Death's Gambit - title

Being that Death's Gambit is produced by Adult Swim, I wasn't sure if it was going to turn into an outright parody of Dark Souls. Was this going to be some kind of comedic satire? Or a serious and thoughtful game? Or just a mindless hack-n-slash with little regard paid to story or narrative. It surely wastes little time before mocking Dark Souls.

Death's Gambit wastes little time before mocking Dark Souls.

Much of the game's design is blatantly inspired by Dark Souls, except for the title's font, which is evocative of Demon's Souls. From the menus, to the character creation screen, to the main character's armor that looks suspiciously like Artorias of the Abyss' armor, to the death mechanics, you'll see Dark Souls mirrored in almost every element of the Death's Gambit's design. As such, it's very hard to judge Death's Gambit without appealing back to the game(s) that so clearly inspired it.

Music is one strange element of production in which Death's Gambit deviates considerably from its inspiration. The main menu music is reminiscent of old-school RPGs, such as Final Fantasy X, rather than silence, and this trend of not being silent extends to the rest of the game. Instead of a mostly-quiet experience with calming strings in the hub and an intense orchestra for boss battles, Death's Gambit has pretty constant background music as you traverse the world. This makes the music, overall, feel less memorable, as it kind of just disappears into the background. The background music for the Central Sanctuary reminds me of Resident Evil's save room while I'm listening to it, but I can't actually remember what it sounds like once I stop playing.

Lessons from Dark Souls

Death's Gambit is, sadly, plagued by a lot of nagging little problems and lack of polish. Some of them are even issues that have been present in the Souls games, but which have been fixed (or at least addressed) by FromSoft in sequels. In these cases, White Rabbit should have known better. The most egregious of such offenders might be the inability to purchase multiple copies of any given consumable at a time. The Buy screen doesn't tell you how much of a given item you already have, and the Enchant screen doesn't tell you which items are equipped. If you use up all of a given consumable, it's removed from your item bar, and if you buy more, they are not put back into your item bar.

Nagging annoyances include text and foreground decorations obstructing the action.

The game also puts text overlays on the screen, sometimes while enemies are present. You can't read the text while you're focusing on not dying, but the text also gets in the way of the action. It's nice that they make sure that the player sees some of the important lore that you find, but don't do it if you're going to have enemies attack the player at the same time!

To top it all off, a lot of the text is really small and difficult to read, with no option to enlarge it. If you're playing on a console, sitting more than about 8 feet from the TV, you will probably have to lean forward and squint to read most of these menus...

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X-Men: Apocalypse

There's a bit in X-Men: Apocalypse in which Cyclops, Jean Grey, Nightcrawler, and Jubilee are walking out of a theater after seeing Return of the Jedi. Cyclops and Jubilee are arguing about whether Empire was better than Star Wars, and Jean remarks that "we can all agree that the third one is always the worst". This, of course is a jab at X-Men 3: the Last Stand, which I'm sure we can all agree is still the worst of the X-Men movies. It's also the first one that Bryan Singer didn't direct. But what might - or might not - be lost on Singer and his writers is the little bit of irony that Apocalypse is also the third movie in a series: the prequel series that started with X-Men: First Class.

X-2 and Days of Future Past remain the standout excellent films in this particular franchise. I don't think that Apocalypse ever degrades quite to the train wreck that was The Last Stand - not even close. But it does fall victim to some of the same traps that The Last Stand fell into: namely that it perhaps tried to fit too many stories into one, and doesn't tell any one of them particularly well. Much like The Last Stand, this one even starts to fall on its face when it goes into "Dark Pheonix" territory. Thankfully, they avoided turning that into a major plot thread though...

Perhaps the clumsiest storyline here was the Four Horsemen themselves. As per the comics, Apocalypse must recruit four powerful mutants, amplify their powers, and then use them as his own personal bodyguards. Other than Magneto, these characters' introductions and development all had to be rushed through. It seems a bit ironic that in these movies, it always seems to be the characters that we're most familiar with who get the most set-up and exposition; while the new characters receive little-or-no explanation or development. I never really bought into these horsemen though, or why they would be willing to help this obvious villain. I get that he tricked some of them with promises that he would "save humanity from itself", and he earned some loyalty with others by healing them and making them stronger, and that he used Magneto's grief and anger to his advantage, but the moment his plans started shifting away from "destroying corrupt systems and governments" towards outright "destroy the world", I just couldn't believe that none of the others batted an eye! Was there some kind of mind control going on as well? But he doesn't have mind control powers; that's why he wants Professor X.

X-Men: Apocalypse - four horsemen
Aside from Magneto, The Four Horsemen felt undeveloped and lacking in motivation.

Maybe if the movie could have established that Apocalypse had somehow brainwashed them, then I'd be more willing to accept it...

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