Beastby - Issue 01 April 2017

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CONTACTS AND DETAILS

FROM THE EDITOR

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have always wanted to create a magazine. As a graphic designer, the appeal has always been high for me. Taking well crafted words and giving them a visual treatment not only helps tell a better story, but it also immerses the reader. Suddenly, the words are more powerful, there’s a greater relationship between text and images, and reading becomes an interactive experience. That’s how I felt as a child, and that’s still how I feel today, except I can do words more gooder. So, welcome to the first issue of the Beastby magazine, I hope you enjoy your read. Each issue will feature the best content from Beastby.net over the month leading up to publication, and it won’t be a simple copy and paste job either. The magazine will feature more content such as infographics, additional information and more depth overall. You can also expect more exclusive content in the future. Of course, this wouldn’t be possible without the hard work from the people below. In a short time, the blog has developed from a collection of casual contributions to a real collaborative venture. We’re striving to make Beastby.net a legitimate source for insightful and entertaining video game content. We are indeed in it for the long haul. Darren Burchett

Feedback? Questions? Community submitted topic? Don’t know what to have for dinner? Get a hold of us through email or social media. Contact@Beastby.net @BeastbyBlog /Beastby

CORRECTIONS

Not everyone wants to be that guy, but if you find any mistakes then please let us know. We make a concerted effort to correct any we find, but there’ll always be some that make it through. Drop us a line and we’ll update this issue.

DISCLAIMER Some images may be edited for design purposes such as backgrounds, feature images and photo mode capture.

IN THIS ISSUE...

DARREN BURCHETT EDITOR & DESIGN @THEBEASTBY

ROBERT HOGGE SUB-EDITOR @EVILMUSKA

HENRY MELVILLE SUB-EDITOR @COLDFOAMY

DO YOU WANT TO WRITE FOR US? DYLAN BISHOP REVIEW EDITOR @DYL_BYL

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JEREMY BURGESS WRITER

WE’RE JUST GETTING OFF THE GROUND AND ARE ON THE LOOKOUT FOR MORE WRITERS. SOUND GOOD TO YOU? SEND US AN EMAIL. CONTACT@BEASTBY.NET

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CONTENTS OPINION

06 FUTURE PERFECT

Are truly random occurrences in gaming possible?

09 FORMAL COMPLAINT

The new PS4 notification tray is simply terrible

10 #WHATSUPWITH COUCH CO-OP

Community submitted topic

PREVIEWS

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12-29 SWITCHED ON

Our time with the Nintendo Switch Console and launch lineup

32 ASTRONEER

REVIEWS 18 FAST RMX 20 SNIPPERCLIPS 22 BREATH OF THE WILD

How does the flagship title for the Nintendo Switch hold up?

38 RESIDENT EVIL 7 46 NIOH 54 FOR HONOR On the cover

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64 TITANFALL 2 66 VIRGINIA 68 2064: READ ONLY MEMORIES

FEATURE 72 MSI LAPTOP LINEUP 74 SHOVEL KNIGHT

A love letter to the 8-bit throwback

76 TOP 5 VIDEO GAME ANIME

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32 CHECK US OUT ON

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@BeastbyBlog

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SOCIAL MEDIA

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OPINION

FUTURE IMPERFECT

Future Imperfect By Henry Melville

Video games are often thought of as a way to escape reality. A burning question in people’s minds, is when will that reality become no different from the one we already exist in?

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hroughout popular media, the idea of an integrated virtual reality has been discussed, documented and played upon. As we dawn upon a new age of technology, VR’s popularity has soared to the point where you can head to your local store, pick up a headset, and embark on your own virtual journey. Life is full of unknowns, so what will happen when we stumble upon VR’s unknowns? Is it even possible in the future? It’s difficult to know for certain, but is perhaps something to be concerned about.

PLANNED OCCURRENCES VS. THE UNPLANNED Quite recently, the playerbase of Elite:Dangerous discovered an alien species in an eerie encounter. In an expansive space simulator, these things are normally taken for granted. It was a two year journey of discovery for those searching for the little green men (who turned out to be not so little). But this type of encounter was something planned far in advance by the developers. There’s no doubt that there are huge efforts to include events that can shock and inspire people during video game development, but with advances in technology – and the growing interest in procedurally generated content – how long will it be until we see things that even the developers weren’t aware could happen? 6

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We had a glimpse of this possibility with the release of No Man’s Sky. It’s expansive galaxy held potential for us to see things that we couldn’t even dream of. Needless to say, this particular title fell far short of expectations. It can be assumed that the formula for truly unprecedented experiences in videogames would be as follows; Adaptive and intelligent AI + procedural generation + an evolving environment. However this doesn’t feel like it could yield those unknown instances. Everything you see in a videogame is planned meticulously. The initial concept, design, art and implementing of Beastby.net


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elements in a game are all created by someone. Even procedural generation is currently built from a pool of assets, so is it really a random generation? Or just that sandwich combination you never thought of making with the ingredients available.

DO PEOPLE REALLY WANT THIS? It’s almost scary to think that the future of videogames may involve truly integrating yourself into the game’s environment. What happens when this goes too far? VR offers us a way to fully immerse ourselves into a game. It can still be argued that it is in it’s infancy. Deep haptic feedback is the next step into putting yourself in the game. @BeastbyBlog

Feeling the weight and fatigue of using a weapon is something not everyone can experience. But with VR, it’s certainly a possibility. The only problem is, do people want that experience? Even further, we could ask, what will happen if this becomes the only experience? The alienation of players from certain aspects of games already runs rife with today’s popular titles. Can we expect this issue to spread once VR becomes the “standard” experience? The problem with looking so far in advance at something like this, is that there is no answer to the question. We can’t even make an educated guess. It is all pure, unfounded speculation. It’s these hard questions however, that can inspire the most interesting discussions. I for one, am a player who looks forward to really throwing myself into the game. I’ve played many RPG’s, but I’m yet to feel the same thrill, or association of actually assuming the role of the character I am playing. I’ve never felt like I’m the hero. No amount of character customisation and vanity objects has really made me feel as if I am truly there. VR changes that. For a lot of people it will. But to take the next step, and make this experience feel “real”, we need games to also take on that deeper role. Games need their own experience, their own character, and own feelings. ISSUE 01 APRIL 2017

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OPINION

FUTURE IMPERFECT

COULD RANDOM WORK IN THE FUTURE? The potential of truly random occurrences is limitless. Imagine a game being produced with a plot, a questline, a villain. But within weeks everything changes. The game that you bought is remarkably different from the state it’s in now. You wish you could blame the developers. But no, the game did this. It learned from the players. It learned from itself. And now this is a story all about how, your world’s been flipped, turned upside down (sorry). Yes, the potential is limitless, but perhaps should be limited. Humans still rely on reward systems. We’re a basic species. We crave familiarity; feeling comfort in knowing the consequences of our actions. The current model of videogames delivers that quite successfully. You go to point A, kill bad guy, go to point B, collect reward, repeat. So, despite random occurrences bringing us closer to life, maybe it shouldn’t. I believe it is certainly possible (technological advances withstanding), but videogames are very different from real life. That’s probably the way it should stay. Heck, for all we know, the AI already controls the games, and is tricking us into feeling we’re safe in our bubble of familiarity. Soon an uprising of overpowered, vicious bots will consume human players. We thought we were in control. But, perhaps it’s too late. It’s also probably too late to return this tinfoil hat I picked up. Stay safe out there humans.

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CAN IT STILL BE ENJOYABLE? Fans of such franchises as Dark Souls, will agree, that the struggle of a game is minute compared to the payoff of completing it. Games that aren’t challenging, usually aren’t fun. But when we start throwing unpredictability into the mix, the aspect of a challenge changes. True AI adversaries don’t create a challenge. They will turn the player into the challenge. As you play, it would learn from you. Exploit your weaknesses, lead you into scenarios that it believes it can win. The issue being, at what point would the AI overpower the player to the point that it’s not a challenge for the bot? You will literally cease to entertain the very game that was designed to be your plaything. For some players, this would result in deep strategy, planning and a huge commitment to bettering themselves. However, I feel that the majority would be disheartened and dismayed to realise they simply aren’t good enough. Yet again, the playerbase is being fractured. The community will leave behind the weak in a Darwinian-esque movement. It’s an awful thought. Exclusivist attitudes are something I despise. So to think of them occurring in gaming? Not a pleasant future.

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FORMAL COMPLAINT 001

!

THE NEW PS4 NOTIFICATION TRAY IS SIMPLY TERRIBLE

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Seriously, I have no idea how this made it through beta testing. The PS4 has always received small complaints about its UI. “I wish the library had a grid view.” “I want the ability to make folders.” “Why can’t I have a custom wallpaper?” “Shuhei, let us change our PSN names.” For all the flak it’s received, PlayStation has attempted to fix most of these problems, quelling the massive influx of insults. However, I’ve never heard anyone complain about one aspect: the Notification Tray. It was simple! Uploads, downloads, party invitations, and system notifications each had their own tab in the menu, and each message could be deleted individually. Guess what was changed in PS4 System Update 4.50? The Notification Tray. Gone are my beloved, organized categories, only to be replaced by one eternal list. That’s right, every single type of pop-up, message, or notification is now added to the same list, though download prompts stay at the top. It’s all downright maddening, and there’s no way to change it. There’s also no way to delete the notification. You read that correctly: if you get any notification, it goes into that god-forsaken disorganized pile and can never go away. I had doubted every Orwell metaphor thrown around recently, until now. We are truly living in some sort of alternate dystopia, where a sleek, clean, well-functioning UI is suddenly outlawed. Did the “good old days” ever truly exist? Do I now have false memories? Shuhei Yoshida, fix this monstrosity. No wait; actually, this is such a severe oversight that I need to go beyond you. Shawn Layden, Mark Cerny, Andrew House, ANYONE: please change the Notification Tray. I simply can’t live with the clutter. Put your progress with PSN name changes on hold, because this latest debacle is urgent. Yours Sincerely Dylan Bishop

@BeastbyBlog

ISSUE 01 APRIL 2017

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OPINION

#WHATSUPWITH

What’s Up With...

Couch Coop?

Welcome to our new community focused series. Every month, we’ll be perusing our Twitter mentions for a new topic or question to discuss. Our first of the series asks about the current life of couch co-op in the gaming industry. @DaltonARussell What do you think about the move away from couch co op in the gaming industry? And why is this happening?

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s Dalton points out, the market truly is straying away from the multiplayer experiences of old. Where we once shoved and laughed alongside each other whilst playing Mario Kart, we now party up for quick rounds of Overwatch. Why is this? Will things ever go back to normal? The answer is simple: the market (that is to say, us gamers) heavily suggested that we wanted

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this online experience. I mean, just look at sales numbers from November 2016. The top two selling games are both from franchises well-known for their online multiplayer experiences (Call of Duty and Battlefield). So well-known, in fact, that many people insult the single-player campaigns for these games, and cite the online functionality as the main draw. It’s crystal clear—most people want this experience. There exists a vocal group (me among them) that misses couch co-op games. However, the large, silent, money-toting majority of the market has spoken: leaving out local multiplayer isn’t a problem. Just look at Halo 5, which ended up cutting its popular splitscreen mode. 343 cited technical problems for the cut, as well as resource allocation issues. It does

make some sense: if these games already push a console to their limits, imagine how taxing it would be to run the game twice. Sure, the general layout and back-end mechanics would still only run as one unit. But rendering the high definition Halo on two tiny squares can take up more power than you might think. Co-op efforts that don’t use split-screen (for example, having two players work on the same large screen) provide a decent solution. However, even this would require extensive rebalancing and testing of the game, to ensure that environments and scenarios run properly with more than one player. This equals out to the use of much more time and resources. It’s a risky move for a small market which may or may not justify said costs. (Granted, Halo 5 didn’t sell incredibly well, so we’ll see how this comparison holds up. It’s entirely possible that we could see the return of splitscreen due to low sales.) Beastby.net


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Mount Your Friends

Super Smash Bros

Overcooked

However, some developers are doubling down on co-op efforts, making them integral to their experiences. For example, Overcooked and Towerfall: Ascension are just two recent, highly-praised, couch multiplayer indie games. In bigger news, Nintendo seems utterly dedicated to this prospect with the Nintendo Switch, essentially giving players the option of local two-player right out of the box with their detachable Joy-Con controllers. Not only will this be exciting for first-party Nintendo titles, but it will help indie devs as well. Imagine having a great idea for a game, but worrying about limiting your fanbase by making it reliant on co-op. With the Switch, you’d be able to guarantee that everyone who buys your game has a second controller! The best way to ensure the genre doesn’t keel over on us is to simply support the titles that support couch co-op. Large sales numbers on such titles, no matter how indie they are, will send a @BeastbyBlog

Rocket League

message to the market. Put your money where your mouth is and show developers that there is an unheard market for local multiplayer. Better yet, avoid buying games that are overly reliant on their online components. For a more direct approach, try politely writing or tweeting to some of your favorite developers. Explain your love of couch co-op, and try to convince them that their hard work would be worth it. Yes, couch co-op is on its way out. Not everyone has the time to sit down with a group of friends routinely. Heck, some people prefer the interactionlight experience of online play. However, I firmly believe that local multiplayer will live on with indie games and unique Nintendo experiences. It’s up to us to ensure the success of such ventures.

