Hob is a top-down exploration game that has great art direction and a vague, but understandable story. The game, however, quickly becomes repetitive in its design, with the player constantly executing the same actions in different, albeit striking backgrounds.
The world of Hob is one in which technology and nature are, at the same time, entwined and in conflict. The first area is a lush forest, full of plants, trees and animals, but also ancient technological ruins moved by strange, glowing forms of energy. The wildlife can be peaceful, but also hostile, with goblin-like creatures just around the corner waiting for an opportunity to strike you down. And the whole world acts [...]
If Octopath Traveler were a book, it wouldn’t be a novel, but a collection of short stories. The game is not your typical epic JRPG, being very modest in scope, telling stories that never intertwine in a big narrative, while presenting a simplified version of Bravely Default’s combat and job system. Nonetheless, the game excels in what it sets out to do, presenting a beautiful world and discussing important themes in a modest, but efficient way.
The game has eight main characters and each one has their own story, which is divided in four chapters. Let’s start with the best one to get a grasp of what the narrative is like in Octopath Traveler.
One of the characters in [...]
Marking the biggest change of direction in the franchise in years, The Legend of Zelda: Breath of the Wild redefines the concept of “open world,” bringing an immense setting filled with the most varied forms of exploration and interaction. Also changing the format of its dungeons, combat mechanics, narrative structure and even the sound design of the series, the title represents a triumph in renewal, resuscitating the energy of elements long fossilized, without fear of subverting them when necessary .
The very name of the game already points to its most important component: the vastness of Hyrule’s wilderness and the sense of freedom tied to it. While in previous [...]
Gone Home is an interesting narrative experiment. The developers want to tell a story only through elements of the environment, guiding the exploration but at the same time giving players some control over the narrative. However, they also rely on artificial elements to keep the story engaging, which ultimately contradicts their primary purpose.
Players will be Kaitlin Greenbriar, a young woman who has just returned from a long trip through Europe, on a rainy night on 1955, to come upon her house empty. A note from her younger sister, Sam, nailed to the door, apologizes and advises her not to look for her. The goal is to find out what happened to every member of the Greenbriar [...]