />

to test how they work together, and<br />

how they might fare in combat.<br />

Unexpected runs are arguably the<br />

best ones; you discover something<br />

new and exciting, or try an item<br />

combination you’ve never seen<br />

before. It perfectly captures the<br />

wonder of playing The Legend of Zelda<br />

on the NES, albeit with a grotesque<br />

art style. Sadly, in Afterbirth+, the<br />

question isn’t always “Will I enjoy<br />

the gameplay loop?” but rather “How<br />

many unfair runs will it take for me to<br />

have one in which I stand a chance?”<br />

Thankfully, the Nintendo Switch<br />

lends itself very well to this difficulty<br />

spike. Instead of sitting in one spot<br />

for hours to hone your skills, The<br />

Binding of Isaac can now taunt you<br />

anywhere. It becomes the perfect<br />

distraction for car trips, plane rides,<br />

and wait times between classes. The<br />

pixel art pops on the bright, sharp<br />

Switch screen. It’s enjoyable and easy<br />

to explore this musty dungeon on<br />

the go, and all the more rewarding.<br />

The addition of Afterbirth+ doesn’t<br />

ruin The Binding of Isaac, but it will<br />

undoubtedly cause its fair share of<br />

beginner rage quits. That being said,<br />

once the game has been “beaten”<br />

a few times, enough items and<br />

characters open up to let you truly<br />

enjoy everything the game has to<br />

offer. Afterbirth+ adds a ton of unique<br />

powerups and fun bosses, and helps<br />

the 6 year old franchise feel fresh.<br />

As it always has been, The Binding of<br />

Isaac is a seminal experience for the<br />

industry that all should play; it just<br />

so happens that the game is greater<br />

with portability.<br />

THE BINDING OF ISAAC:<br />

AFTERBIRTH+<br />

Addictive levels of replayability<br />

Charm and quirk out the wazoo<br />

Creative item combinations and<br />

unlockables<br />

Sharp graphics with responsive<br />

controls<br />

Almost unfair difficulty in the early<br />

game<br />

Bizarre<br />

46 ISSUE <strong>02</strong> MAY <strong>2017</strong> <strong>Beastby</strong>.net<br />

@<strong>Beastby</strong>Blog<br />

ISSUE <strong>02</strong> MAY <strong>2017</strong><br />

47


REVIEW<br />

HUMAN RESOURCE MACHINE<br />

I AM SETSUNA<br />

BACKLOG REVIEW<br />

HUMAN RESOURCE MACHINE<br />

THE HEADSCRATCHING SORT-OF SORTING GAME<br />

By Henry Melville<br />

NEED TO KNOW<br />

I AM SETSUNA<br />

ALMOST A HEARTFELT CLASSIC RPG<br />

By Dylan Bishop<br />

NEED TO KNOW<br />

Developer Tomorrow Corporation<br />

Publisher Tomorrow Corporation<br />

Platform PC, Switch, Wii U, Mobile & More<br />

Genre Puzzle<br />

Origin US<br />

Release Mar 16 <strong>2017</strong> (for Switch)<br />

Developer Tokyo RPG Factory<br />

Publisher Square Enix<br />

Platform PS4, Vita, Switch, PC<br />

Genre Turn-based RPG<br />

Origin Japan<br />

Release Feb 18 2016<br />

S<br />

o you want to be a corporate<br />

lackey, do you? Great! Do you have<br />

a deep understanding of coding<br />

logic, mastery of mathematics and a<br />

keen sense of problem solving? No?<br />

Well, that’s probably not going to do<br />

you any favours in Human Resource<br />

Machine. Masquerading as a simple<br />

drag-and-drop puzzle game, HRM<br />

is a challenging title that asks you<br />

to learn fast, screw up, and fix your<br />

mistakes. As a nameless employee,<br />

your job in this bland world is to take<br />

items from an inbox, and drop them<br />

in the outbox. Riveting stuff so far.<br />

However the conditions of each task<br />

change with every level. Each puzzle<br />

completion equates to a year of the<br />

unexciting worker’s life, and ramps<br />

up the difficulty as you pass through<br />

the building. Earlier in the game you<br />

may only be required to drop numbers<br />

in if they are positive in value, yet<br />

its later stages may require that you<br />

must also turn negative numbers<br />

into their positive equivalent before<br />

dropping them in the outbox.<br />

As you progress, you unlock new<br />

commands that allow you to subtract,<br />

add, jump through your code, and<br />

many more. Although they sound like<br />

they could be helpful, the addition of<br />

these new commands often presents<br />

even greater challenges. I’m not a<br />