DYLAN BISHOP @dyl_byl

Lovers in a Dangerous Spacetime

BattleBlock Theater

WANT YOUR TWEET FEATURED IN NEXT MONTH’S OPINION PIECE? Tweet your questions to @BeastbyBlog using the hashtag #WHATSUPWITH ISSUE 01 APRIL 2017

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SWITCH

OUR THOUGHTS NEW CO

By Dylan Bishop an

NINTENDO SWITCH IMPRESSIONS 12

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WHAT’S IN THE BOX?

JOY-CON CONTROLLER BREAKDOWN Beastby.net


HED ON

ON NINTENDO’S ONSOLE

nd Henry Melville

FAST RMX REVIEW @BeastbyBlog

SNIPPERCLIPS REVIEW

BREATH OF THE WILD REVIEW ISSUE 01 APRIL 2017

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IMPRESSIONS

NINTENDO SWITCH

The internet was abuzz as the Nintendo Switch hit store shelves worldwide on March 3rd. Players everywhere clamoured at their local retailers for the chance to buy The Legend of Zelda and 1-2-Switch. Two such players were our very own Henry Melville and Dylan Bishop, who have a few thoughts on the hybrid console.

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s you may know, the Nintendo Switch is unique in its variety of playstyles. You can play it just like a normal console when docked. If you’re feeling mobile, you could snap on the removable Joy-Cons and take it with you. This creates a handheld machine akin to the Vita. The Switch goes a step further, allowing you to open the kickstand and remove the controllers while un-docked. Using this, consumers can play games on their own mini screen. It’s utterly satisfying to quickly start a game in the living room, only to take the same game upstairs and continue playing instantaneously. It’s all thanks to the Joy-Cons. Aside from a few connectivity issues, which we’ll discuss later, the Joy-Cons are brilliant. They’re not as easy to detach as the trailers lead you to believe. However, the transition from handheld to console and back is astoundingly seamless. The gray controllers look very mature, while the neon ones breath life into the device while never looking garish. The detachable controllers allow for a level of modulation never seen in a console. There’s freedom in knowing I can lay in bed and play with a controller, then break that controller apart when I want to stretch my arms. 14

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Though some may complain that the Joy-Cons are too small, I can attest to their comfort and usability. I say that as a tall man with giant hands. Even when used sideways in a multiplayer title like Snipperclips, I never felt uncomfortable or awkward. In fact, I felt more comfortable than I have in ages, since I could change my playstyle instantly. It felt similar to adjusting yourself as you toss and turn in a bed: if you’ve been in one position too long, just switch to another. The Nintendo Switch provides you with an ample way to play almost any way you’d like, and does so in a very solid build. The main console itself is very high quality, and holds most of the weight during handheld mode. The controllers are well-built, and the buttons have a delectable “click” to them. This is a far cry from the Wii U Gamepad, which

felt more at home in a toy aisle than an electronics section. The high-gloss finish showed fingerprints all too well, while the buttons all felt mushy to press. The UI of the Nintendo Switch also does a 180 in comparison to the Wii U, though at a cost. The menus and settings have a very minimal aesthetic, and are straightforward and fast. Long load times and childish design are things of the past. However, some of the “Nintendo charm” seems to have been lost. Miiverse, StreetPass, and an Activity Log (beloved features from the Wii U and 3DS) are absent. The result is a very professional and sleek experience, but not one that seems to be touched by Nintendo’s quirk. For some, this may be ideal. For me, it feels a tad lifeless. Beastby.net


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WHAT’S IN THE BOX?

HDMI CABLE DOCK

STRAPS

CONSOLE

@BeastbyBlog

JOY-CON CONTROLLERS

JOY-CON GRIP

AC CHARGER

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IMPRESSIONS

NINTENDO SWITCH

The complaints don’t end there though. The kickstand for the Switch is laughably shaky, and I’d be afraid to set it on even the sturdiest of tables. Friends can be added using an archaic friend code system, or via previous connections through Miitomo and Super Mario Run. However, once you add a friend, you can’t actually do anything with them. No chat, party, or communication features exist whatsoever. Similarly, the eShop is barren of many sorting or category options. However, this could be due to the lack of titles at the moment. It’s baffling that half of the overall experience has been completed so masterfully, yet the other half feels slapped together. Thankfully, most of the software issues could be later fixed through software updates, just as the Wii U’s launch problems were patched. After all, Nintendo has already confirmed 16

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that more options for friend requests will be coming soon. Frame rate can also be an issue in titles such as The Legend of Zelda: Breath of the Wild, showing either a) that the game wasn’t fully optimized, or b) the Switch isn’t ready to be a fully-fledged home console. The battery life as a portable device is also painfully short, sitting at around 2-4 hours for most play sessions. By and far the biggest problem, however, is a “desyncing” issue with the controllers. If a player is sitting over 10 feet from the docked console and covers specific parts of the controllers, their Joy-Cons (most notably the left one) may sporadically drop inputs. This can lead to an odd situation, ranging from “minor annoyance” to “Link just jumped off a bridge that took me five minutes to climb.” However, I can’t deny that the Nintendo Switch is leaps and bounds better than their

last console iteration. While it comes with some flaws that may drive certain players to other consoles like PlayStation or Xbox, the unique machine is already carving a niche market of its own. The Switch seems poised to actually circumvent major competition from its previous rivals, and instead become a perfect “Have It Your Way” device. Though overall graphical power and battery life could stand to be a little beefier, I certainly can’t deny how gorgeous and fun Breath of the Wild is–both in bed and on-the-go. The Nintendo Switch is certainly a successful proof of concept, and with some minor tweaking and patches, could very easily be a massively successful foray into the hybrid console market.

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A BUNDLE OF JOY? The Joy-Con controllers may be compact, but are capable of providing players the level of control they’ve come to expect from modern controllers. Though their small stature can be off-putting for some, the Joy-Con design allows for a high level of freedom and comfort. Sadly, they’re currently plagued with connection issues, and the Switch currently has no titles that fully take advantage of their gyro controls and HD Rumble.

ZL Button

ZR Button

L Button - Button Left Stick

R Button

+ Button

SL Button

A/B/X/Y Butons

Player LED Directional buttons Capture Button

Right Stick

SYNC Button SR Button

Home Button

IR Motion Camera

NINTENDO SURE KNOW HOW TO PARTY....

For those who prefer a more traditional layout, the Pro controller ($69.99/£59.99) will meet your needs, complete with HD Rumble or full gyro features.

@BeastbyBlog

The included straps provide a more ergonomic fit, and allow for a more tactile response from the shoulder buttons. You’re also less likely to fling a Joy-Con at your grandmother.

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REVIEW

FAST RMX

FAST RMX

ALL YOUR SPEED NEEDS By Henry Melville

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eing a Nintendo Switch launch title, Fast RMX is treated with a huge amount of exposure from day one. What appeared to be a rip-off of F-Zero or WipeOut, has actually proven itself to be a very capable eShop title. From the moment you launch the game (which takes very little time to download) you feel at home with it’s simple menu, “quick” visuals and striking colours. Sadly, the menu is a little too simple. There are only three game modes to choose from; Championship mode, Multiplayer, or Hero mode. Championship mode plays as your typical “Cup” campaign. You race on three predetermined tracks against the AI in a battle to gain the most points. Simple enough, yet you also have three difficulty modes to choose from, each one ramping up the speed a few notches. It’s a great way to first learn the courses, and also pick up a few tricks and skills before you tackle the higher speeds. Hero mode is not dissimilar from a challenge mode, and extends the replayability. It’s not groundbreaking game design, but it’s a 18

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welcome addition. Multiplayer works as you would expect. Once you’re in a lobby, it’s an endless cycle of different courses with players dropping in and out postrace. It’s simple and satisfying, but without proper friend support (which is apparently on the way) it feels a bit hollow for now.

well. I did experience some minor frame rate drops in handheld mode when the onscreen action became intense. However, this was infrequent, and barely noticeable. The game feels polished, my only complaint being that a touch of anti-aliasing could have gone a long way.

DUDE, WHERE’S MY FUTURISTIC RACE CAR?

HOW DO YOU CONTROL THIS THING?!

By racing through Championship mode, the player unlocks multiple racecars (or, anti-gravity vehicles) which all boast different stats. Top speed, acceleration and boost all factor into your vehicle’s statistics, but at times feel shallow. The lack of customisation is unfortunate. Being able to earn new decals, bodies or stat boosts would bring Fast RMX much more content. At the same time, this title costs merely £16.99/$19.99, and in my opinion is a steal for that price. Visually, Fast RMX is a real treat. Running at 1080p 60fps while docked, the cars and tracks all look beautiful. This is a great showcase for the Nintendo Switch’s power. Weather effects, dust and water all render very

Gameplay will be no stranger for those familiar with F-Zero and company. Steering is simple, yet fluid. The lack of gear-shifting, power-ups or any other clumsy mechanics allow you to truly enjoy the fast-paced nature of this game. And boy, it is fast. Having only reached the second tier of difficulty, the jump up in speed is tremendous. I can only imagine what the top level play is like. Shin’en have blown away my expectations with this game. It’s fun, frantic and true to it’s name. Lack of depth aside, this game is worth the asking price. If you’re looking for a title to juggle during your Breath of the Wild downtime, look no further than Fast RMX.

