Cornerstone: The Song of Tyrim Review

<p><span style&equals;"font-weight&colon; 400&semi;">Independent game studios often possess only a limited number of resources and must deliver a quality product in a relatively short timeframe&period; In order to gain the necessary support and possible funding to release a game&comma; indie developers pitch extraordinary concepts to their audience&comma; raising expectations through the roof&period; Sometimes the final product doesn’t fully deliver on what it had promised&comma; and quite understandably so&period; <&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">In the case of <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Cornerstone&colon; The Song of Tyrim<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">&comma; indie studio Overflow Studios assured an amazing game that would combine core elements from both the <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Legend of Zelda<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> and <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Dark Souls<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> series&period; Something of this caliber would be a dream come true for the many fans of heroic&comma; yet challenging adventures&period; Comparing a work-in-progress to a couple of legendary triple-A franchises is always risky move&comma; however&period; Unfortunately&comma; <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Cornerstone&colon; The Song of Tyrim<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> was ultimately unable to live up to its incorrectly generated hype&period; Comparisons aside&comma; it’s a decent game with some great moments&comma; though it’s no masterpiece by any means&period;<&sol;span><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105845" aria-describedby&equals;"caption-attachment-105845" style&equals;"width&colon; 1280px" class&equals;"wp-caption alignnone"><img class&equals;"wp-image-105845 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03181048&sol;Cornerstone&lowbar;01&period;png" alt&equals;"Cornerstone 1" width&equals;"1280" height&equals;"720" &sol;><figcaption id&equals;"caption-attachment-105845" class&equals;"wp-caption-text">&lpar;<em>Cornerstone&colon; The Song of Tyrim<&sol;em>&comma; Phoenix Online Publishing&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>The main issue with <i>Cornerstone&colon; The Song of Tyrim<&sol;i> is that it doesn’t create a memorable story&period; There are very few&comma; if any&comma; events in the narrative that I’ll remember a month from now&period; First of all&comma; little background on the characters or their universe is given to the player&period; We are initially able to assume that young Tyrim is a Viking living on a mysterious island who needs to find his father&period; The problem is&comma; we never really get past that point&period; You would think that by the end of a huge adventure we would learn more about Tyrim and some backstory of the island&period; Sadly&comma; we never get to learn about the world which possesses so much potential to be compelling&period;<&sol;p>&NewLine;<p>Also&comma; the characters Tyrim meets in his journey are just static NPCs&comma; both physically and emotionally&period; They crack a few sarcastic jokes here and there but are simply forgotten about almost immediately&period; There’s also no audible dialogue between characters&comma; only text&period; It’s surprisingly difficult to recall whom you’ve already met when there’s nothing to remember them by&comma; not even a mere voice&period; It honestly seems like dialogue was taken off of a cheesy kid’s TV show most of the time and often falls flat&period; You really just have to take the story for what it is&comma; a plain and lifeless backdrop&period;<&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">Now&comma; <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Cornerstone<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> isn’t all that bad&period; It’s relaxing with a calm and peaceful soundtrack that calls for adventure&period; Tyrim’s journey takes place in a vast open world with multiple island locations&period; Each island presents a new theme&comma; and is designed beautifully&period; Island space is managed very well with interconnecting pathways and tunnels that soar into the sky and burrow deep underground&period; Secret areas are jam-packed into each region as well&period; Traveling between islands is achieved by sailing the seas on a rickety boat that is later upgraded to a ship&period; Fast travel is also available between locations that have already been discovered&comma; which saves a ton of time&period; A minimap is provided&comma; but basically just shows a sketch of the map’s layout without a zoom option or checkpoint feature&period; Improving the minimap would definitely make the <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Cornerstone<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> experience instantly better&period;<&sol;span><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105846" aria-describedby&equals;"caption-attachment-105846" style&equals;"width&colon; 1280px" class&equals;"wp-caption alignnone"><img class&equals;"wp-image-105846 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03181022&sol;Cornerstone&lowbar;08&period;png" alt&equals;"Cornerstone 2" width&equals;"1280" height&equals;"720" &sol;><figcaption id&equals;"caption-attachment-105846" class&equals;"wp-caption-text">I&&num;8217&semi;m on a boat&period; &lpar;<em>Cornerstone&colon; The Song of Tyrim<&sol;em>&comma; Phoenix