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I donât think Gris is for me. I donât âgetâ this sort of artsy game â whatever imagery and metaphors there are in the lovingly hand drawn artwork, I may as well be blind to them. However, I picked up Gris dirt cheap as an easy-going game to play during my downtime through an exceptionally busy couple of weeks, and it filled the gaps wonderfully.
Looking solely at its gameplay then, Gris is an extremely casual puzzle platformer with very simple controls, to the point where Iâd be comfortable handing the game to either of my parents and being confident they could complete most of it. However, right near the end of the game I did find myself completely disoriented: no idea where I was meant to go, just running in a direction that I thought Iâd already been, hoping for something to happen. The game is usually very good at having clean readable level design, so it was unusual and confusing to be left without guidance to explore a large play-space right near the end. It was a bit of a sour note to finish on, but maybe I was just exceptionally out of it that day and missed the signs I should have been following.
Following on from this, it did feel like the artistic vision got in the way of making things clear to the player. Iâm not asking for AAA white/yellow paint everywhere, but more often than in most 2D platformers I struggled to tell foreground from background (i.e. what I could stand on or not). There are several areas in Gris where there genuinely is no indication, if you walk far enough in the wrong direction suddenly the floor will stop being floor and youâll fall, despite the line you were standing on continuing. Itâs not game breaking by any means: thereâs good directional tells most of the time, meaning you can just head that way and what you need to be solid probably will be, but it can waste your time if youâre poking around the edges of levels on the hunt for secrets.
Thatâs all I can really say about the game. The art is beautifully drawn and the music fits well. If your brain needs to run on battery saver for a while and you want to try out a âvideo games are artâ experience, Gris is an easy recommendation at its ridiculously low sale price.
A Plague Tale: Requiem is an excellent sequel to A Plague Tale: Innocence that continues to follow the plight of the de Rune family, expanding on the gameplay to bolster its strengths and address some of its predecessorâs shortcomings. The story answers a lot of outstanding questions you may have had from the previous game by delving into the history of the Macula, you get new companions that help Amicia & Hugo grow as individuals while creating new gameplay opportunities, and everything comes to a head in the quest for a solution to Hugoâs suffering.
One unfortunate thing to get out of the way quickly was the awkward transition of character appearances and voice actors coming from the first game. Of the four returning characters â Amicia, Hugo, Beatrice, and Lucas â Hugo & Amicia look noticeably altered, and Beatrice & Lucas got new English voice actors. This isnât quite the same level of jarring as Grindelwaldâs unexplained makeover in Fantastic Beasts: The Secrets of Dumbledore, but it was still unwelcome, especially considering how small the returning cast is. Once you get used to it though thereâs nothing to complain about: the graphics are an upgrade, and the voice actors are by no means inferior to the originals.
Speaking of things that arenât inferior, A Plague Tale: Requiem hits it out the park again with its gorgeous visuals, whether youâre looking at a lush vista or crawling through a forgotten crypt. The main improvement I wanted to see coming from the prequel was a greater variety of environments, with an increased number of âhappyâ ones (something you basically donât see following the second chapter). The game hits the nail on the head here, with grand castles, expansive vineyards, lively towns in festival, and intricately ornamented places of worship. Itâs truly a sight to behold, and there are some wonderful landscapes for the make-your-own wallpaper enthusiasts (and the game once again includes a photo mode to facilitate this). If you donât mind some minor out-of-context spoilers, Flurdeh has an excellent YouTube channel for capturing the artistry of video games, and I think youâll agree with my claims if you watch their entry for A Plague Tale: Requiem: youtu.be/gzPrxW0MM-I.
The story is a direct continuation set only a few months after the first game, opening as the characters draw near to their new safe haven. What I appreciated throughout the gameâs runtime was that while their overarching goal was clear: find a cure for Hugo and prevent him from reaching the final threshold, the means to the end are simply hopeful guesswork. This feels both organic and makes the story harder to predict, as it could dramatically pivot depending on what lies in store at the end of each expedition. The narrative also has some pursuits that lead to a dead end, again leaving the player not feeling like thereâs an ethereal hand guiding the story. Contrast this to Tomb Raider or Uncharted: the bad guys and the treasure are explained early on, and you consistently make direct progress towards the protagonistâs well-defined goal. Here the goal is trying to follow a vision Hugo has, and the characters are grasping at straws trying to find anything vaguely reminiscent to pursue.
The integration of the companions for the core cast is a returning feature that A Plague Tale: Requiem does far more with than its predecessor. Unlike in Innocence where Melie and Rodrick merely follow you around and have obvious points where youâre meant to use their abilities, Arnaud and Sophia have skills that apply to more situations or let you switch up playstyle, plus their outgoing dialogue really brightens up the mood. They also serve to remind you how disturbed and strange the De Rune family is when they recoil upon seeing Hugo influencing rats, or gawk seeing Alicia not bat an eyelid at killing soldiers. Theyâre excellent grounding anchors as well as surrogate parents that push forward Amicia & Hugoâs character growth.
The biggest change to gameplay made by the sequel was massively opening up stealth sections with a variety of routes and playstyles. Where I called A Plague Tale: Innocence more of a puzzle-oriented stealth game, Requiem breaks open the formula with a far greater extent of player expression, enabled in part by the more open environments. The game reinforces the playerâs preferred playstyle by providing them with skills that are (mostly) relevant to the approach they choose. For example, taking a âtrue stealthâ approach (leaving everyone alive and interfering as little as possible) will unlock faster crouch walking and the ability to throw items further. One improvement I would have liked to see is a clearer indication of which actions count towards Prudence, Aggressive, or Opportunism. The terms are broad and open to interpretation, so having the feedback loop be clearer would have helped me work towards the perks I wanted. I respect the gameâs dedication to an immersive/minimal HUD, but I still think this is doable even if it was just Lucas commenting on your actions when the system is first introduced in chapter two.
Having mentioned it, I would like to mention one caveat with true stealth I noticed. The playstyle makes it very impractical to get to a lot of the chests scattered throughout levels, which will accumulate to a significant amount of important resources youâre missing out on. I donât have an immediate solution in mind for this: in my playthrough I just used Cheat Engine to award myself approximately as much scrap as would have been in the chests I saw, but wasnât able to loot. I think any stealth game that offers or encourages a pure stealth approach should find a way to compensate the player for any opportunity cost of doing so.
To cover some other gameplay/combat changes, one deliberate omission from A Plague Tale: Innocence is Devorantis (the helmet remover). This functionality simply doesnât exist in Requiem, forcing you to find more interesting means to kill armoured enemies, or just avoid them. This is a good change in my opinion, as Devorantis always felt very âvideo game-yâ â needing to exist to solve a gameplay problem, instead of having a place in the world â and its removal encourages you to improvise with more involved murder techniques using alchemy and/or rats. You do eventually get a crossbow which can be seen as the âone buttonâ solution to helmeted enemies, but ammo for it is scarce. Speaking of ammo supplies, a welcome quality of life change is that you no longer need to collect rocks, as Amicia always has them to hand if you need them. Pots can now be thrown with alchemical contents, so pot + Ignifer = incendiary grenade, which provides a temporary light source to repel rats, or can kill a guard or two. Close quarters combat has been added in a very fair way: Amicia can only kill unarmoured enemies outright, otherwise finishing someone off requires a rare consumable. You can still engage regular helmeted enemies with melee, however this only serves to temporarily stun them, instead of being a kill. Neither are a particularly viable stealth option as the ensuing kerfuffle makes a lot of noise and takes an uncomfortable amount of time â entirely reasonable considering youâre asking a teenage girl to overpower a grown-ass man. This keeps the game focussed around throwables and alchemical opportunism, which is its core identity after all.
Giving Hugo more rat-related abilities made complete sense for the sequel and were a welcome fun addition, but to me they felt underutilised. Apart from the set pieces that require using him, the only time I really made use of my rat powers was during chapter six when x-ray vision is first introduced, as the quarry is brutally hard to get through in true stealth even with that advantage. Maybe this was because I generally tried to stick to a pacifist approach, and therefore wasnât looking for opportunities to use the rats, or perhaps there really werenât many places you can use them. Either way, I would have liked to see them used more, and it would have been especially cool if Asobo found a way to incorporate them into puzzle sections. Similarly, the stress meter felt irrelevant except when it was used as a story mechanism once.
One area where A Plague Tale: Requiem let me down was in having more exciting and unique enemy design. The first chapter has you causing mayhem among a suspiciously cult-like group of beekeepers, and they look awesome. With woven masks obscuring their faces while they chase you down shouting and swinging axes, they are scary & intimidating, but more importantly new. I was so hyped for this novel design, but from the second chapter onwards I was playing against the same guards as the previous game. Yes, there are a couple new enemy variants which add to gameplay, but their appearance is still relatively plain and uninteresting, and every guard of a given type is essentially identical. I appreciate the game isnât so far detached from reality we can have all manner of Eldritch horrors for enemies, but more variety would have been welcome. There are city guards, private mercenaries, a cult, and human traffickers, but if you take away the story, theyâre all barely distinguishable recolours of the same models with different voicelines.
One gameplay change Asobo made to the sequelâs detriment is the unification of upgrade crafting materials into a single resource, scrap. I liked A Plague Tale: Innocenceâs system with numerous separate resources that you needed to find relatively small quantities of. It was immersive and had the side effect of having you work towards multiple upgrades at once, since different upgrades would use different combinations of materials. Ditching all this in favour of small sacks that contain five or ten scrap is an objective regression in realism, and to me makes resource hunting less engaging. Scrap sacks placed out in the world now feel more like video game secrets than items that would have naturally been there that Amicia is taking advantage of. The recycling mechanic was an interesting idea (if you couldnât carry more pots/knives, you can turn them into scrap), but the quantity of scrap returned is a fucking joke. The rarest resources in the game converting into (literally!) one or two scrap is absurd and barely worth doing, especially when this is a perk you had to invest in to unlock. As I said in my Eternights review, in singleplayer games developers should err on the side of things being overpowered, as even if they are thatâs usually more fun than an underpowered mechanic. Give me thirty scrap for a crafting tool, and fifteen for pots & knives. Itâs not going to break the game, and actually feels like a reward for players that manage to conserve these incredibly useful consumables. Looking beyond the recycling mechanic, a lot of the tier one/two upgrades donât feel impactful, instead just serving as a stepping stone towards the third tier upgrade you actually want (e.g. being able to retrieve crossbow bolts, a super impactful and desirable upgrade).
I feel as though pacing has always been a challenge for Asobo, but in this game moreso than the last I definitely felt like the progress was sluggish at times. Both games feature a fair amount of âyou see that landmark on the horizon? Yeah, youâre going thereâ which is fine, however there are times when these sections outstay their welcome, or youâll arrive at the destination and nothing exciting happens, the story barely progresses, and now you need to get to another-more-different waypoint. Chapter 7 is a good example of this in my opinion â itâs a lot of gameplay with a miniscule amount of story progress until the chapter concludes. This having been said, the game breaks its own mould by having an open world section in Chapter 9! This is a fun change of pace, letting you control your partyâs destination for a change, with lots of places for Amicia, Hugo, and Sophia to explore and loot. Thereâs an optional large-scale puzzle/mystery in this play space as well which is separate to progressing the story, for those that enjoy an unguided treasure hunt. Still on the subject of pacing, A Plague Tale: Requiem did catch me off guard with how quickly it ended. The story hits critical mass during Chapter 12 and then very rapidly rattles through the remainder of its numbers, up to the seventeen total (the same as the previous game). No oneâs expecting all the chapters to take the same amount of time to complete, but I did not start my final day with this game thinking I was going to complete it. Then next thing I know Iâm post-credits, having completed five chapters in under three hours and still mentally lagging behind how fast the story moved.
Overall then, A Plague Tale: Requiem is an easily worthwhile sequel for anyone who enjoyed the first game and wants more. It features better side characters and more open-ended gameplay through a wide variety of breathtaking environments, while elaborating on the history of the Macula and how it controls the de Rune familyâs destiny. As gamers, we need to keep supporting AA studios like Asobo: theyâre producing the quality of games we expect (but arenât getting) from AAA giants, and thatâs without any microtransactions, lootboxes, or subscription models. The game is well worth the asking price it hits while on sale, and frankly itâs not overpriced without a discount label either. (But of course this is Steam and sales exist, so why would you ever pay full price for something thatâs not newly released?)
â UPDATE: someone has pointed out on the Steam review that my critique of the story is incorrect. The game doesn't guide you and apparently I entirely skipped the previous Persona 4 Arena, which is bundled into Persona 4 Arena Ultimax. Also, the game is somewhat of a sequel to Persona 3 as well, so they recommended having played that game first. Perhaps I'll revisit Persona 4 Arena Ultimax in future, but for now some of my complaints are still valid and I'm leaving this review up, but thanks SPOOKY Banana for clearing things up a bit.
Persona 4 Arena Ultimax is a letdown as a story sequel to Persona 4 Golden. Maybe itâs a great fighting game worthy of its Very Positive reviews, but for the newbie thatâs in it only for the story/characters, it flopped irrecoverably.
In the Persona 5 trilogy, each genre (JRPG, hack ânâ slash, turn-based micro-strategy) is introduced to the player gradually and thoroughly tutorialised. Here, you go through about an hour of story content and are then immediately thrust into combat with the game not so much as even telling you the controls, let alone teaching out how to fight. This alone was a dealbreaker for me: I have almost zero experience with fighting games because itâs not a genre that usually interests me, so being unwilling to teach the player by any means other than a learning section in the main menu (which youâre never told about) is unacceptable.
What little of the story I saw in that hour also didnât feel great, instead of the time passage between games being insignificant because nothing happened (as with the Persona 5 series), here a significant event has happened before the gameâs own story begins. Non-linear storytelling is fine, but here itâs mostly characters discussing or thinking about the prior events, with no flashback cutscene or any visual reference to help the player keep track of all the new names and places. So while I appreciate that if Iâd kept going I would have gotten an increasingly complete picture, in this beginning portion I am completely lost trying to keep track of the litany of new characters as the game is rushing to get its plot underway. I say rushing because in within fourty-ish minutes the world has reached the same state of near apocalypse as it does for the final encounters of the base game in Persona 4 Golden and 5 Royal (with the midnight channel / metaverse merging with the real world). Thatâs a pretty quick zero to one hundred right there.
The final nail in the coffin for me wasnât the fact that they gave Yu a voice actor, but it was that he sounds exactly like Adachi (with the English voiceover at least). I have no idea how this came to be as to me it seems like an obviously moronic choice. I have no problems with one voice actor playing several characters, because ordinarily theyâll be distinct to the point where you donât realise it was the same voice actor until the credits roll. Absolutely not the case here; Iâm not using the word âexactlyâ as hyperbole.
