Chorus is a new app that lets you preview your voice before recording. It’s like the audio equivalent of the selfie stick, letting you hear how your voice sounds in real-time.
The chorus release date is the day that the chorus will be released. It is currently scheduled for February 9th, 2019.
Some of the greatest musical masterpieces of all time defy expectations by combining the familiar with the unexpected. It may be as basic as a shift in meter or the layering of effects that makes it memorable. It may be a difficult instrumental arrangement or a different time signature.
It may seem odd to start a preview of Fishlabs’ forthcoming space shooter, Chorus, with a discussion about music. Nonetheless, the ebbs and flows of melody were directly influenced by the developing process, as the name implies.
To be clear, this isn’t a rhythm game, but the action has a pace that seems like a melodic dance of bullets, lasers, and rockets, all supported by a narrative mystery that oozes the otherworldly.
Oh, and the real music is fantastic as well.
So far, Chorus seems to have the potential to be a multi-genre hits collection provided it strikes the proper notes in the end. That remains to be seen, but I was eager to see more after a recent hands-on preview version of the game.
Preliminary Chorus: Almost on Key
Chorus is set in a post-apocalyptic world in which the typical vectors of hunger, illness, and conflict have driven humanity to the edge, forcing them to seek answers and direction in anything that may provide it. Those elements may be found in The Circle, a cult that claims to be able to right the world and bring about a new “harmony,” as members of the development team described it.
Things, of course, do not go as planned (or maybe precisely as intended), and The Circle takes full advantage of its strong position, subjecting the galaxy’s people to totalitarian tyranny.
A strong “Chosen One” named Nara serves as The Cult’s arbiter of horror, utilizing her supernatural powers and a sentient spacecraft called Forsaken to suppress rebellions and destroy planets, evoking memories of Anakin Skywalker after Revenge of the Sith. But something is wrong in the galaxy, and Nara is pushed to rebel against The Circle, putting her right in their sights.
The horrors she experienced during this period of her life seem to be at the heart of the game’s plot. Nara can’t get away from what she’s done, and her internal struggle manifests as in dialogue parts with Forsaken as well as in her own thoughts. It’s unclear where the narrative will end up — or how the presence of the extraterrestrial Faceless and their space-temples ties in other than conferring Nara’s abilities, known as Rights — but so far, it’s reminiscent of both Hellblade and Control in its presentation.
I’m curious to see how far the final build goes into these parallel themes of pain and mysticism, given that the development team often refers to Chorus’ vibe as “shamanistic.”
Regardless, the story will not always be linear. Some missions and subquests require players to make choices depending on their actions, which may have far-reaching consequences throughout the narrative. In one sample assignment, I had the option of temporarily allying with a pirate group to assist in escorting refugees across Circle space, or I could kill them on the spot. Allowing them to survive was beneficial in the short term but catastrophic in the long run.
The game’s semi-open environment will also play a role in this. Within the broader galactic map, locations are self-contained (think hubs), yet they’re huge, open, and dotted with sub-areas. You’ll be able to freely explore these locations, which include asteroids, mining facilities, warp gates, and tiny towns, in order to find hidden goods and money, as well as complete side quests.
However, the heart of every space shooter is the flying and firing. Both take some getting used to so far, even if they improve as you play more. Banking is specifically non-existent, resulting in a curiously restricted inertia throughout flight. Its absence causes disorientation in and out of battle, since the camera adjusts for it but does not instantly re-orient upon exiting a turn.
This can be corrected with a single button push, but it’s difficult to accomplish in a dogfight with hundreds of ships, when you’re dipping and diving at breakneck speed. The development team said that an auto-orientation function would handle this on its own, but it didn’t appear to operate as effectively (or as fast) as it should during my trial period.
The ship’s Drift ability, on the other hand, is the most fascinating and distinctive element of mobility. Forsaken may glide in one direction while shooting in the opposite. It reshapes space combat strategy on paper and in reality, leading to some unusual and intriguing techniques that make you feel like a renegade space pilot.
To escape fire, Forsaken can barrel roll, loop, dodge, and boost. He also has three weapons: a Gatling Gun, a laser, and a rocket launcher, all of which come in various rarities with distinct bonuses and characteristics that you may acquire during the game. Ammo is also limitless, which contributes to the semi-arcadey vibe Fishlabs is aiming for (it’s great not to have to replenish ammo after every battle).
The shooting is precise and responsive on the controller, but floaty on the mouse and keyboard. I prefer the latter since it allows for more accurate crosshair movement with less maneuvering, especially when the turrets are on a swivel. However, the absence of inversion controls for mice (they do exist for controllers) prevented me from giving the input method a thorough examination.
There isn’t a lock-on mechanism as in previous games like Star War: Squadrons, but it doesn’t make dogfighting any more difficult since there are icons at the screen’s borders to keep track of target ship placements (again a la Squadrons).
However, the lack of a feature made aiming stationary targets like as turrets and enemy hangars more difficult, particularly when the camera was angled at a 45-degree angle. In these circumstances, coming to a complete stop or colliding with buildings was frequent.
Nara also possesses fighting abilities, such as Rite of the Hunt, which is basically a teleportation ability. This enables you to keep up with fast-moving targets or warp to particular goals to avoid being shot at.
It’s a cool skill that’s almost like a get-out-of-jail card, but it’s not quite a cheat code… when it works. Despite being instructed on how it should function in-game, I’m still unclear when or how frequently it may be used after a few hours of play.
Despite some of my general concerns, Chorus has a lot of promise and more mechanisms at work than I was able to discuss in this preview or experience firsthand.
So far, the narrative is intriguing, though a little hazy. The landscapes are lovely and give a sense of grandeur, but I’d like to see more variety. And, once you get the hang of it, the fighting is thrilling and entertaining, although a lock-on mechanism would be great.
Sure, that’s a lot of exclusions. And I’m worried that certain combat stumbling blocks may deter some gamers from continuing with Chorus. It has a certain manner that it wants to be played. I’d be lying if I said I didn’t find parts of the game’s mechanics irritating. But I’d be lying if I claimed I didn’t have a good time.
It’ll be interesting to watch how everything comes together in the end, but we’ll find out soon enough. Chorus will be available on PC, PS4, PS5, Xbox One, Series X|S, and Stadia on December 3rd.
[Note: The copy of Chorus used for this preview was supplied by Fishlabs.]
The elden ring release date is the upcoming album by Chorus. It will be released on October 21, 2018.
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