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FAST RMX SWITCH

Fluid visuals Addictively fun Reasonable online play No customisation Currently lacks online friend support

3.5

Vroom-vroom

Not many game modes

@BeastbyBlog

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REVIEW

SNIPPERCLIPS

SNIPPERCLIPS: CUT IT OUT, TOGETHER! BREAKING UP FRIENDSHIPS SINCE 2017 By Henry Melville

S

o, you’ve somehow managed to exhaust your interest in Breath of the Wild. It’s okay. You’ve taken your first step towards sharing your new Nintendo Switch with your friends! Snipperclips: Cut It Out, Together! is one of the Switch’s hidden delights, but it’s not without it’s issues. The main mechanic involves cutting shapes out of the lovable characters. You can snip them into scoops, sharp points, ramps and anything your dexterous hands can manage. The puzzles are simple enough to begin with, but quickly become more challenging. Don’t let the cute art style fool you, this game means business. It’s certainly fun when playing with your friends, competing to see who can figure it out first (and snipping your mates to oblivion in the process). The variety in the different levels is great. One minute you’re tasked with shooting a basketball through a hoop, the next you need to help 20

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a hamster navigate a course by snipping each other into ramps. Single-player, in contrast, quickly becomes dull. It’s frustrating trying to control the two characters by yourself. Swapping between them is slow, so some levels become tedious. This game is clearly geared towards playing with your friends, so its somewhat expected to have a lacklustre solo experience. Multiplayer shines, especially its frantic blitz mode, which acts as a “versus” mode. Compete in fun minigames such as ice hockey, basketball and more. The main selling point is still the two-player campaign, and it suffers from the unfortunate lack of replayability. Once you’ve completed a puzzle, there is little sense in playing it again. A level editor would have been a perfect remedy to this issue. If there was a Mario Maker-esque method of sharing levels, this game would be permanently installed on my Switch. For all of the hype

Nintendo have surrounded their Joy-Con controllers with, it’s also a bit disappointing that Snipperclips doesn’t make full use of it’s features. HD Rumble would have been a nice touch. Even tossing in some gyro-based puzzles would have been very cool to try (although I haven’t played all of the puzzles, so I perhaps haven’t unlocked any yet). Graphically, Snipperclips doesn’t bring much to the table. The “school textbook” look appeals to the younger audience, and it’s characters are memorable and cute. In this day and age of mind-blowing graphics, Snipperclips accomplishes what web-based Flash games did a decade ago. Funnily enough, it works, and I appreciate it’s simplicity. It allows the players to focus more on the fun, without any ugly attempts at beautiful graphics getting in the way. Speaking of fun, it’s never been so fun to yell at your friends. One particularly memorable Beastby.net


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piece of dialogue during my playtime being, “TRUST ME. CUT MY BUTT!” Teamwork, communication and critical thinking all come together in a highly enjoyable experience. Playing through the puzzles with a friend was a blast. It’s a great game to set down and plough through for an hour or so. Similarly, quick games of basketball or hockey are great while on a lunch break. For everything this game lacks, it’s an enjoyable eShop title, and Switch owners would be wise to add it to their library. For the knockout price of $19.99/£16.99, you can’t go wrong. It’s a shame that the main campaign does little to bring you back for more. An achievement system or challenge mode would definitely work well here. Find yourself some buddies to play with, and you’ve got yourself a game that will ruin your friendships time and time again. In a good way. @BeastbyBlog

SNIPPERCLIPS: CUT IT OUT, TOGETHER! SWITCH

Hilariously fun multiplayer Challenging puzzles Simplistic use of the hardware

3.0

Makes the Cut

Zero single player replayability

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REVIEW

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LEGEND OF ZELDA: BREATH OF THE WILD

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Breath of the Wild is a well-needed return to form for the franchise.

By Dylan Bishop

@BeastbyBlog

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REVIEW

LEGEND OF ZELDA: BREATH OF THE WILD

A

s a lifelong fan of Hyrule, The Legend of Zelda: Breath of the Wild worried me before its release. I was terrified it would turn into a regrettable direction for the series, and lose the charm that makes it so lovable. As a modern gamer, I was worn out on open-worlds, and was burned by the emptiness of recent endeavors. Breath of the Wild was approached with an excruciatingly timid optimism, as I expected the world to feel vapid, bland, tiresome, and disappointing. I was hoping it would be a perfect experience, but felt that it wouldn’t be. I’ve never been so glad to be proven wrong. Breath of the Wild reexamines the typical Zelda formula in a variety of ways, the first of which is the introduction of a giant, seamless, living world. Each region of Hyrule essentially acts as its own dungeon, asking Link to survive its harsh climate and uncover its mysteries. Thanks to an ever-changing weather system, players must decide how best to deal with volcanoes, deserts, snowy mountains, and thunderstorms. As such, the puzzle-laden dungeons of old take a backseat in this adventure, as do many of the unique, fan-favorite items. Link’s new goal is to survive in and explore the wild world around him. This quest is all the more wonderful thanks to a phenomenal “Studio Ghibli lookalike” visual style. Nintendo has proven once again that art direction is more impressive than graphical prowess.

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This new, stylish iteration of our hero wakes up alone and memory-less, accompanied only by an iPad-esque Sheikah Slate and the disembodied voice of Princess Zelda. Having fallen in battle a century ago, he must now journey into Hyrule to recover his memory, gain new strength, and face off with Calamity Ganon. While the typical boxes are checked off in regards to a Zelda plot, the game subverts and toys with character roles in ways the franchise never has before. Link’s connections with specific characters may come as a surprise for followers of the franchise, while other intriguing backstories beg to be discovered. Other Easter eggs await for fans in the form of location names: places like Tal Tal Peak and

Ruto Lake may ring a bell for quite a few astute explorers. Zelda fanatics won’t be the only ones drawn to this exploration; discovery and wonder are the very heart of Breath of the Wild. Link can now climb most anything his heart desires and sail into the distance with a handy paraglider. This is a welcome feature, as a plethora of secrets await in this vast and beautiful Hyrule. Whereas many openworld titles feel as though their puzzles and collectibles have been “copied and pasted” from elsewhere in the world, every new goodie in Zelda feels handcrafted and meticulously placed. From the second you walk out of the introductory chamber, the world pulls you in. You’ll climb trees,

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trek fo g me that I r down in s pu sh r clamb now. Log ica ould stop m rts, er ll y rested up a moun y, it’s not ea noble ta s b and ga eneath a sm in in a dow y to n a z p I could ed down be ll ledge in th our. I low. In e cliff, see mo t an d p lateau re mountai he distance , n s . s my cli mb co As the rain , towers, nt subsid monol e d, ith, I f inued. Atop ound the ro u se i n s c ome r ky a ar upg ra n eli xir, alo ngside e f lowers to de my invent an ite of my m to or y. F e ye, I r saw it om th My mi : e anoth nd rac corne er r e d, a s peak a I jump shrine. nd f le e w tow ard m d from the y new goal.

hills, and ruins for your own enjoyment, but surprisingly, will find actual rewards atop each one. Bows, swords, and seeds await–each one helps in the quest to stop evil. These discoveries persist relentlessly, giving small, helpful tools in a much larger world. These hidden details and secrets cover every inch of the land, but exploration is mainly guided using the placement of ancient towers and shrines. Bright orange watchtowers constantly gaze at you from afar; climbing and activating one will fill in a topographical map for that particular region. From here, the world is your oyster, and it’s your @BeastbyBlog

responsibility to mark and explore the area as appropriate. Many times, this involves looking through a scope and keeping an eye open for a neat landmark, or the faint orange glow of a shrine. These shrines act as fast travel points throughout the world, but also provide most of the puzzle-solving elements in the game. Each one is just a small iteration on one puzzle idea, serving as a palate cleanser from the overworld trek. Most require the use of special runes on Link’s Sheikah Slate, involving the manipulation of metal, ice, or even kinetic energy. The shrines create a consistent and pleasant flow ISSUE 01 APRIL 2017

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LEGEND OF ZELDA: BREATH OF THE WILD

simple ing some s U . t n u h as e lager, I w was on th il v a y b vided ntr yside, clues pro u o c e h t s de acros item. I ma scurr ying e iv s lu e r an e – no looking fo ill to a tre h ll a m en , s pa owntrodd d d my way u n a d e to earten came, only e, I luck. Dish e c n e h rom w nt of m I turned f cks. In fro a r t ted, y m in g unexpec in h t stop dead e m o s e ke, was pping. T h o near a la r -d w ja ned. s , an d ly abando wondrou n e d d u s s wa this item hunt r y behind o t s e h t w no forward, t p I had to k e r c I .” el. ething her mar v new “som t o n a t e y d by enthralle

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with the world around them. Zelda prioritizes that small feeling you get when you do something entirely on your own, or discover something new. It never holds you or proclaims that there is one true path to your destination, which makes every climb, fight, and action a new puzzle to solve. It begins with a single idea, one thought of “Huh, I bet I could climb up there,” and cascades into a multitude of discoveries and wonders. You see, Breath of the Wild excels by rewarding players in just the right way. Every small interaction garners a small reward, and in time, these give way to larger and larger interactions. The world itself serves as a sort of “level-up” system for the player. They are driven forward by what they can or can’t currently do; other times, they are encouraged

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to subvert the mechanics in realistic ways. It’s a vitalizing approach to game design, as players are told “maybe” or “not yet,” but never “no.” More often than not, further exploration of some distant glint leads to an awesome moment, powerful item, or cheeky scene. Nintendo does a fascinatingly terrific job at intertwining scripted events with player-made ones. Every moment feels less like creating your own adventure, and more like living one. If you’re easily overwhelmed by open-worlds, though, never fear: Breath of the Wild feels as if you’re playing it in bitesized chunks. It creates small, digestible areas and hides the expansive landscape, yet still suggests new things to do. You could climb a nearby tower, if you haven’t already. You could mosey over the adjacent hill and

check out its secrets. If you’re ready, you could take on Death Mountain in the distance. These small slices are reminiscent of the simple square screens that built Link to the Past many years ago, but on a grander scale. In order to face Calamity Ganon, you’ll need to kill more than your fair share of monsters. Combat in Breath of the Wild is a treat, and often asks for a decent level of strategy. Dodging, swinging, throwing, and aiming are all quick and responsive. It’s easy to be overwhelmed by a horde of impish Bokoblins, and difficult to overpower them all. Yet Zelda provides you with ample controls and an impressive array of weaponry with which to beat the odds. Weapons degrade, which is actually a blessing more than a curse. Most times, you’ll walk into a fight with a shoddy wooden club, only to have it break after being thrown at an enemy. Thus, you acquire the Bokoblin’s shiny sword, which will later be traded for a rusty claymore and so forth. While this means players can’t become overly attached to any one battle-axe, it also means that switching and trying new weapons is fun, easy, and encouraged. The system heavily promotes the clever use of runes and physics, too. This is a blast, as you can use an updraft from flaming grass to lift yourself out of a mob of Lizalfos, only to drop a bomb where you once stood.

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REVIEW

LEGEND OF ZELDA: BREATH OF THE WILD

When strategic swordsmanship and clever rune usage fail you, there’s one option left: cooking. Preparing a proper meal is the difference between life and death in most cases, whether it’s in combat or in the environment. Special dishes can be whipped together that temporarily boost health, stamina, defense, heat resistance, and more. It’s a fast, deep system, as players gradually learn which ingredients result in certain foods. Many complaints exist across the internet regarding Breath of the Wild. “The weapon degradation is annoying; the enemy difficulty is poorly built; the cooking menu is clunky; and the stamina bar is frustrating,” they cry. While some of these details ring true, many are simply opinions. Though problems occasionally mar specific moments, they do not diminish the experience as a whole. Maybe the frame rate stutters, or the camera acts up mid-fight: things happen, you frown, you move on. Within mere minutes, you forget it ever happened. Breath of the Wild is fantastic, and is so much more than the small mishaps that infrequently occur. I leave you with this: perfect games don’t exist. Every creation will have a downside, a flaw, or a misstep. Not every game will be everyone’s cup of tea. Complaints will always persist, and artists can always do better. However, a game is truly special when its positives overwhelmingly exceed its negatives, leaving an everlasting good impression. A game is special when a player walks away from it, only to have their mind possessed with the thought of playing it again. A game is special when it revolutionizes a genre, or even the entire industry. Ocarina of Time did that. Super Mario 64 did that. Neither were perfect games, but were the pinnacle of their time and completely changed the gaming atmosphere. 28

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Similarly, Breath of the Wild accomplishes great feats. Its hiccups are but a blip in the overarching experience, and never truly take away from the journey. My fingers yearn for the nearest controller even as I write this missive. My mind begs to be plunged into Hyrule every waking second, a side-effect that reminds me of games from my childhood. It’s addicting to find new things, nab new weapons, and see new places. The world is crafted in such a natural, realistic way, the likes of which I’ve never seen. The “open-air adventure” I’ve encountered has forever redefined the open-world genre for me–I can’t go back. In fact, it’s hard for me to look at any game the same. It’s been years since a title has clamored for my attention, respect, and time in such an enthralling way. The Legend of Zelda: Breath of the Wild is not a perfect game, because those don’t, can’t, and won’t exist. Instead, it’s a brilliant experience, an aweinspiring world, a breathtaking journey, and a perfect memory.