Now then, I understand that my perspective on this game wonât reflect that of everyone who plays it, but that doesnât mean Iâm not entitled to give the game a negative review. You can love this game and strongly disagree with the sentiment of what Iâve said, but you canât invalidate my opinion because I am as much a part of Atlusâ target audience as you are. Just a different part, and a part that I donât think Atlus properly catered to in designing Persona 4 Arena Ultimax.
Eternights is the loveable awkward cousin of the Persona franchise that provides a downright outstanding experience considering the game was masterminded by only three people. Itâs a far cry from perfect, absolutely, but if you love the social side of Persona games and maybe arenât such a fan of JRPGs (hi hello, itâs me) then Eternights can absolutely scratch an itch for you, if only for a short while.
What immediately bowled me over playing the demo for Eternights was the level of cinematography being used to deliver the story dialogue. Eternights puts Personaâs static room shots to shame, taking full advantage of its 3D environments to pan, zoom, or crop in, plus using a variety of angles to keep things feeling engaging. And this doesnât even come at the cost of proper cutscenes â the game still has those too! There are multiple animated cutscenes(!) and several in-engine ones as well. The frequency of these is definitely frontloaded to cement a good first impression, but regardless the creativity exercised by this three-person team exceeds that of a AAA studio here; Atlus had better be taking notes.
The main change moving from Persona to Eternights is the gameplay of the dungeon crawling sections. Persona games are classic JRPG turn-based weakness-exploiting battles, which Eternights entirely does away with in favour of being a hack ânâ slash (and no, itâs not similar to Persona 5 Strikers). You have a dodge roll (with a perfect timing mechanic), a sword with two different forms/movesets, four distinct abilities, a QTE-fest ultimate, and you also can request your allies to use their abilities to aid you in combat (e.g. healing, AoE crowd control, or damage). This is the sort of combat in games I really enjoy, however the implementation here is⊠subpar. The genre swap was what drew me to play this game before picking up Persona 3 Reload, but unfortunately combat is the weakest aspect of Eternights. Allow me to explain.
Dodging an enemy attack is dependent on you timing a button press with a prompt (warning noise + flash), instead of being i-frame or hitbox based. What this means is that if you press the roll button before or after the warning prompt such that your character visibly evades the attack, you will still get hit. What. Iâm going to go as far as to say this is straight-up wrong and is never the correct choice for any game, and I like to think itâs self-explanatory as to why. You can get used to it, but this in combination with the usage of such blatant cues reduces the skill ceiling of Eternights dramatically. I understand not everyone wants a Souls-like â personally I think this game could do well as one â but I do think the difficulty here has been excessively diluted regardless.
Further to combat, the perk tree of Eternights is decidedly uninspired. Thereâs little meaningful choice as no mutually exclusive options/branches exist, and the majority of upgrades are just incremental improvements to abilities you already have. None of the options beyond the initial unlock of a skill altered how I played the game, and the numbers changes are so small they were hard to notice. In a singleplayer PvE experience I would always expect developers to err on the side of making perks or abilities too strong as this is often more fun than the opposite, but thatâs not the approach Studio Sai took. I hope in the next game there are impactful playstyle-specific choices to be made, along with better balancing in general.
The final two issues with combat feed into each other: every enemy can be dealt with in moreorless the same way, and there isnât a great amount of enemy variety. Winning a fight requires timing a single dodge roll, then you spam basic attacks until the enemy recovers, then use all your special moves that they canât block, and then you wait for the next dodge opening to repeat. Thereâs no risk/reward consideration whether to go for an extra attack: either youâve set yourself up correctly and have enough time, or you donât. It doesnât feel like enemies have any agency like they did in Lies of P; they never take charge of the fight â even bosses just take their punishment once youâve dodged correctly (meanwhile Laxasia has a full combo after you stagger her). I think the critical mistake here was having a single perfectly timed dodge guarantee you a full combo â in Souls-likes youâd need to dodge multiple times to avoid the enemyâs complete combo to find an opening, or in other hack ânâ slashes the dodge doesnât guarantee anything beyond you not taking damage.
Moving on from grilling the gameâs combat then, Iâll briefly air a couple qualms I had with the story. Itâs far from water-tight; if you wanted to critically analyse it would hold as much water as a sieve. Iâm not saying itâs not enjoyable, but you just have to let it happen and not think too deeply about it. That having been said, some events really need more justification: when Sia magically appears and joins your party, no one really questions her or her motives, where she came from, how she survived until now, et. cetera. The other bit I didnât like was the ending. The game very explicitly gets you to make a choice, and if you answer truthfully, you will probably also not enjoy the ending. Asking who your favourite girl is to then kill them felt spiteful and uncalled for. Either the game should select the girl you spent the most time with without asking you, or instead get you to pick who gets sacrificed (some story adjustments would be required to make that fit of course). Either would give far more impact to the ending, instead of being left feeling like the game is intentionally giving the finger to you. Iâm not sure what Studio Sai were going for with the scannable QR code post-ending either, like why not include the video in the game? Instead, I got a real life quick time event to pull my phone out and scan the thing before it disappeared.
Thereâs a lot of tough love in this review (and I left out a fair number of more minor gripes), so I want to re-emphasise that how closely Eternights manages to capture the Persona seriesâ core values in spite of its diminutive team size is nothing short of a marvel, and Studio Sai should be immensely proud of what theyâve made here. With an increased focus on combat feel in the next entry, and hopefully the budget for a more fleshed out story, I am excited to see what comes next! For now though, Eternights is a comfortable recommendation from me if you like the dating sim half of Persona games and having hack ânâ slash mixed in with that sounds like a good time, and youâre willing to look past the rough edges. In my eyes, on sale the game is absolutely worth it for what it offers, not to mention supporting such a promising developer.
A Plague Tale: Innocence is a rock-solid story & gameplay experience punching far above its weight class, coming from a relatively small AA studio. Perhaps most importantly of all, the lack of the third âAâ has seemingly resulted in most anti-feature crap being left out of this game: there are no side quests, no vast open world, a circumspect set of collectibles, and no lootboxes or microtransactions. Thereâs nothing groundbreaking or exceptionally innovative in this game, but Asobo Studioâs intense focus on making the core game great is what makes it well worth playing.
That having been said, the gameplay intentionally starts quite slow, as Amicia is weak, timid, and unused to the new responsibilities thrust upon her. This fits the narrative, but can make the early evasion sections tedious as you have very few options and are forced to take your time. Stealth here certainly leans more towards puzzle solving than being an open sandbox, with there often being a relatively clear set of steps you need to complete in a somewhat lenient order. If youâre looking for the endless flexibility and creativity you can express in Metal Gear Solid V, thatâs not what this game offers, though in my opinion that isnât to its detriment.
Something to be careful of is that mistakes are often punished with death in this game, as once an enemy has fully spotted you, killing them can be impossible, and breaking line of sight to re-enter stealth may also not be an option, leading to your demise as Amicia has no close quarters combat options. This keeps stakes high and maintains tension, and in fairness is realistic given youâre pitting a fifteen year old girl with a sling against grown-ass soldiers, but at times this can certainly be frustrating. When youâre working through a larger area and one mistake resets ten minutes of careful tiptoeing (chapter six in particular comes to mind) you really donât want to have to redo all that. However, this does ultimately boil down to a skill issue, and these failures can make your eventual success all the more rewarding.
The game also features numerous dedicated puzzle sections, which while not too challenging, were plenty enough to keep me engaged and helped with the gameâs pacing & flow. Ultimately though, itâs the story thatâs really meant to hook you. The plight of the estranged siblings is exciting and layered with mystery, starting with a narrow scope and an immediate objective, then progressively unfurling into an understanding of the powers at play, with characters taking charge of their own destinies. I played the game with the English voiceover, which was impeccable despite not being the native language. The only thing that lets the game down somewhat is the lip syncing and facial animations, but without Uncharted 4 raising the bar so damn high I doubt I would have commented on it. Obviously this comparison is unfair â Asobo is a far smaller studio and A Plague Tale: Innocence predates Uncharted 4 â but itâs something Iâm cursed to notice now in every game I play that tries its hand at realistic graphics.
Speaking of graphics, the world you battle through throughout A Plague Tale: Innocenceâs seventeen chapters is beautiful, but not in a âwow, itâs so prettyâ way. That is to say, the graphical fidelity is there and comfortably holds up five years post-launch, but the environments are anything but serene. Gore, despair, desperation, and death haunt Guyenne, and the game doesnât try to hide it. This plague-ridden world is masterfully crafted; every area you visit is an artwork in its own right, if only to hammer home how hopelessly cruel the situation is that youâre fighting through. The game keeps you immersed in the world and focussed on your surroundings by having a very minimal HUD setup where elements only appear when necessary, meaning the game is nearly always screenshot-ready.
All in all, I neednât say much about A Plague Tale: Innocence because thereâs nothing it does poorly and itâs not a unique never-before-seen gaming experience. However â and I want this to be absolutely clear â that does not mean itâs a bad game. I think that the game is easily worth ÂŁ15-20 and when you consider that it now goes under ÂŁ10 on sale regularly, itâs an absolute bargain and easy recommendation for stealth game enjoyers looking for a singleplayer story experience. Plus thereâs a sequel out (A Plague Tale: Requiem) that directly continues the story, and it too is looking like it too shall receive a positive review and recommendation from myself (note: Iâm only about a third of the way through currently). Pick them both up if you find a good deal, but if you donât like the first game you wonât enjoy the second.
To me, We Were Here Forever solidifies Total Mayhem Gamesâ move towards making this series more casual and âfor everyoneâ. Compared to the original We Were Here, We Were Here Forever is a relaxing jaunt through some environments that try to be creepy, coupled with a loose overarching narrative. The puzzle solving can almost always be taken at your own pace, instead of pressing you for time with prevalent horror elements.
What Total Mayhem Games excel at is coming up with well-themed unique-feeling puzzles that involve a healthy mix of logical reasoning, player communication & coordination, and a bit of trial & error. You will be able to see similarities in puzzle structure to their previous games, or other puzzle games in general, but the presentation is novel and within the game itself there is no idea re-use. I would go as far as to say that all the puzzles in this game were good, and there was one that felt truly inspired (conversing with the octopus).
While the puzzles were up to their usual high standard, I felt a conscious intent from the developers to try and increase the duration of their game through less enjoyable means as well. Gameplay & story are king; increasing your gameâs run time through backtracking and painfully slow ski lifts is lazy and very unwelcome. I know the narrative fits the need to backtrack with the telescope pieces, but this could have absolutely been written or implemented differently: the pieces could have been smaller, or you could have returned with everything at once. In a fantasy land such as Castle Rock, the story can be written to fit the gameplay as thereâs a low level of realism, making adjustments such as these easy to iron out during development.
What I really felt was missing from We Were Here Forever was the element of fear that they used in the first two games. The walkie-talkie stands out to me as a clearly obsolete feature leftover from the bygone era of being a puzzle horror game â the fact that only one player can talk at once is a feature if and only if there is time pressure involved. This plays out fantastically in We Were Here and We Were Here Too: while some form of impending doom draws ever nearer, each player is frantically trying to convey what they see to their partner so that they can attempt to solve the puzzle. As deathâs door slowly creaks open, one frantically begs the other to think faster and save their life â in turn making it harder for the puzzle solver to think, and also preventing them from instructing their friend even if they do think they know the solution. In We Were Here Forever, thereâs only one puzzle I can recall that directly puts one player under threat of death with a time limit (the underwater maze with the breathing tubes), but it still isnât scary as the timer is directly shown with a âdiegeticâ indicator, making it easy to plan around.
All in all, Iâm sad to see the We Were here franchise depart from its roots, and as a result itâs lost my interest in future releases from the developers. Iâll go back and replay the original two games every so often when Iâve sufficiently forgotten them, but the stress of frantic teamwork has all but faded entirely with the newer entries, and my type two fun along with it. I will quickly mention though that I do appreciate price point of the We Were Here games: theyâre cheap at full price and even moreso on sale, which makes them easier to convince a friend to buy so that you have someone to play with. If asymmetric co-op puzzle games are your jam, youâll definitely find some fun here, but itâs not all I was after when I purchased my copy.
Persona 4 Golden is another childhood superhero fantasy built atop a rich parasocial experience that takes you on wild ride through high school and an alternate dimension of reality. Asked before the game ends and youâd say itâs clichĂ© and outstays its welcome, start the credits rolling and immediately begin to miss numerous personalities that kept you company for the month(s) your playthrough took. Persona games donât end until theyâre over, and when theyâre over youâll be mourning your virtual companions for a couple days â thatâs the magic of the franchise. After completing the Persona 5 trilogy* I was eager for more, and picked up Persona 4 Golden the next time it was on sale. A lot of my review will leverage my experience with Persona 5 Royal (which almost universally comes out on top, if you want the TL;DR), but I hope itâll be a worthwhile read regardless of how much of Atlusâ beloved franchise youâve played yourself.
Neither game is immune to being thrown under the bus here though, and what I didnât realise coming into my second mainline Persona game is how formulaic they are. I knew they were the same genre, and I half-expected to see a bunch of shadows and personas being reused, but itâs the narrative overlap thatâs so uncanny, and I bet Iâm going to see it all over again when I buy Persona 3 Reload. Your character is new to the area/school, living with a relative they donât really know, randomly wakes up in the Velvet Room to be met by Igor and informed that you have some inescapable fate to save the world from calamity. When you discover the âother sideâ, thereâs a weird non-human companion that helps guide you. The true plot is only revealed late into the game once youâve assembled your complete squad (forty-five hours in for me, out of my total of seventy-five hours to reach the true ending). Adults struggle to fully grasp the situation because they donât know about the other world, and so the weight of the crisis falls on to your squadâs shoulders, and by the time adults do catch up to whatâs going on, they canât help anyway and youâve gotta solve things yourself. (The following only counts as spoilers if youâve never completed a Persona game.) The storyâs climax reaches existential heights and through the virtue of being sickeningly woke moralists, your team chooses the path of freedom on mankindâs behalf. The antagonist god doesnât understand the value of grief & pain, wanting to solve it by lobotomising mankind. Your team knows the value of suffering and how it can bring people together (as it did for you), ultimately defeating the deluded god with the power of friendship. Credits roll as you leave to go back to your hometown, coupled with emotional farewells from everyone you spent time with. To clarify, Iâm not saying that the formula is bad, but itâs clearly present, and that alone will wear on some people â itâs why I donât watch superhero movies, for instance.
