Archive - 2014

Elder Scrolls Online Imperial Digital Edition Review (PC)

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Zohar Scourmont lowers himself to a crouch, his boots digging into the wet sand as he approaches the blind side of the guards. His attack must be perfect and swift if he wishes to survive the battle and rescue the hostage tied up in the tent. By the looks of it, one of the guards is a spell-caster, decked out in dark gray robes. The other an archer, with a strong looking bow strung across his back. Zohar slides silently into position behind a rock with plans of launching across it… right as three adventurers run past him firing balls of magic, swinging massive blades of steel and firing arrows with true aim. As they run pass the corpses they jump up and down and run full force into the next set of guards. With a sigh, Zohar walks behind them and waits his turn at the tent to save the hostage while the merry band of adventurers open every box and chest in sight then go running off again, jumping a lot.

This is what happens in the opening weeks of a new MMOrole-playingG and The Elder Scrolls Online isn’t any different. When a game officially launches, there is always a mad rush as if the game will disappear overnight with servers finding themselves overwhelmed and being pushed to the crashing point. No matter how hard a company tries to make an online experience with the depth of a solo player experience, it is always going to come up short. If the game is lucky and has legs, it might be able to overcome this adversity and get back to its roots but luck plays so much a part of it that most of them find themselves with LFG and LTS spam on the chat channel, no role-playing whatsoever and players with names l

ike “Deeznutz”. MMOs often face the ultimate test: Can they survive as a subscription-based game or will they have to fall into a F2P model?

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Description:
It is a time of strife and unrest. Armies of revenants and dark spirits manifest in every corner of Tamriel. Winters grow colder and crops fail. Mystics are plagued by nightmares and portents of doom. Four years ago, in 2E 578, an arcane explosion of energy in the Imperial City set off mystical aftershocks that swept across Nirn. Mages died or went mad. Supernatural abominations from the plane of Oblivion, the Daedra, appeared in greater numbers than ever before. The constellation of the Serpent grew so large that it dominated the night sky.

So began the grand scheme of Molag Bal, Daedric Prince of domination and enslavement. His Dark Anchors, vortexes of evil magic, weaken the barrier between worlds, threatening to merge Nirn and Oblivion into a single, nightmarish hellscape. In the midst of this chaos, three alliances vie for control of the Imperial City and the White-Gold Tower. High Rock, Sentinel, and Orsinium stand as one, united under the rule of the High King in Wayrest. Valenwood and Elsweyr have forged an alliance of their own with Summerset, while Black Marsh, Morrowind, and Skyrim have formed a third, uneasy pact.

The Daggerfall Covenant. The Aldmeri Dominion. The Ebonheart Pact. Three armies will take up arms against the Empire, and against each other, to wrest control of the Imperial City and White-Gold Tower from the dark forces of Oblivion itself.

Where do your loyalties lie?

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Hands On:
It sounds like an Elder Scrolls game for certain and I was excited to make my mark in this new story. The graphics are fantastic, the music fitting and it all creates an atmosphere that feels very much like the lands you have traveled before in previous TES titles. There has been time and love put into this game and it shows in the enemies you face and the choices you have of who you will be and what alliance you pledge you life to. The extra bit of money to get the Imperial Edition is well worth it with a vanity pet and a mount easily making it worth the price yet alone. The ability to play the Imperial class, which can craft its armor into its own style, is an even bigger bonus. Pretty much every aspect of the game that is controllable has been considered and made into an Elder Scrolls adventure. The problem lies in the uncontrollable aspects, those being the player’s perception and individual approach to the game.

When EverQuest was huge and Neverwinter Nights was in its prime, there was roleplaying galore and players, in some cases, were even forced to roleplay or gain fines. When the juggernaut that is World of Warcraft took over the scene, MMO role-playing began to slip away. Yes there are role-playing servers but their populations are usually small and the role-playing can be a mixed bag with so many players wanting to be King. Since role-playing online slipped, games that are based on famous IPs such as The Lord of The Rings Online, Star Wars Knights of The Old Republic, and many others tried subscriptions systems but found that players weren’t as interested in role-playing world anymore or at least they didn’t want to pay for them… As a result they adopted Free To Play model that manage to support the game and keep it running through micro-transactions. Players cared less about the legend of the armor and more about its gearscore.

