Keylocker Articles and News 2e203d Siliconera The secret level in the world of video game news. Thu, 26 Sep 2024 13:56:51 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 https://d3la0uqcqx40x5.cloudfront.net/wp-content/s/2021/04/cropped-cropped-favicon-new-270x270-1.jpg?fit=32%2C32 Keylocker Articles and News 2e203d Siliconera 32 32 163913089 Review 702e4y Keylocker Struggles to Stay in Rhythm https://siliconera.voiranime.info/review-keylocker-struggles-to-stay-in-rhythm/?utm_source=rss&utm_medium=rss&utm_campaign=review-keylocker-struggles-to-stay-in-rhythm https://siliconera.voiranime.info/review-keylocker-struggles-to-stay-in-rhythm/#respond <![CDATA[Leigh Price]]> Sat, 28 Sep 2024 13:00:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[PlayStation 5]]> <![CDATA[Xbox Series X]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Keylocker]]> <![CDATA[Moonana]]> <![CDATA[North America]]> <![CDATA[Reviews]]> <![CDATA[Serenity Forge]]> https://siliconera.voiranime.info/?p=1055268 <![CDATA[

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Keylocker sounds like exactly the kind of game made for me. Stylish cyberpunk aesthetics, a rebellious spirit, rhythm-based mechanics, and influences from classic RPGs? Sign me up, I’m there! Regrettably, Keylocker never landed for me for many reasons.

Keylocker stars B0B0, or Bobo as she prefers to be called, a rebellious musician living in a world where music has been banned. We start the story as she breaks out of prison thanks to her hacker brother, a move so explosive she destroys part of the prison in the process. The siblings then team up with a jukebox robot found in a scrapheap, heading out to take on The Man and bring back music to the people.

It’s a cheesy concept that’s been seen countless times before, but Keylocker knows the exact tone it needs to sell you on it. Bobo is a fun character, full of brash self-confidence and a refusal to accept the system as it stands. It’s not hard to get swept up in her schemes, even when they’re painfully stupid and suicidal on paper.

Screenshot by Siliconera

The world itself is also interesting. It takes place on a colony around Saturn, one where shadowy cabals maintain harsh rules and restrictions that they claim are required to stop the whole colony crashing into the planet. The cast is a quirky bunch of weirdos of various unexplained humanoid races, from robots to hippo children, and where people can replace their heads on a whim, including the religious order’s tendency to replace their heads with cones.

It's all presented in a scratchy, unrefined art style that feels like the developers manually drew every pixel. This perfectly fits the game’s rebellious attitude, where technical skill isn’t required for artistic expression, and where the rough edges give everything personality.

Screenshot by Siliconera

Sadly, this is where my love of the presentation ends, as while the world has an interesting concept and the cast is likeable, the story is poorly told. The world is high concept, but few of its ideas are communicated properly. Strange are casually thrown around without much explanation to the point where it can feel weird for the sake of being weird. I couldn’t help but compare it with Paradise Killer, another game awash with a neon sheen in a world of bizarre concepts, but I latched onto that much quicker than I did with Keylocker.

A big part of this is done to how the early story plays out. Sure, Bobo is a likeable protagonist, but her early quests don’t have much direction to them. They’re little more than fetch quests for characters she has a prior relationship with but we as the audience don’t get much background on. Next thing you know, I’m in a weird dimension in the desert collecting a vitally important music box that will change the fate of the world. I’m not entirely sure how I ended up there.

Screenshot by Siliconera

I’d be able to go along with this if the gameplay felt good but this is the other major problem with Keylocker. Combat is turn-based, taking place on a grid-based system where positioning is important. In addition, the combat utilizes timed hits, where pressing a button at the right time can boost attack or defense depending on who’s attacking. Imagine a cross between Mega Man Battle Network and Super Mario RPG for a vague idea of what to expect here. However, two fundamental problems become obvious early on. The first is that the grid movement feels functionally useless and the timed hits are frustrating to execute.