I do have two changes Iâd make to the Persona formula though. One thing I think Atlus could stand to do better â both in this game and in Persona 5 Royal â is having main characters be blended into the game world before joining your crew, instead of being added to the story and almost immediately to your party. Examples of this done well across the two games are Yukiko and Makoto, but poor examples include Rise & Naoto in this game, and then Futaba & Haru from P5R. The other change could be seen as a hot take: I donât think the main character should be a self-insert, and thus should have voiced dialogue. Having characters be unable to address you by name in spoken lines is something that always pulls me out of the moment, and Iâd love to hear my dialogue choices being said. Thereâs a clear personality behind some of the dialogue options â just ask a Persona 5 fan and theyâll immediately âbeep boopâ â and Iâd love to see that brought to life and embellished with voice acting. I donât think Yu needs to be given more lines, but the ones that are already there should be voiced. Oh, and give the guy some scope to actually speak in the animated cut scenes for fuckâs sake, it feels so unnecessarily awkward with how itâs done currently.
One other quibble of mine thatâs not with the Persona formula per se, but is at least related: characters added by the story expansion / remaster are 2nd class citizens and should have been better integrated, especially in the endings. In Persona 4 Golden, Marie falls afoul of this; in Persona 5 Royal, itâs Kasumi. Marie doesnât appear for your send-off at the train station, which just didnât fit the narrative before you also consider Iâd chosen her to be Yuâs girlfriend. Not to mention youâve only relatively recently completed the expansion content, so sheâs fresh in your mind. Yes, the true ending does acknowledge her better, but you still donât get to see her in person, which I missed. Although at least Marie actually made it into the sequel/spin-off game, despite not being a part of âthe gangâ. As a quick tangent, I need to vent about how Atlus did Kasumi from Persona 5 Royal dirty. She managed to become a whole-ass Phantom Thief and yet canât feature in the later titles, like come on! Itâs not like Persona 5 Strikers came out before Royal, those fucks over at Atlus should have made her canon. And that concludes my therapy session for today.
I think one of the most interesting facets of the mainline Persona games is that how you choose to spend your time with people matters⊠until it doesnât. Relationships with NPCs is one of this gameâs core tenets, yet theyâre fundamentally flawed, especially when it comes to romance options. Youâre usually given the option to romance someone at social link level eight or nine (the earliest one I can recall is seven), but the characterâs story is written to be the same whether or not you took the romance option, so it can only have a minor impact for the rest of your dedicated time with that person. The gameâs main story also canât take your characterâs romantic interest into account, because thereâs no guarantees on when he will enter a romantic relationship, who with, if heâs also seeing other people, et. cetera. The end result is that by the time youâve picked out a girlfriend for Yu, youâve already spent the majority of your quality time with them, and once their social link is complete, spending more time with them is a waste*. Your relationship will almost never be acknowledged by the game, with Rise simping for Yu for the duration instead. I would never have put my finger on this weird dichotomy if it hadnât been for this excellent game analysis video made by i am a dot., which goes into this topic in-depth for Persona 5. Check it out here if youâve played that game and want a more complete showcase of this phenomenon. I do think Persona 5 Royal does a better job than Persona 4 Golden though, as there are several one-on-one moments in the story there where you can choose who to spend the special event with, whereas I can only recall one in this game.
One of the most impactful areas thatâs aged poorly in Persona 4 Golden is the user experience of its interfaces, which is immediately obvious the second you get into battle. In Persona 5, you have separate buttons for attack, guard, change persona, analysis, and item. Persona 4, by contrast, presents you with list menus that you have to scroll through and select your desired action/submenu. Finding a persona with an appropriate weakness-exploiting move on your character is particularly cumbersome: you open the Persona menu, then you press X to bring up more information for the currently highlighted persona. If you donât know the move elements by heart, you have to press X again to toggle move descriptions and go through each one for that persona. You can use the shoulder buttons to switch between personas, then when youâve found the one you want, press A to select them. A fixed animation plays for the persona change, then you select Skill from the top-level menu to finally be able to select & use your ability. In Persona 5, you press the spell button and can see all of your current personaâs moves and what element they are. You can press the shoulder buttons to instantly switch personas; selecting a spell uses it. Itâs so much faster and far fewer interactions. When itâs such a core mechanic that youâll be doing literally hundreds of times in a single playthrough, reducing friction in places like this matters a lot.
Problems with user experience and interface design donât only show up in combat: lots of merchants are clunky in this regard too â theyâre not given full shop menus and instead rely on the dialogue option system as an inelegant substitute, preventing you from doing useful things like buying in multiple items, or multiples of an item. The dialogue system also doesnât support scrolling if there are more options than will fit on the screen, resorting to a âMoreâ option at the bottom of the list which will then summon the next page of options. While theyâre not as frequently used as the battle interface, I do wish Atlus had invested more time into these small merchants, since all the groundwork has been done for shop interfaces in the game, they just needed to be used in a few more places.
Enough about outdated interfaces, one thing that shouldnât age poorly is music, and yet Persona 4 Golden didnât hold a candle to its younger sibling. There are some stand-out jams, sure, but itâs the lack of variety I noticed more than anything; it feels like there are far fewer themes in Inaba than Tokyo. Crucially, most of them rewind to the beginning when you encounter a loading screen â of which there are a lot, every scene change uses one â resulting in you hearing the first fifteen-ish seconds of tracks repeatedly. I donât hold the number of loading screens against the game, itâs a product of the time when it was released, but the way music interacts with them sucks. Dungeons suffer from the exact same problem, worsened because their themes are based on repeating motifs with so little variation that even if you werenât constantly restarting the tracks by entering combat, theyâre still repetitive. I donât recall a palace theme getting old in Persona 5 Royal, but in Persona 4 I was sick of most of the dungeon themes before Iâd completed two floors.
Itâs not solely the music that gets monotonous in dungeons either. Iâm so glad palaces in Persona 5 actually had bespoke layouts designed for them, because if the standard of Persona 4 was still the status quo I donât know if Iâd be willing to put up with it. I like roguelike games; thereâs nothing wrong with procedural level generation, but my word is this implementation shoddy. Everywhere looks the same, and there are no level or exploration mechanics with any form of skill expression: shadows are really easy to evade and manipulate into an ambush, and chests arenât hidden out of the way. If it wasnât for the typical JRPG need to earn experience and level up, I would have sped past everything, playing out as few encounters as possible to get things over and done with. (It certainly made the Hollow Forest easier to deal with, with its anti-fun gimmicks.) All this solidifies to me how impressive of a step-up Persona 5 is, both in dungeon crawling and combat. Thereâs vertical mobility, crawling through vents, grapple hook traversal; a goofy overpowered stealth system (plus the Chaines Hook); alertness levels; intricate palace designs with hidden shortcuts & treasure; guns (and by extension, down shots); technicals; and baton passes. The dungeons arenât any quicker to complete than those in Persona 4, but they stay fresh & exciting with different things to do as you explore each new level, instead of a hamster wheel of dĂ©jĂ vu that you have to keep running around. How engaging it is made me realise that JRPGs donât have to be bland turn-based combat yawn-fests.
Persona 4 Goldenâs dungeons arenât getting any slack in this review. Boss gameplay design also stood out to me as, well, bland. Itâs never a good sign when thereâs a one size fits all approach: spam stat buffs and physical/almighty attacks, healing when necessary. I understand not wanting to give bosses elemental weaknesses, but Persona 5 still manages to have exciting and varied final encounters despite this restriction: additional shadows that need to be killed within a certain period of time; sending a someone to create an opening while the rest of the party keep the boss distracted; and weak points to exploit to cancel a powerful attack or open a vulnerability on the bossâ main healthbar. None of these ideas are used in Persona 4 and it genuinely makes these fights that are supposed to be climatic less interesting than the random encounters while dungeon crawling. Sure, bosses usually have one or two âspecialâ moves, but these usually amount to revving up for a powerful attack (just guard lol), or a period of invulnerability that you have to wait out (idle time to replenish buffs and heal). Plus, later on, I was usually overlevelled by the time I reached a boss, resulting in battles centred around chipping away at the bloated healthbar and only occasionally worrying about my allies, who wouldnât take more than 20% damage from any given attack. Bosses repeatedly being uninteresting health sponges got me to the point where I tweaked the gameâs difficulty to make my party deal more damage. I wasnât at any risk of dying, so I preferred to get to the story pay-off marginally sooner.
Further to when I mentioned being overlevelled, the scaling in this game felt off to me. After being traumatised somewhat in Persona 5 Royal with normal enemies managing to wombo-combo Joker, and palace rulers posing a genuine challenge, I opted to stick to the default level of difficulty for my playthrough of Persona 4 Golden. The first dungeon was really tough, and I had to split it across two or three days, entirely due to running out of SP (and holy cow is SP restoration completely unaffordable early game even if you have it unlocked). This felt unusual in itself, but what made it scary was arriving at the first boss and having a really tough time of it. I looked it up afterwards, and I was more than five levels under the recommendation for the battle. I had assumed I was fine: Iâd fought every encounter on my way to the top floor, and so assumed that would be enough experience for me to be in a good place for the fight. Wrong apparently. Then as I played the game more and I was repeatedly given inane quests that require extensive backtracking through old dungeons, and I found that this extra time brought my group up to par, and then even beyond it. By the time I got to the fourth dungeon, I was breezing through and able to use the dumb ârushâ mode on any dungeon encounter. Thanks to my dogged persistence in completing the tedious side quests (and with NieR flashbacks in full force), I was âstuckâ in easy mode for the rest of my playthrough, leaving the end-game bosses feeling especially underwhelming as I rocked up with a full level ninety-plus party to Ameno-sagiri and those that followed. I understand that this amount of optional content is difficult to balance around, and appreciate the always-available granular options the game provides to configure difficulty, but I do think the out-of-the-box experience could be better. Some people hate enemies that scale with your level, but that would have provided a better experience than I had in my playthrough. I also think support late-game is incredibly overpowered: the amount of health & SP you get back between fights is stupidly high, to the point where you can use whatever you want on the trash mobs and not have to think about it later. This entirely nullifies having an NPC that you can pay to restore your partyâs SP mid-run, something I never ended up using as by the time I could think about affording it, I didnât need it.
Taking a break from negatives, one thing I really appreciated having in Persona 4 Golden was dedicated time to improve relations with characters whose social link I couldnât level up yet. The gameâs evening timeslot can be used to meet & spend time with characters, but wonât level up your relationship with them (except for a few evening-only social links). This is fantastic as it doesnât feel like youâre wasting a time slot to paper over your poor answers to a previous interaction, contrary to Persona 5. To complement rapport building in the evenings, there are also boxed lunches. You can spend an evening to prepare one (unfortunately with a cooking knowledge question you have to get right in order to not waste your time), and then at school the next day can choose any of your schoolmate social links to have lunch with and grow closer to (without levelling up). This is great for when it feels like a character is avoiding you, or youâre procrastinating spending time with them as you can level up other social links. Overall, the social link system feels far more forgiving in this game than in Persona 5 Royal, and I really appreciated it.
Iâll always ask for more voiced lines in any Persona game. Silent lines from main characters are pretty criminal in my opinion, and in my dream world all social links would be fully voiced. The way Persona 4 Golden dynamically allocated voice acting to the impactful lines instead of exclusively having the entire rank ten event voiced is a double-edged sword, because while it gets more value out of the limited line budget Atlus was seemingly working with, itâs easy to accidentally skip them if you werenât expecting a line to be voiced. Regardless though, if these games are selling well enough to get remastered and expanded upon, thereâs money kicking around that could have been allocated to more lines, surely. As for the voice acting itself, I had a good time with the English voiceover â Yukikoâs laugh, Adachiâs goofiness, and Yosuke cringing made me smile every time.
Now, I know the game is really old at this point, so Iâm not going to say âthe graphics are bad; the characters look like Miisâ because while true, itâs unfair criticism in light of when the game was made. However, thereâs one feature that the game already has thatâs sorely underutilised: multiple facial expressions for the 3D character models. I think this was used once or twice during the entire game, but would easily have breathed more life into every scene. Watching characters portraying extremes of emotion while their face is perfectly visible with their ever-present :) disrupts immersion and sells the experience short. I donât think this is too much to ask either â the faces are flat textures and wouldnât take much storage or graphics power to swap around appropriately, even on a PlayStation Vita (the gameâs original platform).
Something I never foresaw myself talking about in a game review was the handling of sensitive social issues. Any yet here we are, because to me Persona 4 Golden feels uncomfortably behind the times. One of the main characters youâre introduced to relatively early is likely bisexual â nothing wrong there â but the way other characters poke fun at him and make edgy jokes for the rest of the game is entirely uncalled for. If this was real life, you could conceivably chalk it up to the boys being young, insensitive, and immature. But when itâs been written this way deliberately, having another male character being scared to share a tent with a maybe-bisexual guy because âhe might do somethingâ is out of order. Regardless as to how realistic casual homophobia might be, it doesnât add anything of value to the story and perpetuates stigma. More fortunately, the game manages to avoid a blunder with a potentially transgender person: when theyâre publicly outed as a crossdresser everyone accepts this with no questions asked, no one so much as fumbles a pronoun/honorific. Maybe itâs the dissonance between the handling of these two that made the shortcomings especially obvious, but I do wonder if the writing will change if thereâs a remake in the future.
One thing that freaked me out multiple times during my playthrough of Persona 4 Golden was how easy to miss the true ending requirements were. None of them are made explicit by the game (something Persona 5 Royal improved upon thankfully), and due to one of them being a particularly fussy evening-only confidant, I very nearly missed the social link level deadlines that guides online informed me about. I was shocked once more when I finished the game, got a good ending, went through sad farewells, rolled credits, and then shortly discovered by rummaging through the Steam achievements that I had missed a boss. I donât believe in save scumming (and by extension, save slot rotating), so when I started looking online and saw that this was the true ending and Iâd missed it by a yes/no leading question, I was terrified I might have locked myself out of this (similar to how I locked myself out of the true final boss in Lies of P đ). Very fortunately, the game orchestrates it so that as long as you didnât overwrite your save with your clear data, you can go back and make the right call, however my point is that this process & stress shouldnât be required in the first place!! Iâd taken those closing cutscenes to heart and was starting the process of moving on from the characters Iâd become so accustomed to spending my real-life free time with, and then I suddenly get pulled back into the game for a full-scale last hurrah with an entire new dungeon to clear and the for-real-this-time final boss. Once you beat that, the ending is massively more fleshed out (including some details which didnât need to be gated behind the true ending). And I would have missed all of that if I hadnât gone for a scroll through the Steam achievements to see what I had & hadnât got. It made me so paranoid I went back and checked that I did get the true ending for Persona 5 Royal, which fortunately I had: phew.