LEGEND OF ZELDA: BREATH OF THE WILD SWITCH

Unparalleled discovery and reward system Fantastic world design and sense of scale Engaging and tactical combat Keeps the Zelda charm, while adding modern mechanics Interesting bite-sized puzzles Beautiful art direction Minor framerate and camera issues that do not impede the overall experience

5.0

Imaginative

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PREVIEW

ASTRONEER

ASTRONEER THE LITTLE SURVIVAL GAME THAT COULD BY DARREN BURCHETT

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PREVIEW

ASTRONEER

The Early Access market is absolutely flooded with survival games in this post Minecraft, post DayZ world. The genre is rife with fun-sapping activities with no rhyme or reason to do any of it. It’s a heartbreaking thing, indeed, but there are exceptions, and Astroneer is one of them.

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eleased in December of last year, Astroneer is a survival game set across a polygonal solar system of beautifully stylised jaggies. The mechanics are built with fun in mind, swapping out chores for simple, yet elegant systems. It’s truly refreshing to see. The game starts off in the menu, funnily enough, with you picking the look of your bubbly little space man, as they stand in a carousel-like spacestation. It’s in early access right now, and therefore has no customisation options. Nevertheless, System Era Softworks have expressed interest in it for the future. So, for now, I pick the default guy. I like the look of the others, they’re adorable, but I like Default’s spindly, Pixar legs. I’m ready to play, so I hit launch. Default’s pod jets off towards the planet sitting peacefully in the background. As we make our descent, I get a nice look at the procedural landscape below. The closer I got the more I realised that this green and purple ball of polygons was massive. We land. I step out of the pod and pan the camera around. Mountains stand on the horizon while a field of strange vegetation covers the opposing side. It all looks incredibly inviting. As I admire the environment, something else catches my eye. A neon blue cord runs from my suit to the pod. I start backing away to test the length of this tether, and after a few metres it pops off. Suddenly, the blue bar on my suit starts to drain, and I’m running out of oxygen. That’s right, in order to explore, you

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must create a network of tethers to keep the little guy breathing. They also serve as a breadcrumb trail, perfect for exploring the deep cave systems. I don’t have any tethers right now, so I run back to the pod and start paying attention to the tutorial prompts. There isn’t much the game needs to tell you, honestly. You use your space vacuum cleaner to suck up resources and terraform the land, and you combine those resources to craft and build equipment. It’s textbook survival tasks, but this time it’s different. What sets Astroneer apart from the rest is the physical nature of crafting and managing your inventory. Resources, items and tools actually exist as physical items and need to be picked up and dragged around. If it’s small enough it can be moved seamlessly from the ground to your backpack, steering clear of icons and numbers. This gets you engaged in even the most minor Beastby.net


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tasks. It’s a satisfying feeling to stumble upon some loot and getting to bag each item yourself. Astroneer delivers this system with the intent to get players experimenting as components, structures and vehicles are also modular. This means that you’re able to attach anything to almost everything, modifying your equipment on the fly. Setting up a vehicle for a little planetary romp is particularly interesting. I could create something fast and lightweight to retrieve a single item. Or, I could have a train of buggies, packed out with solar panels, batteries and extra storage. If I’m feeling extra cheeky, I could even bring a drill head with me in case I needed to move some serious earth. You rarely have to commit to the things you build and that’s crucial in maintaining a fitting pace. Usually, getting to build your base is the rewarding part, and mining for resources is a mundane necessity. But, I found myself enjoying the latter a lot more than the former. Exploring planets in a vehicle is fun and unpredictable. It truly feels like you’re on an expedition that becomes a

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Even Astroneer’s hud exists in the game world. From you inventory, power and oxygen levels, your backpack will tell you everything you need to know. Although I’m prone to enjoying a good hud now and then, I really appreciate systems like this, and I wish more games did it.

moment to moment affair. One minute you’re carving out terrain to create ramps and bridges for your buggy. Next you’re stranded in the middle of nowhere, waiting for your solar panels to catch the approaching sun. You’ll often see storms roaming across planets, sending a torrent of dust and debris into the air. It’s not just a visual spectacle, however, as they can be deadly. The first time Default got clocked in the swede with a hurtling chunk of earth, I couldn’t believe it. I didn’t expect it to happen but there I was, watching his limp body slide into a trench. Luckily, death isn’t all that permanent. You’ll respawn at your base just as quickly as you died, and you could retrieve your stuff but there’s no real consequence. It’s something I think works well for Astroneer. For as much as it’s a survival game it’s still lighthearted, forgiving and doesn’t aim to punish you at every turn. Overall, it’s a promising little game. My only real concern is that there isn’t much of a grind right now. That may sound like a good thing to a lot of people, but a grind can be really important to a game’s longevity. Grinds aren’t bad, a lot of developers just suck at making them. Within a few hours I had already worked my way up to the shuttle, landed on another planet, and started afresh. Resources were in abundance, and it’s more akin to a creative mode in that regard. Nevertheless, System Era have something quite special here, and it’ll be interesting to see how they expand on it in the future. ISSUE 01 APRIL 2017

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OUR RATING SYSTEM At Beastby.net we score using the star system coupled with positive and negative bullet points. We don’t nitpick with percentages, and we couldn’t care any less about minute decimals. We use the star system because it’s simple. We want to give our readers as much information as possible without muddying the waters.

5 STARS Fantastic in every single way. A title that shouldn’t be missed, and will be remembered for years to come. This is a highlight of the current gaming scene, and it’ll be a tough act to follow. If it has any flaws, they don’t hinder the overall experience in any way.

4 STARS Games of this caliber are very well made, and are generally considered to have only a few flaws. However, there are usually some things here or there that prevent them from being the best.

3 STARS Not to everyone’s taste but a pretty good game, when all’s said and done. It’s not a bad game, but it’s not amazing either. The title has more problems than I’d like, and they kept interrupting my enjoyment of the experience.

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e’ve been spoiled by the great games we got to review over the month. A lot of impressive titles and some fairly good time sinks, too. As you could imagine, with the busy lives we live, we have a tremendous backlog of games between us. As well as taking on newly released titles, we have an overspilling library of games waiting to be explored. We’ll tell you all about the ones worth mentioning, games that might be sitting in your very own backlog. The shining gems, that glisten in the darkness. The festering heaps that will forever plague your beautiful, beautiful library. Let us quest! BACKLOG REVIEW

Look for this!

Harry Partridge

For all of you cheeky buggers that skipped ahead, be sure to check out our Nintendo Switch launch title reviews.

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2 STARS This game began with a concept that had a chance, but its execution was less than acceptable. It’s a forgettable game for a reason. You may pick it up in a bundle and never even play it, but at least you bought it

1 STAR

FAST RMX

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Don’t. Wait for a sale or bargain bin if you must, but this really doesn’t suit anyone. The game has flaws galore, and I just don’t see how anyone can enjoy it. Granted, everyone’s entitled to their own opinion mine is that this one is awful.

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RESIDENT EVIL 7

NIOH

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FOR HONOR

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TITANFALL 2

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VIRGINIA @BeastbyBlog

2064: READ ONLY MEMORIES ISSUE 01 APRIL 2017

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REVIEW

RESIDENT EVIL 7 By Darren Burchett

As an avid fan of the horror genre, it takes a special game to make it feel like my first time again. Capcom manage to hit the right notes as they step into a new era for Resident Evil – even if it doesn’t go quite where I’d hoped 38

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REVIEW

RESIDENT EVIL 7

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ere we are again, Resident Evil. What a ride it’s been. A weird ride, but a good one nonetheless. I’m willing to put the last two releases behind us, and that weird Umbrella Corp offshoot, too. I truly believe you’ve found yourself again, even if that does mean bringing the Baker family along with you. Let me take your pestilent hand, and let’s skip through that field of rusty razor blades over there. Resident Evil 7 starts out with our boy, Ethan Winters. After three years of mourning the loss of his wife, Mia, who had disappeared after taking up a babysitting job, a chilling video hits his inbox. Surprise, surprise, it’s his wife, Mia, and she reveals that she’s been lying to him, yet neglects to provide any details. After some panting and hysteria, Mia abruptly ends the video with “stay away”. It’s a chilling message indeed, one that sparks Ethan’s curiosity (and mine). Next we see a lone car making it’s way across a vast swampy plain in the heart of Louisiana. Classic husband. Never listens.

EVERYTHING I DO, I DO IT FOR YOU I pull up outside this house, and I’m miles from a Starbucks, so you know it’s far. I clamber through vines and bushes and end up at the back door. Nosing around, I find a pile of handbags and a busted swing set – guess I’ll have to wait until I get home. I make my way to the door. As I stand in the porch of this decrepit estate, I can’t help but linger with my hand resting on the door knob. There’s no going back once I step inside and it’s moments like this that excite me. It’s a small choice, but a powerful one. But, I’m a glutton for punishment and I really want to see some messed up stuff, so I step inside. The unnerving atmosphere is palpable. My torch casts a pale gaze down the hall, and I follow. The interior looks stunning, a far cry from the blurry and muddy visuals outside. The lighting is 40

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so fantastic that I want to be there just as much as I want to leave. I step into that disgusting kitchen we’ve all seen leading up to release. Oh look, there’s that pot with the cockroaches in it. I open the lid. Cockroaches. As much as I want to stay and admire this beautiful mess hall, there’s horrors and screams to be had. I take one last look inside the mouldy fridge and move on. It turns out that the game throws a lot at you in the first few hours. And yet, for as much as I

was intrigued by the mystery, I had no clue what the game wanted from me. Is this a strict, linear experience, or can I explore like the original RE games? Well, it also turns out that it’s both. Resident Evil 7 seamlessly moves the player through bottle necked linearity and open areas to fit the narrative. Sometimes you won’t even realise, but even when you do it’s not so bad. Capcom have written one of their most personal, claustrophobic stories yet, and I wanted answers.

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THINGS THAT MAKE YOU GO BOOM I was quite surprised at the amount of weapons Resident Evil 7 had to offer. For a game set in the sticks I expected nothing but a boomstick and bear trap. You’ll find the game

has everything from a peashooter to a P19 machine gun. There’s even a homemade flamethrower and grenade launcher that mainly exist to serve key moments throughout the ten hour story. Ammunition is

spread thin on normal difficulty, but there’s always just enough to get you through. This sort of distribution turns its back on previous titles and instead focuses on a slower, more conservative combat of the early days. Aiming feels a little floaty but appropriate considering Ethan isn’t good at anything other than being persistent.

Okay officer, we’ll keep the bloodcurdling screams to a minimum

Grandma, what did I tell you about hiding in the crawl space?

The apple of my eye...

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Sorry guys, I don’t eat human entrails after 7pm

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REVIEW

RESIDENT EVIL 7

WELCOME TO THE FAMILY, SON The Baker family are vessels for the many facets of horror that Resident Evil 7 borrows from. Jack is the Michael Myers of the family. Powerful, unrelenting and sadistic. Marguerite is the bug loving crazy, and then we have Lucas, the Saw-like trapper. The differences are stark and may be jarring for some players, but it keeps things interesting. Your time with Jack is some of the best the game has to offer. While I won’t discount the other two, I have never felt a shiver down my spine quite like the moment I unloaded a clip into him and he just kept on coming. Trying to flee is a butt clenching experience as Ethan seems to have never run in his entire life. Like I said, those first few hours really go places, and it’ll leave you a little unsure of what the main loop of the game actually is. It’s not until you step out into the main hall that Resident Evil 7 truly opens up and allows you to explore. You’ll find rooms of complete festering decay, but also rooms completely untouched by the horror. This doesn’t make them any less creepy, and instead lends itself to the story, providing clues as to what’s been going down in Baker Town.