This seems to be the approach a lot of players are taking towards Elder Scrolls Online, which is worrisome. There are only a finite number of players willing to pay subscriptions and only into a finite number of games. In previous, single-player Elder Scrolls games, you paid one price and then bought some expansions and add-ons if you wanted. You bought your game, you fought your fights and you adventured your way into legend. Now you have everybody racing for the same enemies and same treasure chests while paying to play, it makes the game feel like an overcrowded WoW server.

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There are great considerations the developers took when creating The Elder Scrolls Online. It looks terrific, there are plenty of races to play. You pick a class, but there is a lot of wiggle room on how you do things and your skill selection. As a Templar, I have decided to put my shield and sword away to fire a frost staff at an enemy because of their strong melee abilities or numbers. As a result, age-old MMO class rules for groups don’t necessarily need to apply. There are three alliances to choose from and though the experience with each of them is the same to start off, they will take their own stands over time. The game can also be played in the first person, making it very immersive. The “non-grouped group” is a stroke of genius, making it so that a group of players can work together to take down some foes and everyone who fights gets credit even if they aren’t in a group. There are certain events that involve actually needed to be formed groups but the world in general lets you band together without grouping.

Last Call:
The Elder Scrolls Online did just about everything right, yet it still doesn’t feel like an Elder Scrolls game. However, much of that is the fault of the players who are approaching it like World of Warcraft. This is a pretty big worry since players are only willing to pay to play so many games and if it feels too much like another game they play they might pick something else instead. The developers of The Elder Scrolls Online have made a great game, the only question is whether or not it stays subscription or becomes F2P with micro-transactions in the future.

[easyreview title=”Elder Scrolls Online Imperial Digital Edition Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″ ]

Roccat Kone Pure Core Gaming Mouse Review (PC)

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We here at GamingShogun.com can be a little rough on our gaming mice – not only in the way of passionate writing but, also, from passionate gameplay that, on occasion, borders on insanity. We not only have to play a game we have to review it with, but also break it down into its parts and push its limits. Furious clicking results as does a need for a solid, dependable mouse that can hold its tracking and register every move and handle a frustrated squeeze as well as a delicate touch. We need to know that if there is some kind of movement or response problem, it is the game and not the equipment.

Features:

  •  Easy-Shift[+] technology, which lets you set two functions for each mouse button and the scroll wheel giving you the power to pack a massive amount of quickly-accessible control into a clean, uncluttered space.
  •  ROCCAT Driver software lets you easily program and fine tune a multitude of settings and gives you sound feedback with most changes so you can game exactly how you like.
  •  Comfort is essential when you?re gaming to its perfectly-weighted design allowing for smooth, cozy and rock-steady gliding the Pure features a soft-touch, ultra-comfort surface that lets you game long without the slightest irritation.
  •  FULLY-ADJUSTBALE 8200DPI PRO-AIM (R3) SENSOR with 41 true DPI setting ranging from 200 to 8200
  •  ROCCAT CLICK MASTER switch tech powered by Omron
  •  16.8 MILLION-COLOR LIGHTING SYSTEM for customizable colors + effects, 7 MOUSE BUTTONS + SOLID 2D WHEEL for a full complement of command options, SOFT-TOUCH SURFACE for extended gaming in total comfort
  •  EASY-SHIFT[+] BUTTON DUPLICATOR with Easy-Aim + Easy-Wheel functions, 32-BIT TURBO CORE V2 PROCESSOR for lightning-fast computing speed
  •  TRACKING and DISTANCE CONTROL UNIT for less pick-up flight and more precise gaming, 576KB ON-BOARD MEMORY for storing a wealth of macros and settings

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Hands On:
I remember when 576KB of memory was respectable so, yes, you could say I have been in the game a while. I have been using a keyboard and mouse combo while many schools were still teaching people how to type on typewriters. This has given me a unique perspective of seeing the evolution of computers and gaming in general. One of the most interesting product evolutions being that of the mouse. It used to be a roller ball contraption with a couple buttons that you had to take apart and clean out periodically. Now it has built-in memory, programmable buttons, adjustable angles, and can hold macros. The ROCCAT Kone Pure is a prime example of this with a body built to be tough enough to satisfy just about any gamer’s needs. The Kone Pure Core has seven buttons on it, and one of them can be held down and used much like the shift key on your keyboard, giving all the buttons a second use. The cool thing is that all the info you program is stored in the mouse itself in the 576KB of internal memory and executed with a 32-bit V2 processor. You can also program this mouse to how you like it then if you are going somewhere that you will be using a different computer. All of your information and settings are saved in the mouse, so you just plug it into the next system and all your macros are there and ready to go.