Online Publishing&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">In terms of gameplay&comma; the entirety of <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Cornerstone<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> is open-world questing with combat and puzzle solving littered throughout&period; I assume the puzzle aspect is supposed to relate to <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Zelda<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">&comma; while combat pertains to <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Dark Souls<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">&period; Some of the puzzles ARE<&sol;span><span style&equals;"font-weight&colon; 400&semi;"> original and ingenious&comma; but combat is a much different story&period; Fights aren’t brutal at all&comma; and can be broken down too easily because enemy attack patterns become obvious from the start and never evolve&period; Also&comma; once an enemy is dead&comma; they never respawn&comma; even after restarting the game&period; It’s a bland and predictable system that doesn’t pose any significant challenge to the player&period; <&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">These two gameplay aspects are accompanied by a crafting system where you gather resources to build items&period; The crafting recipes include weapons&comma; shields&comma; explosives&comma; and puzzle solving tools&period; Building items isn’t too hard because resources are found everywhere and stockpiling them is definitely possible&period; Overall&comma; the crafting system is a nice touch to the core gameplay&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">What makes <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Cornerstone <&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">unique is that almost everything in the environment can be picked up&comma; thrown&comma; or rolled around&period; When an enemy dies&comma; their bodies and items can be used similarly&period; In most games&comma; objects and dead opponents eventually disappear from the ground but&comma; in <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Cornerstone<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">&comma; nothing ever despawns&period; The sandbox physics feel realistic and objects around you become toys to your character&period; I sometimes found myself killing skeletons and using their bones to fight other skeletons&period; When finished&comma; there would be a piles of bones all over the ground&period; Making the world feel alive in this way makes up for the lack of story to a degree&period;<&sol;span><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105847" aria-describedby&equals;"caption-attachment-105847" style&equals;"width&colon; 1280px" class&equals;"wp-caption alignnone"><img class&equals;"wp-image-105847 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03180957&sol;Cornerstone&lowbar;04&period;png" alt&equals;"Cornerstone 3" width&equals;"1280" height&equals;"720" &sol;><figcaption id&equals;"caption-attachment-105847" class&equals;"wp-caption-text">Crafting and resources are well implemented&period; &lpar;<em>Cornerstone&colon; The Song of Tyrim&comma;<&sol;em> Phoenix Online Publishing&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">Glitches run amok in the world of <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Cornerstone<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">&period; They become more common as the game progresses&comma; suggesting that its entirety was essentially rushed&period; Here’s a list of some of the most striking bugs I encountered&colon; typos and grammar mistakes in dialogue&comma; freezing after most cutscenes&comma; walking through walls&comma; invisible walls&comma; unresponsive doors&comma; key quest items getting stuck or disappearing&comma; sliding around on flat ground&comma; and misplaced character animations&period; These bugs are distracting and take away from the game constantly&period; Many times&comma; I actually had to completely restart the game in order to progress&period; A &&num;8220&semi;glitchfest&&num;8221&semi; should always be avoided at all costs&comma; but <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Cornerstone<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> undoubtedly fell into one&period;<&sol;span><&sol;p>&NewLine;<p><i><span style&equals;"font-weight&colon; 400&semi;">Cornerstone&colon; The Song of Tyrim<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> had the potential to be outstanding&comma; but fell short due to underdevelopment&period; Too much is missing from the game&comma; from storylines to unique combat&period; Glitches plague Tyrim everywhere he goes&comma; fundamentally breaking his travels&period; Although <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Cornerstone<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> is unique in many areas&comma; the negatives take away too much for them to be fun&period; I do not recommend buying <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Cornerstone<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">&comma; but hope another game in the future repeats its physics&comma; puzzles&comma; and peaceful exploration&period;<&sol;span><&sol;p>&NewLine;<hr &sol;>&NewLine;<p style&equals;"text-align&colon; center&semi;"><em><strong>A PC code for Cornerstone&colon; The Song of Tyrim was provided by Phoenix Online Publishing for the purpose of this review<&sol;strong><&sol;em><&sol;p>&NewLine;

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