coder, and at times the difficulty of<br />

these puzzles was infuriating. At it’s<br />

core, this is a game of logic, and so<br />

the occasional brain strain eventually<br />

turns into relief when you crack the<br />

code. This is until you realise you<br />

spent 36 commands on a level, where<br />

the game challenges you to complete<br />

it in 23 or fewer. I’ve not felt a sense<br />

of stupidity quite like it before! These<br />

performance objectives are a fun<br />

way to implement replayability, but<br />

at times I felt so exhausted from<br />

completing a puzzle that I definitely<br />

wasn’t up to the task of trying again.<br />

At times, the most infuriating<br />

part of Human Resource Machine is it’s<br />

controls on the Nintendo Switch. In<br />

handheld mode, you can quickly pick<br />

apart puzzles with the touch-screen<br />

interface. Switching over to TV mode<br />

instead required you to use the Joy-<br />

Con as a pointer, utilising the advanced<br />

gyro to estimate where you are pointing<br />

on screen. It felt slow and quite often<br />

required re-calibrating to find its centre<br />

again. I’m struggling enough as it is<br />

without the damn controls taunting me!<br />

In all honesty, I did not expect<br />

much from this title. Certainly the<br />

loose plot that plays out feels much<br />

like an afterthought. You definitely<br />

aren’t picking up this title for the<br />

charming characters or the misplaced<br />

story, however. I won’t downplay the<br />

humour that the quirky employees<br />

emit, its a nice break from mashing<br />

your mind with sorting items.<br />

Despite minor issues, Human<br />

Resource Machine is a charming title<br />

with surprising replayability, and<br />

a depth of puzzles that will keep<br />

you entertained for hours. You may<br />

want to consult your dermatologist<br />

however, due to the sheer amount<br />

of headscratching involved.<br />

HUMAN RESOURCE<br />

MACHINE<br />

Challenging puzzles<br />

Performance objectives offer<br />

replayability<br />

Fun, quirky characters<br />

Nintendo Switch controls are<br />

lacklustre<br />

Oddly displaced plot<br />

Resourceful<br />

I<br />

n today’s industry, role-playing<br />

games seem to be taking off in<br />

many different directions. Titles<br />

like Persona 5 push the genre forward<br />

in new and intriguing ways, while<br />

modern action RPGs like Horizon Zero<br />

Dawn branch off in another direction<br />

entirely. Yet the old-fashioned turnbased<br />

top-down games of yore are<br />

all but abandoned. Square Enix<br />

understood this dilemma and in<br />

response created I Am Setsuna, a<br />

traditional RPG from their newest<br />

studio, Tokyo RPG Factory. The team<br />

was formed solely to recapture the<br />

look and feel of SNES-era RPGs such<br />

as Chrono Trigger and Final Fantasy<br />

VI, which is perhaps the only feat<br />

their debut title accomplishes.<br />

I Am Setsuna follows a small envoy<br />

whose task is to safely escort a<br />

“Sacrifice” to the Last Lands. This<br />

Sacrifice just so happens to be the<br />

titular Setsuna, a beloved party<br />

member. If you can’t see where this<br />

is going, I’ll spell it out: I Am Setsuna<br />

is incredibly dark and melancholy.<br />

The entire quest is about bringing<br />

a friend to the altar, so that she can<br />

die to save the world from agitated<br />

monsters. This undertone sets up a<br />

memorable journey, as you cherish<br />

every fleeting second with your team.<br />

The world here is absolutely<br />

drenched in sadness. It’s constantly<br />

snowing, the colors are all faded,<br />

and a beautifully haunting piano<br />

orchestrates every scene. Each new<br />

town provides some hardship to<br />

overcome, or hides a revelation about<br />

the past. Sorrow is omnipresent,<br />

which makes the small, hopeful<br />

moments in the story that much<br />

more special. Quaint scenes help flesh<br />

out the plot, as every character is<br />

interesting, mysterious, and charming.<br />

Fights use an active-battle system:<br />

once a character uses their turn, they<br />

must wait for a bar to refill before<br />

they can attack again. Unique spells<br />

and abilities (known as “Spritnite”)<br />

can be used to turn the tide in your<br />

