Reviews from

in the past


A cult in a galaxy not too close to here has taken over many star systems, a bit like an empire. You play the role of Nara, a pilot hiding in a backwater system who once fought for the cult. She is a marked one, a person with special skills called Rites that give her powers she can use a bit like a force. She joins the Resistance who are a bit like a rebel alliance of people fighting back against them. The Cult is led by a prophet who has some red lightning powers and was once Nara's Master and she sort of his padawan.

So maybe I'm laying it on a bit thick here but boy is Chorus a game that wears it's influences on it's sleeve, and then some. Mocking introduction aside I don't actually have an issue with that. Not everything has to be some revolutionary experience or idea for the sake of it. Sometime just using well laid down themes done in an interesting way can still be fresh and engaging.

The problem is Chorus doesn't do that.

Chorus has promise, it has potential, a good groundwork but just lets it dribble away like water through fingers trying to grasp it. The story just isn't told in a way that works well. You're hit with a huge exposition dump in a scene straight away about Nara killing billions of people and running away. This simply would have been better told in a more organic way through in game scenes and dialogue as other characters find out. Chorus attempts to do that any way but it awkward dribs and drabs often disconnected and in a way that just completely lacks impact or emotion. The dialogue to accompany the somewhat dis jointed plot as it unravels is equally often a little clunky, nothing is quite smooth or natural in how conversations flow and even after 20 hours of playing I just didn't feel any real connection to Nara or any of the events happening around her.

This is compounded by the game design. It plays a bit like a mini RPG with hug areas to fly around in, side missions to complete helping people, collecting resources and probably other things. I did them all and can barely really remember anything that stood out. The hub visual design was often great but the content was often dull involving traveling for 5 minutes n sub light speed 60km across the hub to talk to someone and blow up 6 ships in a dogfight. The aspect that bothers me most though is the hub areas occasionally will have dialogue between Nara, her ship or other characters giving more background and development. Which is almost always interrupted by random events of enemy ships or civilians needing help that simply cut it off never to be seen again. I tried stopping my ship dead to listen and it happened anyway. Awful design and I don't think the game works in the way it was designed.

It's a real shame because as you can tell by the score, I actually had good fun with it despite all the above issues. It has some of the best dogfighting mechanics of any game I've tried. It plays so smoothly. you can boost, fire guns, missiles, lasers, the usual stuff. What makes it great though is the drift mechanic making you able to keep your vector and acceleration but spin in any direction to fire or engage rockets again to do incredibly sharp turns, like 180 by pivoting to chase an enemy. No looping around endlessly trying to find them like some games I've played. By the end of the game when you can phase behind enemies, stun them, throw them into asteroids all at intense speed it's an absolute blast. The game controls wonderfully and looks great doing it on PS5. The frame rate, speed and gorgeous skyboxes as you blast through an asteroid field skimming close to the rocks before spinning out was a real thrill.

The foundation for an amazing shooter are here and at times in some of the pre-built main missions that potential I mentioned at the start shines through like a diamond in the rough but it would have simply been better to have had linear missions, bigger set pieces with a trimmed story building on the amazing combat system. It's a good game, but it's not a great one.

It's Star Wars by the way. In case I was too subtle >.>

This is a fun premise that is sadly wasted.
The story is told in such an uninteresting and badly constructed way - through random dialogue while you fly around in your ship, talking to faceless holograms or other ships. This makes it incredibly difficult to actually connect with or care about anything going on in this game. It doesn't help that everything story-related is just info-dumped onto you from the get-go, with no real build-up or any sort of emotional connection.
The gameplay is also very uninteresting and honestly just doesn't feel good to play. You're put in a big playground that has very little to actually do in it besides fly from point to point and talk to people that you don't give a single fuck about.
Honestly very disappointed by this one.

This is the most fun I've had in a spaceship. You can drift the thing for crying out loud! The story is, I feel, well-intentioned but a little wishy-washy in places. But drifting and blasting mf's more than makes up for that. Genuinely hope there's a sequel coming.

It really wasn't all that good for me...


