The sound team has also done stellar work with their effects, as crunchy attacks, rusty gates, and creaking doors all add the final touches that bring the world to life. It is a delightful soundtrack that offers a lot of variety, suited to each situation, over the many hours of gameplay. The Western and East Asian cultural mashup is more prevalent in the instrumentation as instruments blend with the modern beats. Some of the dungeons offer more traditional menacing tones, while others lend to quiet notes insinuating much loss and pain. ![]() A variety of battle themes play throughout the game in different areas, all of which seem to subvert traditional pieces expected of the genre. It adds urban beats and style over haunting piano in battles. Jesper Kyd and Clark Powell’s soundtrack further backs up the game’s mesh of modern with classic. The designs are not as egregious as in many other titles, but it is worth noting the art direction took this turn with the scant few female characters the game has to begin with. Largely due to its comic book background, all of the female characters (save Gully) lean toward the typical male gaze. Enemies do run the gamut of palette swaps, but most come with extra details and trappings that still make them unique from their weaker predecessors. Besides that, the attention to detail is a delight as players face off against foes large and small in visceral battles filled with action. My one complaint here is that sometimes these animations can prolong what would otherwise be a quick encounter. Modelling for player characters and monsters is masterfully crafted, with rich textures, and boasting intense animations bringing them to life in and out of combat. Coupled with the dynamic lighting, each provides a unique and atmospheric experience that is a joy to explore. In the dungeons, chambers are lush and minutely detailed, the chunky environments smoothly textured and brimming with colour and memorable set-pieces. The overworld map has a sketchy, angular feel like the party is running on an actual hand-drawn map. ![]() Though fans did not get the return they were hoping for, the newfound developer Airship Syndicate led a successful Kickstarter campaign that brought Battle Chasers: Nightwar to life.įrom the ground up, the title is stunning in its art direction that largely draws from a Western steampunk fantasy style with a few minor nods to Eastern Asian culture. While still intending to continue the series, Madureira moved to the gaming industry to develop various projects before returning to Battle Chasers once more. ![]() The world of Battle Chasers has been slowly growing at the hands of writer and artist Joe Madureira since 1998, leaving readers hanging with issue 9 back in 2001.
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