To tack onto my previous point about missing out on content, there are also some mechanics that feel needlessly obscured, like how apparently everyoneâs personas have a third awakening. How you are meant to organically discover this I donât know, because after you spend time with someone with a maxed-out social link once and see that it does nothing (because youâre still relatively early in the game), why would you ever do it again? I completed both Persona 5 Royal and Persona 4 Golden without knowing that I should have been doing that, so fuck my life I guess. Another thing I picked up on late was that some jobs have associated social links (not a thing in Persona 5 Royal), which I discovered by wondering why other players were working instead of spending time with social links (turns out, why not both!). I donât want to have to rummage wikis more than I already feel the need to (Empress social link anyone?) for fear of spoiling things, but some features are so undiscoverable, and it stings to find out too late. The game would really benefit from being explicit more often, like how it tells you what going on a moped ride to the hot springs with someone does.
To begin rounding off this review, I need to get two story gripes off my chest. If you havenât played and completed the main story of Persona 4, do not reveal this spoiler. Iâll just up and say it: Nanako should have died (or more accurately, stayed dead). The way sheâs brought back is essentially unexplained, plus I think having her actually die would have reinforced the charactersâ motivations, bringing them together and better illustrating to Ameno-sagiri that suffering can make people stronger. Thatâs the more minor point though, because itâs Adachi I really want to rant about. Due to aforementioned ânecessaryâ wiki & guide usage, I accidentally got spoiled on the fact that Adachi was âthe culpritâ. When I read that the story hadnât even had the dramatic turn with Namatame kidnapping Nanako, and I genuinely shrugged off the forum post as a troll or joke. Unless Iâm legally blind, there is no tell, foreshadowing, or hinting that Adachi is evil before you pin him down after confronting Namatame. Up until his reveal, Adachi was my favourite character: a loveable goofball thatâs struggling with basic adulting and the grind of having a real nine to five job. The next moment he starts spewing horrendous world-ender villain manifesto shit as though his personality was entirely overwritten.
You might be wondering how I can write an almost entirely negative review and still give the game a thumbs up. To me, the Persona games are an exemplar for âthe whole is greater than the sum of its partsâ. Persona 4 Golden is showing its age and had a cast I straight up liked less than the Phantom Thieves, and yet as I was watching the ending scenes and credits, my emotions are welling up and Iâm sad to see them go. Persona 4 might not have given me quite the same feeling of escaping to another life like Persona 5 Royal did, but that doesnât mean you donât love and care for the characters by the time Yu has to go back to the big city. For everything Iâve detailed in this review about why Persona 4 Golden is inferior in moreorless every way to Persona 5 Royal, in the end it doesnât take away from the feelings the game leaves you with. I would simply suggest that you play the Persona 5 games and Persona 3 Reload first, and see if a remake is announced for Persona 4 in that time. The amount of criticism in my review that the semi-inevitable remake should fix will hopefully justify holding out on purchasing the cheaper old game.
Neon White is an absolute rush. Itâs fast, furious, and depending on your sense of humour, downright hilarious. What makes it unique is that itâs the most welcoming game in a niche and inherently try-hard genre: speedrunning first-person shooter. The game is a highly refined stimulant, pumping you full of âgotta go fastâ and âthe next attempt is the oneâ, but respects the fact that not everyone is a god gamer and doesnât exclude its more casual fans.
I have plenty of general praise to hand out to Neon White. The game nails its fundamentals â which it kind of has to in order to be a speedrunning game â gunplay is good, movement is fast and responsive, and the game should easily hit your monitorâs refresh rate on all but the most anaemic systems. It introduces new mechanics at a good pace, every chapter will have a new toy for you to play with, and theyâre all pretty distinct (minus some overlap between Godspeed and Fireball), giving you a new fun toy to bomb around with, while also having you puzzle over how you can (ab)use it to optimise levels for better times. And then for the grand finale the game throws its own rulebook out of the water and gives you such overpowered mobility youâre mostly slowed down by how fast your brain can process your surroundings, instead of having time spent running to route plan. Itâs the perfect climax to the game and will draw out an infectious grin from anyone that had been enjoying themselves up until that point, and absolutely exhaust you mentally by the end of a play session â at least it did for me.
The storyâs writing is by far the most controversial aspect of this game, with many limp-wristed reviewers going so far as to recommend anyone who tries Neon White to blindly skip it. The game does allow this, and while itâs considerate of the developers to include the option, I would argue that the story writing was on point, achieving exactly what it set out to: dangerously high levels of degenerate cringe comedy. In fact, I think it could have gone harder throughout most of its runtime. It feels like the majority of the creative writing went into the first couple of chapters to hit players with an unforgettable first impression, and it then tails off relatively early on into far less embellished dialogue thatâs mainly just getting the story across, without trying to make you simultaneously laugh and retch. I hope if thereâs ever another game with a similar writing style from Angel Matrix that they stick to their guns and maintain the stellar level of comedy throughout their entire narrative.
Something that impresses me about Neon White is that itâs not snobby: thereâs no gatekeeping based on player skill. Unlocking the next chapter of the story does require a certain number of gold (or better) medals, similar to mobile games of old where you had to get enough stars to unlock the next level pack. And while gold times may be a challenge for some players, with practice they are absolutely attainable, especially with the insight system helping you find a shortcut if you put enough attempts in. In any case, youâll be putting time into rerunning courses anyway, as all of the optional story content on Neon White is based on hidden collectibles that you can only find after your first successful clear. These secret puzzles can also help teach you how to maximise the use out of your cards within the level, indirectly giving you pointers towards improving your time in a subsequent clock-watching attempt. The end result of these gameplay mechanics is that both proficient and novice players play the game the same way: redoing your favourite levels to whittle down your best times. Medal thresholds are also adjusted on console editions of the game, so that players using the less precise aiming input arenât disadvantaged for progression.
All in all, Neon White blasts you start to finish with pure, unadulterated gaming that youâll thoroughly enjoy your time with if the genre sounds at all of interest to you. Also, a special mention has to be given to Neon Whiteâs soundtrack. I hadnât heard of Machine Girl before I played Neon White, but her music is a perfect match to the genre and is an absolute jam to listen to even when youâre not playing the game. I would strongly recommend buying the game with its OST, itâs only a little bit extra for those lovely DRM-free tracks. For more thoughts on Neon White, take a look at the review from yakkocmn that originally convinced me to buy the game: youtu.be/21qpvwv7kY8.
Uncharted: The Lost Legacy condenses the typical Uncharted format into a less padded spin-off with a solid choice for alternative main characters. For me, this was exactly what I needed coming out of Uncharted 4. I vehemently hated that game by the time I was done with it, cynical of any progress the characters alleged they were making towards Averyâs treasure as it was continually held just out of armâs reach; meeting Nathanâs superhero movie quips with an exasperated sigh; groaning every time a rock face I needed to scale loomed in front of me; all the while questioning how the antagonist is still pushing forward despite such a flimsy motive. Donât get me wrong, thereâs still the dumb quips and more climbing than Iâd like, but the game feels a lot tighter and more action-packed.
Reducing the gameâs duration from fourteen hours down to about six was the best decision I felt Naughty Dog could have made. Hell, I would have reduced it further as thereâs one blatant filler section where you have to drive around an open-world area and solve puzzles in three separate locations before you can continue. But nonetheless, what this meant was that the game felt more like the movie vision it feels like itâs going for (Iâm choosing to ignore the existence of the cinema abomination that actually exists) â you get more of the stellar dialogue and motion captured characters, you make far quicker progress towards the lost civilisation and treasure contained within, and the game comes to its explosive conclusion very shortly afterwards. In Uncharted 4 there were so many âthe princess is in another castleâ moments that I never trusted any progress was being made at all, but everything here is concrete and there are no misleading destinations.
The choice of main characters really added to the mix too. Bringing Nadine back for a last hoorah was great â despite the fact Iâd grown to hate her stuffy attitude in the previous game â as she gives Chloe an outlet for her Marvel movie snark that makes more sense than just Nathan muttering cool shit under his breath as he explores alone for the majority of the game. This made the gameâs humour feel much more genuine, helping the jokes land. I was cheering Chloe on every time she opened her mouth towards Nadine, to the point where to me it was a shame they started to become friends by the end of the game, though fortunately through their shared plight they kept finding valid reasons to sass each other. The third main person that youâre (re)introduced to later on only helps to keep things frosty and comical, itâs glorious.
Aside from these main differences, thereâs nothing else to add really that wasnât already said in my review of the main game in the Legacy of Thieves Collection (link). By all means refer to that to see my criticisms of the Uncharted formula as a whole. What matters here is that thereâs less of it, as theyâre fitting a similar plot into a far tighter timeline. No fluffy character backstory flashbacks either; Chloe is a one-and-done character and the other main features we already know or donât have to delve into.
Despite this relatively praise-heavy summary, I donât think I can recommend this game as a standalone experience, both because on PC you straight up canât buy it by itself, but also because so much of my enjoyment came from my prior experience with Nadine and enjoying hearing her get dunked on. Itâs also decidedly not worth playing through Uncharted 4 in order to have the full experience of this game. The only people I can recommend this game to that werenât already going to play it are the people like me: you hated Uncharted 4 by the end of it and couldnât wait for it to be over. In this edge case, you should already have access to The Lost Legacy, so just give its opening a go and see if you canât find the same enjoyment I did in it.
Horizon Zero Dawn was one of many AAA open world action-adventure RPGs when it released, but managed to set itself apart to me by having a rich, densely populated world that told an intriguing story. Couple that with a novel approach to enemy design and game balance that places a strong emphasis on stealth and improvised ambushes, and I was in for the long haul. I donât want to oversell Horizon Zero Dawn though, so I shall follow its own practice of frontloading the mediocre content. In truth, the majority of Horizon Zero Dawn is nothing special.
To be able to get anywhere in the game you have to get around, so itâs a shame that platforming feels incredibly inconsistent throughout. In sections where itâs intended it looks and feels better than any other climbing-heavy game franchise Iâve played (Tomb Raider, Uncharted, Assassinâs Creed), however what makes it fall apart is Aloyâs complete inability to deal with any slight terrain inconvenience that doesnât have designated yellow climbing holds. In the open world, trying to skirt a group of machines can often lead to Skyrim-style âmountain goatingâ, with you hammering the jump key as every rock, stone, and undulation turns into a nail. This is immersion breaking and utterly exasperating to deal with when you canât help but notice the stark contrast in Aloyâs competence the second she jumps on a Brave Trail.
Given every AAA RPG game is apparently cut from the same cloth, itâs no surprise then that Horizon Zero Dawn subjects its players to typical lazy difficulty levels: enemy health pools scale to vast oceans as they casually dish out life-threatening amounts of damage, resulting in ever-increasing encounter durations where a single mistake means death. I played the game on hard difficulty to try and strike a balance of enemies doing realistic-feeling damage to me, plus requiring myself to put some effort into hitting weak points. Despite human enemies being almost entirely unarmoured in the majority of cases, only having simple wooden masks for head protection, a fully drawn arrow to the skull is not a one shot with every bow, and it takes a considerable number of body shots to bring someone down. Iâm not complaining about this from the perspective of difficulty â I chose a non-default difficulty to swing the odds out of my favour â but this is silly and unrealistic for the sake of that. There are better ways to do difficulty than this.
However, no oneâs playing Horizon Zero Dawn for the combat against humans, whatâs it like fighting machines? Itâs good, like a major redeeming quality of the game good. Thereâs a wide variety of machine designs, and each features multiple weaknesses to exploit: horns that can be broken off, a mounted weapon you can detach, a petrol reserve that can be detonated with fire, you get the idea. Your classical protagonist sixth sense (actually explained by lore, take that Tomb Raider) highlights enemy weak points for you and tells you which tool in your arsenal you need to use to take advantage of it â a particular elemental damage type, a concussive blast to knock it loose, or do you just need to deal enough damage to break it? Remember, this is on a per-component level of detail, not per machine, leading to an emphasis on care and precision when approaching combat. This is video game meat & potatoes, and is thoughtfully implemented here. Knocking off or destroying a machine component not only meaningfully chunks the machineâs total health, but it can also stop the machine from using some of its attacks altogether, which will let you run circles around early-game enemies, but becomes damn near required to be able to survive in the general proximity of late game metal monstrosities. Plus, you can pick up any parts you knock off as crafting resources to use for upgrades or sell for metal shards (the gameâs currency).
So, if thereâs a clear success strategy provided to you for each hostile machine in the game, how is the combat challenging? The answer lies in the difference between hunting a machine, and being thrust into open combat. Hunting a single machine in Horizon Zero Dawn is (depending on the machine of course) relatively easy. You can use the plentiful stealth cover to make an approach, then from your hiding spot you fire off a couple well-placed âsniperâ arrows to do a good chunk of damage and disable some of the machineâs scariest features before itâs even worked out where you are. By the time it has seen you and gets close enough to you for you to need to think about dodging, youâre probably half or even three quarters of the way to victory, and with some well-timed rolls you can defeat even the strongest machine unscathed with a well-executed methodical approach. On the other hand, if for any number of reasons you happen to fuck up the process, and some behemoth is charging you before youâve biased the fight in your favour, youâd better strap in. When unaware, or even investigating where they think you are, machines (and to a lesser extent, humans) move slowly and methodically, with an even gait thatâs easy to track and account for when aiming an arrow. In combat, all peace and tranquillity has been yote out the window. There is a metal bull in a china shop running you down, thrashing its head about, whipping its tail, and shooting you with the plasma rifle mounted on its back. Every body part is in motion, thereâs a ton of jerky movements which you canât anticipate, and because nearly all machines close distance to you, you now have to thrash your mouse around to try and begin aiming. Oh, and you now need to time dodge rolls and use healing, because no machineâs melee damage is casual, and they absolutely have attack sequences/combos that can one-shot you if you eat the whole lot. All this is to say, hitting a weak point becomes borderline impossible once stealth is out of the window, so you really want to have done the majority of the work beforehand. There is a time dilation ability that you can unlock fairly early which helps with this, but it by no means guarantees youâll be able to draw and release an arrow into weak spot in the heat of the moment, and the ability has a very slow recharge time.
The whole âI see you goofed up your stealthy approachâ side to combat is so challenging Iâm inclined to believe itâs because the game was designed around console players using aim assist. Some enemy movements are frankly unfair for you to be expected to compensate your aim for (human enemies doing that head bob infuriates me), and so what I end up feeling like is that Sony never considered this because aim assist would smooth over these issues, magically redirecting arrows to hit their intended target despite your opponent doing the Mexican wave. Iâm not sure if thereâs some way PC players can opt into this âarrow assistâ, but it could go a long way here honestly. That having been said, my momma didnât raise a quitter; I eat my vegetables and I accepted the gameâs challenge. To an extent, I think it helps with immersion too: itâs realistic that hitting a Coke can off a galloping antelope would be insanely hard. It makes me far more inclined to run away from a botched stealth approach than to just brute force through, if only because I donât want to have to re-gather all the medicinal herbs Iâd use to survive the fight.
