Game Reviews || Previews

May the 4th Be With You!

Have you ever heard the phrase, 'the whole is greater than the sum of its parts"? I use this phrase all the time to describe amazing things; things that feel better than they really are, things that have some kind of inexplicable grandess to them when you look at the big picture; realizing that the big picture means a whole lot more than all the little pixels that comprise the big picture. And then there's Lego Star Wars: The Skywalker Saga; the new Lego game from Traveler's Tales, the game that really flips the euphamism I used earlier on its head; this game is just as great as its parts; and those parts are all equally amazing in their own right.

It is a period of incredible gameplay.

Rebel spaceships, unlockable throughout the game,

Have been accurately modeled and rendered using near realism; all the tiny parts and lego pieces represented with incredible detail.

During this game, Rebel players manage to take on the role the incredible cast of Star Wars,

Journeying to all the famous locations, including the DEATH STAR.

Pursued by fun, parody and a refreshing lightheared tone,

Princess Leia and players race home to boot up the game,

Custodians of the unparelled depth, realism and gameplay on display here,

Gameplay that might save gaming and restore freedom to the galaxy....

So let's just get the major stuff out of the way; this game is awesome. Traveler's Tales really upped their game here and created something really, truly special. When I first started playing, I jumped into Episode IV: A New Hope and I was blown away by the attention to detail on display here. I love the juxtaposition of the Lego blocks, characters and buildling set against a photorealisc backdrop; seeing Lego Luke run around a the Tatooine I remember from the film is amazing. So just from a visuals point of view, this game is really special. It seems the scale has also been tweaked a bit so the world feels big; the camera is usually sort of close in and you can really see all the fun, little Lego details pop and then when you glance around you, the world of Star Wars comes alive.

On top of the amazing visuals, the gameplay has gained some Force Powers too. The shooting is much better, with more accurate gunplay. The hand to hand combat feels great too; with combos and Lightsaber moves that would make General Greivous jealous. Add on top of that the signature puzzles, character swapping, fun banter and often laugh out loud funny self-affacing Star Wars jokes that come at a near constant clip, and this game really just begs you to have fun. It is an interesting contrast to another very popular game released recently; some games want you to have fun and laugh and others want you to die a lot (I'm looking at you Elden Ring).

The Force is strong with this one. From the great visuals, to the gameplay mechanics to the absolute insane amount of characters, ships, upgrades, unlocks, secrets and customizable options, this game certainly deserves the moniker of Saga. It is a massive sandbox with the entire Star Wars Saga represented; all nine films. So you can battle Boba Fett on the Dune Sea or learn about Sith Science and Dark Magic from that guy from Lost and Lord of the Rings. Or you can warm up with a Ton-Ton on Hoth or dance the night away on Endor with Teddy Rucksbin. Want more Watto? He's here too! And so is Jar-Jar but come on; after Sith Science Jar-Jar is starting to look better and better.

Anyway! This game is great. It is fun, full of cool stuff and will make you giddy with Star Wars goodness. Blue milk sold separately.

Preview || Stranger of Paradise: Final Fantasy Origins

I Have to Kill Chaos. || Words by Justin R. Cary

Having played three demos, discussed ad nauseum with my best Final Fantasy buddy and read every Tweet from the official account I can officially say it: I am really, really excited for Stranger of Paradise. First unveiled as part of a Square Enix Livestream in 2021, Stranger of Paradise is a 'bold, new direction' for the Final Fantasy franchise. In fact, the game is a reimagined re-telling of the original Final Fantasy, with some interesting twists already revealed through the three demos. So why am I excited for this game? My favorite Final Fantasy game would have to be Final Fantasy XI, the first MMO one (before 14), that I have been playing since it launched in Spring of 2001. I love XI; it remains, for me, the perfect video game. Intense battles. Adventures with friends. Lots of gear to chase. A compelling narrative. Stats that matter. Customizable jobs and loadouts. Amazing music. Stunningly beautiful areas. The list goes on.

What's interesting here is this: I could say all those same things about Stranger of Paradise. From what I have played so far, this game has some real depth. There are combos, skill trees, weapon-skills and gear with important stats and perks. There is a slashing/piercing/blunt damage weakness system (just like 11) and an elemental weakness system (just like 11) that affects how much damage you can do to enemies and bosses of opposite damage and elemental types. Toss in classic Final Fantasy enemies like Bombs, Goblins and yes, even Chaos, and right from the gate you have an exciting premise for a fun and alluring action game.

This is where SoP and FFXI differ; SoP is a hardcore action game similar to Elden Ring and Dark Souls but with that Final Fantasy magic and pinnace. And although I have only played the Demo versions, based on the screenshots and locations revealed so far, it looks like SoP is going to be a walk down nostalgia lane, with several famous locations from other Final Fantasy games (including, maybe!, the infamous Delkfutt's Tower from 11) making appearances as levels here. So for me, this game is checking a lot of those boxes that I love: Gear, Grinding, Graphics, Groups, and any other G-words you can think of (leave some G-words in the comments below). And then we have the multiplayer. Not only is SoP a super fun solo adventure, but two friends can jump in any time and join your battles. I tried this process with the newest demo released the week before release and it was refreshingly simple and actually worked; usually when my friends and I try to play together we end up fumbling through network settings and tutorials for two hours before we actually play anything then we fight for 10 minutes and go to bed. Here, I made a session (I become the host, right from inside a selected mission) and then send my friend an invite and he joined as either Ash or Jed. This is where it gets a little tricky, but the system actually works better than most. There are three characters in this game; Jack, Jed and Ash. As the host of the MP game, I am going to always be Jack. I can specify which companion I want my friends to control and which I want to remain AI. When my friend joins, they take over the specific NPC and they collect random loot from chests, bosses, etc. just like me as the host. Then, when that friend leaves, all that collected gear goes back to their game with them and transfers to their Jack. It is a little complicated here, but ultimately it means a friend can join and earn gear and rewards, not just join to help kill a boss similar to how Dark Souls works. I really like the nuance and it feels well thought through and not just a last minute add on.