I really didn't enjoy my time with this game very much. No real technical issues but just don't like how the game was overall designed. Combat was very cool and epic but gets repetitive. Traveling in this game takes time and feels like a drag. I got pretty bored from it. Graphics and visuals are top notch. You'll fly through astroid fields, see outer space stations and out space cities and colonies. I got lost and confused a lot since the objectives to progress weren't always clear on what you had to do next.

World building was okay but story was uninteresting. I felt like the main character was so bland. I can see why people do like this game but it just not doing it for me.

I quit this bullshit because it is so much bullshit.


In Chorus, you are Chekhov's gun, floating in a vacuum, having self doubts.

Metal Gear Solid V: The Phantom Pain was not a game I found much enjoyment in, but it did at least spark my imagination. It was without a doubt the best open world game yet at the time of its release, and it still wasn't very good, but it did at least hint at future possibilities. With all its natural trenches and canyons connecting small enemy encampments, I drew comparison to Rogue Squadron. I imagined Konami using the Fox Engine to create sprawling topographies for Vic Viper to cruise above and weave between. In Chorus, a part of me genuinely got my hopes up when I realized what kind of game it was.

In Chorus, you'll find a sort of open-world-ish flight game that leans more towards the arcade side of things than true simulation. It's also quite focused on its narrative, whenever the main character is not talking to others, she is almost certainly whispering an internal monologue into your ear. In Chorus, there are waypoints, there are sidequests, there are Halo-style regenerating shields that take more damage from laser weapons, there are trailing missions. There is ray-tracing that one can enable if they desire; as with all other applications of ray-tracing that I have experienced firsthand, it looks almost exactly the same, and runs a whole lot worse.

The opening cutscene is like a wiki synopsis for a game with a much more interesting narrative. Every single sentence in this opening could be a full chapter in a good story. Relegating these plot points and character-forming moments to 2 minutes of monologue is such an absurd pratfall that it's hard to care about whatever else could possibly happen in this game. When our protagonist's ambitions and relationships are told to us at point blank, when the player character being responsible for billions of deaths is not a surprise reveal or a plot twist, but a plain, known fact in the second minute of a fifteen hour game, before the player presses a single button, I cannot even pretend to give a shit.

Frankly, even at their most prestigious, the story in video games really is quite similar to story in porn, in that if it does not serve as straightforward reinforcement of the purpose of the onscreen subject (whether that subject is a nude body or a gun pointed at a monster), it serves as a faux subversion of spectator desire. To see a person nude or to fire a weapon is a kind of obvious social faux-pas, though it also contains an obvious thrill, and it's never unclear why it is on the screen or what its purpose is. The porn narrative of a particularly inappropriate or fetishistic sexual encounter exists for the exact same purpose as the video game which characterizes its violence as uncomfortable, rather than pure hedonistic indulgence. The taboo, performed by the viewer, the player, is sublimated into the fictional guilt of the in-universe perverts and murderers. Video games, rather than embrace their own strengths or aspire to any sort of true literary merit, are often rewarded for recording the same scene again and again and asking the actors to look a little bit more embarrassed this time.

In Half Life, you play as a gun. Gordon Freeman, and every other character or narrative device, exist for the purpose of confirming to you the player that the things you do with that gun are the right things. Even if you kill innocent people, the game won't punish you unless you do something that makes your ultimate goal of saving the day impossible. If you needed to kill a guard to get some more ammo, if you blew up a scientist because he was in your way, or even just for the hell of it, that's acceptable collateral. The ends always justify the means, because the entire story exists in the first place to justify the dozen or so hours that you'll spend pretending to be a gun.

In Chorus, as in a typical first or third person shooter, if is possible to stay completely still and look around. The game doesn't outright encourage this and it's definitely not a good way to approach things like combat encounters. The fact that is action is even possible at all though says something about what kind of game this is. It's a subtle but extremely important decision in a game about controlling a flying object: in Chorus, moving is a consequence of aiming, rather than aiming being a function of maneuvering your ship.

Rogue Squadron had power ups that you could find in levels to get extra torpedoes and such, something that seems like it would be sort of distracting and "gamey". However, they never really detracted from any sense of continuity bother because they were solely a gameplay mechanic (not something that had to be collected for narrative purposes), and because there were so few of them and they were often so well hidden that you were unlikely to find one unless you were deliberately approaching the game from that sort of "gamey" angle. It wasn't distracting to fly into a glowing yellow cube to "pick it up" because by the time the player ever did this they had already long since bought into the fiction. In Chorus, the very first thing you do is fly through and "pick up" about a dozen "power cells" as your starting mission.