favor. By pressing a button during<br />

an attack animation, players may<br />

add special effects or extra damage<br />

to an attack. This can only be done<br />

once another bar has filled up.<br />

Although Setsuna has deep stores<br />

of aesthetic and charm, I can’t say<br />

the same for its gameplay. Combat<br />

feels shallow, as the various Spritnite<br />

never affect the fight as much as you’d<br />

like them to. Some will help you do<br />

more damage, while some will do<br />

fire damage in a small area. Others<br />

can boost your gauge refill speed.<br />

Enemies in these bouts often feel<br />

copied-and-pasted from the earlier<br />

sections; usually, they boast simple<br />

palette swaps and stat boosts. Even<br />

the boss fights feel unimaginative,<br />

as their only challenge is their<br />

ridiculous amount of health.<br />

Every battle is fun, though not<br />

especially distinct from the one before<br />

it. Setsuna certainly looks and feels<br />

like an old role-playing game, yet sadly<br />

never sets itself apart as something<br />

new. It emulates and masquerades as<br />

the games that enraptured you years<br />

ago, but never presents new fighting<br />

tactics, side quests, or mechanics.<br />

Somewhere in this over-simplicity<br />

lies the heart of a good game. I Am<br />

Setsuna provides a nice time capsule; a<br />

glimpse into the past, and a look into<br />

the future of turn-based experiences.<br />

The title forms a sturdy base for the<br />

studio to build upon, and with a few<br />

more mechanics, it could easily be<br />

fantastic. Yet in its current state, it<br />

isn’t. I Am Setsuna is a fun, memorable<br />

journey that ultimately leans too<br />

much on nostalgia, and never toys<br />

with any unique, meaningful ideas.<br />

I AM SETSUNA<br />

Haunting atmosphere and setting<br />

Charming characters and story<br />

Barebones combat, equipment system,<br />

and sidequests<br />

Half-Hearted<br />

48 ISSUE <strong>02</strong> MAY <strong>2017</strong> <strong>Beastby</strong>.net @<strong>Beastby</strong>Blog<br />

ISSUE <strong>02</strong> MAY <strong>2017</strong> 49


BACKLOG REVIEW<br />

MANUAL SAMUEL<br />

BEASTBY.NET<br />

MANUAL SAMUEL<br />

A GAME THAT STRUGGLES TO FIND ITS FOOTING<br />

By Darren Burchett<br />

NEED TO KNOW<br />

Developer Perfectly Paranormal<br />

Publisher Curve Digital<br />

W<br />

hen I first saw Manual Samuel<br />

on the Steam storefront, I had<br />

high hopes for it. As far as<br />

indie titles go, anyway. It looked like<br />

a goofy, gimmicky, good time. Much<br />

like Octodad, I could play it, enjoy it,<br />

and move on. It’d be a short experience<br />

but one I’d look back on with fondness,<br />

and one that’d join the pantheon of<br />

must-play indie experiences. Only, this<br />

is one we’ll probably be forgetting.<br />

The game starts off in a quaint<br />

cafe with our vessel-to-be Samuel<br />

catching flak for missing his<br />

girlfriend’s birthday for the third year<br />

in a row. After receiving a lecture<br />

over his laziness he shrugs it off,<br />

explaining that because he has a<br />

rich and successful family he can<br />

just coast through life. This doesn’t<br />

go down well and the conversation<br />

ends with a swift strike across the<br />

face with a bottle of broccoli juice.<br />

This is when the player is handed<br />

control. You help the dazed and<br />

confused Samuel to his feet and work<br />

out how to use his limbs. The triggers<br />

move his legs, shoulder buttons move<br />

his arms, and the face buttons will<br />

control…well… his face. The controls<br />

Platform PS4, Xbox One, PC<br />

Genre Adventure<br />

are fairly straightforward but when<br />

pressed in the incorrect order, or not at<br />

all, Samuel will fall into a heap on the<br />

floor. Controlling someone manually<br />

is, as you’d expect, clumsy and slow,<br />

but entertaining at the same time.<br />

One aspect of Manual Samuel<br />

I enjoyed, aside from the control<br />

scheme, was the narrator. The<br />

sarcastically dry storytelling provided<br />

throughout is tonally correct for a<br />

game like this. While the humour<br />

didn’t always land, it was a nice<br />

surprise to hear him react to the<br />

player’s actions. He’d often remark if<br />

