The Tavern Review – A Visual Novel/RPG Hybrid (PC)

Selective dialogue and story driven games have been gaining ground since the rise of the indie game market. It’s no surprise to learn that game developers Moral Anxiety Studios continue this trend with The Tavern. What we see here is a thrilling tale solely based around your actions and responses in dialogue. Clinging to the slim hope of survival, The Tavern delivers an eerie story where the threat of defeat lurks around every corner.

Starting the game, you’re placed in control of a lone mercenary by the name of Nalia. Determined to support your family, you venture off for work in the dangerous lands around you. Adopting the retro semi-isometric style of early RPGs, The Tavern plays and explores just as any adventure title would, but where it differs is the action portion of the game.

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There’s lots to discover.

No button mashing, gun-toting or spell wielding action awaits you in this story driven title. The visual novel style is similar to the popular Telltale games: you’ll be given a list of dialogue options for each major interaction, where every response or action could have minor, or major consequences, sometimes even ending the game. Luckily, you can save when you want, making easy work of dishing out the appropriate solutions with dialogue options. Multiple endings are available throughout the game too, leaving the decision to either continue further into the dark journey or, for whatever reason, to end it early. That’s up to you…

Interaction is a key feature of the game. Focusing on its RPG side, Nalia can interact and explore her surroundings, revealing sometimes important notes and additions to her journal. Other times useful items or friendly lore may be found, adding to the depth of exploration displayed in the grim adventure title.

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A tough choice?

The Tavern is relatively short in terms of today’s modern gaming era though, clocking in at around an hour for my first playthrough, and the second in just over 2 hours, after what was deemed an “appropriate” ending. The deep characters and story give you plenty of reason to make multiple playthroughs and encounter new scenarios and endings each time you play. Tough choices make up most of the game’s difficult moments, so taking the time to re-live gripping moments and discovering different outcomes proves to be a rather satisfying feature.

A lone tavern shrouded in mystery, filled with enigmatic characters in the depths of a dark land amidst a war, The Tavern places itself among few others in the adventure category of video games. Thrill and excitement surface from rich text and story, deep and personal relationships, as well as the fear of losing it all before every decisive action. A truly unique experience as an average mercenary looking to save her family, The Tavern is filled with enough grit for story enthusiasts to indulge in. Familiar and easy ‘selective dialogue’ gameplay, a fantastically grim soundtrack echoing throughout your journey and intriguing decisions along every step of the way make for a welcome break from the everyday norm we see in mainstream games today.

NeoGAF Theft Auto VI – groundbreaking leak or fake news triumphant?

Of all the challenges faced by industry marketing teams today, internal leaks must surely rank as by far the most commonplace. Just ask Ubisoft, who seemingly can’t even consider developing a new Assassin’s Creed entry without the press’ knowledge, or anyone responsible for organising Microsoft or Sony’s rarely watertight annual E3 showcases.

Less notorious for such slip-ups is Rockstar Games, a studio renowned for its complete refusal to publish new details on its upcoming projects until ready, doubtless infuriating its social media team as a result. Recent days might’ve seemed an exception to the rule with supposed leaks abound, but has GTA VI really broken cover? Let’s examine the evidence.

Takeaways:

  • Boosting NeoGAF’s building industry reputation as a viable web-scouring source, users of the platform have flagged up an intriguing new role listed by thespian Tim Neff on his purported official website.
  • The Suburbicon and Why Him? actor seemingly added a motion-capture contribution to a project entitled Grand Theft Auto VI last week, as well as Rockstar’s already-announced open-world Western sequel Red Dead Redemption 2.
  • Quite whether the ‘leaked’ information is accurate or a prime example of wishful thinking – and resume hacking – on the part of the GTA fanbase remains up to debate, however. For his part, Neff says he “worked on GTA V a long time ago” and hasn’t met Rockstar since, with his agent calling the resume and listing “made up”.
  • But at risk of us becoming conspiracy theorists, such denials don’t completely rule Neff out given his past Rockstar collaborations and the studio’s virtually guaranteed enthusiasm to continue their most successful IP in the near future. Who’s to say Rockstar hasn’t eyed up contributors to the project, even if Neff isn’t pulling our leg?

The prospect of Rockstar getting to work on their next GTA outing offers tantalising food for thought, regardless of the validity of Neff’s now-disputed listing.

Stay tuned to D-pad Joy for all the latest updates on – and accuracy-evaluating critiques of – both Rockstar’s confirmed and rumoured AAA productions as we move closer towards Red Dead Redemption 2’s spring 2018 release window and whatever lies beyond.

Metroid: Samus Returns gets tougher (and cuter) with new difficulty mode

First came console exclusives. Then came Day 1 DLC. Now Nintendo has found a whole new way to “gate off” craved gameplay elements, specifically those contained within the code of perhaps its most anticipated first-party portable production in years: the 3DS-only sci-fi adventure known best to rabid franchise fans as Metroid: Samus Returns.

Takeaways:

  • As with most of Nintendo’s recent Wii U, Switch and 3DS projects, the impending remake of beloved 1991 Game Boy side-scroller Return of Samus will boast Amiibo compatibility, with new plastic renditions of series protagonist Aran and her long-running gelatinous Metroid foes launching to celebrate the occasion.
  • There’s a catch, though. On top of granting Returns players the exclusive ability to hunt down and slaughter in-game Metroids aplenty by tapping the 3DS’ screen, the latter Amiibo will be a compulsory purchase for any brave souls hoping to tackle its campaign’s toughest difficulty setting, Fusion Mode.
  • Other Amiibo-exclusive features include an energy recharge function for Samus’ suit and a Metroid: Fusion-inspired costume with which to make the armoured bounty hunter resemble her GBA counterpart, both accessed via her own figure.

Predictably not everyone’s welcomed the news with the open arms that Nintendo and their co-developers MercurySteam would’ve probably hoped for, the prospect of paying a further £40 or more to own both Amiibos – and thus all bonus DLC – proving an enraging one for those hoping to access all content through the main game alone.

More than anything, though, it’s a sign of the times, what with Nintendo’s recent efforts to recoup its Wii U operating losses from last year via mobile products like Super Mario Run, the launch of their first ever Season Pass with The Legend of Zelda: Breath of the Wild and now Returns’ Amiibo-locked gameplay features.

Will that harsh economic reality appease those long-running Metroid avids feeling betrayed by the change of tact this time around? Almost certainly not, but it’s worth bearing in mind the need for such concessions in order for Nintendo to keep producing its – usually critically acclaimed – software before marching on their offices with pitchforks and torches tonight.

Be sure to let us know your thoughts on this contentious announcement in the comments below, and don’t miss our continuing coverage of Samus Returns here at D-pad Joy ahead of its release exclusively on September 15th.