This mouse is particularly good for MMORPGs such as World of Warcraft. Battles can often be complicated requiring different attacks for groups as opposed to individuals, the weak points of the enemy or whether or not you want to use area of effect spells or damage over time. All these different considerations can be built as macros on the mouse and with the shift technology there will probably be buttons to spare.

During my testing of the Kone Pure Core, I had not one single problem with its tracking. In fact, I was laid up in bed during part of the time using a flimsy mouse pad and was still able to perform space battles in Star Trek Online and boss battles in WoW. I surfed the web, wrote emails and the mouse performed flawlessly through it all. The buttons and programming really were handy since it made it so that I could leave the laptop on a stand next to me without touching the keyboard and comfortably use the mouse for all my needs. When on a solid surface I was able to make those subtle moves to take out the top of a turret on an enemy tank in World Of Tanks and snipe through scopes on a multitude of FPS.

Just in case all that isn’t enough to get you interested, the mouse also comes with software that tracks how many clicks you make with which buttons as well as having achievements and leveling!

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Last Call:
The ROCCAT Kone Pure Core Performance Gaming Mouse is what it says, their core gaming mouse model. It has the memory, toughness and responsiveness to make it a go-to mouse. It’s also very affordable compared to other mice on the market with comparable features and during testing gave no problems at all. The lighted ROCCAT logo is a very nice touch as well and can be adjusted to any computer or room lighting scheme. When I switch it out it will be for a new mouse review and I might go back to it which is pretty good testimony alone.

[easyreview title=”ROCCAT Kone Pure Core Performance Gaming Mouse Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″ ]

Kingston HyperX Cloud Headset Review (PC)

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Most people know the name Kingston if they use anything with electronic memory, mostly for their product’s reliance and quality. Now that Kingston has thrown its hat into the gaming/mobile headset arena customers are going to expect that same level of excellence. So the question is: does the Kingston HyperX Cloud Headset live up to the name?

Hands On:

First off kudos for understanding that some gamers like nice packaging, it’s an extra detail that draws gamers to metal boxes and swag, so putting the headset in a beautiful case that easily rivals Turtle Beach in presentation is a great start. The second is design colors, a few popular brands of general use headsets have gone with flashy colors but professional and aspiring professional gamers tend to go for a much more understated look so the black with accenting red threads and a simple but stylish red emblem on the ear cups is something that will look professional while gaming and while listening to tunes when hitting the streets.

Nice looking design and packaging won’t get you far if the headset isn’t comfortable for full gaming sessions or long flights. Not only is there an ample amount of stitched-in fabric in the bridge of the headset the full cup ear pieces have interchangeable cup pads so you can use leather of foam depending on which you feel more comfortable with or if you are in a particularly long and tense gaming session you might switch out cups to give the others time to dry out. They have are nice and light weight with a removable boom mic and they all fit in a nice little included nylon bag.

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This brings us to the sound and mic quality which is of course the ultimate deciding factor (though the previous points could easily be deal breakers when buying a headset). The HyperX Cloud uses separate mic and sound plugs which when going mobile can be adapted to a single plug for a mobile device. Most PCs however still use separate plugs for these functions, so it takes just a matter of minutes to get all set up and ready to talk and listen. Because it isn’t a USB system it didn’t require special drivers I literally plugged the headset in and started using them. The 53mm drivers and pure Hi-Fi sound where obvious in the crystal clear delivery of lasers, cannon shots, explosion, warning alarms, beeps as well as music from classical to house. Any sound I through at the headsets came through perfectly and the quality of the boom mic made recording videos or talking in team chats all completely clean. One of my favorite tests for a mic is talking quickly to Siri texting and see how many words she translates properly and the mistake rate between the phone mic and the boom mic was amazing, with the headset there were usually only grammatical mistakes if that whereas since I am cursed with dry mouth using the phone speaker had me correcting every third word.

Last Thoughts:
Kingston’s HyperX Cloud headset is a welcome edition to the gaming headset market and maintains the high quality expected from the Kingston name. These will be one of my go-to headphones, especially when I want to look professional while listening to professional grade audio. I look forward to them becoming a household name in headsets like they already are in the RAM markets.

