Fear Effect Sedna Preview – A New Interpretation of a PS1 Classic

(Fear Effect Sedna, SQUARE ENIX)

(Fear Effect Sedna, SQUARE ENIX)

<p class&equals;"western"><a href&equals;"https&colon;&sol;&sol;www&period;youtube&period;com&sol;watch&quest;v&equals;84upGwe9tdQ">You can choose to watch a 50 minute video of me playing it if you want to see the game in action<&sol;a>&period; Although the sound is a bit quiet&period; On the other hand&comma; below lies the written form&period;<&sol;p>&NewLine;<p class&equals;"western">When I saw <em>Fear Effect Sedna<&sol;em> appear onto Kickstarter&comma; I had that double-take moment&period; Maybe even spit-take a spoonful of tea&period; To most&comma; the game title likely means as much as the majority of the games that creep onto Kickstarter&period; To me though&comma; it represents something special&period; As I played through the original <em>Fear Effect<&sol;em> game many&comma; many&comma; many years ago&comma; and its sequel <em>Retro Helix<&sol;em> about three years ago&period; Even occasionally I had thought of &OpenCurlyDoubleQuote;what if <em>Fear Effect 3&colon; Inferno<&sol;em> wasn&&num;8217&semi;t cancelled&&num;8230&semi;”<&sol;p>&NewLine;<p class&equals;"western">So to see a sequel arrive was a pretty special thing to me&period; So I backed it&period; Undeterred by&comma; and even curious of&comma; the new gameplay approach by new developers Sushee&period; Rather than a static-camera action gameplay&comma; it seemed to have a more isometric strategy take to it&period; Perhaps I would have taken it worse if there wasn&&num;8217&semi;t some Eidos Interactive &lpar;the original developers of the series&rpar; veterans on board like John Zuur Platten &lpar;writer&rpar;&period; Fortunately&comma; I got to get my hands on an early alpha of <em>Fear Effect Sedna<&sol;em>&period;<&sol;p>&NewLine;<p class&equals;"western">Gameplay wise&comma; it appears uncertain of what <em>Fear Effect Sedna<&sol;em> wants to be&period; Cover being a bit wonky&comma; unlimited ammo and a fair share of health left me thinking they were going for a more action pulpy approach of &OpenCurlyDoubleQuote;who fires first wins&period;” This was made more significant as tactics were a smidge simple&period; &OpenCurlyDoubleQuote;Go to this cover&comma;” &OpenCurlyDoubleQuote;fire at him&comma;” &OpenCurlyDoubleQuote;use ability&period;” On the other hand&comma; your characters have a rather simplistic nature to direct combat &lpar;e&period;g&period; no combo elements&rpar;&comma; have limited ammo capacity before reloading and limited skill useage that suggests a more strategic approach&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;115572" aria-describedby&equals;"caption-attachment-115572" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-115572 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;11&sol;22194238&sol;Fear-Effect-Sedna-Pic-3-1024x576&period;jpg" alt&equals;"Fear Effect Sedna&comma; SQUARE ENIX" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-115572" class&equals;"wp-caption-text">&lpar;<em>Fear Effect Sedna<&sol;em>&comma; SQUARE ENIX&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p class&equals;"western">Overall&comma; the general impression I got was I was looking at a <em>Fear Effect<&sol;em> version of <em>Baldur&&num;8217&semi;s Gate<&sol;em> without the RPG elements&period; Something that sounds like &OpenCurlyDoubleQuote;couldn&&num;8217&semi;t miss the point harder of <em>Baldu<&sol;em><em>r&&num;8217&semi;s Gate&comma;<&sol;em>&&num;8221&semi; but in reality I&&num;8217&semi;m actually not against the idea for combat&period; Especially as each character functions differently enough to encourage particular tactics&period; Although there is enough missing that upon addition may finally settle on the precise tone of the combat&period;<&sol;p>&NewLine;<p class&equals;"western">For instance&comma; stress&period; Apparently&comma; higher stress increases damage and decreases armor&period; Making characters into&comma; what scientists call&comma; &OpenCurlyDoubleQuote;a glass cannon&period;” Right now&comma; it doesn&&num;8217&semi;t quite feel noticeable&period; Plus&comma; being in a glass cannon state &lpar;which can be induced or stopped via drugs&rpar; seems to suggest a more strategic angle I&&num;8217&semi;m not quite seeing yet&period; Although part of that could be I don&&num;8217&semi;t have numbers to chew on&comma; because it isn&&num;8217&semi;t that kind of game&period;<&sol;p>&NewLine;<p class&equals;"western">However&comma; what is likely a safer area to gnaw on is the voice acting&period; This is likely where the purist in me is likely emerging like a bear from hibernation&period; I admit the original voice acting wasn&&num;8217&semi;t exactly ground-breaking&comma; simply good&period; It has also been 15 years since <em>Retro