A few missions into the game, your character tasks herself with reclaiming her ship, the one from back in her planet killing days as opposed to the dinky one you've been using up until that point. I imagined a scenario where a game could set up all these trite systems, weapon upgrades, an extra few seconds off your cooldowns, defeat fifty enemy ships to do 2% extra damage to shields, only for the game to give you The Badass Ship that doesn't need to worry about any of that crap. Fuck the scrounging around, pierce the heavens and screw the bad guys! Unfortunately, the only meaningful difference between the junk you use in the tutorial, and the sleeker ship apparently capable of genocide, is the ability to do Mario Kart-style drifts in midair. Drifting in a space ship is a cool enough idea, but instead of giving the player am accommodating space to play with the mechanic, they just have you try to maneuver through repetitive winding corridors and shoot timed switches that require you to turn on a dime. Couple this with the fact that for all intents and purposes you're never really controlling the ship, your controlling the camera, and it's just one of the most confoundingly disappointing "upgrades" I've ever received in a game.

Something about it, that camera, it kept bugging me. Why does a flight game have a button for realigning your vessel with the horizon? What's next, a racing game that automatically aligns your car with the road? But after playing a bit of Ace Combat I realized that this game prioritizes aiming over movement to such an extreme degree that you do not have any direct control over your ship's roll. Games like Star Fox and Rogue Squadron also automatically align you with the horizon, but most of the levels in these games take place within a planet's atmosphere, where the horizon actually exists. In Chorus, you spend much of your time in outer space, where the "horizon" is more of an abstract consensus than something you can actually see.

If you play most flight games you will notice something immediately: when you move your ship, your crosshairs will drift around the screen. You are controlling the vessel, not the camera, and the heads-up-display has to accommodate for this. In Chorus, the crosshairs are glued to the center of the screen. You are not controlling the ship, you are controlling the camera, and anything else that happens is a side effect. I tried inverting the Y-axis, I tried toggling the automatic roll adjust, nothing could stop me from feeling motion sick while playing this because the problem is so deeply rooted in the most fundamental aspects of the game.

Part of me wants to go easy on the game, because this appears to be the first major release for a modern console from a developer known mostly for mobile games and Switch ports. Part of me wants to be particularly negative, because it seems that literally every notable game that Fishlabs have ever put out, including this one, has more or less been iterating on a J2ME Star Wars game from a decade and a half ago, and it seems like this should be quite familiar territory by now.

Quando eu pensei em dropar ele acabou!

Chorus é um bom "jogo de navinha" mas se perde no velho problema de mundo aberto. Um monte de interrupções e sidequests (encheção de linguiça) que não acrescentam pra história, e nem trazem grande ajuda na progressão. Outro problema é o "vai em vem" que acaba cansado com o tempo.

A história se leva muito a sério e isso em alguns momentos me pareceu muito bobo, por que não é nada demais.

A jogabilidade é o que há de melhor, depois de poucas horinhas o controle se tornou uma extensão de mim mesmo e ficou muito natural pilotar essa navinha no espaço.

An amazing space combat game held back by a story of redemption a little too elaborate and delicate for it to hold firmly without breaking it, Chorus was a big surprise gameplay-wise, making me love a genre I'm often quite bad at. But promotional material for the game sets the tone and narrative standard so high it couldn't have possibly cleared the bar without a bump or two.

You play as an ex-genocidal-cultist, saving the world from the results of her atrocities and from the coming atrocities of her former mentor. It's a heavy topic, and tries a little to grapple with the nature of irredeemable acts and redemption in their wake, but the topic is admittedly one of the most complex moral webs humanity has brought upon themselves and the nature of the subject itself makes it either too hard to ever forgive the protagonist or far too easy to forgive everything that wanders across your path, painting with somewhat broad strokes a series of incredibly cruel actions. The topic was absolutely worth exploring, and even well-written and thoughtful at times, but it's a little too big for the game's finite narrative framework.