Speaking of medicinal herbs, I hope you love immersively picking up resources to craft ammo/heals everywhere you go. Letâs roast the gameâs inventory and crafting system. It immediately reminded me of Far Cry 3, where you have no space for anything until you craft upgrades. And yet, it didnât grate half as much in Far Cry as it did in this game. I think my main gripe is the fact that there is item rarity and corresponding drop rates. In Far Cry 3, if you needed three bear skins, you kill three bears, and you get three skins. In Horizon Zero Dawn, you kill twenty boars and hope that you get three skins. Itâs hard to make consistent progress and feel good about it when youâre just running through bushes and grass cursing the surprisingly nimble fuckers while hoping theyâll give you the drop you need. There are also so many different upgrades to get: each weapon class has a separate ammo capacity upgrade, unlike in Far Cry 3 whereâs thereâs a significant amount of consolidation. It all sums to more work for less reward.
The whole AAA four rarity everything also rears its ugly head again for weapon & armour upgrades, and makes me wonder if it inspired Genshin Impactâs notorious artifact stats slot machine. The rarity of the modification is random, the stats it upgrades are random, the amounts it increases those stats by are random (impacted by overall rarity of mod), and the number of stats it increases is random (but is capped by overall rarity). What this results in is a lot of trash to sift through to try and find something half decent. Note: you canât bulk recycle/sell modifications, you have to individually do a press-and-hold for each. Amazingly, thereâs no microtransaction store to get guaranteed good loot or anything, but you can spend your in-game money on loot boxes if your frontal lobe isnât fully intact. Thankfully, being an offline singleplayer game means you can cheat if you want, and there are mods that improve loot generation & drop rates.
The biggest let-down of Horizon Zero Dawn is its Bethesda-inspired dialogue delivery. Fixed distance static camera shots that jump to the person talking, featuring automated lip syncing and zero facial expression except for a select handful of characters. The voice actors also didnât try and do justice for most of the lesser NPCs, leading to me skipping all the dialogue for the side quests I did. The audacity the game has to give you the option to ask more questions before the end of most conversations is absurd, and I would love to see telemetry data on how few people decided they wanted to spend more time voluntarily staring at these lifeless husks. The only dialogue sin the game avoids is having choices that donât matter. Most of the time itâs clear that your choice affects the tone of Aloyâs delivery, as opposed to the point sheâs getting across. The few real choices there are, such as sparing/killing a side character, are respected.
Iâm adding a quick note about side quests because theyâre boring, but quite well presented. Ignoring any issues with dialogue delivery in this game, NPCs sending you on side quests always have a decent justification for it and thereâs a good variety of problems for you to solve. (NieR Replicant was caught weeping in a corner as I wrote this.) However, when it comes to gameplay this nearly always ends up boiling down to fetch quests, following trails, or âgo here kill thingâ. Oh, and the rewards are comically bad. Side quests give no unique loot, and their monetary & experience incentives are pitiful compared to progressing the main story.
The single aspect of the game that made it stand out to me as a noteworthy game is the story. Although, what I forgot when embarking on this second playthrough was how long it takes for the story to get good. Thatâs not to say the first half is useless or unnecessary â itâs good for building up Aloy as a character, establishing the culture sheâs immersed in, and seeds her motivation to explore the wider world. However, it is all astronomically boring compared to uncovering the mystery of how the world ended up as we know it, the causes of machine proliferation, Project Zero Dawnâs race against time, and why Aloy is the centrepiece of everything. It is a fantastic story that is well told, literally walking you through the key locations with exposition organically pieced together by Aloy & Sylens as you uncover more of the truth. Iâm not the type of person to try and 100% tiny collectibles or read any (let alone all) item descriptions, but the voice notes here are plentiful and easy to find during key story missions, providing glimpses into the past and anecdotes from characters youâll never meet, but come to recognise the voice of. These are delivered with compelling voice acting thatâs straight up better than all of the physically present characters, and really fleshes out the story, investing you in the plight of the unsung heroes that came before you. But when I said the first half is boring, I wasnât exaggerating. It took me about fourteen hours to get to Makerâs End where the good stuff begins, which is damn near half of my thirty-hour playthrough.
So thatâs my take on Horizon Zero Dawn. The game is by no means perfect, but it had enough good ideas to separate it from hordes of similar games coming out at the time, with its complex ecosystem of machines for you to hunt & be hunted by, eventually leading to you unearthing an exciting and well thought-out plot that more than adequately explains the gameâs world and how it came to be from life as you and I know it.
Persona 5 Tactica exhausted my excitement for The Phantom Thieves, providing a mediocre and lacklustre conclusion to this beloved franchise. I will say that I never finished the game â getting as far as the second boss fight (so about 16 hours in) â as the emulated experience had a number of crashes both on Ryujinx and Yuzu (RIP). I do think what Iâve seen is representative enough to be able to write a review though. Spoilers for the previous Persona games below, you shouldnât be reading this review without having played both Persona 5 (Royal) & Persona 5 Strikers.
My problem with Persona 5 Tactica is that it doesnât invest the player or the characters in the story. The Phantom Thieves are immediately thrust into a Metaverse-like realm without any warning or consent, and inevitably find their purpose by being the heroes to overthrow the bad person in charge, who is conveniently situated in front of what they presume to be the exit. In both Royal and Strikers, the story and integration with the Metaverse warms up more gradually, building each team memberâs motivation to pursue justice. Here, youâre plopped into another world and through virtue of being insufferably woke moralists, end up as concerned with fixing other peopleâs shit as getting back to normality. You canât say the same for the general population during the COVID pandemic.
There also arenât really any stakes this time around. In Persona 5, first youâre building the reputation of The Phantom Thieves, then youâre trying to unearth shady political happenings before finally ending up saving the world (twice, if we include Royalâs story expansion). In Persona 5 Strikers, you once again wind up saving the world, this time from an AI thatâs over-optimised human happiness to the detriment of society. In Tactica, youâre⊠going through Metaverse therapy with some random politician you donât even know or have reason to like. Maybe the mystery element propped up by Toshiroâs amnesia is meant to keep this engaging, but previous Persona entries had similar slow-burn story mysteries while still having more immediate interesting plot points!
Moving away from the story then, Iâll give credit to Atlus for managing to fit their set of game mechanics (baton pass, all out attack, etc.) to so many different genres in a way that makes sense, and the tactical RPG gameplay of this entry is fun. It certainly took some getting used to, but then maybe thatâs because my most similar experience is more traditional war games like Advance Wars. This game felt more puzzle focussed with its small maps, three-character teams, and no unit production. My main issue though was that the difficulty just didnât feel consistent. Despite me playing on hard/merciless, all of the main story content felt too easy (including fighting Marie), minus the mission to recover Queen & Fox. Maybe I chose a suboptimal strategy for that mission, but having two very powerful opponents that you canât permanently down is really hard to manage when you need to hold an exposed position for several turns to destroy the objective (given itâs positioned to making bursting it down with all out attacks impossible). Even on the higher difficulties, I felt like enemies frequently made suboptimal choices and passed up opportunities to down members of my trio. Thatâs not what âmercilessâ means, so Iâm actually not sure how the difficulty actually impacts the gameplay. It didnât feel like a damage/health numbers tweak, as I was still dealing plenty of damage and taking reasonable amounts.
Progression also felt really weird in Tactica, with nearly everything revolving around each personâs skill tree, despite all party members (except Erina) being given access to personas. Persona choice didnât really feel meaningful to me, instead only being something I kept up with so that my characters could benefit from the HP/SP stat bumps. The personasâ abilities often ended up irrelevant for me, and as with the previous games you can never keep the one you do find useful around for long as itâll fall behind in levels compared to all the new personas youâre acquiring/fusing. Managing the skill tree was interesting, but could get tedious with micromanagement if you wanted to get full use out of all your points and leverage the free respeccing.
Speaking of tedious, interface user experience has never been a super strong point of the Persona games: lots of unnecessarily nested menus that require more inputs than a more efficient design would have. Theyâre stylish as hell, donât get me wrong, but when theyâre something you interact with so often (possible exception for Strikers here), keeping them seamless should have been of paramount importance. But thatâs the case with every Persona game, whatâs so special about Tactica? Glad you asked. For me, there was no intuitive distinction between the âPrepâ and âHideoutâ menu, you just have to know where the sub-menu option youâre looking for is. Why do you buy guns in the shop but sell them in the Velvet Room? Why canât I assign a persona to someone after fusing it? Why do I have to press â· twice to close the persona information screen after fusing? Why is the persona equipping menu so hard to comprehend? Why canât I switch between party members while in the skill/gun/all-out-attack preview? And finally, why oh why canât I see what persona skills a party member has when Iâm choosing my team before starting a battle without diving into a completely different menu?! I didnât know such an experienced studio could produce something this bad, and these all contributed to immense menuing fatigue over the course of my sixteen hours of play.
So yeah, I went in with pretty high hopes for this game after Persona 5 Strikers was such an impressive sequel to one of my all-time favourite games. I wanted the final entry of Persona 5 to go out with a bang, and ended up coming away let down and half-glad I wasnât able to finish the game. Even for Phantom Thieves enthusiasts, Iâd say youâre not missing out on much by skipping this game. For those that want to get it regardless of this negative review, please also consider the value proposition here. I do not think this game is worth even its (current) discounted asking price: the scope of this game is so reduced compared to its predecessors and its story is so lukewarm, Iâd say ÂŁ15 or less would be a fair asking price.
Uncharted 4: A Thiefâs End tells a mediocre & predictable story glued together with a bland, repetitive gameplay loop. As someone that plays exclusively PC games, this is my first experience with the Uncharted series, and I have zero interest in exploring them further now that Iâve finally completed this game.
Iâve always been more of a video games person than a movie person, because I think actively participating in the story is more interesting and engaging. Uncharted 4 is the first game to challenge that philosophy of mine, leaving me wishing that the game had been a ninety minute action-comedy instead of a thirteen hour drag.
Gameplay comes in three flavours: exploration, traversal, and combat; none of which are enjoyable. Traversal is this gameâs bread and butter â you can see where your destination is, and youâve got to run, jump, rock climb, and grapple hook your way there. This is much akin to traversal in Tomb Raider or Assassinâs Creed games, however there itâs the glue between the rest, whereas in Uncharted 4 it is the rest. This makes an otherwise reasonable implementation of free climbing get repetitive and tedious. Whatâs nice is that despite the linear level design, there are often multiple routes to approach your destination, which gives you some extra agency but ultimately doesnât detract from the sheer amount of time youâre going to be spending watching Nathan clamber around rock faces.
Exploration is like traversal, but usually in a more open-ended environment: youâre driving a car and have a destination in mind, but you could get out and explore some tiny unimportant distractions if you so wished. I never found a motivating reason to do so, unless you care for small collectibles these are an easy pass. The best part about driving is the ability to run things over, and the reactions you get from your passengers when you do something stupid.
Combat could have been this gameâs redeeming quality, but it falls flat on its face by having such awful gunplay. Every common weapon in this game operates with a cone of fire, even when aiming down sights. All you can do is put an enemy roughly in the middle of your screen and wait for enough bullets to hit them, watching your cone of fire worsen the longer you get unlucky for. Thereâs no mechanical interest let alone mastery in a system like this, and while I could understand it better for a casual console experience, I would like to have seen this reworked into a recoil system for the PC release, so thereâs actually some fun to be had and skill involved. There are a select few weapons that donât operate with a cone of fire: the sniper, the grenade launcher, and the RPG. However, the game wonât let you pick up and run with one of these more engaging weapons: when you find them they only have two magazines of ammo (and the RPG is single-use), and the only way to get more is from looting enemy corpses. However, there are never going to be enough snipers to kill to get enough ammo to exclusively use sniper rifles â you will inevitably run out of ammo and have to settle for something else that the majority of enemies will drop you ammo for. Oh and did I mention this is one of those boring cover shooters where if you get hit a couple times you have to wait and do nothing for your health to come back? Urgh.
The game also features inane puzzles at each poignant location you rock up at. Theyâre not a big enough portion of the game to be a selling point, but the recur often enough that youâll come to resent them. The reason for this is twofold: the puzzles are relatively simple to solve but finnicky to provide the solution (e.g. moving interconnected pieces to get shapes on them to line up), and after completing each one the story will reveal that (shockingly) the treasure you seek isnât here, itâs actually in next place. The puzzles are too easy for you to get dopamine for working them out, and the story predictably always disappoints you afterwards, whatâs not to love?
The story is predictable, forgettable, and also subscribes to a pet peeve trope of mine: adults being incapable of communicating. Why canât Nathan just tell his wife what heâs up to? Why canât Sam just tell Nathan the truth: that heâs working for Rafe? There are also some worthwhile entries for CinemaSins here, such as unarmoured people shrugging off bullets (Rafe completely forgets heâs been shot in the foot), and things that definitely should kill people not killing them. Cherry on top, the main antagonist has a really bad motive (not evil bad, like stupid bad). The story also sticks around for a really long time after itâs ended. Iâm all for tying up a story in a nice little bow, but Uncharted goes above & beyond, flashing forward to Nathan & Elenaâs kid and having a playable section where as the kid, you rummage around and uncover your parentsâ historical treasure hunting antics (i.e. the story you just played through). This was too much in my opinion and I wished the game had just rolled credits instead of flashing forward like this, especially since the kid isnât even the protagonist of the sequel or anything for this to serve as some kind of a segue. The game did a really good job of providing a conclusion for each of the main characters before this weird section, so Iâm not sure why more was needed.
So yeah, this game isnât getting a glowing recommendation from me. Just watch a movie with a similar âtreasure hunting raceâ plot and save yourself the hours of scaling rock faces accompanied by Nathanâs quips & witticisms. The movie might have the quips still, but at least it wonât drag on for so long.
Remedy Entertainment is revered for their video game world-crafting and talent for weaving mysterious narratives, and Control is no exception. The Federal Bureau of Control oozes style, with brutalist architecture as far as the eye can see, all constructed from striking black marble, soulless corporate concrete, and accented with lavish red dĂ©cor. The narrative storytelling confidently mixes live action and in-game cut scenes, giving both the world and story an unmistakable identity that should immediately draw you in. And man, the opening credits and title drop go so hard, with finesse and power of delivery that easily puts it up there with the likes of the modern DOOMs. Itâll send shivers down your spine.
Iâll disclaim early on that Iâm not invested in the âRemedy-verseâ as a whole, and am writing this review mostly considering Control as a standalone experience, with only peripheral knowledge of Alan Wake. I wonât spoil anything more than the most general plot points and place names that are established in the gameâs opening hour.
