hands-on at a preview event felt comparable to playing Skyrim, one of my favorite RPGs in years. If TESO can capture that magic, but set it in a massive world that lets me play alongside my friends, I'm certainly on-board.
It'd be nice to get hooked, for once
Halo: Reach was Bungie's swan song for the series that made it famous, and in hindsight, it informed what would come next from the studio. The player customization wasn't as deep as its upcoming game Destiny, but the pieces were in place. Reach even let you use your created character across single- and multiplayer, a precursor to the more seamless experience offered by the new generation of consoles. In short, this looks to be the culmination of Bungie's ambition with Halo: a massive, sci-fi world, player characters, and the removal of barriers between play modes. On top of that, it seems to take a few notes from Borderlands, in how it handles friendly co-op and its class system. I'm a little uneasy with the world, since Bungie's lore tends to be dense to the point of impenetrable, but as long as I'm allowed to gun down enemies and score loot, I'll be satisfied.
Time for Bungie's ideas to come to fruition
okay-ish, depending on who you ask) second installment, BioWare took a step back from Dragon Age. The resulting long development cycle for Inquisition is giving the series the time it needs to breathe. And though we've only seen glimpses so far, the extra prep time in the oven will be worth it. BioWare appears to be listening to its biggest fans and harshest critics--often the same people--and crafting an experience that combines the best qualities of both of its previous Dragon Age games. Multiple races! Playable Qunari! Deeper customization! Tactical view! At the same time, it isn't resting on its laurels. With critically acclaimed RPGs like Skyrim and The Witcher gaining notoriety, Inquisition seems to be stepping up its game to compete on those fronts as well. Elements like a larger and more expansive open world, and the ability to make choices that have a notable impact on that world, are welcome changes. It also promises a form of story importing to reward us for having played through the previous installments. Even romances seem to be getting a bit more mature and realistic, showing a sign that the medium is growing up. The wait has been long enough, and now I'm eager to jump back in.
The best of both worlds... hopefully
Transistor is largely a continuation of that, showcasing the studio's aesthetic without feeling too redundant. Between the beautiful visuals, self-aware narrator, and melancholy music that is tied to the narrative, Transistor is very much a continuation of Bastion's best qualities. I also just enjoy when developers fall into the auteur role, creating a distinct mark that can only come from them. All that said, it would be easy for Supergiant to simply pump out another Bastion. Instead, Transistor takes those stylistic touches and applies them to an entirely new combat system. The pause-and-plan pacing has more in common with Dragon Age or Vagrant Story than the action-heavy Bastion, and with its flair for weaponry that wrinkle alone could give the combat much more substance. Bastion was an amazing freshman effort, and Transistor looks like it will show that Supergiant has more than one great idea.
Signature style with all-new combat