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It's nice that the co-op mode gives you an extra bit of narrative context, but Carver rarely rises above the angry-soldier-with-family-issues archetype seen in video games countless times before. Carver's personal story of the marker's influence on his life ultimately rings hollow, and winds up feeling like one of the game's bigger missed opportunities. But someone like Parappa the Rapper is a trickier proposition. Chaining his moves together requires more delicate timing, and demands multiple directional commands to execute uppercuts and sweeps or to wield his skateboard to fling opponents into the air. The unnervingly cute Toro (Sony's official mascot in Japan) can change clothing during a match to switch from a karate champ to a ninja to a helmet-wearing hothead, and each outfit completely changes the types of moves he can perform. To truly test your skills, you’ll certainly need to take your experience online. Rome II supports both one-off battles as well as cooperative and competitive campaign modes. While the tactical AI is competent enough, some of the finer points of diplomacy and non-combat play are best experienced when facing another person. The rock-paper-scissors relationship of spies, champions and dignitaries takes on a whole new importance as well, often leading to a kind of espionage brinksmanship. Narrative presentation aside, the core game is fairly standard for action platformers. You move through rooms methodically collecting power-ups, solving basic puzzles, and shooting various enemies, all the while traversing a wholly unfriendly environment. Most combat scenarios are straightforward, eschewing complex combos in favor of movement, positioning, and well-timed attacks. In that sense, both the original game and the HD remake pull heavily from genre trendsetters like Metroid. Few games spend as little time hiding their inspirations as Sean Hogan and Jonathan Kittaka's Anodyne. Mere minutes in, you can see its obvious debts to The Legend of Zelda: Link's Awakening in the design of the trees that adorn the top-down environment, though it adds contrast by way of hefty helpings of surreal encounters and disturbing imagery. Ultimately, it emerges as a memorable game in its own right, even if it struggles at times to overcome the limitations of its own ambition. Where Chaos on Deponia excels is in its writing. There are jokes planted in each and every conversation, while the beautiful hand-drawn art is filled with all kinds of visual tomfoolery. The masterstroke comes in the treatment of love interest Goal. And while it would be something of a spoiler to mention what's in store for her, suffice it to say that the resulting hijinks with Rufus and his subsequent mishandled attempts to rectify the situation make for some truly hilarious moments. Gameplay changes are also very slight in NHL 14. This is the second year of EA Sports' newest physics engine, but the action on the ice isn't noticeably smoother this time out. Granted, the skating physics are still very good. Momentum continues to be extremely well handled, especially when it comes to sharp turns and stops. Opposing defensemen get really aggressive in front of the net, and it's routine to see the net knocked off its moorings when forwards drive hard into the crease. What you're expected to do with those things also sometimes defies understanding. At one point, you end up carrying a dying crow around, and although what you ultimately do with that crow has a sort of old-fashioned adventure game logic, it makes no sense that your character would do it, since he couldn't possibly foresee the beneficial result that it brings about. It's unfortunate that the puzzles you encounter aren't always more believably grounded in the game's haunting narrative. Changing seasons also usher in new problems to tackle. Live long enough, and winter rears its frosty head, bringing subzero temperatures that cause you bodily harm if you venture too far from a heat source. Admittedly, these interesting wrinkles add depth and additional difficulty to the already challenging survival mechanics at play. They sometimes tip the scale too far, however, particularly given the plentiful supply of other potentially life-ending obstacles thrown in your path. The cycle of combat and loot and more combat is addictive, but without peril, it would eventually become unfulfilling. Thankfully, the hosts of hell become increasingly dangerous over time. Boss fights are numerous and frequent, and those that bring each act to a close can be challenging. They also offer more traditional action-game mechanics than the series has seen before. An early boss charges into walls, for example, leaving him stunned and giving you a chance to attack safely. Some mechanics are poorly explained, such as the ability to have your group of heroes grab enemies or conjure up smaller, temporary versions of the game's weapons. Units are also capable of levelling up, occasionally offering up new moves, though the specifics and benefits are only lightly touched upon by the game. Finally, a mixing minigame is unceremoniously deposited in the game's menus, allowing you to create consumable items by combining foodstuffs you pick up during missions. Combat-oriented chambers challenge you to build up huge combos without getting hit or with some of your powers stripped away.