Helix<&sol;em> so the original voice actors have likely gone on to brand new projects&period;<&sol;p>&NewLine;<p class&equals;"western">Yet&comma; the voice acting feels off&period; Hana&comma; Rain and new-comer Axel sound okay&period; Even if Hana&&num;8217&semi;s Americanized accent is maybe a smidge too Americanized&comma; but that&&num;8217&semi;s nit picking&period; However&comma; Glas&comma; since the events of <em>Fear Effect<&sol;em>&comma; has been huffing sulfur hexafluroide gas&period; His voice now bizarrely low&comma; in contrast to his original medium-pitch gruffness&period; In contrast&comma; Deke seems to have stumbled upon the opposite effect as he&&num;8217&semi;s partial to helium&period; Now more high pitched than he used to be&period;<&sol;p>&NewLine;<p class&equals;"western">While most newcomers may not notice &lpar;although some may find Glas WAY too low pitch&rpar;&comma; fans may end up bothered by the new voices&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;115571" aria-describedby&equals;"caption-attachment-115571" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-115571 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;11&sol;22194209&sol;Fear-Effect-Sedna-Pic-1-1024x576&period;jpg" alt&equals;"Fear Effect Sedna&comma; SQUARE ENIX" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-115571" class&equals;"wp-caption-text">&lpar;<em>Fear Effect Sedna<&sol;em>&comma; SQUARE ENIX&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p class&equals;"western">Although speaking of Deke going through a change&comma; it seems his mentality has taken a turn&period; Perhaps I&&num;8217&semi;m misremembering&comma; but I recalled Deke as a pragmatic individual with a malicious streak&period; Never one to pick a fight&comma; but one to return the punches gleefully if they come his way&period; On the other hand&comma; some of his conversations in the level I tried hinted that they&&num;8217&semi;re toning down on the pragmatism and increasing the maliciousness&period; As every time he talks&comma; it seems directed towards shooting someone&period; Getting a chance to&comma; doing it or having done it&period; Perhaps it is an intentional shift&comma; but it feels like there has been a shift&period;<&sol;p>&NewLine;<p class&equals;"western">If it sounds like I&&num;8217&semi;m saying <em>Fear Effect Sedna<&sol;em>&&num;8216&semi;s alpha is bad&comma; but I&&num;8217&semi;m kind of not&period; If it was bad to its core&comma; I&&num;8217&semi;d either struggle to work out what to say or I&&num;8217&semi;d be beating every single part of it&period; It&&num;8217&semi;d be a verbal lashing so grand&comma; the editor would have to remind me&comma; &OpenCurlyDoubleQuote;it&&num;8217&semi;s an alpha&comma; calm down&period;”<&sol;p>&NewLine;<p class&equals;"western">The fact I&&num;8217&semi;m having to go precise means that it seems like it is going in the right direction&comma; but still there&&num;8217&semi;s a good amount to go&period; I criticize small pedantic details like voice acting because I care&comma; and because there is potential for something true and spectacular to come from this&period;<&sol;p>&NewLine;<p class&equals;"western">An example of how <em>Sedna<&sol;em> shows potential is its aesthetic&period; Sometimes a successor&comma; after many years&comma; can be either stuck with aged graphics in an attempt to be true&period; Even more oddly&comma; sometimes they feel they need to reinvent it all lest someone accuse them with the &OpenCurlyDoubleQuote;damaging” claim of faithfulness&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;115570" aria-describedby&equals;"caption-attachment-115570" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-115570 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;11&sol;22194127&sol;Fear-Effect-Sedna-Pic-2-1024x576&period;jpg" alt&equals;"Fear Effect Sedna&comma; SQUARE ENIX" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-115570" class&equals;"wp-caption-text">&lpar;<em>Fear Effect Sedna<&sol;em>&comma; SQUARE ENIX&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p class&equals;"western">Fortunately&comma; <em>Fear Effect Sedna<&sol;em> leaps off the original distinctive cel-shaded effect&period; While similar&comma; it doesn&&num;8217&semi;t have quite the 2D feel of the originals&period; It instead feels updated&comma; slick and smooth&period; Of course there are some current oddities &lpar;especially in the animation department&rpar;&comma; but most of the aesthetic is there and works wonderfully&period;<&sol;p>&NewLine;<p class&equals;"western">As of right now&comma; there is no release date and you cannot order <em>Fear Effect Sedna<&sol;em> quite yet&period; However&comma; it is on Steam if you want to follow something&period;<&sol;p>&NewLine;

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