Gameplay is where this title shines, offering some of the most fine-tuned flight and one of the most useful suites of abilities I've ever seen in the genre. Players have the usual flying and rapid fire weaponry that other space shooters offer, but along the way players will also unlock "rites", powers that grant abilities like drifting to aim during high-speed maneuvers, the ability to warp behind or in font of enemy forces for quick assaults, and the ability to pierce through enemy vessels and asteroids at top speed as a javelin of starlight. It's FAST and demands accurate play early on, but the steep learning curve evens out well by the game's center, ensuring players have plenty of time to learn.

All in all if you love this genre, the title is a must play. If the promotional materials or trailers appeal to you, you should likely check it out. But know that the hefty topics and ethereal nature of many of the characters' relationships will likely leave you a little parched for the narrative resolution you hope. Still, I do think I recommend this one.

I don't usually play games in this genre, but I ended up enjoying Chorus from the gameplay side quite a bit. It felt really good to drift around in combat and once you got into a sort of flow state, it was a lot of fun.
Personally, I would've preferred that this game was linear, instead of an open world one, since all the traveling and side missions were just total filler.

The biggest issue with Chorus was the overreliance on its boring story. It could've been more interesting if it was played in reverse, so you play through the events that lead to the main protagonist's mass genocide mission. This way it could've also focused on the whole cult angle the story keeps throwing around.
Instead you have this event happen during the very first cutscene, she runs away and then starts the redemption arc storyline. It's pretty silly that the game expects you to forget the main character's actions just because she felt bad about it and helped a rebel cause.

Shame that the story drags down an overall pretty solid game. Regardless it's still worth checking out, just don't bother with all the side content and focus on the main campaign.

The flying and combat is Chorus is amazing. Of all the space combat games I have ever played (not that many, admittedly), this is easily top three when it comes to flying and combat. However, that is all I like about this game.

The story isn't terrible, but I didn't really engage with it. The open world, like most open worlds causes the game to drag occasionally. Some combat scenarios also ruin the fun combat. Having closed area combat scenarios does add gameplay variety, but it isn't fun. Finally, I think the biggest problem is that it is too long. This is a very fun 6-8 space combat game that lasts 15-20 hours.

Even with all my complaints, I would still recommend this game for anyone looking for a space combat game. It's been too long since a Star Fox game and Star Wars: Squadrons was pretty not good. Chorus is probably the best modern choice around.

Hey kids, come get your farm fresh CHORVS, they're delicious if a little unambitious.

Upon seeing it was about to be removed from Game Pass on June 16th, I jumped into Chorus, knowing very little about it. Chorus is a space combat/dogfighting game that features Nara, a former elder in a cult called The Circle, who abandoned her post after she felt guilty from destroying an entire planet.

The story and lore in this game are shockingly engaging considering there are few cutscenes, and most of the other characters are shown through 2D portraits to deliver their dialogue. You are in the ship the entire game, and yet they are very creative with the way they deliver the narrative.

The gameplay is absolutely divine. I can not say I have ever controlled a ship that has felt this good or responsive in any video game ever. There are several weapons and a bunch of abilities that you earn throughout the game that are all extremely versatile, and the overwhelming amount of enemy variety means that you need to use your abilities to the fullest.

The game does have some issues, though. Some characters and plot points don't get enough time to breathe, and I encountered a few glitches that were annoying. There is also some instances where there is just too much going on to where it's a wonder I was even able to keep track of it all, although in a sense I do appreciate that they didn't hold back and really tested my skills.

Overall, Chorus is a hidden gem that I feel like barely anyone has played. It's a pretty big game that has a lot of production value and plays like a dream with an engaging story to boot. I will definitely be grabbing a physical copy to add to my collection because this is a game that I truly enjoyed playing.