Letâs start with what Iâd probably consider Controlâs weakest point: the delivery of its story. In the beginning, youâre led through an understandably rigid set of missions that establish the gameâs premise and where you fit in in The Oldest House. Then, once all the immediate fires are put out and Jesse re-asserts her primary reason for coming to The Bureau, the game diverts you with what is effectively a compulsory side quest (Old Boysâ Club, where you help Marshall make more HRAs). This is sloppy, and the game doesnât try to justify why this is more important to Jesse than finding her brother. Later on, the game twice rug-pulls you when you reach a faraway goal â âoh thing was moved elsewhere in the facilityâ, or âoh thing is in location you already have access toâ. Donât get me wrong, the plot is engaging overall, and I would confidently say I like Controlâs story, itâs just how itâs told that falls flat more than once. The ending is delivered so anticlimactically it took a while for it to sink in for me that the story is complete.
And end it will, the game is surprisingly short if you want it to be. It feels like Remedy werenât expecting Control to do particularly well, and so didnât flesh out the story as fully as they could have. The game released, sold far beyond their expectations, and now theyâve tried to compensate by adding lots of post-story DLC missions (all included in the Ultimate edition, for those buying the game today). I completed the main story and what Iâm guessing were the base-game side quests in about sixteen hours, but then went on to put another nearly ten hours in before I was done with the game entirely: DLCs complete and all side quests I had discovered done. This pacing felt weird to me, as usually once a gameâs campaign ends, I start getting ready to move onto the next game, but Control still had plenty more for me to do. The Foundation DLC is definitely well worth playing, adding a new area, new abilities, and new enemies, while the Investigations department was, as the kids say, âmidâ, serving more as fan service to Alan Wake (and Langston).
The single most impressive thing about Control is how the playerâs power fantasy develops. The game starts off keeping you tense, on edge; combat has to be approached methodically as your ammo is quick to exhaust and you have to wait for it to replenish. Then you acquire your first power, and that levels the playing field. You no longer have to maintain spacing and cover so carefully, as you have a tool very effective at killing priority targets. As time goes on, you acquire more powers, weapon forms, perks, and weapon mods, culminating in you being a borderline unstoppable force about two thirds of the way through the game, destroying hoards of enemies with ease and tearing around the battlefield. Itâs immensely gratifying â the sound effects for the guns and your powers are awesome, enemies stagger or ragdoll with the force of your blows, and youâre rewarded for aggressive play. The game effectively transforms from a cover shooter to DOOMâs push forward combat complete with The Force, and I can certify that you will enjoy yourself. Itâs impossible not to when you can yeet a chair into a guyâs cranium and send him flying across the room. Bosses, though few, are generally handled well by my standards for this genre â theyâre no Souls-like spectacle fights, but bosses are more than just a regular enemy with a big healthbar, often requiring specific strategies to overcome them. The best fight is undoubtedly against Marshall at the end of the The Foundation DLC.
Overall then, at the price Control gets put on sale at, itâs an easy recommendation. The environment and atmosphere are incredibly well crafted & memorable, the combat is a blast, and the story Remedy tells is intriguing. Just⊠donât look too closely at the facial animations when characters are talking, itâll detract from the solid job the voice actors did.
Lies of P stands out as the pinnacle of From Software Souls-likes despite made by a completely different studio. The pace of combat, game feel, atmosphere, even the interface all contribute to this unshakeable FromSoft-like feeling to the game, which captured my attention within the first few minutes of play. Even better though, throughout the entire thirty to forty hour run time you can benefit from a continual stream of refinements and improvements that have been built on top of the shoulders of giants. To be absolutely clear though, this isnât a rip-off game. Lies of P forges its own identity through its unique universe and exudes a level of quality unheard of in clone games.
What caught the worldâs eye when Lies of P was announced was its setting & story (and pretty boy protagonist, but I digress). Itâs an inspired take on the tale of Pinocchio, with expansive environments bursting with intricate detail that show you what the city of Krat once was, and what itâs now become. Iâm no Pinocchio expert to comment on how faithful the adaptation is from Carlo Collodiâs original work, but from what Iâve seen of other reviews there is a level of accuracy and diligence here that is seldom seen in adaptations when moving between forms of media. The story is also one of the main ways Lies of P quickly differentiates itself from the From Software recipe â as opposed to telling a cryptic tale that can be pieced together through item descriptions and infrequent dialogue, here the story is more explicit. NPCs explain the world around you with voiced dialogue, and your companion Gemini fleshes out their explanations with further context. This really helped me to understand Pinocchioâs motivations, and how certain bosses tied into the narrative at a far deeper level than just âthe main aim of the game is to kill the five Lords of Cinderâ. Further to the overt main plot, NPC quest lines in this game are similarly told thoughtful additions that elaborate on side charactersâ backstories, and helps you get to know them better. Plus, you donât need to rely on a wiki in the same way I felt about Elden Ringâs quest lines, because the game itself will hint to you where you need to go to progress someoneâs quest by showing their portrait next to a particular Stargazer (site of grace) when youâre looking at the fast travel menu. For those that enjoy testing their world knowledge, there are also Cryptic Vessels, which will provide a written/photograph clue to a treasure, with no further hints as to where it is. Theyâre a fun optional challenge that reminded me of the treasure album from Unsighted.
Moving onto exploration, Lies of P opts for the semi-linear approach that Dark Souls players will be familiar with â a central hub area with off-shooting areas that feature a series of classic âThe door does not open from this sideâ shortcuts to shorten your run back should you be bested by the local vagrants before finding the next Stargazer. There are plenty of places your masochism can flourish â ambushes, traps, ranged enemies the wrong side of a narrow walkway, enemies falling from the ceiling onto your head, you know the drill. Especially in the Elysion Boulevard (the second main area), there is a gratuitous helping of âthe developers are laughing right nowâ level design & enemy placement that is designed to frustrate you (in an affectionate way, Iâm sure). Because of these well-crafted level layouts and solid basic enemy design, the game will keep you on your toes whenever youâre exploring Krat.
Speaking of the wildlife then, letâs talk more about Lies of Pâs enemies. There are three main âtypesâ of enemy, each with their own characteristic features but distinct appearance. The enemy variety in the exploration zones is impressive, on par with Dark Souls 3. Reasonable re-use where it makes sense, but always new foes to discover in new areas that present a fresh challenge with their own move sets and attacks. There are also a perhaps-concerning number of bigger brutes too, non-casual encounters where the enemy wonât die in three hits, but absolutely could clobber you in that many. Sure, some of these are one-time Beefcake Enemiesâą that wonât respawn, but there were definitely times where I was really hoping an enemy wouldnât respawn and it offered me a warm embrace later on. All in all, an excellent job on from the level & enemy designers, hats off to them.
Of course, combat in a game can only be as good as the adversaries and your tools to deal with them; you canât just have one and not the other. Fortunately for gamers all around the globe, Lies of P nails a home run in combat mechanics too, leaning heavily on Sekiro for its inspiration. Itâs established early that you should learn the rhythm of enemy combos in order to execute perfect guards. Dodging is an option but is definitely not how the developer wants you to play, and will lead to a miserable experience if you try and force it early into the game. Annoyingly, the amount you can panic dodge/roll and actually get away with it seems to increase later into the game (Champion Victor and the Door Guardian being prime examples of this). However, regardless as to its viability, guarding should always be the playerâs preferred option in most scenarios as blocking has more benefits than just nullifying damage. While thereâs no visible posture bar like in Sekiro, all enemies & bosses in Lies of P do have posture, which is damaged by attacks (heavy attacks moreso) or perfect blocks. Once an enemyâs healthbar border turns bright white, landing a fully charged heavy attack will stagger them, in turn presenting the opportunity for a âfatal attackâ (more akin to a riposte really). If you donât manage to trigger the stagger in time, their âgroggyâ status resets and your opportunity is lost. This leads to incredibly tense moments where you notice the boss is vulnerable, followed immediately by them launching into a long combo or you taking a hit â anything to make it harder for you to find the window of time you need. The amount of damage you will miss out on is not to be sneezed at, not to mention the psychological pain.
Continuing on about the gameâs combat systems, letâs talk about grey health, aka âguard regainâ. In every other game Iâve played, you see grey health as a temporary brief visual reference for how much you got hit for. In Lies of P, you only get the grey health when you block a hit without perfect timing, and it sticks around for a fair while before slowly starting to decay. What this signifies is an opportunity to lifesteal back your mistake: any hits you get in on enemies while you have grey health will exchange some of it for âproperâ health. Furthermore, perfect guards will completely restore your grey health. This is such a cool mechanic, providing a middle ground between responding perfectly or incorrectly; it encourages you to get back in the rhythm, or just play aggressively â doing either successfully can completely nullify imperfect play.
On top of this, blocking has another trick up its sleeve, and itâs even more satisfying to execute than a fatal attack: weapon breaking! Lots of enemies (and bosses!) have breakable weapons, which can be exploited by pulling off the required number of perfect guards. The weapon then snaps dramatically, massively reducing its damage (and I believe even its reach in more extreme cases). It wonât happen often with bosses unless youâre fighting them for a long time, but it being such a rare occurrence makes it all the more dopamine-inducing when you hear the snap and the boss recoils, the power dynamic in the arena shifting in an instant.
Thanks to the introduction of weapon breaking â which by the way, you are not immune to â weapon durability is far less forgettable in Lies of P than it is in any other From Software game, and it can become a heavy focus in boss fights due to a status effect some use that will continually drain weapon durability: decay. The game gives you a grinder as part of your prosthetic arm (which looks absolutely badass to use) that allows you to press & hold to repair your weapon while walking. This becomes another resource to manage and keep on top of, both while exploring the streets of Krat and during boss fights â unlike in From Software titles, where I just completely forgot weapon durability existed and never broke anything. Having a status effect that inflicts damage to your weapon can force the issue in combat, as if your weaponâs durability completely runs out it will break and cannot be repaired with the grinder, instead requiring the use of an uncommon consumable item. This pressures you to find the time to repair in combat, which takes longer the more durability you need to recover (with a slow wind-up to repair speed,) and is all-around significantly more time-consuming than youâd like mid-encounter. Keeping your weapon as well as yourself away from the brink of death is an awesome way to revitalise a long-forgotten game mechanic and give it meaningful gameplay value.
Another addition to Lies of P that I welcomed is grindstones. These serve to provide temporary elemental weapon buffs, similar to resins in Dark Souls 3 and greases in Elden Ring, but with a key difference thatâll change the lives of consumable hoarders: grindstones replenish when you rest at a Stargazer. For us hoarders out there, thatâs the difference between never using the mechanic, and feeling at liberty to use it whenever a worthwhile opportunity presents itself. My only qualm with the buffing system is that itâs not often clear if youâre using the most effective buff against a given enemy. A visible reaction, icon, or some other indication would be welcome here, as I ended up just looking up each boss on a wiki to make sure I was using the best grindstone for their weakness. The rest of the time Iâd use fire because it looks the coolest. đ
While weâre on the topic of inflicting status ailments, what I appreciated in Lies of P was how distinct each one felt. In Elden Ring in particular, it felt like there were multiple status effects that did the same thing when the bar filled: one big instance of damage, or damage over time. In Lies of P, each status effect has a unique affliction: Electric Shock slightly reduces stamina regeneration and causes fable charge to decay; Overheat (from fire) causes rapid damage over time, but spamming dodge reduces the duration of the burn (I guess weâre playing Enter the Gungeon now); Decay causes slow damage over time to both you and your weapon; Shock (bad name) nukes your stamina regen; and Disruption is the lame one that kills you instantly if the bar fills. Thatâs not all of them, but you get the idea. The gameâs usage of status ailments is well-considered; thereâs no sprawling swamp area where poison is practically unavoidable (thank you Dark Souls), and youâll typically find that all enemies within an area will inflict the same status ailment. This lets you swap your cartridge (a passive defence item) to be the one that specialises in mitigating the particular ailment you keep coming across. Defence equipment optimisation in Lies of P is simple â the stats are easy to understand and none of the options impact your characterâs appearance â outfits are kept entirely separate, so you can keep it classy while also best dealing with the special of the day ailment. A simple tweak, but a welcome one as ever.
To serve as an interlude to the incessant discussion of the gameâs combat systems (which will be continuing), Iâd like to touch on Lies of Pâs graphics. Theyâre breathtaking, to the extent whereby Iâd probably use this game as the definitive showcase for the apex of PC video game graphics. The environmental detail & density are there, the lighting is phenomenal, character & weapon designs are intricate and sharp, hair & fur look good, and particle/attack/buff effects are flashy but not overly distracting. Thereâs nothing I can fault the game for, even moreso because it somehow manages to be performant! With a modern CPU and an RTX 3080 you can run the game maxed out (without any DLSS or other upscaling trickery) and rarely dip below 100 FPS at 1440p. This isnât just a rich gamerâs game though, because those upscaler options are there and the settings can absolutely be turned down: the game ran at a smooth 50-60 FPS out-of-the-box on the Steam Deck when I tried it, while still managing to look eye-catching. What this should tell you is that Lies of P can accommodate a generous range of system specs and run well, and itâs not unreasonably demanding to experience the best it can offer (Cities Skylines 2 in shambles). Insane kudos to the artists and to Unreal Engine for this absolute feat of eye-candy and engineering.
To resume our regularly scheduled programming, letâs talk about weapon customisation options. Elden Ring gamers had to hold their flask when From Software let them change the weapon art of their weapon, and now in comes Neowiz letting us literally crack weapons in half and duct tape them back together as we see fit! Instead of having abstract Ashes of War, in Lies of P the weapon blade and handle each have their associated fable art (weapon art), which can be put together in any combination you like⊠for zero cost. This doesnât replace ability to change a weaponâs scaling either, with cranks serving a similar role to gem infusions from Dark Souls. This really lets you play your way and feel like your build & loadout are unique. I also love the inclusion of goofy weapon options, much like how Deathâs Door has the umbrella, Lies of P has giant wrenches and shovels. Should I mention that the shovelâs shaft extends when you use its weapon art? Fellas, what more is there to say â this is the upgrade youâve been looking for. Never again will your reach feel a couple inches too short. I will say though, if youâre wondering where the negative content is in this review, I was disappointed by the lack of variety in weapon move sets. Thereâs only a few, despite the many different shapes & sizes of weapons, and theyâre quite recognisable when looking at fatal attack animations, which makes this all the more apparent.