I'm very excited for this game, releasing on March 18 (early access if you preorder). I can't wait to see what classic FF locations are here, I'm pumped to adventure with my friends, fight awesome Final Fantasy monsters, level up jobs, weapons and gear and hopefully, by the end, kill Chaos.

I really, really need to kill Chaos.

I don't really have time for this review because I have to kill Chaos.

Don't sit on this one folks; it might surprise you.

First Impressions || Lost Ark by Smilegate || @playlostark

(Footage from PC) February 9, 2022

by Justin Cary @justinrcary

Lost Ark || First Impressions

Excited for Lost Ark? Join me for some initial thoughts and reactions to this new MMORPG!

Review || Sifu by @sloclap || (Reviewed on PS5) February 8, 2022

by Justin Cary @justinrcary

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Sifu || Review

Sometimes, a video game comes along that feels like it transcends the rules that most video games follow. Need to onboard your player? Pop up windows with one to two sentence descriptions of what buttons to press. Exposition needed? Maybe an NPC can deliver that, or a note found left on a nearby table. What about all those map markers? Video games spend a lot of time, usually in the first hour, teaching you how to play the game; what the controls are, how to track things or craft things or upgrade things; all the things. This type of onboarding can be useful and is often necessary to bring new audiences and players into that game world. Sometimes, a game takes a little bit of a different approach.


I knew from the first few moments of Sifu that this was one of those games. My gaming Spidey-sense can immediately tell me what kind of game I am getting into based simply on the HUD, or heads up display. This is all the visual information the game presents to you on the screen at any given time. Think mini-map and inventory quick access. Health Bar. Compass. Objective markers to follow. Some games have very busy HUDs. Others do not. From the moment Sifu begins, you are presented only with the stunning and beautifully crafted world around you. The camera sits close to the character you control; almost touching his shoulder. You hear the sound of rain all around you, the night sky glowing above and the you take your first Hud-less steps into the world of Sifu. Right away, this game tells the player what this experience is going to be like; a seamless, engaging Kung-Fu action story that relies heavily on player skill and very little on pop ups, HUDs and the game ‘telling you how to do stuff’. If you have ever played Breath of the Wild, you know what I’m talking about. That game offers very little in terms of on screen display stuff, tutorial pop ups and direction; in a good way.


The opening moments of Sifu show the player exactly what to expect and teach the player how this game works brilliantly. Having played another triple AAA title just two days before that had me spend a good two hours ‘learning’ how to play, Sifu tells me all I need to know in two minutes. Counter. Punch. Dodge. Simple and elegant; the game becomes much more complex as you put more into it; add to that a stunning opening credits scene in which you are given an interactive tutorial on some important moves and combos while the credits roll, and Sifu pulls you into its stunning Kung-Fu world immediately. The story is told through a mix of short and poignant cutscenes, with minimal voice acting; the focus here is on telling the story through gameplay and visuals; not through NPCs telling you stuff.


Once the game opens up, you are presented with a revenge story and several targets to pursue through the game's instanced levels. This is not an open world game but instead a meticulously crafted diorama; you make your way through the levels, Kung-Fu-ing bad guys as you guys and extracting your revenge on the level ‘bosses’ who each offer their own deadly fighting styles. This game is not easy; the skill ceiling is quite high. Which I love. But what makes this game so unique is the way it handles repetition; a necessary part of the video game witches brew. When you are defeated in battle, you rack up ‘death points’. This number goes up each time you die. There are ways to lower this counter but it adds up quickly. This counter then ages you; you begin the game as a spry 22 year old hell bent on revenge. After a few untimely deaths, you are suddenly in your mid thirties; your character has visually aged and your stats in certain areas have gone up or down. If you get too old, you die and your adventure ends. This sets up some really fun choices about when you stop playing or keep going, when you use XP to earn new skills or save the XP for later. This reminds me a little of some of the mechanics found in rouge-like games (sorry, I will only say it once) and it really spices up the adventure and makes the stakes feel higher.


There is a grace to Sifu; like a classic choreographed Kung Fu epic, Sifu feels like a dance; a very bloody and bone-breaking one, but a dance nonetheless. The animations are compelling, fluid and fun. Sometimes you feel like an invincible kung-fu warrior and then a boss completely destroys you and you quickly realize you have some training to do.


The minimalist approach here really makes the game shine and highlights the gorgeous environments that have been created by this very talented team of game makers. From the neon soaked deep-bass of The Club to the calm and peaceful hub area, there is a stylistic consistency here that many games simply cannot achieve. You know how in some games one area looks awesome and you turn around and there is a not-so-great texture there to ruin the immersion? Not with Sifu. You feel like a part of this world from the very start.


The game has a progression, xp and combo system as well. Mastering the combat will reward you with even cooler fights to engage with as you dish out deadly kicks, blocks, parries and flying fists. Toss in some fun weapon mechanics and the brawler aspects of this game really start to feel great. Easy to learn, yet hard to master.


I strongly encourage you to give Sifu a try. If you love stylistic action and minimally gorgeous visuals coupled with a high skill ceiling and some cool upgrades and unlocks to chase, Sifu has a lot to offer. With a little practice and a little patience, you’ll know Kung-Fu and you won’t even need The Matrix.


For more reviews and gameplay, check out my YouTube channel; at Justin Plays Games.