Let’s start with the grid movement. Combat takes place on a series of hexagons, and your moves will attack a certain shape around you. Some moves will attack in a line, others in an arc immediately in front of you while others encircle you. All perfectly acceptable. However, movement costs a turn, and suddenly the problems arise.

There’s no system of movement and an action, like other games with this sort of movement. You perform an action or you move, you can’t do both. Movement effectively places you in front of an enemy ready to be attacked, but you can neither attack nor set up a counterattack as a trap for them. That has to wait until your next turn and can easily be derailed with an enemy movement or an attack that forces a change to your position. It’s a baffling system and I have no idea why they did it this way as it killed all semblance of strategic movement.

Screenshot by Siliconera

The timed hits are the real maddening issue though. I have enjoyed plenty of games with this mechanic, from assorted Mario RPGs to last year’s Sea of Stars. But what made timed hits such a fun system in those games was how it felt like a reward. Getting the timing right meant extra damage or negating damage you receive. In Keylocker, they feel essential and missing them is a punishment. Miss a parry and you see almost your entire health bar deleted. Miss an attack and chip about 1HP off them.

This is bad enough, but the timing windows are extremely tight. Characters will flash to indicate when to hit the button, but universally it seemed like tapping when you see the flash was always a miss. It got to the point where I felt I had to anticipate the flash and press it slightly ahead of its appearance. However, this had its own problems as attack windups are dragged out longer than necessary, which made all my hits early. I tried working off the sound effects but even they ended way too early.

It’s a massive contrast to the more intuitive timed hits in other games. I never once struggled to grasp when to time a Mario stomp or a Moonerang swipe, and any I missed felt like my own poor timing. In Keylocker, I was constantly dropping the timings and could never truly figure out what I was doing wrong. Even adjusting the difficulty failed to change much.

Screenshot by Siliconera

And this is the problem with Keylocker. At almost every turn it reminded me of better games. Whether it’s the better execution of rhythm-based combat and rebellious rock-and-roll spirit in Hi-Fi Rush, the timed hits of Super Mario RPG or the movement of any half-decent strategy RPG, it made me constantly wish I was playing any of these games instead. It’s a shame, because it’s clear that a lot of love and ion went into this game. There’s a solid foundation for Keylocker to work with here, but what was built on top of it is shaky.

Ultimately, Keylocker was a frustrating experience. There’s some solid writing and a world that I’d love to explore further. Sadly, it’s buried under an unintuitive combat system and poor plotting for it to realize its full potential.

Keylocker is out now for Switch, PS5, Xbox Series X/S and PC.

The post Review: Keylocker Struggles to Stay in Rhythm appeared first on Siliconera.

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Keylocker Intro Animation

Keylocker sounds like exactly the kind of game made for me. Stylish cyberpunk aesthetics, a rebellious spirit, rhythm-based mechanics, and influences from classic RPGs? Sign me up, I’m there! Regrettably, Keylocker never landed for me for many reasons.

Keylocker stars B0B0, or Bobo as she prefers to be called, a rebellious musician living in a world where music has been banned. We start the story as she breaks out of prison thanks to her hacker brother, a move so explosive she destroys part of the prison in the process. The siblings then team up with a jukebox robot found in a scrapheap, heading out to take on The Man and bring back music to the people.

It’s a cheesy concept that’s been seen countless times before, but Keylocker knows the exact tone it needs to sell you on it. Bobo is a fun character, full of brash self-confidence and a refusal to accept the system as it stands. It’s not hard to get swept up in her schemes, even when they’re painfully stupid and suicidal on paper.

Screenshot by Siliconera

The world itself is also interesting. It takes place on a colony around Saturn, one where shadowy cabals maintain harsh rules and restrictions that they claim are required to stop the whole colony crashing into the planet. The cast is a quirky bunch of weirdos of various unexplained humanoid races, from robots to hippo children, and where people can replace their heads on a whim, including the religious order’s tendency to replace their heads with cones.