Chorus é um jogo Sci-fi inteiramente focado em combate de naves. O jogo apresenta uma narrativa mais filosófica com alguns clichês no meio do caminho, mas no geral, o jogo é bom.
Os gráficos do game são lindos, todas as regiões são bem bonitas, mas as estruturas sempre vão ser medíocres e pouco detalhadas.
A gameplay é muito boa, fluída, divertida e o combate é muito satisfatório.
A trilha sonora é decente, cumpre seu papel, principalmente nos momentos finais, mas não muito além disso.
O Boss final é muito divertido de lutar contra, podia ser um pouco mais variado, mas é muito legal, fora que no final tem um momento bem épico no estilo Anime Shounem.
O jogo tem missões secundárias, sendo que nenhuma delas é realmente divertida, algumas são medíocres outras só chatas mesmo.
A história é muito boa, mas você tem que prestar muita atenção nos diálogos pra pegar a "filosofia do negócio", caso contrário vai parecer uma coisa só jogada como plano de fundo. Tem alguns momentos clichês e até um pouco de vergonha alheia, mas dá pra ignorar.
Esse jogo eu parei de jogar por um tempo e voltava depois de uns dias, muito porque eu queria fazer as secundárias que eram um saco e no fim das contas valia mais a pena só focar na campanha principal mesmo.
Não encontrei nenhum bug além as minhas conquistas não pipocarem nos momentos finais, isso me deixou bem triste por sinal, eu fiz 100% do game e logo no final não ganho minhas conquistas, mas enfim, recomendo caso você queira algo diferente e mais dinâmico.

The game could have been better but the gameplay and the overworld just aren't good enough to carry this very far. The story seems bog standard though I couldn't really finish all of it. I was just too annoyed by the few annoying issues with the gameplay and the number of MMO-style quests in the open world. I'm glad I played it but not glad enough to keep playing

In space no one can hear you shrug.

Some cool combat that gets completely dragged down with just a very boring story. I mostly had nae idea what was going on with the plot toward the end. Ranks and factions suddenly getting mentioned and I'm supposed to care. Infighting amongst... Some group. I couldn't tell you.

The game is at its best when a massive destroyer ship warps in, and you have to dismantle it bit by bit to expose the inner core, then do a smooth flight through the ship, a quick blast to the fucker, and out the other side as it explodes behind you. But what you mostly get is Nara whispering far too much to herself, and doing fetch quests around vast empty areas.

At one point I was heading to a far away quest marker, and had that moment of "Why can I hear the game but not see it?" before realising that I had begun to doze off.

The game starts, a voice pipes up, subtitle reads "Nara: I'm Nara", and I do a little laugh and point at the screen like "that's Nara".

In this game, you play as Nara. Except Nara is actually on the sofa next to you, nudging you in the ribs with whispered hints, following up every piece of dialogue with whispered speculation about what's really going on, whisperingly pointing out things you might have missed. It's like if someone made a game about themselves, then sat with you and whispered at you as you played it to make sure you enjoyed it. It's a special edition blu-ray of a pseudo-intellectual space blockbuster, with a mandatory in-character whispered commentary track. I just paused a cutscene to mutter "please shut the fuck up" at the TV and figured I might as well stop there and write here instead.

Space combat is fine, though dogfighting usually devolves into playing chicken with the enemy as they fly towards you, guns blazing. I hear it gets a bit more interesting, but let's face it: Star Fox Zero is still king.

Think the main issue is it's all just a bit boring. Blank, empty, space.

Also the text is way too small! Should the guy with the $600 TV not be able to read the menus? COME ON!

this is a really weird game to me. i think this game has some of the most fun space combat and flying mechanics of any space game but even the best of the genre can get pretty repetitive. all of the rites were pretty cool and fun. some felt a bit useless (like the grab ships one) but otherwise i was excited to get a new one. the gameplay was good enough that i finished it, but it was a bit too long. this game needed like 2/3 hours cut off of it or at least for the missions to feel more grand and different. there were 2 big exciting missions that were like a 4.5 star game while the rest of the game is like a 3. i feel like the game could have benefited from less filler/side missions and try to fit in 1 or 2 more big boss missions. i also think the story was a little too edgy/generally uninteresting. i ended up skipping most cutscenes because i was just bored. nara and forsaken had a nice little dynamic but it wasn't enough for me to particularly care.

tl;dr: it's fun but is a bit repetitive and goes on a bit too long.

Eu tava achando bem divertido mas tava com preguiça de jogar mais. Larguei mas sou grato pelos momentos vividos. é um bom jogo de nave

Chorus is the true successor to the Factor 5 style of arcade space combat games that started with Rogue Squadron and ended with the tragically misunderstood Lair. It's fast, frantic and intense, with smooth controls and expansive open world asteroid sandboxes to zoom though at ludicrous speed and complete missions and side activities in.