[easyreview title=”Kingston HyperX Cloud Headphones Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″ ]
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Respawn and EA Dish On Next Steps for Titanfall

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Looks like the folks at EA and Respawn Entertainment are not resting on their laurels with the success of their online shooter, Titanfall. Instead, they have posted up an entry on the game’s official site detailing the game’s next steps. Here are some of the talking points, but be sure to checkout the full post for more info.

Future Updates to Titanfall

• First, we tend the garden and keep the weeds out. The focus here is on the current game, rather than adding new features. One category here would be minor tweaks and fixes, such as our recent adjustments to the Gooser challenge, more generous Hardpoint scoring for attacking players, and weapon balance tweaks to the Titan 40mm and Quad Rocket. Our ongoing improvements to matchmaking also fall into this group. This is all about the core health of the game.

• Next, there are “convenience features” – these are not huge infrastructural pieces, but they will make your life more pleasant in Titanfall, and they tend to be related to things you use or do repeatedly. For example, our most recent update introduced the requested Party Colors feature, allowing you to easily identify fellow party members both in game and in the lobby. The next update will bring more convenience features such as: the ability to rename your custom loadouts and to make custom loadouts specific to each game mode, a way to filter your Challenges by criteria such as ‘closest to complete’, and displaying the final scoreboard from your previous match in the Last Game Summary so you can review the scores at your leisure in the lobby.

• Then there are the “infrastructural features”. One example of this is the recent beta release of Private Match. In future updates, we’ll be bringing you the first wave of custom Private Match options, allowing you to personally tweak your Private Match experience in a variety of ways. Whenever possible, we want to get these kinds of features out early in beta form, in order to get your feedback and arrive at the best possible result through multiple iterations. Competition-oriented and what we call ‘competitive spirit’ features also fall into this category. More on that in future updates.

Preview of Wasteland 2’s Post-Apocalyptic Los Angeles

Newport Beach, CA – April 14 2014 – The Wasteland 2 beta has been out for several months now, and players from 181 countries have put in 26 million minutes or almost 50 years of gameplay time. Based on beta testing metrics and feedback, inXile Entertainment estimates the game will take about 50 hours to complete for a regular playthrough.

Less than half of the game is currently available in beta form on Steam Early Access, with an update coming next week that will add another major area. After that update the beta will include most of the Arizona portion of the game. Many of the game’s zones have completely different states based on the choices you make.

“I felt it was important for us to exceed our Kickstarter backers’ expectations and deliver a truly deep RPG,” says Brian Fargo, CEO. “There is a tremendous amount of gameplay that is either easy to miss or mutually exclusive, so while those 50 hours will suffice for a single play-through, there are plenty of reasons to go back for a second one.”

inXile Entertainment is also unveiling more of the second half of the game, which takes place in a post-apocalyptic Los Angeles. Where Arizona contains many areas from the original and is defined by its arid desert-scape, Los Angeles features the ruins of familiar landmarks overgrown with wild plant life, crawling with weird creatures, and dangerous mad cults. There are hints of a threat from this region to not just the Desert Rangers, but all of humanity. Will Ranger Team Echo be able to find and halt this threat?

A Screenshot from Los Angeles:

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Team ROCCAT’s HyuN Wins WCS America

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Hamburg – April 14, 2014 – Starcraft II pro, Ko “HyuN” Seok Hyun, emerged with the World Championship Series America gold medal yesterday after defeating Kim “Oz” Hak Soo four games to two in a best-of-seven final.

The first major title of the year for Team ROCCAT, “HyuN” routed a number of world class players, including 2013’s most successful player, Yun “TaeJa” Young So.  The victory is also his first major individual award for “Hyun” since DreamHack Valencia 2013.

Since signing with Team ROCCAT in February of 2014, “HyuN” has relocated to Germany and refocused his efforts on perfecting his craft.  He will look to repeat his success in the upcoming Copenhagen Games and DreamHack Bucharest.

“We are delighted and proud of HyuN’s win and we congratulate him on a well-deserved WCS victory,” said ROCCAT founder and CEO René Korte.  “HyuN was poised and focused during the tense and dramatic matches, and showcased what competitive gaming is all about.

“I’ve been working diligently to recapture the edge needed to win a major tournament and this victory is very sweet,” said HyuN.  “I would like to thank my fans and ROCCAT for supporting me and making victories like this possible.”