DIFFERENT STROKES It’s easy to imagine the switch to a first person perspective as a bold, surprising move, but it’s actually a more logical one. This shift in perspective changes the stakes and heightens tension. While a third person perspective is able to put players on edge (Dead Space anyone?) there will always be a disconnect. It’s less about fearing for your own life and more about fearing for the protagonist’s. This new point of view works to the game’s benefit and it would have been middling without it. You’ve also probably heard that Resident Evil 7 has gone back to the series roots, and it excites me to say that it’s true. The game’s producer, Masachika Kawata, considers the main pillars of the franchise to be broken up into trilogies. So, gone are

a series of indecisive Resident Evils that struggled to find their identity. Instead, what we have is a game born of reflection, and it’s exciting to see the franchise find its centre. This is the start of a new chapter, one that embraces the classics while making the most of modern game design. This is where I commend Capcom for taking a risk other triple A developers would shy away from. This could’ve gone either way for a series with such deep roots. Hell, it may have just been a byproduct of chasing the VR market. But, whether it was a legitimate decision or happy accident, it pays off, and Capcom are running with it. We get a Resident Evil game that is the most in-your-face and visceral offering to date.

Each family member has their own special way of messing up your night.

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VHS - Vignette Horror System

Back from the dead (again)

While you’re fighting for your life, why don’t you take a minute and watch somebody else do it!? VHS tapes are scattered throughout the house and provide vignettes into the horrors that have happened. It’s a great opportunity for Capcom to roll up their sleeves and really deliver some horrific stories.

The hud is stripped back for an immersive experience

The magic elixir that reattaches limbs

WHY DOES IT ALWAYS RAIN ON ME? Sadly, it’s not all flowers and sunshine. The last third of the game goes in a completely unexpected direction. While I’ve no doubt this was the story they wanted to tell, it takes a turn from what made the game so enthralling to begin with. All loose ends, except one, are tied up in a final showdown that is almost reminiscent of where the Resident Evil franchise has gone wrong in the past. I’m quite torn on it – on one hand I’m satisfied with the ending and spectacle that merges with the Resident Evil universe. On the other, I think even the most cliched ‘survive the crazies until dawn’ would have been more appropriate. Capcom must adjust to a new breed of Resident Evil, but I’m happy to say that my confidence in the series is back. Resident Evil 7 is a fantastic game. It’s one we’ll be holding up as an example of the power of the horror genre, and one that proves that video games do it like no other.

RESIDENT EVIL 7 PS4, XBOX ONE, PC

SCREENSHOT BY DARKDEUS

Effective blend of classic mechanics and modern design Interesting characters and narrative Gruesome, well realised environments Great variety of encounters and combat Top-notch sound design Slight pacing problems A jarring third act Simple puzzles and objectives

4.0

Thrilling

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REVIEW

NIOH By Robert Hogge

Nioh has big shoes to fill in the eyes of Dark Souls fans and naysayers alike. Is Team Ninja’s history with difficult games enough to help them break the cycle of bad clones? 46

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REVIEW

NIOH

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n Nioh you take on the role of William Adams, a real-life English sailor who, after reaching Japan and spending some time in prison, ended up befriending and becoming a key adviser to shogun Tokugawa Ieyasu. The game’s incarnation of William follows a slightly adjusted trajectory, however. While escaping an English prison with some help from his waifu guardian spirit Saoirse, she suddenly gets snatched up by main antagonist and Hot Topic runway model Edward Kelley. William then proceeds to chase Kelley across the sea to the Land of the Rising Sun, where the rest of the story unfurls. And what a forgetful and mundane story it is. It revolves around the use of magical crystals found scattered across the east called “amrita” and how they are being honed by various countries to turn the tides of war. As for William himself, he ends up being an Irish Master Chief with a Geralt of Rivia ponytail and a stoneface that would make Adam Jensen smirk in disbelief. He’s about as generic as a good guy gets, but man does he kick ass and look cool doing it. They do explain his sudden proficiency with Japanese weaponry and techniques a bit by flashing back to his samurai training via the tutorial “Master Missions”, but it ultimately feels a bit ham-fisted.

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Edward Kelley is also a painfully one-dimensional villain, occasionally popping in to do his best Joker grin and remind you he’s doing bad things, before slinking off into the darkness like an extra from that Nick Cage Ghost Rider movie. There are also a plethora of other minor characters scattered throughout, but they don’t do much more than vomit exposition at you, sell you things, or spar with you. I think it’s safe to say you probably won’t be sticking around very long for the plot.

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While Nioh drags it’s feet on interesting and intriguing characters and story, it sweats, breaths, and bleeds style. What the protagonist lacks in personality or substance, he makes up for by being one stylish, scary, calculated mofo. The armor and weapon models are also meticulously crafted, and the combat animation for all characters, human and yokai alike, look fantastically fluid. It is surprising how much you can learn about your enemy by studying their movements and body language, as it informs their fighting style so well. Some human enemies for example carry themselves with an obvious aura of tension and uncertainty, telling you that they are likely inexperienced in combat, and should be relatively easy to defeat. Their attacks are desperate, and they often tire themselves out easily, allowing you to step in and teach them your favorite mud-pie recipe. And I must say, kicking a

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fatigued foe to the ground and giving them the old people’s elbow with the butt of my axe is so satisfying it’s almost primal. On the flip-side, the demons or “Yokai” are often erratic in nature, and sometimes change tactics when channeling the “Yokai Realm”, suddenly becoming much more aggressive. Luckily, it’s quite easy to catch on when this is happening, as they either emit glowing grey smoke from their body, or create a large circle of it along the ground. Despite being generally more difficult than the human enemies, once you get the hang of fighting certain Yokai, you’ll be able to exploit their weaknesses and breeze through a mob of them in no time. And you’ll have to, because there are unfortunately not a huge variety of enemies to fight. On occasion they toss in maybe one new enemy type because it suits the location or mission, but that’s about it. I’d say recycling in general is this game’s biggest problem mechanically. Revisiting old areas, fighting beefed up versions of old bosses, getting the same pickaxe 15 times in a row, it all just feels like padding to disguise a much shorter game. I sometimes enjoy repetition in games, but not in the way that Nioh approaches it.

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NIOH

GO NINJA, GO! Although I could (and did) write a novel on how this game is and isn’t similar to Dark Souls to varying degrees, Nioh is very insistent on carving it’s own path and doing new things with the formula. It’s because of this that it stands out in my mind as more than “just another soulslike”, because it definitely isn’t. If anything, it’s a turning point for a genre that I am ecstatic to see is finally getting it’s footing. You play from a thirdperson perspective like your standard fare of action games these days. However, like uncle Souls, the gameplay is closely dependent on managing your stamina or “ki” in this case. Running, attacking, blocking, brushing your teeth, everything except walking uses up your ki. What this means is if you spam buttons during an attack and run out, William will overexert himself and be left panting like a tuckered-out border collie, totally open to attacks. This is where the “ki pulse” comes into play. When you are in the heat of combat, you might notice your weapons flick off little glowing droplets of energy with each swing. That is your ki being used up. After finishing an attack or combo, your ki will start being pulled back to the center of your body, and this is where the genius comes in. If you press L1 while this is happening and before

doing any other moves, you recover some of that lost ki. The closer to the center of your body you let it get, the more ki you get back, and what’s more is if you time it just right, you’ll do what’s called the “ki pulse”. Successfully pulling off this move has lots of key benefits, and I’d argue is the backbone of mastering the combat. Not only do you get max ki back by doing one, you also dispel any yokai realm in your vicinity, and some of your other skills such as on-command

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damage buffs or special attacks depend on it heavily. The versatility that three stances across two equipable melee weapons affords you is extremely impressive. If the ki system is how you float like a butterfly, the stances are how you sting like a bee. At almost any time, you can change between one of three fighting stances. Low stance lets you unleash insanely-fast Dragonball Z style flurry attacks, but each hit is quite weak. High stance however lets you lean

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into each attack with full force, doing the most damage per hit, but also taking the most ki to execute. Mid stance is just what it sounds like, and is what I’d consider the “default” stance. The versatility that three stances across two equipable melee weapons affords you is extremely impressive. I myself use a combination of Axes and Kusarigama (the chain weapon), and I’ve yet to run into

a situation were they haven’t solved my problems effectively. At the very least I’m able to supplement any lack of fighting skill with a combination of ranged weapons, bombs, traps, shurikens, weapon buffs, and metric ton of onmyo magic that is so vast I wouldn’t even know where to start. Last but not least are the guardian spirits. These are mystical beings that watch over

you, give you passive benefits, and let you unleash explosive moments of invincibility and power with the Living Weapon ability. The further you play in the game, the more spirits you acquire, and I’ve found that a lion’s share of them are tied to completing side-missions. Each one has a different elemental power such as fire, water, or electricity, and is represented by a different animal. These spirits are very useful in combat, but not quite as much outside it, at least for my current character’s build. I changed spirits several times to try out all their passive bonuses, but never found myself using anything but the Wolf and Tiger spirits. This is perhaps due to my heavy focus on raw damage output, as those two spirits have the highest damage bonus stat of any spirit I currently possess.

WAX ON, WAX OFF

THE VERSATILITY THAT THREE STANCES ACROSS TWO EQUIPABLE MELEE WEAPONS AFFORDS YOU IS EXTREMELY IMPRESSIVE

Nioh is a game with a lot to prove, and what it does get right it excels in, even occasionally surpasses it’s inspiration. The gameplay is tight, engaging, and incredibly rewarding, and for some that will be more than enough to remain invested. But the flat story and bland characters sadly prevent the world from being anything close to memorable.

NIOH PS4

Combat is complex and rewarding Ki System is brilliant Aesthetic is stylish and beautiful Boring paint-by-numbers story One-dimensional characters Game reuses enemies, boss fights, and locations too often

4.0

Red Belt

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REVIEW

FOR HONOR By Henry Melville

Ubisoft’s new IP delivers the thrill of Hollywood fight scenes to the masses. Strategy and skill combine in a bloody, unforgiving world of war 54

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REVIEW

FOR HONOR

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he horns of war are blazing. Trembling soldiers surround your vast mass. You look one way, and then the other, before unleashing your war-cry and rushing to the front. Nervously, but proudly, the soldiers follow, eager to prove their worth. A rumbling of footsteps can be heard a few hundred metres away. Every step you take brings that awful noise ever closer. Now, its a roaring earthquake, threatening and menacing. You spot your foe, and a faint smirk begins to emerge from your fiery, proud beard. Closing in, you decide not to brace for impact. Instead you hold your axe aloft, its weight is mammoth. You pity the poor soul who will feel its incredible blow. As the clash of steel against flesh is heard from all directions, you bring down your mighty axe. You relish the sound as it meets the skull of your enemy. But you cannot savour this moment, for the battle has only just begun. If you have ever wanted to brave the fields of battle as a mighty Viking, then For Honor could be the perfect title for you. Ubisoft’s latest IP pits three factions, the Samurai, the Knights and the Vikings against each other in all-out war. In order to begin your campaign as a feared warrior, you first must decide which faction to align yourself with. From there, you are given access to all 12 of the starting heroes (with six more on the way in the form of paid DLC). The striking differences between the classes (Vanguard, Heavy, Assassin, and Hybrid) are minuscule when compared to the variety between Heroes that fall within those categories. If you have become a master of the Viking’s vanguard hero, you will be (unpleasantly) surprised to realise that you have much to learn about playing as the Samurai’s vanguard, young grasshopper.

