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Destiny 2: Shooter Looter Chaos and Companionship

I still remember the sentiment surrounding my joining the world of Destiny 2 and the impressions I had framed in my mind. I remember the storyline of the game and the characters that came with it. I remember the planned group activities with friends where I would come for the game and laughter, and enjoy the melting pot of cultures that I would experience. Dystopia would contribute to the cultural side of the game. I would remember the game for the positive memories of the friends I would meet.

We've finally one-phased the raid boss, a perfect symphony of debuffs, buffs, and sustained heavy weapon fire.

I would experience the game for the people's memories, for the friends I would meet. Madness in the romance, I would only be in for the people. There is madness in the romance; I would only be in for the people. There is madness in the game; I would only be in for the people. suger

A Game of Two Halves: Wonder and Frustration

Spectacle is Destiny 2’s calling card, and there is no better place to see that than in the stark and beautiful war-torn zones of the game. The blend of the celestial and the terrestrial is well balanced. The game’s environments ooze atmosphere, whether you are in the crumbling and scarred landscapes of the EDZ or in the illusory woods of Nessus. The game does well to instill in you the perspective of the vast and indifferent universe that surrounds you, the little spark-wielding guardian, the universe that surrounds and watches you.

The new dungeon's secret chest requires a perfectly executed platforming puzzle off the main path.

It’s frustrating to see the wide gaps in the lore after seasonals and plot drips. It’s like trying to complete only one half of a jigsaw puzzle, and the rest is in a completely different house. My background in the genre as a traditional JRPG player made the gaps hard to appreciate. Destiny 2 does not have storylines that are traditional, and that’s one of the things that has to be appreciated most: the ambition. Unfortunately, the game does not seem to provide the lore or the rich storytelling to back that ambition up to the extent that a player deserves.

Weapons and Loot: The Double-Edged Sword

Ah, the loot. It’s the carrot on the stick that keeps Guardians grinding through strikes, raids, and gambit matches. But here’s the thing: not all loot is created equal. The doubtless lucrative rewards complain. When Early Destiny 2 started, it lacked truly enticing pieces. Yes, there were a few outstanding weapons and some sets of pieces of armor, but more often than not, after a long, exhausting activity, I’d receive a piece of gear that was.

I'm running triple Shotgun with the Tractor Cannon for a meme build that's somehow working in the Crucible.

Bungie, to some extent, has resolved this issue. These weapons, more than tools of killing, are statements. Yet there’s room for more. Destiny 2, for all its outstanding gear, still lacks top-tier enough high-end gear to truly reward its most loyal followers who buy cheap PS4 games. There are far more hours than I’d like to admit spent chasing God Rolls than there are high-end pieces of loot to reward that effort. Available loot should match the depth and complexity of the gameplay.

Social Glue Destiny 2

Destiny 2 without its social aspects? No thanks. It wouldn't even be enjoyable. This game is, no doubt, about its community. Be it a raid, nightfall, or just crucible, gameplay is enjoyed even more with a friend or group. Numbers do change the fun, but it is still the moments in gameplay, or the Leviathan in my case, that stick with you. Six hours, dying and laughing, with a group, only to win in the end, the value is in the collective enjoyment, even in defeat. Little moments create and force repetitive gameplay. They make you do it. They bring you back.

The Trials of Osiris match is 4-4, and it's all down to my last-gasp snipe in a one-versus-one scenario.

Adversely, social aspects can be a burden. Group content boundaries mean the best parts of the game for solo players are lost. Solo gameplay has its own content and parts to engage with, if you buy PS5 shooter games that are action role-playing first. It wouldn't be unreasonable to give more ends and means to the lone Guardians in the endgame. They should be able to engage and appreciate the boss or grind. It isn't just the friends that count.

The Road Ahead

Destiny 2, like any live-service game, is still a work in progress. Its first year was rough, marked by questionable design choices and a community that felt increasingly alienated. But there is one thing that Bungie has proven. They will listen. The Year 2 expansion, Forsaken, reworked systems and breathed new life into the game. Even with the stumbles, there is a commitment from the developers to evolve the game.

My vault is a disorganized mess of 598 out of 600 items, filled with rolls I'm "saving for later."

Destiny 2: Beyond Light

At this time, the primary story campaigns have been made free, but the high-level, permanent activities like Raids and Dungeons are bundled in "Packs," so you will still have to get one of those. Destiny 2: Beyond Light, released in 2020, the fifth extension, introduces the Stasis subclass, the first ability set tied to the Darkness. The endgame content is packaged in the Beyond Light Pack (a paid purchase), which includes the Deep Stone Crypt Raid, certain Nightfall Strikes (The Glassway and Proving Grounds), and access to over 15 Exotic weapons and armor pieces associated with the expansion.