I’d taken too long (sometimes telling<br />

me exactly what to do) or ad-libbed<br />

if I kept repeating the same action<br />

unnecessarily. It’s just a shame that<br />

every other character is without merit.<br />

So, Samuel stumbles outside in<br />

pursuit of his girlfriend, and as he<br />

limps across the road he’s hit by a<br />

truck. As the narrator puts it “The<br />

impact renders him eight types of<br />

dead,” whatever that means. This<br />

is when we meet Death, arguably<br />

the most annoying character, who<br />

has a deal for Samuel. If he’s able<br />

to “manually” survive for the next<br />

Origin Norway<br />

Release Oct 14 2016<br />

twenty-four hours he can have his<br />

life back. A difficult task regardless,<br />

but even harder for a man who’s<br />

never had to lift a metaphorical<br />

finger. Of course, Samuel agrees and<br />

we’re taken back a day before the<br />

accident. After getting the hang of<br />

blinking and breathing, we set off<br />

on our day while Death practices<br />

his kickflips in the background.<br />

This is when the clever and<br />

interesting mechanics of Manual<br />

Samuel come into play, and they make<br />

you truly appreciate our “automatic”<br />

lifestyles. Having to juggle basic<br />

bodily functions is hilariously<br />

chaotic, and the first few levels are<br />

filled with many forehead slapping<br />

moments. How could I be so stupid<br />

to believe that I could inhale while<br />

having a mouth full of hot coffee?!<br />

There’s something inherently<br />

funny about struggling to complete<br />

mundane, everyday tasks, and<br />

that’s when Manual Samuel is at its<br />

most entertaining. Sadly, the game<br />

takes a very different direction<br />

that misses the point entirely.<br />

The second half turns into somewhat<br />

of an awkward brawler as it tries to<br />

adapt the mechanics to fit the story.<br />

You’re no longer laughing along as<br />

you endeavour to live a normal life,<br />

instead you’re required to complete<br />

a bunch of precise sequences with<br />

imprecise controls. It’s frustrating,<br />

especially as the story isn’t engaging<br />

enough to will you to the end.<br />

Manual Samuel would have been a<br />

better game if it didn’t put its mediocre<br />

story in front of the mechanics. A<br />

simple tale of a man just trying to<br />

get through the day would have been<br />

sufficient enough to let players enjoy<br />

the gameplay. I’d much rather struggle<br />

with grocery shopping and mowing<br />

the lawn than fighting robots and<br />

demons. It’s an odd story, one filled<br />

with uninteresting characters with<br />

dialogue that often fails to stick the<br />

landing. It’s like playing a video game<br />

adaptation of a TV show I’ve never<br />

heard of, and the only people who get<br />

the bigger picture are the developers.<br />

It’s not a terrible game by any<br />

means, and it’s cheap enough that<br />

it may warrant a purchase from<br />

anyone curious enough. It’s just a<br />

middle of the road indie title that<br />

may satisfy the QWOP fans out there,<br />

if those people actually exist.<br />

MANUAL SAMUEL<br />

An entertaining first half<br />

Retro-kitschy art style<br />

A soundtrack to match<br />

A terrible second half<br />

Uncoordinated<br />

50 ISSUE <strong>02</strong> MAY <strong>2017</strong> <strong>Beastby</strong>.net<br />

@<strong>Beastby</strong>Blog<br />

ISSUE <strong>02</strong> MAY <strong>2017</strong><br />

51


FEATURE<br />

TOP TRUMPS: VIDEO GAME BEARDS<br />

BEASTBY.NET<br />

TOP<br />

TRUMPS<br />

JOEL<br />

With Clickers and bandits<br />

running amok, Joel couldn’t<br />

have a clean shave even if he<br />

wanted to. Yes, it may be on the<br />

scruffy side, but it gets the job<br />

done: Joel is not a man you want<br />

to wrestle for a bottle of water.<br />

Also, He scores bonus points for<br />

the salt and pepper action he’s<br />

got going on.<br />

Can you feel it? Just a small hint of change, gliding through<br />

the valley on the wind? More and more of our beloved video<br />

game characters are sporting beards. We have no clue why<br />

this phenomena is happening, but it’s about time we started<br />

getting this beard-mania organised. Here are <strong>Beastby</strong>.net’s<br />