Preview of Crate Entertainment’s Grim Dawn

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My Kickstarter reviews/previews continue this week with Grim Dawn, an action role playing game developed by Crate Entertainment. Grim Dawn racked in an impressive $537,000 on their Kickstarter, almost doubling the amount that Crate Entertainment was asking for. In order to help development further, Crate Entertainment has put Grim Dawn up for sale on Steam, following the same path that Minecraft and Day Z have taken, selling pre-release versions of the game to fund further development. Now, I have some strong feelings about this current practice, but that will be a discussion for another time. Let’s just focus on Grim Dawn today.

Grim Dawn is an action role playing game that follows in the foot paths of games like Diablo and Torchlight. Set in a fantastical Victorian era landscape, Grim Dawn begins you as one of four classes (soldier, demolitionist, occultist, and nightblade) with a fifth class coming in a later update. These pretty much break down into melee class, range class, spell caster, and assassin. One of the features of Grim Dawn that hasn’t been seen in the other games mentioned is the Dual Class System. When you hit a certain level, you may add a secondary class to your first, to gain access to their skills. Sure, the soldier can use pistols already if he has a high enough cunning, but if you really want to be better at it, dual class into the demolitionist.

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As you level up, you get to increase one of your three characteristics and gain levels on your skill tree. The characteristics are broken down into three simple stats: cunning, physique, and spirit. Cunning essentially is your ability to hit, dodge, and be fleet on your feet, while physique is your strength, constitution, and durability represented in one number. Certain classes will want to focus more on one stat then the others, to be sure, but you will still need spirit as a soldier in order to use some of your skills. Skill trees look like most all other skill trees that have ever been created. You are given a set of choices at each level to choose from, and these can either be improved upon or you can select another skill if you have reached the minimum level. There is a default skill for each class that can be chosen anytime, and that skill increases your states instead of giving you another skill. Don’t like the choices given to you at a particular branch of the skill tree? Then put those points into the default skill and boost your stats.

The world of Grim Dawn is fairly generic in aesthetic. You begin in a ruined village, where you were formally a prisoner that was possessed by a demon. The inhabitants release you, and set you out on tasks to help them secure themselves against the relentless undead that has been plaguing their town. Quests follow the typical format; quest givers are seen with a yellow exclamation point over their head, they go through a dialogue describing the quest, then will have a question mark over their head until you return to fulfill their quest. Traveling across this land is down by foot, with rifts that are open around the world that act as portals to teleport you to checkpoints or back to town. Like Diablo, you can also create these rifts yourself, to get you out of a dungeon to repair or sell of your loot.

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Crate Entertainment is going for some interesting features for Grim Dawn. Two of the more interesting features for me is the faction based questing and the choice system. At points during the story, you will be faced with two factions and must choose to help one or the other. Helping one faction hurts your reputation with the other faction, but will allow you to earn rewards once your reputation is high enough. I had two immediate feelings when I heard this. One was “Hey, that might be interesting to see how that works in an arpg,” then it was immediately followed by “Damn, now I have to grind factions, like I did in World of Warcraft”. The other system is the choice system, where you will be faced with certain choices, that will change the face of the world. By helping out a village to fend off an attack, the village will grow and prosper. If you choose not to help, then it will wither and die. While I am not a big fan of these perceived moral systems, it will be interesting to see what Crate Entertainment really can do with it.

As of today, Grim Dawn has two acts that are ready to play, with more coming down the road as Crate Entertainment finishes up on it. There are also some features that are still not in game yet, like multiplayer and most of the faction based questing lines. This is a work in progress, and is being sold as such. For a game that is technically still in development, it was surprisingly bug free for me. This tells me that Crate Entertainment really is taking the time to look at this game and is trying to put out the best possible game for the market. While Grim Dawn may not take the place of Diablo II in my heart as the best arpg of all time, it will definitely earn a place in my play rotation as development continues. This is a game to watch! Grim Dawn is available now through Steam Greenlight to purchase as a game in development.

Strike Suit Zero Director’s Cut Review (Xbox One)

strike-suit-zeroThis was a particularly exciting review since it is our first review of an Xbox One title to review on GamingShogun.com!  The other particularly exciting reason the review was fun to do was though it has the sexy graphics that next gen can bring it has an old school arcade style  that dates back to… well some of the first arcades.  Strike Suit Zero is a challenging throwback without a throwback feel or a high price tag.