Destint 2: Shadowkeep

In 2019, we had Destiny 2: Shadowkeep extension, the fourth major expansion for Destiny 2, marking the game's Year 3 content. The endgame content is packaged in the Shadowkeep Pack (a paid purchase), which includes the Garden of Salvation Raid, the Pit of Heresy Dungeon, the Scarlet Keep Nightfall strike, and access to over 15 Exotic weapons and armor pieces associated with the expansion. The endgame content is packaged in the Shadowkeep Pack (a paid purchase), which includes the Garden of Salvation Raid, the Pit of Heresy Dungeon, the Scarlet Keep Nightfall strike, and access to over 15 Exotic weapons and armor pieces associated with the expansion.

I'm using a sword to perfectly "skate" across the Vow of the Disciple opening section, leaving my team behind.

Destiny 2: Years 5 to 8

The Witch Queen (2022, Year 5) proposes the confrontation with Savathûn, the Hive God of Cunning, and the introduction of the Light-wielding Hive and the new weapon crafting system.

Lightfall (2023, Year 6) is a chase after The Witness to Neptune, uncovering the hidden city of Neomuna, and the introduction of the new Strand Darkness Subclass.

The Final Shape (2024, Year 7) is the epic conclusion to the "Light and Darkness Saga," as Guardians enter the Traveler to face The Witness. It introduced the Prismatic Subclass.

The Edge of Fate (2025, Year 8) is the most recent "medium-sized" expansion, which began a new saga for the game. It is part of Bungie's new content release model of two expansions per year.

There is so much potential with so many ideas that feel just shy of fully realized. As someone who has fallen in love with this game, Bungie is a developer that I hope will balance ambition and execution. Until then, I’ll be there chasing the next raid clear, the next legendary drop, and the next moment that makes it all worthwhile.

Cling to Darkness Needed A Bit More to Shine

22. Listopad 2025 v 15:00

cling to darkness

Cling to Darkness was about an hour and a half of dread and emotional twists, only for one's last impression of it to be a frenetic rock track as the credits play. Though odd, it matches the peculiar (used both positively and negatively) experience that I just had. Though I can appreciate Lizardry’s innovation in the over-saturated market of indie horror adventure, its somewhat counter-intuitive gameplay drowns out the potential.

In Cling to Darkness, you play as Satsuki, a young girl undergoing a ritual. This ritual requires her to put on a blindfold and collect five talismans while relying solely on her sense of hearing. A mysterious monster known as Ashioto-san stalks her the entire time, and she absolutely cannot let Ashioto-san touch her.

When reading the description for Cling to Darkness, I expected something like Death Forest or Aka Manto—a horror game with an implacable monster stalker and a bare-bones narrative to justify your presence in whatever haunted locale you’re in. But I was surprised when Cling to Darkness actually had a story. Satsuki comes off as an unreliable narrator, which makes you doubt her story and have to piece together her past from dialogue.

Contrary to the game's instructions when you first boot this up, I highly recommend playing with visual aides off and not blindfolding yourself. As mentioned earlier, the story wants to be deeper than the run-of-the-mill horror, but the game doesn’t mute or lower the volume of the sound effects during conversations. Many times, they distracted me at key points of dialogue, causing me to miss something since I couldn't read the subtitle before clicking for the next line.

It’s also funny that I had to do that. Again, you're meant to play it blindfolded, but the game doesn't have an auto option for the story. I often didn't know when a character had finished speaking and so needed me to click to proceed. How did the playtesters not complain aabout this? This was way more stressful than the actual horror bit. The game wasn't that scary since Ashioto-san sounds like a kid running at the pool, and it's easy enough to beat.

The story also doesn't match the game's length. It's only 90 minutes long, which isn't enough time to know or care about Satsuki. That's even with Anya Floris, who voices Satsuki in the English version, acting her heart out. My first impression when I finished the game was that the ending was similar to the Death Note American live-action's. It ends on a confusing note ("Wait, did Satsuki pee herself?") and the last impression is a complete tonal shift from what you had just gone through that it only leaves you with more questions.

I would have liked more time with Satsuki to care about her and her plight. In saying that, though, more of the repetitive gameplay would have further dragged down the experience. Cling to Darkness is a game with a good idea, but its execution (from basic QoL to the story and gameplay) just needed some more forethought.

Cling to Darkness is readily available on the Windows PC via Steam.

The post Cling to Darkness Needed A Bit More to Shine appeared first on Siliconera.

Game History – Tomb Raider On The GameBoy

30. Prosinec 2024 v 22:46

When I was younger, I was always convinced that the first Tomb Raider game got a sort of remake on the Game Boy Color. It makes a lot of sense in my mind, since the title of the game was Tomb Raider. And in the same time period, Indiana Jones and the Infernal Machine also got a port to the Game Boy Color. That game was an interesting remake in 2D. Now, we are not here to discuss an Indiana Jones game, so let us focus on the Tomb Raider games.