official (not really) Top Trump Video Game Beards!<br />

ZANGIEF<br />

The Red Cyclone represents<br />

the Motherland with style,<br />

power and a beastly bush.<br />

Sharp cuts and strong<br />

growth go hand in hand to<br />

strike fear in any opponent.<br />

Bonus points for having<br />

an astoundingly unique<br />

chest hair pattern. There’s<br />

fighting like a bear, and<br />

then there’s looking like<br />

one too.<br />

JACK BAKER<br />

You’d be forgiven for not<br />

noticing that Jack sports a<br />

mighty man growth considering<br />

his most ghastly features<br />

revolve around the visceral<br />

regeneration of his body. Make<br />

no mistake, his bushy grey beard<br />

is actually well kept, and even<br />

survives through the severe burns<br />

he receives in the first act of<br />

Resident Evil 7. Truly horrific.<br />

DR. ROBOTNIK<br />

When you spend so much of<br />

your time building an obtuse<br />

amount of sphere-shaped<br />

death robots, facial hair only<br />

proves to be an occupational<br />

hazard. Thankfully for Eggman,<br />

the “fuzzy caterpillar” look not<br />

only prevents him from looking<br />

like an albino Diglet, it stays<br />

flared out violently to each side.<br />

Probably due to flying around in<br />

that egg pod so much.<br />

PROF.<br />

ROWAN<br />

Though he may<br />

be old, Professor<br />

Rowan knows his<br />

way around the<br />

Pokémon world.<br />

Not only that, he<br />

definitely knows<br />

his way around a<br />

razor blade. Opting<br />

for a sideburn and<br />

stache combo,<br />

his face is both<br />

dignified and rockin’.<br />

GERALT<br />

Geralt’s beard is a lot<br />

like his fighting abilities:<br />

versatile, stylish and<br />

majestic. It’s a damn<br />

shame when he’s forced<br />

into civilised company<br />

and made to hit the<br />

razor. If we had it our<br />

way he’d stay clear of<br />

the pompous “nobles”,<br />

but the man does have a<br />

business to run. Luckily,<br />

it seems meditation and<br />

mutation give Geralt the<br />

hair growing speeds he<br />

needs to return to form.<br />

52 ISSUE <strong>02</strong> MAY <strong>2017</strong> <strong>Beastby</strong>.net @<strong>Beastby</strong>Blog<br />

ISSUE <strong>02</strong> MAY <strong>2017</strong> 53


FEATURE<br />

TOP TRUMPS: VIDEO GAME BEARDS<br />

BEASTBY.NET<br />

GORDON<br />

FREEMAN<br />

Saving the world from a<br />

threat you accidentally<br />

helped create doesn’t<br />

leave you with a lot of<br />

time to worry about style.<br />

Gordon is a simple man<br />

with straight-forward<br />

goals, and likely trims his<br />

mane with the business<br />

end of a crowbar. Even so,<br />

when you see this glasses<br />

and goatee combo emerge<br />

from the shadows, the last<br />

thing you’ll be thinking<br />

about is his grooming<br />

habits.<br />

BILL<br />

The oldest and<br />

most experienced<br />

L4D crew member,<br />

Bill is a seasoned<br />

badass who is<br />

willing to put it all<br />

on the line for the<br />

team. He embraces<br />

the grey, but doesn’t<br />

seem to do much<br />

more with his beard<br />

aside from possibly<br />

shortening it with a<br />

bowie knife. I also can’t<br />

imagine boomer bile is<br />

an easy thing to wash<br />

out in a rush. Gross.<br />

ADAM JENSEN<br />

If only Adam put as much<br />

time into developing a<br />

personality as he has<br />

pruning, shaping and dying<br />

his beard, we might’ve got<br />

an interesting protagonist.<br />

There comes a point<br />

where hair-care goes too<br />

far. Unfortunately for Mr.<br />

Jensen, he missed his stop<br />

at Man-Crush City and<br />

found himself at a Jafar fan<br />

club in Try-hard Town.<br />

KRATOS<br />

Forget all of those times Kratos killed<br />

a god or brought down a Titan: he<br />

never truly became a man until he<br />

grew that immense, testosteronefuelled<br />

beard. It seems he’ll need<br />

it for the latest iteration of the<br />

God of War series, too. Not only to<br />

retain some warmth to his body<br />