Its densely told story follows Nara, a former high ranking member of a space cult bent on achieving the eponymous "Chorus", a forceful state of harmony among all sentient beings via the negation of free will, whose refusal spells doom for any apostate. When Nara is made to destroy a whole planet due to this policy, she starts questioning her indoctrination. Haunted by guilt, she embarks on a quest with her sentient ship Forsa (short for Forsaken, oof) to stop the Cult forever.

As you progress through the game, Nara unlocks a number of psionic abilities, which are really what sets the game apart from similar ones in this genre. These range from EMP bolts that disable starfighters to boosts to spear through enemies and even one to grab foes out of thin air (well, thin space) and throw them into objects. It's a cool gameplay twist, and it adds an extra layer of complexity to the starfighting genre, since each enemy requires a different weapon or power to effectively despatch.

The sense of speed is phenomenal as you turn on your afterburner and dart through asteroid caves and buzz a few inches from space stations with the precision the game controls allow. Fidelity isn't high if you stop and look closely, but the awesome vistas with their sense of gradeur and scale are breathtaking at times. It leaves you wishing that locations were a bit more diverse: if even just one of its sandboxes had been a planetary surface instead of just asteroid belts and space stations, it would have done a lot for its variety.

Combat is a lot of fun, proof be it that when the game's dynamic quest system decides to through an optional enemy encounter at you, you will go out of your way to engage in it more for fun than for the monetary rewards needed to upgrade your ship. Some of the large scale battles, especially the final one, are ridiculously epic in scope, and forgiving enough to be entertaining on top of that.

There are a ton of sidequests as well, many of which are narratively interesting and yield unique upgrades like weapons or efficiency modules you can juggle around to spec your fighter the way you like it.

The core issue with the game are the difficulty spikes: while the core loop of the game is fairly easy, considering how overpoweredd your ship will quickly become, the major set pieces against the occasional boss encounters and even some of the tutorials can become hair-pullingly hard.

Each of the three or four major boss fights can take upwards of 45 minutes to defeat (without retries that is), considering how insanely high their health pools are and how small and difficult to hit their weak spots. If that weren't enough, some of their attacks are borderline impossible to avoid while trying to also be on the offensive at the same time. They're just frustrating, but thankfully they offer mid-fight checkpoints to mitigate the aggravation.

It's also worth mentioning that this is a fairly buggy game: it won't affect most of your experience, but in my fifteen hours with it I ran into a handful of game-stopping bugs that forced a checkpoint restart: enemies didn't spawn a few times, preventing the mission from progressing, mission a couple missions wouldn't end despite completing the onjectives, one time the portal to go back from a side area disappeared, forcing me to fast travel from the map, and about halfway through the game the map itself bugged out, from then on showing my ship as the name of the location mentioned before. This fixed itself near the end of the game but was annoying all the while.

A flawed game for sure that needed a bit more balancing and polish, but definitely a must play for fans of this sparsely populated genre. If you were let down by Star Wars Squadrons you can safely gravitate towards this one.

A game badly in need of a codex, because I couldn't tell you WHAT was happening for like 90% of the game. Boss fights were fun though

geiles Gameplay, besonders ab Ende von Akt 1, wenn man endlich driften kann.

Aber.. davon gibt es ca. 2 Stunden. Die restlichen 8-13 Stunden sind Gelaber, das sich nicht überspringen lässt oder umherfliegen zum nächsten Missionspunkt. Und die sind grundsätzlich weit weg.
Zwischen diesen Punkten gibt es.. nichts. GAR NICHTS!

Geld ist in dem Spiel wertlos, die nötige Waffen kriegt man in der Hauptstory.

Und die ist grauenvoll... einfallslose Kubusgebilde, wie in jedem 2. Sci-Fi Spiel und dazu endloses Gelaber der Protagonistin, das keinen Menschen interessiert.


Chorus é um jogo bastante peculiar e estou jogando-o através do Game Pass, já que em breve ele será removido do catálogo. O jogo oferece uma jogabilidade única, combinando batalhas espaciais com elementos de exploração. Os jogadores assumem o controle de Nara, uma ex-piloto de uma seita chamada Circle, que se rebelou contra seu líder maligno. Durante o jogo, Nara é acompanhada por um drone inteligente chamado Forsaken, que desempenha um papel fundamental nas mecânicas de jogo.