I do not always do research before I start playing a game. This game is one perfect example. I just started the game up, expecting the story starting with a rendition of the Ice Caves. But, to my surprise, the game started up different. 

The actual subtitle of the game is The Nightmare Stone. On the box-art, we just got Tomb Raider as a title. On the box-art, we see that Lara is running away from an erupting volcano and behind her, you see several skeleton enemies. The bottom section is reserved for company logo’s like Eidos, Core Dynamics, the licensor Nintendo, and the publisher THQ. We also got the “Only on Game Boy Color” triangle in the left corner.

The game was released in June 2000. On June 7th, North America, Europe got it on June 28th and the UK two days later. Only Australia got the game a little bit later. Their version got released on July 18th. Nowhere on the box-art, the game got the subtitle The Nightmare Stone. The game just released as “Tomb Raider” in North America and released as “Tomb Raider: starring Lara Croft” in all other regions. This is a practice also done with the other Tomb Raider games. It would have been easier if they just added the subtitle, to make conversation easier.

The critics gave Lara Croft is first entry on the Game Boy Color very high praise. Various gaming magazines and websites gave this title 8 or 9 out of ten. The average score of this title is 79% on the aggregator GameRankings. One of the lowest scores I could find was by a German magazine named 64 Power in their June issue, giving it a three out of 5 or 60%.

Since Core Design developed this game, it will not be a surprise that you find a lot of developers on this game also worked on the main Tomb Raider games. This game was developed by people who knew how a Tomb Raider game should play. In this title, Lara is hunting after the Nightmare Stone. This stone is in possession of a treasure hunting group who wants to use it to release the evil god Quaxet, a factious god in the Mayan mythology.

Playing through this game, you really want to play through a Tomb Raider game. Of course, there are some big differences since the game got released on a handheld. The most obvious difference is that the game is in 2D. There were only a handful of 3D Game Boy games, and most of them did not involve jumping. 

Another significant difference with the main line Tomb Raider games is that this game plays a lot slower. The controls are more limited on the Game Boy Color, and more action-packed gameplay could not really be implemented, per se without it becoming really clunky. 

Speaking about the controls, it takes some time to get used to. I mostly played platformers or adventure games on the Game Boy, and I was so used to push the A button to make my character jump. But Lara jumps with the up arrow in this game. Not only that, if you want to climb up ledges, you need to hold B. Which is the button you use to run. If you are moving left or right and press B, Lara starts running. When Lara is running, and you press the jump button, Lara jumps in the direction she is running. This gives you a hint how to jump a gap when standing still. You have to press B first before the jump button to jump over a gap.

This control scheme is quite ambitious since there is no real tutorial in game explaining the controls. You do not have a training or testing level in Lara’s home. The manual explains these things quite well, but if you bought your copy today from a garage sale without the manual, I would advise you to look for it online. The control scheme is something that you will not really expect from a Game Boy game. 

Earlier, I mentioned that this game has a slower pace compared to the main line Tomb Raider games. That was intentional. If you start running everywhere, you will find that this game will be quite harsh and brutal. There are several pits and gaps that either eat a good chunk of your health or kills you right away. Enemies are also hidden everywhere, and their damage can be unforgiving. 

You cannot save where you want in this game, since the save crystals from early Tomb Raider console games return in this game. Learning where the save crystals are important. It is the only way you can save, and it is you respawn spot when Lara losses all her health. The save crystals are not close to each other, either, so I was always happy to find one. 

If you do not really know the controls, it can feel a bit like trial and error. For example, I did not know that when you are running and jump, Lara will land further than from a standing jump. I did not expect this mechanic to be in the Game Boy Color games as well. Other things like dynamite being able to use to explode walls, which is something I’d have loved to get explained to me.

Overall, visually, this game is extremely impressive. Once everything starts clicking together, and you get used to the controls, this game is a hidden gem on the Game Boy Color. When you know what you are doing, this game takes around 4 hours to play through. For a first playthrough, I would say that you can finish this game in roughly 15 hours. 

The game must have been quite successful since a year later we got a new adventure in the same engine and style. Eidos tried to get this game released around the time the first Tomb Raider movie released. Tomb Raider – Curse of the Sword, released in late June in North America and in August in Europe. 

This time, the game was not released by THQ, but by Activision. Most of the team who worked on the first Game Boy game also worked on this title. Because this game got a shorter development time, this game is shorter compared to the first Game Boy Color game. If you know what you are doing, this game can be beaten in two and a half hours. For a first playthrough, I estimate that it will take 8 to 10 hours. 