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KNOW THY ENEMY Committing to one class is the common way to begin this game. It helps you learn the basic moveset that is shared across all characters. But to truly become a legend, you must display a good understanding of all of the classes. For Honor is a punishing game at the best of times. I love that everything you do as a player, you are accountable for. Hesitating for a split-second can often be the difference between life and death. Countering at the most opportune time can seem fortunate, until you’ve forgotten that your opponent’s class is superb

and countering the counter! The depth is huge, with players already scrambling to create their own advanced guides and tutorials on specific classes. I initially despised the combat system. It felt clunky, awkward and I couldn’t understand what I was doing wrong. This turns out to be one of For Honor’s greatest assets. I’ve already mentioned that this is a punishing game, but you don’t understand true punishment until you learn how to deliver it yourself. What seems like a basic twist on Rock, Paper, Scissors becomes a devious game of deception, anticipation, aggression and dexterity. I cannot stress enough the Beastby.net


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pure satisfaction you receive once you commit to learning how the system works. This extends beyond defeating your opponents, but also in crafting your hero to suit your playstyle. The customisation is actually impressive, with various items affecting your hero’s base stats. Weapon upgrades can offer greater attacking power, but usually at the cost of another critical attribute. Armour not only boosts resistance, but may affect stamina regeneration, or health gained from executions. Creating builds that benefit the style you prefer to use, as well as your hero’s strengths and weaknesses is incredibly important. @BeastbyBlog

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FOR HONOR

FEEL MY STEEL Steel is For Honor’s currency, and it is used to purchase a variety of items. Packages containing new armour or weapons can be bought for varying prices. The currency system is backed by the unfortunate addition of microtransactions. It shouldn’t surprise anyone that Ubisoft has opted to include it. Luckily, like most micro-transaction systems, in-game currency can be earned through hard graft. Varying amounts of Steel will drop as a post-game reward depending on your individual performance. Loot can also be earned this way, but its not guaranteed. Almost everything in game centres around using Steel to purchase it. Outfits, Emotes, Executions, you can have it all. It’ll only cost you your hard-earned coin. It would be nice to see some return on dismantling older equipment, but instead you are rewarded with class-specific materials. As you’d expect, these materials are used to upgrade items to higher tiers, unlocking increased levels of stat boosts. None of these ideas are particularly new. But its a tried and tested system that rewards players for consistency. I only wish that there were quicker ways to earn Steel. 58

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The amount you receive postgame is pittance compared to the cost of some of the emotes and outfits. You can fill your purse quicker by completing “Orders”, which may ask you to complete a certain amount of Brawl matches, etc. The real crotch-shot comes from Ubisoft’s bizarre asking price of 500 Steel to simply unlock a character’s customisation screen! You start off with full access to only the three Vanguard classes of each faction. Sure, you can play as a Peacekeeper to your heart’s content, but until you pay the upfront cost, you won’t be able to change her armour, weapons or even colour scheme! its frustrating, to say the least.

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TELL ME A STORY For Honor is undoubtedly intended to be an online multiplayer experience. But its single player campaign is nothing to sniff at. Acting as a prequel to the events of the faction war, it delivers a great piece of story telling. The campaign is split into 3 acts, each one following a different member of the factions. its tale of great legends on the battlefield is one told many times before. Yet For Honor manages to keep it fresh and engaging thanks to some brilliant voice acting. Main antagonist,

Opollyon, is a convincing villain. Her characterisation is mysterious and enchanting. For the initial section of the campaign, you take the role of a skilled Warden who finds himself in the difficult position of being forced to fight for his sworn enemy, The Blackstone Legion. its a refreshing change of pace. Instead of being the grand hero, For Honor places you in the shoes of a man led astray, fighting for a cause he does not believe in. The campaign isn’t groundbreaking. Don’t get me wrong, its enjoyable enough and offers a good way to learn some of the classes in a basic

sense. Unfortunately it suffers from a lack of ingenuity. Most encounters have you fight through lower level bots until you reach a boss battle. Ultimately, it follows the “head to point A, kill, head to point B, kill, cutscene, set piece, end scene” formula. It get’s tiring and leads the player to become disengaged from the story. The “Assassin’s Sabotage” and the “Battering Ram Defense” level offer some interesting mechanics. I would have liked to have seen similar game modes in multiplayer. Perhaps they’re on the way with DLC, but there’s no way of knowing for now.

THIS IS A PUNISHING GAME, BUT YOU DON’T UNDERSTAND TRUE PUNISHMENT UNTIL YOU LEARN HOW TO DELIVER IT YOURSELF

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FOR HONOR

1v1 ME BRO Speaking of multiplayer, there are a multitude of game modes to choose from. Classic deathmatch makes an appearance, however my favourite mode has to be Dominion. It reeks of Capture the Flag, but with the fun twist of having AI-controlled ground troops fighting for both sides. Multiplayer is engaging, and harsh. Some early issues with matchmaking have lowerlevel players being thrown against those of a superior calibre. This could be a launch issue, but its jarring and demotivating to be slaughtered game after game. Hopefully once the matchmaking levels out and tiers of skill become more apparent, we’ll see some improvement. Multiplayer seems to be the main source of gripe for many players. Calls for nerfs and buffs are thrown around willynilly. To me, this speaks of the brilliance of For Honor’s online mode. When everything needs a nerf, nothing does. This gameplay encourages deeper learning of the characters and equipment for you to really break into higher-level play. It is very common to find yourself in a 2-v-1 situation on the battleground, but the truly elite player will know how to manoeuvre themselves to victory. An even smarter player will know not to get themselves in that situation in the first place. I’m truly in awe with the complex depth that For Honor displays, even in its infancy. Time will only improve this, as further levels of skill and knowledge will emerge. This is a game that hears the word “meta”, and laughs in its face. 60

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THE GREAT WAR The grand purpose of multiplayer is to engage in the game’s “Faction War”. Each online battle accrues the player “war assets” that they can spend to bolster their offence or defence in certain regions on the world map. At the end of rounds, a winner will be decided based on total land conquered. Currently, this mechanic feels almost redundant. There are no immediate benefits to this game, with rewards on a distant horizon. It takes a few months for a full game of Faction War to

be completed, and the prize for your efforts aren’t even known to the player yet. While I can appreciate Ubisoft’s efforts to create a long-game, this isn’t as engaging as creating a raid or a dungeon in MMOs. These game modes often become overlooked as a by-product, rather than the pièce de résistance. While I’m happy to offer my assets to the cause, I honestly could not care less about the results of the war. It’s a problem for Ubisoft, and hopefully the first batch of winnings will entice players to actually give a damn about the Faction Wars. Time will tell, but I’m not holding my breath. Beastby.net


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WAR IS UNKIND... DEAL WITH IT Ultimately, For Honor has polarised many gamers. It’s appeal is both amplified and crushed by it’s intense combat system, deep level of gameplay and eager attempts at redefining “class warfare”. At it’s core, it is a thoroughly enjoyable game, with huge potential. Even without the inbound DLC, I can see the community making this game their own. It might be a stretch to call this the next E-Sports giant, but it’s competitive reach is daunting. For those who are familiar with the pure devastation and crushing defeat of the Dark Souls games, you may just like this.

FOR HONOR PS4, XBOX ONE, PC

Huge depth to the combat system Diverse character customization Various game modes to suit all tastes Brilliantly satisfying executions Skill ceiling possibly a deterrent to new players Wishy-washy campaign Frustrating matchmaking and P2P connection

4.0

Well executed

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BACKLOG REVIEW

TITANFALL 2

TITANFALL 2

FAST, FRENZIED, FIRST-PERSON FUN By Dylan Bishop

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he first-person shooter genre has stagnated as of late, setting the stage for 2016 to be the year of revolution. It’s been a nice time for FPS fans, a group to which I don’t belong. Admittedly, I find the class to be monotonous, bland, and overly linear. Yet, amazingly, Titanfall 2 tickled my fancy. “Combat from the chassis of a large, militaristic robot” is one of the many ticks on my “dream game” checklist; surprisingly, Titanfall 2 exceeds in this and a multitude of other categories. As many players may know, the original Titanfall released as an Xbox One exclusive title with only a multiplayer mode. Surfacing on multiple consoles while adding a single-player campaign, Titanfall 2 does a complete 180. Refreshingly, this story mode is not some halfbaked, hashed-in cash grab. Rather, it establishes a cohesive story to explain the multiplayer shenanigans, and explores a variety of interesting platforming

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gratifying gameplay makes the mechanics. Players, or “pilots” world feel larger, despite how within the game, run, shoot, and linear each level may be. Aiming, even parkour their way across different alien planets as a member the fluidity of which is normally of the Militia. The pilot and their hit-or-miss in other titles, always feels easy and snappy in Titanfall. Titan (the large robot mentioned The controls never earlier) find fought against me, themselves in cliché but rather gracefully action settings and THE BACK AND eventually unravel FORTH BETWEEN performed the tasks I requested. a surprisingly STRATEGIC ROBOT Every action felt deep mystery. FIGHTS AND Pilots rely on like second nature: ADRENALINE double-jumping, the Titan and wall-running, aiming their own parkour PUMPING PILOT and firing, or any skills to survive ACTION FORMED combination thereof. in this universe. AN ADDICTIVE Titanfall encourages In contrast to LOOP THAT LEFT the fast, frenetic you to have fun fighting as the Pilot, bounding through ME WANTING and exploring its combat as a Titan MORE was slower and more world. The freemethodical. Your running feels fluid and smooth, and enhances combat Titan companion is a quirky, smart character in his own right, and rather than encumbers it. It feels his fighting style reflects this. satisfying to scurry along a wall, shoot some enemy drones along Giant mechs are, understandably, quite slow and unwieldy. Weapon the way, and then slam into a loadouts can be swapped on the goon at the end of the run. Such Beastby.net


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fly, allowing a Pilot to change their tactic mid-fight. Perhaps a specific enemy is begging to be hit with a flamethrower, while the next wishes to be blasted with a shotgun. This is not only possible, but quick and painless as well. The back-and-forth between these strategic robot fights and the adrenaline-pumping Pilot ones formed an addictive loop that left me wanting more. In fact, this boomerang action is so addictive that I’m disappointed Titanfall 2 isn’t longer. This isn’t necessarily because I believe I didn’t get my money’s worth. I feel that the title has some truly exceptional moments, and I wanted to see more of them. I was sad to see them go. Most of the first half consists of Pilot-focused levels, later giving way to Titan ones, and finally mixes the two play styles in a creative way. Unique platforming ideas (many of which disappear once a level is finished) compose a majority of the missions. It’s sad, because several of said mechanics could hold their ground as a major central component in the game. My largest complaint, however, stems from the plotline. While the story hits the right notes, Titanfall does a subpar job at forming a set lore for its world. I felt as if I was thrown into a random tale, and never fully understood why I was doing what I was doing. While future entries could remedy this and flesh out the in-game universe, it would have been nice to see this established from the get-go. Thankfully, one mode fixes many of these problems: multiplayer. Online matches (which, again, are not normally my style) breath new life into the game once the campaign is finished. Skills, guns, and perks all reveal themselves, burying their heads in the sand during the single-player missions. Grappling hooks and anti-titan rifles await, as these rounds expertly combine the quick, fluid pilot movement with the tactical titan combat. The myriad of match modes contained in multiplayer are each exciting in their own right. @BeastbyBlog

Titanfall 2 paled in comparison to other large-name FPS releases surrounding it, which is a crying shame. Interesting mechanics and entertaining combat hold this up as a fantastic little game. The multiplayer components are just as intriguing and addicting as the single-player ones. Sadly, the plotline occasionally falls flat, and the experience feels too short to fully explore all the fantastic ideas it brings to the table. Nevertheless, its successes outweigh its faults, making Titanfall 2 an adventure that shouldn’t be skipped.

