Aggiungi una trama nella tua linguaHunt ghosts as two memorable characters in a story driven Action-RPG where your decisions have dramatic consequences. Solve haunting cases and battle supernatural forces combining Antea's sp... Leggi tuttoHunt ghosts as two memorable characters in a story driven Action-RPG where your decisions have dramatic consequences. Solve haunting cases and battle supernatural forces combining Antea's spiritual powers and Red's arsenal.Hunt ghosts as two memorable characters in a story driven Action-RPG where your decisions have dramatic consequences. Solve haunting cases and battle supernatural forces combining Antea's spiritual powers and Red's arsenal.
- Premi
- 1 candidatura
Foto
Russ Bain
- Red Mac Raith
- (voce)
Amaka Okafor
- Antea Duarte
- (voce)
Kimberly Blake
- Kate Newsmith
- (voce)
- …
Penny Layden
- Rose Newsmith
- (voce)
- …
Jessica Regan
- Helen Preese
- (voce)
- …
Dario Coates
- Gaufrey Rawlings
- (voce)
- …
Jamie Hoskin
- Jacob Lynde
- (voce)
- …
David Annen
- Thomas Hake
- (voce)
- …
Maxim Reston
- Fortune Heayton
- (voce)
- …
Jo Woodcock
- Nellie Heayton
- (voce)
- …
Trama
Recensione in evidenza
As a long-time fan of single-player games, I've always felt a duty to support them. So naturally, when Banishers: Ghosts of New Eden was released back in February and received some pretty decent reviews, I was all in. However, due to my extensive backlog, I only dove in this September. And let me tell you, it was a worthwhile experience that left me with mixed feelings-but in a good way.
The game kicks off in New Eden, where you meet our two protagonists, Red and Antea, who are not just banishers, but also in love. It's a refreshing angle for a game-it's not just about the combat, but the emotional ties that bind these characters. The prologue hits hard when Antea meets her demise, only to return as a spirit trying to help Red. This sets up a core emotional conflict that drives the narrative: how far will you go to reclaim the ones you love?
I couldn't help but draw parallels to 2018's God of War, and the sequel that followed. But let's be real-a direct comparison isn't entirely fair; Banishers operates on a different budget and has its own identity. While not as vast as one might expect from a fully open-world title, the map is sizable with plenty of nooks to explore, though traveling can feel tedious at times. Fast traveling between fireplaces is a necessity but can leave you dreading the long sprints across the landscape.
Graphically, it holds up as a solid AA title. I'd say it resembles a decent PS4 game, complete with smooth 60 fps performance. Characters do feel a bit generic at times, but they're definitely better crafted than some others I've seen in recent titles like Starfield. Although atmospheric details might be sparse-no splashes when you shoot the water, for instance-it doesn't really detract from the experience. You just have to keep your expectations in check; it's clearly a AA game showcasing strong storytelling rather than jaw-dropping visuals.
Combat is a prominent feature in Banishers, and overall, I found it an enjoyable experience, albeit with some hiccups. Initially, combat feels mundane, but it improves as you evolve Red's capabilities and learn to leverage Antea's ghostly powers. Switching between characters mid-battle adds a strategic layer, though Red's swordplay never really gives off that epic feel. There's a clear pacing flaw in the combat system, but it does eventually ramp up in intensity, especially during boss battles that showcase some nifty originality in design.
The enemies themselves range from standard foes like specters and wolves to more imaginative creatures resembling clay figures. While the lesser enemies are a bit simplistic both in behavior and design, the boss encounters are genuinely fun and visually striking. You'll find some intriguing challenges intertwined with environmental puzzles that usually revolve around strategic movement or manipulation of objects to progress. It's nice to see puzzles in action, though the rewards can sometimes leave something to be desired.
I did run into some confusion regarding the upgrade menu. The various upgrade wheels can feel overwhelming, especially with the limitation of only having two active powers at a time. Honestly, I couldn't wrap my head around why this decision was made. The equipment upgrades were much clearer and easier to manage, though. I even found myself amassing around 6,800 of the game's currency, thinking I was ready to buy special gemstones to enhance my gear. Yet, when I approached the vendor, my total mysteriously dropped to just 3,000. That left me scratching my head; it was never explained, and it pulled me out of the immersive experience for a moment.