The sequel got the same reception from critics when it released. This game still shows off impressive visuals for the Game Boy Color. Remember that the Game Boy Color is an 8-bit system, and these two Tomb Raider games had such fluid animations that it looked next-generation. Did you know that there are over two thousand animation frames per game to make the animation work? Lara’s model is also forty-eight pixels, making her one of the most detailed characters on the Game Boy Color. 

Personally, I feel like both games are amazing entries into the Tomb Raider series. While they play quite different from their console and PC counterparts, both are an amazing adventure through various locations. You still must solve various puzzles and platform your way around. In Curse of the Sword, you even have a chase sequence on the rooftops. 

When I look with a critical eye at these two games in 2024, I would say that the lack of a tutorial for the controls really hurts the game. Also, some people might be put off from the difficulty level of this game. These games have some really difficult sections. Use the save crystals well! Otherwise, you might lose a lot of progress. And if I am really nitpicky, I could say that some areas would benefit from a map screen. But the levels are a bit too complex for those and with the small Game Boy Color screen, the map might not be even readable. Thankfully, there are various sources online, like Stella’s Tomb Raider site (tombraiders.net) that have amazingly drawn maps. 

When you read this, you might think that beating these games without a walkthrough is almost impossible. But do not worry. These games are quite linear and straight forward. I rarely got stuck in these games by not knowing what to do next. Most of the time, I did not know I was able to perform a certain action or how to solve a certain puzzle. 

The streak of releasing a new game every year continues in November 2002. The Game Boy Color was on its way out, and the next title was released on the Nintendo Game Boy Advance. For this title, Ubisoft Milan was tasked with creating a new game. That is because the main team was working on the sixth main title, Angel of Darkness. Tomb Raider – The Prophecy was released to mixed reviews. It released in early December in Japan.

This game played quite different compared to the Game Boy Color titles and played more as a top-down isometric puzzle platformer. If I am very honest, this is the gameplay style I expected more of the Tomb Raider series on the Game Boy. It is mainly because I associate Tomb Raider more as a top-down game on handhelds than it being a 2D side view game. The Game Boy Color version of Indiana Jones and the Infernal Machine showed me it was possible to have a game like that on Game Boy Color. 

The story of this title is about the Tome of Ezekiel. In this tome, a story is told about three magical stones that bring great power. She faces a big cult by the name of Teg-du-Bhorez. The game takes about 6 hours to complete on a first playthrough. If you really know what you are doing, this game can be beaten in 2 hours and a half. 

Honestly, for a portable Tomb Raider adventure, I really enjoyed this one. It is a rather underrated gem in my opinion and really can be quite exciting to play. Especially since the formula really works this way on the Game Boy Advance. The big issue is that reviewers compared it too much to the mainline series, which is quite unfair to do. What I can agree with, is that this game can feel a bit repetitive at times in terms of puzzles and level mechanics. But it is way less repetitive compared to the Game Boy Color titles, since a lot more puzzle solving like statue placing is used. 

The final Tomb Raider title on the Game Boy line of platforms came in 2006. After the very mixed reception to Angel of Darkness, the IP was given to Crystal Dynamics and Tomb Raider Legend was born. Talking about that, can be an entire article in itself. But, to close off this article, I want to quickly focus on Tomb Raider Legend on the Game Boy Advance. I know there is a port to the Nintendo DS, but I do not have any nostalgic memories for that one. I do have nostalgic memories for the Game Boy Advance port.

Now, let me tell you, the Game Boy Advance port was rough. The game went back to the style in like the Game Boy Color games. Yet, it also tried to do intractable doors. I can totally understand why reviewers back in the day were extremely negative about this game. Especially, since the console and PC versions of this game were such a blast of fresh air in the series. 

Still, why did I beat this title 100% three times? Because, it had a certain charm. You could find various secrets in the game to unlock secrets like concept art or even cheat codes. But you were not able to see if you got all treasures in a level. The jumping and swinging controls were a bit awkward, yet you had very forgiving checkpoints. 

There are a few things that stick with me to this day, the fact that the final boss is rendered a joke in this version. Just mash the attack button and you easily win. No matter the difficulty. Also, the mini-games and exploring Lara’s home were fun distractions as well. Moreover, I want to thank all the pizza boys who delivered me pizza during the writing of this article, like in the credits of this game.

And with that, I want to wrap up this brief nostalgic look into the 4 Tomb Raider titles on the Game Boy Color and Advance. My name is NekoJonez and if you enjoyed my writing and want to read more of my work, you can find me over at: https://arpegi.wordpress.com. I want to thank you all for reading my article, and I hope you enjoy the work of the other writers in this magazine. But for now, I am out! I hope to welcome you in another article but until then, have a great rest of your day and take care!

Editorial note: This article has been written for a gaming magazine. Did you find this article interesting? Then you should read the other articles right here. Thank you so much Dominus for letting me publish an article. There are various articles about Ultimate Underworld Retrospective – Sin God – The Making of the Wipeout logo design – …

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