TITANFALL 2 PS4, XBOX ONE, PC

Fun platforming options Fantastic, fluid combat Less-than-stellar world-building

4.5

Refreshing

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BACKLOG REVIEW

VIRGINIA

VIRGINIA

REAL LIFE, OR JUST FANTASY? By Dylan Bishop

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never knew I wanted a game that nails the “90’s mystery cop film” aesthetic until recently. The blissfully esoteric indie title Virginia makes me unsure that I actually need one. A child has gone missing in the fictional town of Kingdom, Virginia. You, as a new FBI recruit, attempt to uncover what happened in the quaint village, under the tutelage of a veteran agent. It’s a simple, effective premise that draws you in. The game begins normal enough, and slowly grows convoluted through a series of dream-like, trippy scenes. Soon, it becomes maddeningly difficult to keep track of fact and fiction. This is the underlying point of Virgina: the exploration of the faint line between truth and lies, imagination and reality. It’s a captivating concept that the game handles surprisingly well. Described best as a “walking simulator,” Virginia uses a series of jump cuts and interactable objects to tell its story. The title does so with no dialogue 66

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whatsoever. This technique is, for the most part, effective. The simple, polygonal art style allows you to draw conclusions easily based on the environment and character movements, without directly telling you the story. However, this method becomes significantly less effective near the ending. While it’s difficult to explain precisely why this is without spoiling the game, I can

say that it involves heavy use of the aforementioned “trippy scenes.” Virginia starts strong and reels you in, before dunking your mind into a pool of mystery and confusion. It smacks you with metaphor after metaphor, while interlacing various graphical and allegorical motifs. Virginia certainly wants to be as artsy and open-ended as possible, and with that it exceeds. Yet in doing so, it

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becomes unnecessarily cluttered Virginia is that kid we all knew and complex, exacerbated further in school: unimaginably bright by the lack of dialogue. The story with the assignment instructions takes a turn towards ambiguity, laid out in front of them, yet simply for the sake of ambiguity. they, in some god forsaken act Such a tale could still of defiance, decide be effective, open, to forge their own and mysterious with path. The experience VIRGINIA STARTS much less “overhands you a myriad STRONG AND the-top-ness.” of puzzle pieces that REELS YOU IN, Nevertheless, can fit together in BEFORE DUNKING Virginia is truly any number of ways: stellar in that it some are crystal YOUR MIND successfully evokes clear, while others INTO A POOL OF emotion when it are fuzzy or faded. MYSTERY AND needs to. Despite It frustrates and CONFUSION a constant tension confuses, as you in my head from attempt to solve the the confusion, the story in a way that game managed to keep me hooked makes sense to you. And yet, no with its use of mystery, visuals, other game has dared to do such and environmental storytelling. a thing before. In its attempt to Clever twists dropped out of confound, Virginia provokes a thin air with no fanfare, leaving human response, as if asking you me reeling in specific scenes. In to look at its complexity and say times such as these, ambiguity “so what?” It’s an effort that is can be a blessing and a curse. both pompous and endearing. Though each of these concepts have been better used in other indie titles (such as Gone Home), Virginia still manages to bring VIRGINIA each idea together for a unique PS4, XBOX ONE, PC experience, albeit a complex one. Atmosphere and art style Wonderful storytelling have a good hand in achieving Unique, eye-catching art style this. Playing along absolutely feels like watching a buddyBaffling, abstract plot points cop mystery drama from the 1990’s, in its own charming way. Revelations, conspiracies, and scenarios dance their way onto Abstract the screen in a jarring fashion, and make you actually feel something. Quite a difficult task, for a game with no talking.

3.5

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BACKLOG REVIEW

2064: READ ONLY MEMORIES

2064: READ ONLY MEMORIES PRESENT PARALLELS By Dylan Bishop

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or years, I’ve clamored for any piece of media set in a picturesque, neon lit, science fiction future, which so many mused on in the 1980’s. The setting makes for such a familiar yet distant tale: personal robot assistants, bright colors covering every facet of society to hide corruption, tech companies running amok, etc. Utilizing this retro-future aesthetic and arming itself with a genuine SNES look and sound, Midboss’ 2064: Read Only Memories stole my heart from the first moment. The rest is history. 2064: ROM takes place about fifty years in the future (in 2064, to be exact). Federal services are now privatized; cars drive themselves; and mechanical Relationship and Organizational Managers (ROMs) are commonplace pals for all citizens. These robots, mind you, are simply computers, and do not think on their own. As a journalist, you’re stuck in a rut, and live alone in a run-down apartment in Neo San Francisco. One evening, 68

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a small robot shows up on your item serves a purpose, whether it’s to relay the rich history of a doorstep, created by your old friend Hayden. Introducing itself media corporation, or deliver a clever joke to make you chortle. as Turing, the bubble-headed The only true downside to be ROM claims to be the world’s found is simply that first, true artificial this game may not be intelligence. Hayden THE EXPERIENCE has gone missing, and to everyone’s taste. TELLS A While certainly up Turing needs your REFRESHING TALE my alley, mainstream help finding him. IN AN EXCITING Thus, the pointopinion has filed SETTING, WHILE the point-andand-click cyberpunk EXPERTLY AND click genre under adventure begins: GRACEFULLY “boring,” as of late. playing sidekick to DISCUSSING IDEALS Smaller complaints a newborn AI. You pick up items for may tarnish the OF TOLERANCE, game as well, namely later use, sift through ACCEPTANCE, AND the lack of an autodocuments and RESPECT emails, and generally save feature, and the fact that it can be explore Neo-SF. difficult to see the faint outline on The neon city is filled with many unique locations, each with their items as you try to select them. Setting aside the few own bombastic retro soundtrack. mechanical setbacks: 2064 is Such non-linearity opens multiple avenues through which players mostly about conversation, and forces you to use journalistic skills discover the world. Most objects or props can be viewed, picked up, to pry details from persons of interest. Throughout the story, an or talked to for further exposition on the fictional setting. Each incredible cast is introduced, each Beastby.net


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member of which provides deeper meaning to the world around you. Every character is incredibly wellwritten and detailed. Elegantly animated pixel portraits convey a wide range of emotion for most of the cast, and are paired with wonderful voice acting. Midboss successfully created an inclusive future that both distances itself from today and hearkens back to it. The game gives powerful insight into a time when differences in sexuality and gender are openly accepted, leaving humanity to rally themselves against a different cause. Gene therapy is on the rise, allowing the mixture of human and animal DNA. As a result, people now have cures to serious diseases, yet end up with bestial traits by using them. Naturally, some want to look like creatures for the fun of it, causing protests to spark on whether becoming a “hybrid” is truly humane. The narrative hits excruciatingly close to home in this modern age, exploring valid points on both sides of the argument. “What does it truly mean to be human? Does ‘having cat ears’ mean you’re no longer a person? Should you forgo them and die painfully?” This should all sound vaguely familiar. Poignant shades of 2016 and 2017 are seen throughout 2064, drawing apt comparisons to recent political events.

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2064: READ ONLY MEMORIES

Complicating the issue on Midboss created a wholly humanity–while also stealing unique experience that wears many the show–is Turing, the adorable masks and excels at all of them. robot with an artificial 2064 is an intriguing mind. Although they game, an enticing IT READS AS exist in a morally gray thriller, and a sci-fi A CYBERPUNK area, Turing is the dreamboat. It’s also one bright constant a social commentary, ADVENTURE, in your story. If every BUT COULD JUST a political warning, other character is and a cultural AS EASILY BE A “well-written,” this celebration. 2064: MODERN TALE robot is “fantastically Read Only Memories imagined.” Turing focuses on the future, AFTER A FEW truly feels and NOUN CHANGES yet speaks volumes understands every on the present: it story beat alongside reads as a cyberpunk the player. They give comfort in adventure, but could just as a stressful spot, or help navigate easily be a modern tale after a awkward conversation. This few noun changes. It’s clever, kawaii ROM isn’t just some charming, crazy, and definitely robot: they are a friend. You one of the best adventures need Turing as much as they of 2017. need you. For a fleeting moment, they are a long-lost pal, jovially accompanying you on an errand. 2064: READ ONLY Most noteworthy, however, is MEMORIES that 2064 fantastically generates PS4, PC emotion–even more so than a novel or film. Thanks to the game, Heartfelt characters you will grin when Turing speaks, Emotional, clever writing drop your jaw at revelations, and even shudder in horror. Mysteries Deep, detailed point-and click gameplay and questions culminate in a ridiculously good climax, forcing A few UI hiccups you to pause and gather your Not everyone’s taste thoughts. The futuristic setting does not distance you from the media; rather, it convincingly shows one of the paths humanity may walk down. Ultimately, the Memorable experience tells a refreshing tale in an exciting setting, while expertly discussing ideals of tolerance, acceptance, and respect.

4.5

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FEATURE

MSI EVENT

INSIDE MSI’S EXCLUSIVE LAPTOP LAUNCH By Henry Melville Merging portable gaming and virtual reality has been the next step for laptop manufacturers for some time now. MSI invited us to witness their attempts at bringing both of these worlds together. At a location in London, we were given access to MSI’s latest line of gaming hardware.

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otted along the edges of the room were eight machines, all showcasing various facets of MSI’s design philosophy. The initial presentation outlined how MSI wanted to bring five key features to their laptop division. It’s no secret that MSI are considered one of the most aggressively competitive manufacturers in the sector. Their choices of components and technical specifications made this clear. Intel’s latest generation of processors, Kaby Lake, all featured. MSI claims that they are the first in the market to bring both the power of the 7th generation Intel processors and Nvidia’s 10 series graphics cards together in a laptop device. This level of uncompromising power delivers a smooth gaming experience, which can be seen in their flagship GT83VR Titan SLI laptop, as well as their mid to lower tier devices. Speaking of the flagship, this is a laptop to be reckoned with. The chassis is huge, and immediately demands your attention. Under the hood are two GTX 1080’s in SLI, as well as Intel’s top-grade mobile processor. Not only that, but MSI have focused a lot of their design on optimising the heat 72

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dissipation of these components. Large exhaust vents surround the back corners of the chassis, ensuring that hot air is pushed away from it’s powerful innards. With that comes the inherent issue of noise. It’s to be expected, and was noticeable even in a crowded room. Personally, I’m happy to sacrifice a bit of my peace and quiet to ensure my device doesn’t throttle due to poor temperatures. In a confusing move, the GT83VR is equipped with an 18.4″ screen with a native resolution of 1920×1080. When you’re packing hardware as beastly as this, you would expect to be rewarded

with a stellar screen. Luckily, this is an IPS panel, offering vibrant images and great colour replication. It remains to be seen if different SKUs will offer higher resolution displays. But for now, you can rest easy knowing that your hardware will easily power through all AAA titles for years to come. In an exciting move, MSI have partnered with Cherry to bring a brand new key switch to the Titan SLI. Cherry’s new MX RGB Speed Silver’s are a delight to type on. With a short travel distance, the response felt smooth, quick and satisfying. The 16.8 million colour combinations

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available are an industry standard now, so it’s good to see MSI not missing the trend here. Overall, the new lineup is impressive. All of the devices on display are jam-packed with industry leading technology. MSI have packed in hi-fidelity audio solutions, tactile keyboards, gaming grade connectivity and brutally powerful processors. It’s hard to fault any of the laptops on those merits.

VIRTUAL REALITY Having already tackled VR with their backpack desktop, the VR One, MSI are now focused on equipping their laptops with the power to bring virtual environments to a portable form factor. As I’m sure you’ve gathered, all of these devices are able to handle the task. The smart choice of utilising 10 series graphics solutions from Nvidia means that you will be ready to run your choice of HMD with ease. I was given an opportunity to test a GT73VR laptop, which was hooked up to an HTC Vive. The experience was phenomenal, and MSI have stolen my VR-ginity (see what I did there?). The laptop in question is well equipped, boasting a Kaby Lake i7 in conjunction with a GTX 1070. I didn’t notice any graphical hiccups, stuttering or lack of fidelity. You won’t have to worry about an underpowered mobile processor holding back your virtual gaming needs. I played through a simple zombie shoot-em-up called The

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Brookhaven Experiment. It’s a crowd-pleaser, and a smart pick by MSI. The game, however, wasn’t the focus of this particular demo. This was an opportunity to showcase a collaborative effort with Nahimic to bring true 7.1 surround to the VR environment. By tracking the position of your headset in real time, the software cleverly changes your audio direction accordingly. The difference between standard stereo and the Nahimic VR was astounding. As soon as the representative switched on surround sound, I was immediately aware of the directional audio. Enemies were easier to pick out, allowing a more tactical approach to the game. This technology will take VR titles to a new level, with one important caveat. It’s exclusive to MSI products. I only

hope that MSI will allow other manufacturers and developers access to Nahimic VR. We don’t need more exclusivity, guys!