(however minor), but to give his son<br />

something to aspire to.<br />

TORBJÖRN<br />

Torbjörn has some fantastic<br />

facial hair, which couples<br />

with his Swedish accent<br />

to give him an eerie<br />

resemblance to Warcraft’s<br />

Dwarves. Players should be<br />

sick of seeing it though, as<br />

a good Torb gets Play of the<br />

Game in almost every match<br />

he’s in.<br />

DOCTOR LIGHT<br />

The robotics expert Dr. Light<br />

also happens to be an expert in<br />

grooming. His beard must have<br />

caused quite the trouble when he<br />

was putting together his various<br />

Robot Masters, but its excellence<br />

pays for itself. We hope that he<br />

steers clear of Cut Man, though.<br />

54 ISSUE <strong>02</strong> MAY <strong>2017</strong> <strong>Beastby</strong>.net @<strong>Beastby</strong>Blog<br />

ISSUE <strong>02</strong> MAY <strong>2017</strong> 55


SELECT<br />

STILL THE BEST PIXAR FIRST PERSON<br />

SHOOTER ON THE MARKET<br />

BEASTBY.NET<br />

GROUNDHOG DAY IN SAPIENZA<br />

HITMAN<br />

DARREN<br />

BURCHETT<br />

It’s a sunny day in Sapienza. Again.<br />

I can’t tell you how many times<br />

I’ve lived this day, all I can say is<br />

that I know this part of town like<br />

the back of my hand. Silvio Caruso<br />

will be meeting his golf coach,<br />

Roberto Vargas, for another lesson<br />

soon. After that he’ll have another<br />

session with his psychiatrist, and the<br />

hopeless chef will regrettably serve<br />

up lunch with spoiled tomatoes.<br />

Hmm, how should I ruin Mr.<br />

Caruso’s day this time? Exploding<br />

golf ball? Nah. It was pretty hilarious<br />

last time, but I’ve done that already.<br />

Dress as his psychiatrist and smother<br />

him with a pillow? Too boring, and<br />

I don’t want to have to hear about<br />

his mummy-issues. Oh! I could put<br />

him in the wood chipper! Wait. I’ve<br />

done that too. Well, I could dress as a<br />

plague doctor and slit his throat with<br />

a circumcision knife. Sure! Why not.<br />

Yes ladies and gentlemen, I’ve been<br />

playing Hitman. Despite purchasing<br />

the entire game on day one, I’ve<br />

only just started my dive into this<br />

fascinating thing. I am in complete<br />

awe with the amount each level has to<br />

offer, and I didn’t expect to have the<br />

overwhelming urge to try every option.<br />

There’s just one thing, though. There’s<br />

still four levels I’ve yet to try. I cannot<br />

get enough of the Sapienza map. It is<br />

an example of incredible level design<br />

and, as well as being a beautiful<br />

location, provides variety like no other.<br />

Compact, windy streets. A huge<br />

mansion. Castle ruins. A church.<br />

Beach. Docks. Underground lab!<br />

Have I got your attention yet?<br />

Each provides something new and<br />

exciting for your next assassination<br />

attempt, and I can’t stop.<br />

Each level I’ve experienced so<br />

far feels like an ant nest. Everyone<br />

and everything is going through<br />

the motions like clockwork, and it’s<br />

not until you start poking with your<br />

stick that the world starts to react.<br />

It’s also like a field of dominos,<br />

and when you knock one piece over<br />

there’s no telling how much of a<br />

knock-on effect it’ll have. And I’ve<br />

run out of analogies for now.<br />

Hitman is a special game,<br />

people. I can’t believe I’ve<br />

waited until now to play it.<br />

WHEN ANGELS<br />

DESERVE TO DIE<br />

DARK SOULS 3<br />

ROBERT<br />

HOGGE<br />

Most of my gaming this month has<br />

been directed towards the ones I<br />

reviewed, but when not doing that I<br />

was able to dive into the Dark Souls 3:<br />

Ringed City DLC. I was grinning from<br />

ear to ear for the most part, except<br />

when encountering one specific<br />

enemy: the angels. They are infinitely<br />

frustrating, unrelenting, and the way<br />

you get rid of them for good is frankly<br />

absurd. Outside of that though, I’ve<br />

been having a blast! The spectacle<br />

and environmental puzzles have been<br />

extremely satisfying, and the first<br />