It's all presented in a scratchy, unrefined art style that feels like the developers manually drew every pixel. This perfectly fits the game’s rebellious attitude, where technical skill isn’t required for artistic expression, and where the rough edges give everything personality.

Screenshot by Siliconera

Sadly, this is where my love of the presentation ends, as while the world has an interesting concept and the cast is likeable, the story is poorly told. The world is high concept, but few of its ideas are communicated properly. Strange are casually thrown around without much explanation to the point where it can feel weird for the sake of being weird. I couldn’t help but compare it with Paradise Killer, another game awash with a neon sheen in a world of bizarre concepts, but I latched onto that much quicker than I did with Keylocker.

A big part of this is done to how the early story plays out. Sure, Bobo is a likeable protagonist, but her early quests don’t have much direction to them. They’re little more than fetch quests for characters she has a prior relationship with but we as the audience don’t get much background on. Next thing you know, I’m in a weird dimension in the desert collecting a vitally important music box that will change the fate of the world. I’m not entirely sure how I ended up there.

Screenshot by Siliconera

I’d be able to go along with this if the gameplay felt good but this is the other major problem with Keylocker. Combat is turn-based, taking place on a grid-based system where positioning is important. In addition, the combat utilizes timed hits, where pressing a button at the right time can boost attack or defense depending on who’s attacking. Imagine a cross between Mega Man Battle Network and Super Mario RPG for a vague idea of what to expect here. However, two fundamental problems become obvious early on. The first is that the grid movement feels functionally useless and the timed hits are frustrating to execute.

Let’s start with the grid movement. Combat takes place on a series of hexagons, and your moves will attack a certain shape around you. Some moves will attack in a line, others in an arc immediately in front of you while others encircle you. All perfectly acceptable. However, movement costs a turn, and suddenly the problems arise.

There’s no system of movement and an action, like other games with this sort of movement. You perform an action or you move, you can’t do both. Movement effectively places you in front of an enemy ready to be attacked, but you can neither attack nor set up a counterattack as a trap for them. That has to wait until your next turn and can easily be derailed with an enemy movement or an attack that forces a change to your position. It’s a baffling system and I have no idea why they did it this way as it killed all semblance of strategic movement.

Screenshot by Siliconera

The timed hits are the real maddening issue though. I have enjoyed plenty of games with this mechanic, from assorted Mario RPGs to last year’s Sea of Stars. But what made timed hits such a fun system in those games was how it felt like a reward. Getting the timing right meant extra damage or negating damage you receive. In Keylocker, they feel essential and missing them is a punishment. Miss a parry and you see almost your entire health bar deleted. Miss an attack and chip about 1HP off them.

This is bad enough, but the timing windows are extremely tight. Characters will flash to indicate when to hit the button, but universally it seemed like tapping when you see the flash was always a miss. It got to the point where I felt I had to anticipate the flash and press it slightly ahead of its appearance. However, this had its own problems as attack windups are dragged out longer than necessary, which made all my hits early. I tried working off the sound effects but even they ended way too early.

It’s a massive contrast to the more intuitive timed hits in other games. I never once struggled to grasp when to time a Mario stomp or a Moonerang swipe, and any I missed felt like my own poor timing. In Keylocker, I was constantly dropping the timings and could never truly figure out what I was doing wrong. Even adjusting the difficulty failed to change much.

Screenshot by Siliconera

And this is the problem with Keylocker. At almost every turn it reminded me of better games. Whether it’s the better execution of rhythm-based combat and rebellious rock-and-roll spirit in Hi-Fi Rush, the timed hits of Super Mario RPG or the movement of any half-decent strategy RPG, it made me constantly wish I was playing any of these games instead. It’s a shame, because it’s clear that a lot of love and ion went into this game. There’s a solid foundation for Keylocker to work with here, but what was built on top of it is shaky.

Ultimately, Keylocker was a frustrating experience. There’s some solid writing and a world that I’d love to explore further. Sadly, it’s buried under an unintuitive combat system and poor plotting for it to realize its full potential.