One choice Lies of P made that may disappoint some From Software enjoyers is the removal of magic in its entirety. Instead, the substitute comes in two halves: the pair of fable arts you get for each weapon, and your prosthetic arm. Usage of fable arts is earnt by dealing damage and nailing perfect guards, charging your fable slots in a similar way to Hollow Knightâs soul. Your prosthetic arm, called Legion Arm by the game, is another offensive tool in your arsenal. There are a healthy number of options here: a grapple hook (the first arm you get), a flamethrower, a rudimentary gun/cannon, and three more. Plus, each of them can be further invested into to unlock more functionality. For example, the grapple hook unlocks the option for you to travel to the enemy you struck, instead of pulling them to you, and at the final upgrade level it gives you a sick anime combo attack you can launch into after grappling to someone. The upgrades are well designed: theyâre not just stat upgrades for the most part, instead improving versatility or adding new features, which are far more exciting to look forward to.
What I didnât expect Lies of P to introduce from other genres was a perk tree. It definitely raised an eyebrow at first, but has since proven that itâs well thought-out. Each upgrade costs one quartz, a rare resource found in chests or dropped by some Beefcake Enemies. With that quartz, you can get a perk thatâs related to either offence, defence, utility, or resources. The game forces a relatively even distribution across the categories, which I have no issue with. Then, every few perks you unlock, you get another bigger one that youâve been working towards. This could be getting an extra Pulse Cell (Estus flask) use, a new amulet slot, or an adjustment to the guard regain system to make it more forgiving. Regardless as to your build and playstyle, there should always be something interesting to work towards. By the end of the game, I was chanting for quartz every time I saw a chest, as after youâve fully reinforced your weapon, theyâre the most impactful upgrades you can get. You do not get enough quartz in a single playthrough to unlock everything either, so you canât just pick lackadaisically knowing youâll get everything eventually. I do have two minor gripes with the perk system though, the first being that I wish we were given hard numbers for the upgrades. Tooltips will say âfaster weapon durability recovery when using grindstoneâ, whereas Iâd like â20% faster weapon durability recovery when using grindstoneâ. The second is probably a localisation issue, but the tooltips can be phrased poorly. The terms the game uses surrounding the grey health system are awkward and can make it hard to understand the outcome of the upgrade: does âincrease guard regainâ mean I get a higher limit on the amount of grey health I can have, or does it mean my attacks lifesteal more? Hopefully now that the game has been so successful, subsequent instalments can invest more care here and provide a better experience for non-Korean languages.
Just because Lies of P adds some new mechanics that make the game more forgiving (like grey health), I donât think this by any means makes the game casual or easy. I believe the direction developers wanted to take things in was allowing for players to more easily recover from setbacks, and they absolutely achieve that. Another new mechanic in this category thatâs definitely not present in From Software games is the recovery of your final Pulse Cell charge. Once youâve expended all your heals, the final usage can be recharged by damaging enemies and timing perfect guards (once again similar to soul in Hollow Knight). This change isnât making the game easier for Souls-like elitists, just encouraging persistence from those forced onto their back foot. In all From Software games Iâve played the fun ends when youâre out of healing. Lies of P instead offers you a lifeline: âplay perfectly for a while and you can earn back your margin for errorâ. This subtle change is really meaningful, and the obvious audio cue when your final Pulse Cell charge comes back allows you to focus up without needing half an eye on your HUD.
Another mechanic in Dark Souls & Elden Ring that can be absolutely devastating to the struggling player is losing everything when you die before recovering your previous lifeâs souls/runes. Iâve always resented this mechanic â I understand its value for applying pressure and making death meaningful â but it hurts the novice players the most, which is unfair and could conceivably put off people the genre entirely. Lies of P completely reworks running back to your Ergo in a way that preserves the stress and importance of recovering it, without being as punishing. When you have Ergo on the ground awaiting your return, you lose (I believe) thirty percent of your on-ground Ergo per full healthbar of damage you take, but dying doesnât make everything disappear. So, if you donât use your Pulse Cell, you can only lose thirty percent of your dropped Ergo per subsequent death, instead of all of it. Furthermore, if you kill the enemy that hit you, your dropped Ergo is replenished. This once again plays into Lies of Pâs âplay better and weâll let you offâ approach, as getting hit is completely inconsequential if you clap the enemy back. There are also consumables and quartz upgrades that further reduce the amount of Ergo lost upon taking damage, for players wanting an even more forgiving experience. On a related note, Lies of P makes the simple change of having your Ergo be dropped outside boss arenas, instead of making you run around to try and grab them while the boss is warming up. This saves some stress and frustrating cheese before the fight properly starts.
Since weâre familiar with how dying works now, letâs talk about the bosses in Lies of P. In short, theyâre phenomenal. Art direction is on point, each boss has a clear identity and is visually striking. What I noticed early on into Lies of Pâs bosses is that theyâre not all considerate of the player. Some bosses possess what I have dubbed âprotagonist energyâ â where it feels like youâre in their world and just trying to not die in it. Combos can be relentless and plentiful, with genuinely zero breaks to get an attack or heal in. The White Lady is a prime example of this, featuring maybe a third of the way through the game. She seemingly never runs out of stamina, attacks near-constantly, and has an incredible knack for blocking or parrying your attacks. If youâre like me and using a relatively slow weapon, you are in for an absolute ride. It would be an understatement to say it was infuriating trying to time block after block with no time slot to dish out vengeance. During that fight, the White Lady is the protagonist and youâre the slow & cumbersome enemy trying to keep up with her. Sheâs not unkillable of course, but the fight is scrappy & rough, requiring a fair amount of hit trading, at least for my build. Despite resenting her life philosophy, it was a completely novel experience coming from the typical back & forth From Software boss fights, and an interesting twist on the old formula.
In my opinion, there are only two poorly designed bosses in the game, and unfortunately one of them is the final boss*. Fuck you Simon Manus, nobody likes you or your Elden Beast-inspired magic shenanigans. The other bad boss is a gimmick fight, with a weak point around the back of the boss. (If you beat Door Guardian without working this out, Iâm so sorry.) Theyâre incredibly slow, but all of their attacks inflict Shock, which cripples stamina regeneration to the point where you canât even afford to sprint around behind them to strike the weak point. Shockâs effect kicks in immediately, not once the build-up is fully stacked, so taking any hits (note: imperfect blocks still build up the status ailment) turn this boss into an absolute chore. Any other status ailment and I would have been fine with this goon. They also have the second worst run back if you die â a litany of enemies and environmental hazards to evade, where most bosses have short run backs which are typically easy to do hitless.
Lies of P also tries its hand at the many-versus-one boss fight, and actually pulls it off really well, to the point where itâs my favourite boss fight in the game (the first time around). The main boss has three sidekicks who are each called in every quarter HP they lose. Sidekicks deal appreciably low damage and are designed to be impractical to ignore â lots of gap closing potential or ranged attacks, and a substantial proportion of their attacks will interrupt you. The boss actively takes the back seat, typically attacking only if you get too close or try to keep hitting them, instead letting their sidekick take centre stage. The fight sequences feel good because the enemies come across as being coordinated, unlike in From Softwareâs games where two-at-once bosses feel like they attack on their own terms, and as a result far more frequently put you in a position where damage is unavoidable. This can happen in Lies of P, but can be almost entirely mitigated with good positioning and keeping half an eye on the main boss to make sure youâre not pissing them off.
There is one silly goofy mechanic that I miss from From Software games: the messages on the floor. âBe wary of dogâ and âTry finger, then holeâ et al. contribute such a welcome splash of humour in otherwise serious games, along with some maybe-useful, maybe-troll tips. The limited word & phrase selection is the cherry on top that really seals the deal, not to mention saving the developers the burden of moderation. I hope Neowiz consider adding a message system to Lies of Pâs sequel, or if they really want to make headlines, bring us an immersive seamless co-op experience â trounce From Software at their own game. Full-fat co-op would be phenomenal (like Remnant 2 or Elden Ringâs Seamless Co-op mod), but thatâs a lot of work and I get that. Iâd settle for just these stupid messages! To me, they are a huge part of the From Software experience and really bring a community vibe to a usually singleplayer adventure.
To give the same level of emphasis as the developers did, Iâve left talking about keyboard and mouse controls until last (and because most people are smart and donât use them). As much as one could dream, Lies of P is not breaking any new ground here. The controls are maybe slightly saner than From Software (no modifier keys plus scroll wheel to change weapon/spells), but still arenât amazing (hold E and after the delay a number key to use an extra bag item). Consumables require Helldivers 2 stratagem-style inputs to navigate to, instead of just being having keys bindable to each slot. Vertical mouse sensitivity is also notably lower than horizontal (though apparently thereâs a mod for this).
This review is insanely long, just because there was so much about this game I thought had been done well and needed to be appreciated! Once again, insane kudos to the developers, the game is stellar, and if it wasnât clear already, I recommend Lies of P to anyone interested in a From Software-like experience, or someone that wants to try their first âgit gudâ Souls-like. This is without a doubt my favourite in the genre, and I am extremely excited to see what Neowiz does with this franchise going forward.
Dave the Diver is a frenetic arcade of mini-games and quick-time events that provide a compelling gameplay & story experience, while simultaneously being the kind of game you can use to unwind at the end of the day or kill a few hours on a road trip.
What I find intriguing about Dave the Diver is that itâs core gameplay is so uninteresting and repetitive, yet itâs used as a foundation for such a variety of minigames and side quest-like content that can truly captivate you for the entire ~30 hour runtime. Thirty hours, from a game whose central gameplay wouldnât be fun by itself. Diving down & harpooning fish can get repetitive and monotonous, and the relaxing, slow-paced nature of the activity doesnât present much opportunity for mechanical challenge or mastery. Instead, Dave the Diver shines in overwhelming you with characters who will either task you to do something fun & different while diving â go find this specific cave, catch this funny looking fish, take a picture of this thing â or reward you with a new between-dive gameplay mechanic for serving them their favourite dish. You will get quests from so many different sources so rapidly and in such quantities that you canât keep track of them all, let alone complete them in a single dive, which gives you something to go back for the next time, and the next, and the next. While youâre playing through higher production quality missions, thereâs also a plethora of collect-athon type content to explore: finding certain colour seashells in ridiculous quantities, catching a large number of a certain fish, collecting materials for weapon upgrades, the list goes on. This really helps Blue Hole come alive as you need to pay attention to every environmental detail, as you may spot something thatâll progress one of these medium-term goals while youâre on your way to a specific area to progress the story. All of these things to do and collect then feed back into the myriad of upgrade options or things you want to buy. Thereâs a huge variety here too â upgrades for your diving gear, restaurant, weapons, and other facilities you unlock as you progress through the game.
Speaking of detail, the care and attention put into the art in this game is phenomenal. The 2D pixel art is easy on the eyes despite holding a good level of detail, the animated cutscenes are full of personality, and the occasional 3D cooking minigame or water creature gives the game flexibility to use more fluid animations, without creating distracting visual noise from all the aliasing. Keeping the textures of 3D models as pixel art keeps them grounded within the gameâs art style so they never feel out of place or jarring. One quick thing to note though is that battery life on a handheld console like the Steam Deck might not be what you would expect of a simple 2D pixel art game, as the ocean youâre diving in is rendered in 3D, requiring more power to do so. The game doesnât struggle for performance by any means, but youâre not going to get pure-2D game battery life here.
To touch more on the gameâs cast, theyâre all vibrant people bursting with personality. They all have unique mumbles for their dialogue, but where they really come alive is in the animated cutscenes. You need only to encounter Duff for the first time and ask him to make a weapon to see what I mean. Dave the Diver isnât afraid to poke at stereotypes and stretch them into absurdity; this isnât a serious game, and the cutscenes are designed to make you laugh. They do an outstanding job of breathing life into the characters, and even those that donât get a little cinematic are written with a clear personality and/or accent in mind that keeps everyone feeling unique.
Back to gameplay, I donât know if this is a hot take or not, but to me managing Bancho Sushi was far more exciting and engaging than being Dave the Diver. Engineering the menu to maximise profits and avoid wastage is a rewarding skill to hone that you can never quite be perfect at. Then thereâs staffing: doing recruitment rounds, choosing new hires for their abilities, assigning them a role, and levelling them up to unlock recipes and their perks. Staff variety can feel a little low by the time you reach end-game, with only very few staff having the best perk combinations that synergise well, but itâs a very minor thing that probably will only be noticed by players trying to 100% the game.
What I find to be an interesting choice from the developers is that once youâre a little way into the game, Dave is quite clearly the least important of the staff while the restaurant is open. You canât cook, you run comically slow, and serving people drinks takes you significantly longer than it does for your colleagues. Using Dave correctly is about handling things your staff arenât (yet) able to do, or helping them get through a backlog so that people donât become impatient and leave. You are a facilitator so much more than a protagonist for the brief couple minutes, but it helps Dave feel humble and relatable. The game also fully acknowledges Daveâs lack of importance during service, eventually providing you the opportunity to run a restaurant without any involvement during open hours, which presents an extra challenge as now you canât use Dave to compensate for skills your staff donât have.
There are two angles that I feel Dave the Diver let down the player experience, just a bit. The first is with its user interface design. Itâs all around good, nicely stylised, and the way some of it is immersed within the game world through Daveâs smartphone is a nice touch, but there are actions you have to do very frequently that I think should have been simplified. For example, upgrading dishes â there should be a single button to upgrade everything as much as possible with the ingredients you have in stock. Staff dispatch could also be more streamlined, especially if you want to change which ingredients theyâre on the look out for. Having to cancel everyoneâs dispatch and re-set everyone up is clunky and just led to me never changing dispatch requests once I had enough staff. Inventory management while diving could also perhaps be cleaner, stacking identical entries to make it easier to scroll past things you want to keep, or mass dumping your garbage. Selling & distributing fish could have been entirely automated by having you set target counts for a given species, and yet youâre left to do it by hand. Essentially, thereâs tedium in places where thereâs a clear path to a quicker solution, but ultimately for a single-playthrough experience it probably wonât wear on you much. Itâs just that as someone whoâs experienced the love a developer can give to user experience (looking at you Wube Software, makers of Factorio đ«¶), I feel like some more attention to detail could have been paid here.
Secondly, the achievements. Donât get me wrong, thereâs a solid handful as-is, but there are so many collections you can complete in this game that feel achievement-worthy, but donât have an associated dopamine reward notification. This also leads to this weird dynamic where you can have 100%ed the game by Steam achievements, but definitely not completed everything the game has to offer. In most games Iâd expect these two to be nearly hand-in-hand, but with Dave the Diver thereâs a definite gulf. For instance, there are no achievements tracking your completion of the legally distinct PokĂ©dex. Thereâs no achievement for making X amount of money in a night, doing silly things like managing to kill a fish with the toy hammer, winning all the races, et cetera. I feel as though more achievements would have really played into Dave the Diverâs strengths of giving the player an endless supply of things to do, while also fleshing out the post-game for people who still want to keep diving once the main story is done. On another note, thereâs at least one achievement that is entirely tied to a random spawn, which after in excess of thirty attempts I gave up trying for. Once the game has boiled down to swimming a precise circuit in a specific area to check all the potential spawn points, the fun is over. Granted, I was over ten hours past completing the story at that point, but still, I donât think luck should be required for achievements when itâs something this unlikely.