One of my favorite aspects was the moral ambiguity of your choices when dealing with the spirits you encounter. In this game, it's not merely about banishing spirits; you find yourself wrestling with difficult decisions that could lead to killing the human host or the ghost haunting them. It's a real testament to the well-written narrative that sometimes I found myself hesitating, guilt creeping in as I made choices that could lead to irrevocable outcomes.
I clocked in about 30 hours with a solid chunk of side content left to explore. However, the repetitive nature of travel and some combat systems definitely slowed the pace of the experience. I'd rate this game a solid 7.5/10. It captured my interest, bolstered by emotional stakes and strong character connections, even if it stumbled in combat pacing and open-world exploration.
Overall, I feel like Banishers has great potential for sequels that explore its rich narrative further. A good title that, while not flawless, certainly stands out in a gaming landscape often dominated by massive AAA titles. Here's hoping it finds its audience!
The game kicks off in New Eden, where you meet our two protagonists, Red and Antea, who are not just banishers, but also in love. It's a refreshing angle for a game-it's not just about the combat, but the emotional ties that bind these characters. The prologue hits hard when Antea meets her demise, only to return as a spirit trying to help Red. This sets up a core emotional conflict that drives the narrative: how far will you go to reclaim the ones you love?
I couldn't help but draw parallels to 2018's God of War, and the sequel that followed. But let's be real-a direct comparison isn't entirely fair; Banishers operates on a different budget and has its own identity. While not as vast as one might expect from a fully open-world title, the map is sizable with plenty of nooks to explore, though traveling can feel tedious at times. Fast traveling between fireplaces is a necessity but can leave you dreading the long sprints across the landscape.
Graphically, it holds up as a solid AA title. I'd say it resembles a decent PS4 game, complete with smooth 60 fps performance. Characters do feel a bit generic at times, but they're definitely better crafted than some others I've seen in recent titles like Starfield. Although atmospheric details might be sparse-no splashes when you shoot the water, for instance-it doesn't really detract from the experience. You just have to keep your expectations in check; it's clearly a AA game showcasing strong storytelling rather than jaw-dropping visuals.
Combat is a prominent feature in Banishers, and overall, I found it an enjoyable experience, albeit with some hiccups. Initially, combat feels mundane, but it improves as you evolve Red's capabilities and learn to leverage Antea's ghostly powers. Switching between characters mid-battle adds a strategic layer, though Red's swordplay never really gives off that epic feel. There's a clear pacing flaw in the combat system, but it does eventually ramp up in intensity, especially during boss battles that showcase some nifty originality in design.
The enemies themselves range from standard foes like specters and wolves to more imaginative creatures resembling clay figures. While the lesser enemies are a bit simplistic both in behavior and design, the boss encounters are genuinely fun and visually striking. You'll find some intriguing challenges intertwined with environmental puzzles that usually revolve around strategic movement or manipulation of objects to progress. It's nice to see puzzles in action, though the rewards can sometimes leave something to be desired.
I did run into some confusion regarding the upgrade menu. The various upgrade wheels can feel overwhelming, especially with the limitation of only having two active powers at a time. Honestly, I couldn't wrap my head around why this decision was made. The equipment upgrades were much clearer and easier to manage, though. I even found myself amassing around 6,800 of the game's currency, thinking I was ready to buy special gemstones to enhance my gear. Yet, when I approached the vendor, my total mysteriously dropped to just 3,000. That left me scratching my head; it was never explained, and it pulled me out of the immersive experience for a moment.
One of my favorite aspects was the moral ambiguity of your choices when dealing with the spirits you encounter. In this game, it's not merely about banishing spirits; you find yourself wrestling with difficult decisions that could lead to killing the human host or the ghost haunting them. It's a real testament to the well-written narrative that sometimes I found myself hesitating, guilt creeping in as I made choices that could lead to irrevocable outcomes.
I clocked in about 30 hours with a solid chunk of side content left to explore. However, the repetitive nature of travel and some combat systems definitely slowed the pace of the experience. I'd rate this game a solid 7.5/10. It captured my interest, bolstered by emotional stakes and strong character connections, even if it stumbled in combat pacing and open-world exploration.
Overall, I feel like Banishers has great potential for sequels that explore its rich narrative further. A good title that, while not flawless, certainly stands out in a gaming landscape often dominated by massive AAA titles. Here's hoping it finds its audience!
- Junebug23057
- 27 ott 2024
- Permalink
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