Description:
In the year 2299, an interstellar war rages on. In a bid to save Earth from destruction, you must take control of the Strike Suit – a revolutionary fighter craft with the ability to transform into a lethal suit of space armor. Immerse yourself in massive fleet battles where your dog-fighting skills will directly affect the fate of the cosmos.

Discover a colorful and vibrant universe, with an epic story where the fate of Earth hangs in the balance and your actions will determine the outcome: preventing Earth’s destruction is your immediate concern but preserving its future is your ultimate goal.

Engage intelligent enemy fighters and take on colossal capital ships, exploiting weak points in their super-structure to blow them apart. Upgrade your ships and customize your weapon load-outs to tailor combat to your tastes. Take advantage of four unique craft, including the Strike Suit, to experience dogfighting action as you’ve never seen it before.

This Is Space Combat Reborn.

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Features:

  •  Fast, frantic space combat: freely engage multiple enemies, dogfight other pilots, fight massive fleet battles and defend vast structures.
  •  The Strike Suit: strategically switch from Pursuit Mode (speed and power) to Strike Mode (a powerful, highly maneuverable combat mode)
  •  Capital Ship Destruction: take capital ships apart piece by piece – take out their turrets or target weak-points to blow out entire sections of their superstructure.
  •  Multiple endings: your choices in game directly affect the state of Earth at the end of the game.
  •  Vibrant and vivid universe: space is far from the dark, featureless void it’s supposed to be. Discover the color and vibrancy of the Strike Suit universe across 13 unique locations.
  •  Ship Designs from renowned Mechanical Design engineer Junji Okubo (Appleseed: Ex Machina, Steel Battalion.)
  •  Music from award-winning composer Paul Ruskay (Homeworld) including a collaboration with Japanese singer/songwriter Kokia (Tales of Innocence, Gunslinger Girl: II Teatrino)

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Hands On:
Oh the games I wish I owned an Oculus Rift for… Strike Suit Zero Director’s Cut can be played both inside a cockpit view or out of cockpit mode in a third person view. If I had the latest-gen Oculus Rift or a flight stick for the Xbox One, I would totally go crazy with cockpit mode and this would be a different game experience. Instead, I found myself using the third person mode quite a bit and it was a very familiar, but still very fun experience.

In the main campaign you play a flight jockey who gets a new toy. There is a lot more to the story than that, but the story doesn’t draw you in that much and you mostly feel like different bosses are fighting over where to point you to kill. That’s fine, there is lots to kill and crazy space battles result.

When in ship mode, your fighter feels like a space ship or airplane and flying around can easily disorient you without a horizon until you get used to it. As a result, there are large boundaries, resembling nets, to your flight area that keep you from going off into the vastness of space a la Darth Vader at the end of Star Wars. These are handy at the beginning but, as you get more comfortable flying (or if you already play a lot of arcade flight games) you can find these boundaries as a challenge instead as you try to clear gun range to refresh your shields for another strike. These also make if feel a lot like an airplane flight sim with a deck, max height and area of combat. You dog fight with smaller ships and perform strafing runs on larger ones.

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It’s when you go into robot mode that Strike Suit Zero Director’s Cut starts to have a different feel and, in many ways, an older arcade feel at that. It reminded me a lot of SEGA’s Space Harrier from 1985 – but without the ground. You move around the screen as a robot shooting at enemy ships an moving around the screen to avoid incoming fire. There is nothing wrong with Strike Suit Zero Director’s Cut reminding me of such a classic game, as they have done things to perfect its play – adding limited missiles and the ability to switch back and forth to fighter form. As a result you spend your time going back and forth between the two ship modes, strategically picking the times when moving around the screen and shooting is preferable to flying around a map dogfighting and strafing.

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Last Call:
Playing Strike Suit Zero Director’s Cut is like playing a mix between two styles of games using the style that works best for each enemy. No matter the mode you play in, it is all arcade action and makes for challenging hand-eye coordination fun. There is some strategy to gameplay but the story only plays into it for the different endings. I see replayability in trying to get through the game a second and third time staying in fighter mode or robot mode the entire time. That or if you get frustrated about missing time marks or high scores on levels. No matter how you play it, Strike Suit Zero Director’s Cut  is a very fun experience and it is only a scant $15 dollars.

[easyreview title=”Strike Suit Zero Director’s Cut Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″ ]