Thursday, March 20, 2014

South Park: The Stick of Truth: The Worst Kind of Abomination




This is an aberration. An atrocity. Words cannot even begin to describe what rules of nature this game has decided to ignore.


It’s a game based on a property.

That’s good.

Can you believe it? The audacity to actually create a game with a well thought out action command style rpg system. Utilizing button prompts as your enemy attacks to defend yourself, or make your attacks stronger when it is your turn.

Taken from Newenglandgamer
The audacity to have a large variety of gear that one gives an equally large variety of status effect to mix and match? Ranging from basic armor to a variety of ways to improve your abilities against certain enemies, or certain defense types, or to plagues your enemy with a host of different status effects.

Taken from videogamesblogger.com
Even having the nerve to utilize a variety of status effects and make them incredibly useful rather than being wastes of time that slowly chip away at health when that turn you just wasted could have been used on something far more powerful?

Even the allies seem well thought out, unique in their own ways of how they aid you, each having an action that can be argued to have some use in the grand scheme of battle. Hell, even stuns, something I’ve seen a million times made completely useless in rpgs, are actually one of the most powerful anti-non-boss enemy attacks in game.

A well-made game that’s based on a television series.

I never thought someone would have the audacity to break such a sacred tenant of video game design, as to decide to make a good game based on such a property.

Stick of Truth gets a proper creation out of what should have been a convoluted mess.

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