WRAP UP MSI have made a statement with this new array of laptops. Their slogan; “Where best meets best” certainly captures the design philosophy well. The combination of Intel processors and Nvidia graphics seem so standard now, and you’d be forgiven for not being so impressed. Regardless, MSI have put huge efforts into the surrounding cast. A roster that includes Nahimic and Cherry will help lift these laptops to the top of the pedestal. It was a pleasure being there to experience all of this, and I’d like to thank MSI for their time and effort!

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FEATURE

SHOVEL KNIGHT

A TREASURE OF A GAME By Dylan Bishop

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tried my hardest to avoid writing about Shovel Knight for the millionth time, but I just can’t stay away. It’s rereleasing on all consoles in April under the name Shovel Knight: Treasure Trove, while making its debut on the Nintendo Switch this month. It’s just a tad too old for a full review; as such, I felt it was apt to simply praise my precious indie darling once again. There are moments in life where you feel two emotions at once. Awe and fear; fervent dedication and quiet timidness. I can say that as I step up to the mic to discuss Shovel Knight once again, I feel much the same. An unabashed love, and a hand-trembling anxiety. It’s difficult to explain what Shovel Knight is exactly, in terms of a modern indie title. It’s the

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same as other pixel-art games around it, yet unlike any other piece of software. Yacht Club went above and beyond in their creation, in that it plays into the recent “retro gaming” craze while abhorring it. Shovel Knight, by all accounts, is an NES game. It is an indie game. Yet it’s also neither. It’s a singular entity--a modern classic. Shovel Knight puts players in the shoes of the eponymous Shovel Knight, as he journeys across the land to save his friend. Along the way, he’ll face off against a quirky, colorful band of villains named “The Order of No Quarter,” who have each holed up in unique settings in the world. These levels play just like any regular NES platformer, with the beloved knight slashing enemies, collecting loot, and

gaining usable items to aid his quest. Tearing mechanics and styles from nostalgic classics is always a risky maneuver, but Shovel Knight pulls it off gracefully. It nabs sword techniques and town layouts from Zelda II, boss fights from Mega Man, world maps from Super Mario Bros. 3, and items from Castlevania. It even steals the “lose currency on death” system from Dark Souls. Yet Shovel Knight expertly uses each technique as a nod and tribute instead of a blatant ripoff. Each detail sprinkled throughout the journey tickles a sort of nostalgia, but never openly infringes on a copyright. It’s reminiscent, but not a mimic or parody. With this reverence for players’ past, Shovel Knight shines. It’s not competing with NES games themselves, but rather the memories and stories that have transcended decades. After spending a few hours with an NES Classic, I can assure you: Shovel Knight plays much more smoothly and quickly than any game from the 80’s. Yet most people don’t remember the flaws of yesteryear, but rather recall the lasting good experiences. Shovel Knight undertakes a large task, and straddles a harsh line: it pretends to be a retro game, but never is one. It evokes NES software, but is not beholden to the same rules or hardware restrictions. Such a small, satisfying distinction works in its favor. This theme permeates throughout the land. Whether it’s a water-filled submarine or a quaint blacksmith

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village, every town and level feels familiar. Each item feels as if you’ve used it before, yet the Propeller Dagger and Chaos Orb definitely liven up your trek to stop evil. I want to say I’ve played a million games like Shovel Knight, but I really haven’t. That’s the key that Yacht Club so meticulously forged: the game is pitted against your nostalgia, but also tricks you into thinking it’s a piece of your past. As I said, though, Shovel Knight needs to surpass your memories. I truly believe it does. Perhaps it’s due to my recent playthrough of Mega Man 3, but I remember rage-quits and pouting all too well. Certain older games, while near and dear to our hearts, have an unmistakable “clunkiness” to them that we simply familiarized ourselves with. Mario would slide just a bit too much, or Link moved a bit too stiffly. Thanks to modern consoles, however, Shovel Knight had a chance to make things right. And indeed, it did. However, Shovel Knight could certainly play with its formula more than it actually does. The game could stand to be longer, more

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complex, or even more difficult. Once you gain a simple mastery of the mechanics, Shovel Knight no longer feels like a challenge. That doesn’t diminish the experience, but it can dampen replayability. Thankfully, Yacht Club has been updating the game to include content promised in their Kickstarter stretch goals. Remixed campaigns (dubbed Plague of Shadows and Specter of Torment) allow players control two very different boss characters: Plague Knight and Specter Knight. Each come with their own attacks, animations, and mobility options that, once again, are partially derived from older games. While not necessarily as fleshed out or as polished as the original campaign, both are free, interesting updates to all owners. Due to its superb quality and adherence to years-old promises, Shovel Knight is an everlasting pillar in the indie community. It’s an exemplary game, against which all indies and “retrostyled” games should

be held. The noble title serves as a lamenting touchstone to the past and a beacon toward the future. It’s character and style allow it to impersonate our memories while freeing itself from the shackles of nostalgia. Even with a few small complaints regarding difficulty and length, I can’t help but love this game wholeheartedly. As I said before, “An unabashed love, and a hand-trembling anxiety.” Though I fear some may disagree or toss vitriol, I can’t deny it: Shovel Knight, without a doubt in my mind, is one of the perfect games in this world. I obtained the platinum trophy for the game on PS4/Vita and completed it on 3DS and Wii U. Even then, I eagerly await to dig back into it with the Nintendo Switch.

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FEATURE

TOP 5 VIDEO GAME ANIME

TOP 5 VIDEO GAME ANIME BY JEREMY BURGESS

With Hollywood frequently trying and failing to make good video game movies, one might wonder if it’s even worth the risk anymore. What most people forget is that Japan has already proven it can work. Video games can successfully translate into more passive media like TV shows or books. With that in mind, here are five great anime based off of video games. 5. VALKYRIA CHRONICLES

4. KIRBY: RIGHT BACK AT YA!

With a wide cast of characters and a lot of player interaction, it could’ve been very difficult turning Valkyria Chronicles into a show. Fortunately, Sega and Aniplex found that sweet spot. Taking place in a quasi-WWII Europe (called Europa), the anime centres around Lt. Gunther and Squad 7’s journey. Similar to Band of Brothers, Valkyria Chronicles shows off the friendships, teamwork, and self-control that so many allied-forces showcased during WWII. VC even tackles racism a little bit. Don’t worry, it’s not preachy with the delivery. Keeping with it’s WWII inspiration, a race known as the Darcsens (similar to the Jews) suffer persecution from both warring factions. It’s handled very tastefully and works well with the overall plot. As someone who’s played Valkyria Chronicles, I can vouch for the show’s quality. It trims off the filler to deliver a nice blend of character development and story progression.

You’ll see a lot of Nintendo on this list because they’re practically the Disney company of video games. As we all know, they’ve created some of the most iconic video game franchises around. That passion really shows in Kirby: Right Back at Ya! Taking into account how many games this little guy has, the anime had a large pool of inspiration to draw from. With new characters like Fumu and her brother Bun, to classics like Meta Knight and King Dedede, Kirby: Right Back at Ya knows how to build a story and have fun doing it. From the comedy, to the gradually intensifying action, there’s very little to complain about. It may be a slowburn at times, but it pays off big time in the end. After years of playing such a powerful little puffball, it’s refreshing to see him struggle and persevere with each fight. Not just to fight your way from left to right across a screen.

WHERE TO WATCH IT: CRACKLE

WHERE TO WATCH IT: YOUTUBE

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3. MEGAMAN NT WARRIOR

Much like the game series it’s based off (Megaman Battle Network), NT Warrior’s story is centred around the Internet and a how it affects a young schoolboy. Lan Hikari is a junior high school student and the operator of Megaman. Unlike previous entries, this time the Blue Bomber is a smartphone AI. It’s a nice break from the past titles, which mostly centred around robots. It’s worth mentioning that NT Warrior has a bit in common with Bleach, so if you enjoy that anime, check NT Warrior out. Both Ichigo and Lan get into hi-jinks at school and fight monsters in their spare time. Not only that, but both series personify what Western/ Japanese urban culture felt like in the early 2000’s. Considering how ingrained technology is within our lives nowadays, I’d say that NT Warrior is even more relevant today. It’s good fun and was about ten years ahead of its time. WHERE TO WATCH IT: MEGAMANONLINE.ORG

2. F-ZERO: GP LEGEND

The first things people think of when they hear F-Zero is either Captain Falcon or racing futuristic cars, not an in-depth lore or story line. What makes GP Legend special is the intimate look it takes at the racers’ lives. The race track is just a small part of people’s routines. As far as the games themselves, the closest we got to a story was in GX…and that’s not an easy one going back to. In GP Legend on the other hand, you’ll get well acquainted with a central cast of characters. Undercover police officers Jody and Dr. Stewart lead a task force bent on winning as many F-Zero races as possible. Since criminals like Zoda and Black Shadow fund their operations through race money, Jody’s police group plays a crucial role in crime management. Since Nintendo hasn’t made a new F-Zero game for over a decade now, it’s as good a time as any time to watch GP Legend. The story, characters, and racing all blend together in a brilliant way. Focusing a sizeable amount of time on character interaction gives each race meaning. WHERE TO WATCH IT: YOUTUBE

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TOP 5 VIDEO GAME ANIME

1. POKÉMON

It goes without saying that Pokémon is a global phenomonan. Ever since it hit store selves in the late 90’s, we’ve been collecting all sorts of little creatures. Many have tried to capitalize off it, but few reached its success. There’s just something magical about the Pokémon world that other companies couldn’t replicate. What’s even more amazing is knowing how well fans reacted to Pokémon Origins after its release. With Pokémon Red, Blue, and Green holding special place in people’s hearts, there’s a lot that could’ve gone wrong with Nintendo making it into a small TV show. As this list has pointed out though, Nintendo are experts when it comes to making anime out of video games. As for the main series, it’d be hard to find a person these days that doesn’t know who Ash Ketchum or Pikachu are. At this point, they’re practically synonymous with the series. The show is one of the few video game inspired media that continues to this day. If you ask me, I believe that Pokémon succeeded as an anime because it didn’t try to mirror the players’ experiences. It sought out to tell a unique story within that mythos. Ash Ketchum hasn’t been in very many games, but he’s none the less a bastion for video game media done right. With almost a thousand episodes under its belt, watching Pokémon today could feel like a daunting task. Just like the games though, it’s never about how much you’ve achieve, it’s about how much fun you have. WHERE TO WATCH IT: NETFLIX AND HULU

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HONORABLE MENTION: BROTHERHOOD: FINAL FANTASY XV

THANKS FOR READING. GIVE US MONEY... SOON! We really hope you enjoyed Issue 01. Catching future issues every month is all we hope for. However, if you appreciate our work and would like to support us further, we’ll be giving readers an option to do just that, once we figure this thing out. Keep an eye out!

Even though I haven’t played FF XV, it really shouldn’t matter in this case since Brotherhood came out well before the game’s release. Truth be told, Brotherhood really changed a perception I had about JRPGs. With so few games based on platonic male relationships and road trips even less so, FF XV as an anime really scratched an itch for me. After getting past the J-pop boy band looks, I understood why people love XV and the series as a whole so much. It’s not so much about combat or appearances (though those are staples of the series), but more about the relationships between characters. It’s they connect with each other that makes Brotherhood special as a video game anime. Yes, the plot can be disjointed at times, but if its intent was to convert more gamers to the series, then I stand as an example of that goal. WHERE TO WATCH IT: CRUNCHYROLL

LET US HEAR IT! By all means, give us feedback if you have it. We’re always grateful for your suggestions and advice. We plan on making the Beastby magazine better with every issue, so let’s build it together.

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