Keylocker is out now for Switch, PS5, Xbox Series X/S and PC.

The post Review: Keylocker Struggles to Stay in Rhythm appeared first on Siliconera.

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Keylocker Is an RPG With Chrono Trigger j4r4k Style Battles and Relationship Elements https://siliconera.voiranime.info/keylocker-is-an-rpg-with-chrono-trigger-style-battles-and-relationship-elements/?utm_source=rss&utm_medium=rss&utm_campaign=keylocker-is-an-rpg-with-chrono-trigger-style-battles-and-relationship-elements https://siliconera.voiranime.info/keylocker-is-an-rpg-with-chrono-trigger-style-battles-and-relationship-elements/#respond <![CDATA[Jenni Lada]]> Sun, 14 Jun 2020 15:40:29 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Europe]]> <![CDATA[Keylocker]]> <![CDATA[Moonana]]> <![CDATA[North America]]> https://siliconera.voiranime.info/?p=839895 <![CDATA[

keylocker

The Virgo Versus the Zodiac developer Moonana’s next game is on the way. Keylocker: Turn Based Cyberpunk Action follows Bobo, a heroine created to be a Doppleganger clone to work menial tasks to make keep Saturn running. However, Bobo rebels and wants to bring music, which is forbidden, to the masses. Players then follow as she pulls a band together to try and form a band, learn more about what’s actually happening on Saturn, and get the Keylocker.

As in Moonana’s Virgo Versus the Zodiac, players’ decisions and choices will matter. Bobo will meet different people and have the opportunity to help or betray them. (In the latest gameplay footage sample, you can even see hearts below the name of the character named Dealer, suggesting that is someone you could choose to befriend.) What you do could alter elements of the game and lead to different endings.

Also like Virgo Versus the Zodiac, people fight through turn-based battles against corrupt and misguided authority figures and cops. It is similar to Chrono Trigger, in that you can see all opponents on the field, a fight takes place exactly where you are on the map when you encounter enemies, and you then pick up where you are when you’re done. What makes it unique is that sometimes Bobo’s attacks will actually involve a very brief rhythm game, where she’ll play her guitar to fight foes.

Here’s about 14 minutes of gameplay setting the stage, showing Bobo trying to find a drummer and face off against cops.

Keylocker is in development for PCs. Its Steam page is now open.

The post Keylocker Is an RPG With Chrono Trigger-Style Battles and Relationship Elements appeared first on Siliconera.

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<![CDATA[

keylocker

The Virgo Versus the Zodiac developer Moonana’s next game is on the way. Keylocker: Turn Based Cyberpunk Action follows Bobo, a heroine created to be a Doppleganger clone to work menial tasks to make keep Saturn running. However, Bobo rebels and wants to bring music, which is forbidden, to the masses. Players then follow as she pulls a band together to try and form a band, learn more about what’s actually happening on Saturn, and get the Keylocker.

As in Moonana’s Virgo Versus the Zodiac, players’ decisions and choices will matter. Bobo will meet different people and have the opportunity to help or betray them. (In the latest gameplay footage sample, you can even see hearts below the name of the character named Dealer, suggesting that is someone you could choose to befriend.) What you do could alter elements of the game and lead to different endings.

Also like Virgo Versus the Zodiac, people fight through turn-based battles against corrupt and misguided authority figures and cops. It is similar to Chrono Trigger, in that you can see all opponents on the field, a fight takes place exactly where you are on the map when you encounter enemies, and you then pick up where you are when you’re done. What makes it unique is that sometimes Bobo’s attacks will actually involve a very brief rhythm game, where she’ll play her guitar to fight foes.

Here’s about 14 minutes of gameplay setting the stage, showing Bobo trying to find a drummer and face off against cops.

Keylocker is in development for PCs. Its Steam page is now open.

The post Keylocker Is an RPG With Chrono Trigger-Style Battles and Relationship Elements appeared first on Siliconera.

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