boss threw me for a loop in such a<br />

clever way, I can’t even be mad that he<br />

wrecked me shortly after. I honestly<br />

cannot wait to dig further and uncover<br />

the mystery that lies within.<br />

OVERWATCH<br />

DYLAN<br />

BISHOP<br />

Aside from playing Breath of the<br />

Wild and Horizon Zero Dawn, March<br />

was a month of connections for me.<br />

It was dedicated to strengthening<br />

bonds with friends and family, and<br />

what better way to do that than<br />

with Overwatch? Almost a year after<br />

launch, our small group of six stays<br />

consistently enthralled with Blizzard’s<br />

competitive shooter, thanks to healthy<br />

doses of characters, world lore, game<br />

modes, and skins being injected<br />

on a regular basis. It’s genuinely<br />

exciting to see how the game’s meta<br />

will evolve next, whether through<br />

a balance patch or a hero release.<br />

As expected, April 11th was met<br />

with one such event: “Overwatch<br />

Uprising.” For the next few weeks,<br />

players can cooperatively battle<br />

against hordes of robots in the streets<br />

of London. This small mission ties<br />

into Overwatch’s extensive in-game<br />

history, and sheds some light on<br />

GREAT PASS! S#@%! NICE SHOT! CHAT HAS<br />

BEEN DISABLED FOR 3 SECONDS...<br />

ROCKET LEAGUE<br />

HENRY<br />

MELVILLE<br />

It’s that time of year where players<br />

new and old are thrust into a<br />

maelstrom of unpredictability,<br />

unbalance, and downright<br />

ridiculousness. Yes folks, Rocket<br />

League’s rank resets are a difficult<br />

time for all. I sometimes like to think<br />

that this is the moment I can sherpa<br />

some newbies and help them climb<br />

the ranks of greatness. Instead, I’m<br />

forced to steal balls, compensate<br />

and obliterate players who definitely<br />

didn’t deserve it. Matchmaking is a<br />

tricky problem for Rocket League’s<br />

season refresh. After all, we all have<br />

to start somewhere. But being thrust<br />

into a lobby where your teammates<br />

couldn’t tell the difference between<br />

their boost button and their own goal<br />

the backstory of certain heroes. The<br />

new PvE mode is genuinely fun and<br />

fresh--it proves that Blizzard could<br />

create a bright, colorful campaign<br />

mode, if they wanted. Until then,<br />

Uprising suffices, as do the plethora<br />

of new, themed “Origin” skins.<br />

It’s astonishing that Overwatch is<br />

still relevant on all platforms. It’s rare<br />

to see a console game that’s played<br />

more than six months after release.<br />

Nevertheless, Blizzard has created<br />

something truly special: a charming,<br />

animated multiplayer title, where all<br />

players feel that they’re contributing.<br />

Whether you want to spam the<br />

dwarfish turret engineer or play every<br />

hero in the game, Overwatch is a<br />

fantastic title that everyone should try.<br />

makes for cringeworthy viewing.<br />

There is great satisfaction, however,<br />

in somehow taking down a full squad<br />

of Grand Champions in Hollywoodsports-movie<br />

fashion. Rocket League<br />

is a game like no other. The raw<br />

emotion and elation when on a hot<br />

streak is quickly dismantled as you<br />

crash down the ladder faster than<br />

you can say “Wow! What a save!”.<br />

I wouldn’t trade it for the world.<br />

Dropshot has made for a frantically<br />

fantastic distraction from the woes<br />

of ranked play. The new mechanics<br />

and visuals are a real treat. It’s<br />

this consideration that Psyonix<br />

have for their players that has me<br />

continuously hooked up to the Rocket<br />

League needle. I’m now closing in<br />

on 700 hours played, and there’s no<br />

signs of me stopping any time soon.<br />

Fingers crossed I can hit my target<br />

of Diamond rank this season!<br />

56 ISSUE <strong>02</strong> MAY <strong>2017</strong> <strong>Beastby</strong>.net @<strong>Beastby</strong>Blog<br />

ISSUE <strong>02</strong> MAY <strong>2017</strong> 57


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