O combate em Chorus é fluido e extremamente divertido. Podemos pilotar diferentes naves espaciais e usar uma variedade de armas para enfrentar os inimigos. Forsaken adiciona uma camada estratégica às batalhas, permitindo a execução de manobras evasivas e o uso de habilidades especiais para superar os obstáculos.

Além disso, Chorus apresenta uma mecânica de exploração que permite aos jogadores explorar um vasto universo cheio de planetas, estações espaciais e segredos. Essa combinação de combate e exploração cria uma experiência de jogo muito diferente e divertida.

Visualmente, Chorus é impressionante. Os ambientes espaciais são ricamente detalhados, com efeitos de iluminação deslumbrantes e um design de naves espaciais bem elaborado. As batalhas são intensas e cheias de explosões e efeitos visuais impactantes. Cada planeta visitado possui uma estética única. No entanto, em termos de qualidade gráfica, o jogo pode deixar um pouco a desejar, especialmente quando comparado aos padrões atuais.

Chorus é um jogo que consegue mesclar elementos de ação, aventura, exploração e narrativa de forma brilhante. Sua jogabilidade é divertida, embora as missões secundárias possam se tornar repetitivas. A narrativa é envolvente e a trilha sonora complementa bem a experiência. Se você é fã de jogos espaciais, Chorus é uma escolha excelente.

Prós:
- Jogabilidade divertida.
- Narrativa envolvente.

Contras:
- Missões secundárias repetitivas.

I really thought I'd like this but after a while I realised I was just forcing myself to play it. The sci-fi on offer here is very spiritually based as opposed to having actual scientific explanations, there's lots of talk about The Void, Rites, The Prophet etc. It's just not very interesting.

Voice acting is also quite poor, even for the main character Nara. You also never actually meet any characters, all interactions with them are over the radio which gives them very little weight.

The control scheme for your ship is also very unusual, with no independent control over roll which feels strange. The ship moves towards your cursor and you can drift, but without more control it often feels like you're fighting the game itself.

Tight gameplay, controls and visuals. But grows stale. I wanted it to end log before it did.

Didn’t care for any characters or the story.

Poor enemy variety. Poor mission variety.

It’s fun for a while and they’re aren’t many games like this one, but needs more depth for me.

Its a fun little arcade space shooter but the story is woeful. I found myself disinterested after about an hour of gameplay and just wanted to fly around and shoot more things without constantly being interrupted by a story I had little to no interest in. Gameplay also started to fall a little flat by the end, but overall I had a decent time.


I never use three stars because i think that's being on the fence, but i really feel that this is a good game with a terrible environment and narrative, the graphics are beautiful, the quests and the open world are a nice touch, but it doesn't feel special.

This is the gameplay that i wish Squadrons had, oh well.

https://pressakey.com/game,2059,6709,Chorus-Review,.html

Chorus kann viel Spaß machen, steht sich aber zu oft selbst im Weg. Wenn ich mit exakten Drifts durch riesige Fregatten fege und zeitgleich Power-Relais und Geschütztürme zerschieße, birgt das ein Gefühl von absoluter Überlegenheit und Können. Leider wird mir diese Freiheit zu oft weggenommen und durch langweilige Dialoge ersetzt. Essentielle Features wie z.B. die horizontale und vertikale Bewegung meines Schiffes oder das Verkaufen von altem Equipment beim Händler fehlen gänzlich.

Dazu kommen Abschnitte der uninteressanten Geschichte, die nicht überspringbar sind. So hält man mich noch länger in einem leeren Raum fest, obwohl ich doch einfach nur Fliegen, die tollen Umgebungen erkunden und auf die Jagd gehen will. Die zahlreichen, unterschiedlichen Gegner und das famose Drift System halten den Kampf frisch und knackig, auch zum Ende der 14-stündigen Kampagne hin. Merke: In Zukunft gerne mehr davon! Und weniger Bremse - das mag der geneigte Entdecker nämlich gar nicht.

The game constantly threatens to bore you with exposition and lore-dumping, all delivered via some seriously uninspired writing and vocal direction.