Those two niggles aside, Dave the Diver absolutely deserves its Overwhelmingly Positive rating here on Steam, and gets a wholehearted recommendation from me to anyone who likes the sound of the gameâs premise.
NieR Automata is the more approachable NieR game that trades in the amazing personalities in NieR Replicant for some minor quality of life improvements (and even more side quests!). Itâs a lukewarm entry in a series I donât think deserves to be so critically acclaimed.
While NieR Automata is strictly the sequel to NieR Replicant, you could absolutely play the games in either order, as theyâre only very loosely tied. If you only want to play one game, itâs honestly a toss-up. NieR Automata has fewer extremes of good and bad compared to Replicant, and is maybe slightly nicer to play overall. That having been said, in hindsight I think Replicant is my favourite of the two, because the character design & voicing (aside from the protagonist) are stellar. If you expect to play both anyway then naturally you should play Replicant first, as thatâs correct chronologically, plus if you can make it through its 45+ hours of main endings, NieR Automataâs <30 hours for the main endings will feel relatively fast & refreshing.
Before I settle into full reviewer mode; a couple of useful knowledge nuggets to improve your gameplay experience.
For us Steam gamers, Iâd strongly recommend leveraging Steam Input in this game in order to change the shoulder buttons (for pod fire & abilities) into toggles. Itâs such a simple usability change, and while it can mess you around if you open the menu with a toggle on, the lack of hand contortions during gameplay is absolutely worth it. It blows my mind that theyâre not toggles in-game by default. There is a preset available if you donât know how to edit the control scheme yourself.
Also, the modding scene is pretty good for this game â thereâs a good range graphical improvements (some of which should not need to exist, but hey ho), and outfit/model/weapon swaps, which can add some fun/flavour when youâre playing the game with an attractive protagonist. Oh, and there are memes, for when grinding endings is getting stale and you want Among Us & Shrek robots to fight. The game doesnât officially have modding support though, so getting everything set up and working can take some time investment and requires more experience poking around in game files than, say, a Bethesda game. There is a community-made mod manager which may help you, but I didnât use it myself so I canât comment on it.
Kicking off the review properly then, combat in this game is đstylishđ. Thatâs not to say itâs challenging â this game is definitely a hack ânâ slash unless you choose to make it a Souls-like â but it feels suitably cinematic and juicy. Animations all around are clean; well-timed evasions have a sick cartwheel animation with a slow-motion effect that lets you get extra damage in, and you have enough different attacking moves and short combos for things to not start feeling too same-y too quickly. (Being realistic, I think anyone that pushes themselves to 100% this game will be sick of almost all of it by the time they get there.) Another strength of combat comes from the chip customisation system â although never explained/tutorialised by the game â which allows you to choose how to approach fights and suit things to your play style, which makes things more satisfying and damage number go up. The counter chip was a serious missed opportunity for a super-cool animation with gratuitous hit-pause, but it does add the option of a high-risk high-reward playstyle if you want to get your blood pumping (basically everything can be parried with this, and as a result itâs often the best strategy for pure damage output). Personally, Iâm not a huge fan of JRPG-style levelling and progression (though there is almost no enemy scaling), but if you want to scale better and kill enemies faster you can use chips that boost experience or damage, or alternatively â because this is a single player game and itâs morally acceptable to make games more fun for yourself â cheat (for instance, with a stronger damage/experience multiplier than the game otherwise provides). One fortunate upside of this JPRG-style progression is that because character level and chips matter far more than weapon stats, weapons become far more of an aesthetic & playstyle decision, whereas in NieR Replicant youâre just clamouring for the highest damage stat. NieR Automata also far better caters to combat enthusiasts than the previous game, thanks to the addition of colosseums. There are three of these to discover, each providing escalating challenges to complete that test different facets of the gameâs combat.
Minor spoiler warning from here. I want to be able to talk about the gameâs themes and how it shows the charactersâ perspectives, but without spoiling the plot. If you want to go in completely blind, stop reading here.
The big overarching theme of the NieR games is, as far as I can tell, existentialism: trying to address what it means to be you and/or what it means to be human. However, NieR Automata falls short of realising this goal in my opinion by having a large portion of the cast with a limited emotional range (2B, A2, the Commander, 21O â 9Sâ operator), and not giving the characters any breathing room between story beats to discuss or air their feelings. Whenever 9S starts to question the orders him & 2B have been given by YoRHa, 2Bâs response is robotic and pre-programmed. This makes sense to start with â androids are obedient by default, 2B being no exception â but the fact that this never changes as the plot progresses causes the gameâs execution of its core theme to be lacklustre. Players arenât going to think about the bigger picture in half as much depth without the space and prompting to do so; the game must facilitate this through its narrative. As another example, at one point 9S makes a bombshell discovery, but is never given the time to discuss this with 2B, and subsequently buries his own feelings & doubts to better aid her in the present moment, skipping another chance to crack their world views wide open. NieR Replicant doesnât handle this particularly well either: it crams the characterâs discovery of these same main themes into the endings, but it still feels more explored than what little Automata manages to achieve.
I also feel that NieR Automata struggled to develop its characters, and what personal/relational progression there is in the game came off as awkward or abrupt. The obvious citation to reach for is the relationship between 2B and 9S: theyâre the canon couple the game ships, but without persistently reading between the lines, I think one could reasonably interpret the pair as nothing more than good friends/comrades by the end of the game. There is one single instance I can think of where 2B says anything approaching familiar/flirty to 9S, and as 9S portrays the awkward kid with a crush, he struggles to articulate how he feels. Itâs only once you play 9Sâ own arc in route B that you see how deeply invested he is in 2B, at which point I just started feeling frustrated that despite how much time Iâm spending running around with both of them doing inane side quests, these characters canât find the proper time to speak talk about their feelings. I could see this maybe being intentional to an extent, in order to allow the player to ship themselves with 2B, but if thatâs why this is so poorly handled, I think itâs a detriment to the game regardless. A2 arguably has the strongest and most noticeable progression arc of the main cast, but sadly is introduced to the player (outside of a brief drive-by) very late, and never does anything to push the other characters out of their comfort zone. Hell, the pods go through more relationship progression than 2B and 9S once youâre getting into route C/D.
The remainder of this review is going to be dedicated to comparing NieR Automata to Replicant, mainly discussing the improvements made in the new game. Without the context of at least my Replicant review, or ideally having played the game, this commentary mightnât be the most useful to you. Spoilers are fair game from here on out.
The most valuable improvement NieR Automata makes over Replicant is misusing the ending system. Both games have five main endings/routes, however NieR Replicant tells the same story (excluding the ending) four times and the fifth diverges. NieR Automata, by contrast, only makes you repeat the main story once, and yet in doing so manages to cover far more new ground than NieR Replicant does in its three re-runs: changing the character you play as (giving you their perspective in the process), adding a gameplay major mechanic (hacking), and using the character change to smoothly transition into the â gasps â direct story continuation for the third route! The euphoria that hit me not having to repeat more of the game just exemplifies how poorly this mechanic suits the gamesâ stories. My next question is, why not take it further? Entirely ditch the âendingsâ paradigm and tell the story entirely linearly from the get-go. Merge routes A & B (weaving between 2B and 9Sâ perspectives, the existing route C/D demonstrates the game can do this sort of thing well already), and then after getting ending C or D, just give the option to go back and make the other choice for the rest of the plot (since E automatically follows once you have both C & D). And yes, I know there are 21 hidden âendingsâ, keep those in, sure, but I would 100% make the main story linear; I think it would benefit the gameâs pacing and the delivery of its character development.
One of the most immediately noticeable upgrades you get in NieR Automata is waypoints, quest markers, and a mini-map. This is a huge quality of life upgrade for questing, helping you more easily find the people you need to talk to, and making it easier to optimise your pathing to hit as many objectives as possible on runs to and fro. That having been said, itâs not an amazing quality mini-map, as itâs not very detailed and doesnât clearly contain height information (except by unhelpfully hiding markers that are at a significantly different height to you). It also doesnât convey what terrain is traversable, or where ladders/entrances/exits are (e.g. to the underground tunnel system in the desert). Better than nothing, but easy to improve upon.
Healing has two major changes compared to NieR Replicant. The good is that choosing your healing item no longer pauses the game, the bad is that the healing itself is still instant once selected, and the ugly is that you can carry up to 99 of each healing item on you. Coming from the country famous for its National Health Service, I thought the 19x healing in Replicant was ridiculous, and yet now we are out here with up to 198x healing (depending on the depth of your pockets) â really illustrating the power of privatised healthcare. Overall though, I do think the improvement outweighs the healthcare joke; finding the time and concentration to open the menu and select your healing item might not be anything compared to Helldivers 2âs stratagems, but itâs a darn-sight tougher to pull off in the heat of battle while you still need be evading than having the game pause for you to do so. This actually led me to value the auto-healing chip quite highly, and while this is definitely a skill issue on my part because I suck at using a controller, even the chip isnât foolproof: itâs not instant to respond so multiple quick hits can down you still, and if an enemy can just blast you for over 40% of your health in a single attack (definitely not unheard of), you might be dead before the chip even knows youâre in trouble.
The fast travel you get about two thirds through the game is also far more flexible than that of its predecessor, actually putting you close to where you need to be, instead of just cutting a chunk out of your marathon. There are only a couple of locations in the game which will take over a minute to get to after fast travelling.
Final revenge parting shot: NieR Replicantâs music was better. Thereâs beauty in the score of Automata, but it definitely fades into the background during play, whereas for me, the vocals in Replicantâs soundtrack really helps it stay present and remain a core part of the game âexperienceâ.
A pretty-face remaster of a game whose design has aged like milk, redeemed only by its lovable, well-written characters, memorable blockbuster movie moments, and exceptional soundtrack.
The two biggest things Iâd draw attention to to make people reconsider playing NieR Replicant are the nothing-good-ever-happens mood of the story & side quests, as well as the absurd tedium baked into quest design.
The sombre mood of the NieR games feels intended to be one of their more defining features â theyâre sad stories with existential themes â but with Replicant it got to the point where for me the game was getting genuinely emotionally draining to play, because every step of progress you push for reveals the next line of the tragedy. Donât get me wrong, there are a couple of certifiably happy moments, but thereâs maybe two that arenât bittersweet in the whole 40+ hours of play.
Perhaps the bigger problem is that if you want to try and find those happy moments, you must slog through an absolute abundance of atrocious quest design. Nearly all the quests in this game are fetch quests or telephone game, and the main story quests are by no means immune. This isnât helped by the fact that the only form of fast travel in the game is quite limited and only unlocks about two thirds of the way through the story. Thereâs a lot of running back and forth to be done, and the sheer quantity of side quests will let you sink literal hours into this. If you want low-spoiler quintessential example of NieR Replicantâs quest design, look up âThe Ballad of the Twinsâ. If we thought it was just modern live service games that donât respect our time, we were wrong. This game gladly wastes your time, with the primary difference being that you canât alleviate the struggle with microtransactions.
Final attempt to put you off buying the game: the opening ~1h30m are (in my opinion) the gameâs weakest, because you havenât met your sidekick yet. The protagonist you play as is the most hateable guy ever â a goody two-shoes pushover thatâll willingly and enthusiastically do the inanest tasks anyone could ask of him. I hate his guts. I was going to abandon the game because of the bad quest design and obnoxious protagonist until I finally got to the point in the story where you get your sidekick. Keeping light on the spoilers, but his well-spoken arrogance and mightier-than-thou attitude is the perfect contrast to your character, and he makes clear how much he resents your characterâs selfless do-gooder attitude. God bless, the game is now playable.
I have a lot of thoughts on this game. Now that the most important ones are out of the way, letâs get into the depths of my love-hate relationship with NieR Replicant. Spoilers are fair game from this point forward.
The first thing to get off my chest is that itâs ludicrously unfair that 2B gets the overwhelming majority of NieR franchise fanart. KainĂ© is just an overall superior character, and still has big âI can fix herâ energy if thatâs what you need to get your rocks off. Iâm disappointed in the NieR community and think yâall should strive to do better.
Letâs rant about the whole âendingsâ system. For the uninitiated, to see all the story content of NieR Replicant, you need to complete five endings, A through E. This requires you to play through the entire game once for route A, play the second half/act twice more for routes B & C/D, and then maybe the first quarter of the game again for ending E. Who in their right mind thought this was a good idea?? Itâs like the devs are trying to make you get sick of the game by the time you properly complete it. Donât get me wrong, itâs not all bad â the way shades get recontextualised is a unique and powerful narrative device I donât think Iâve ever seen in another game, but the fresh content is sparsely interspersed within the swathes of repeated content, and almost none of it impacts gameplay. After ending B, getting endings C&D changes almost nothing except the final cut scenes, only increasing my resentment towards the deluge of dĂ©jĂ vu. One of the best improvements the devs made in NieR Automata was massively cutting down the amount of content you have to redo.
The combat for the game is really well-designed and fun â itâs Souls-y and has easy-to-use parries! It would just be a shame if after route A that all of combat boils down to one of two correct approaches: mash attack until your target dies (because it doesnât stand a chance of getting a hit in), or using a single spear cast of Dark Lance to knock an enemy down, and then one-shotting it with the press-B finisher. There is so much wasted potential here.
Another combat-related quirk I noticed on my first playthrough (i.e. route A) was that bosses were⊠easier than dungeon fights? It was like the game wanted to give you a run for your money getting through the Junk Pit or whatever, but then once you get into the actual boss room itâs rooting for you to complete the boss first try. Bosses do comically little damage to you, and thatâs despite my third combat nit to pickâŠ
The amount of healing you can carry on you is absurd. Excluding flowers and fish, you can carry enough healing items to restore your full health bar nineteen times over. Obviously, this should be massively reduced (maybe have a limited quantity on your person, but more in overflow storage?) to make you feel at any kind of risk of exhausting your healing supply during a fight. Plus, the items are functionally instant to use and have zero cooldown, so you donât have to find a timing window to be able to heal, like you do in Souls-like games. I appreciate not everyone wants a challenging Souls-like combat experience, but NieR Replicant really feels like they laid the groundwork for a great entry in the genre and then pulled out last second to make the game more accessible. This is why, for me, there is no intrinsic fun in any of the gameplay of NieR Replicant. Itâs all just running around or braindead (in terms of both strategy and difficulty) combat. The gameâs combat peaked in the prologue.
Up next: enemy design. The lack of variety of enemy shades and zero depth of move sets is once again disappointing. No regular enemies have combos or anything more than a couple of basic attacks. A lot of the attack animations can look similar as well, and thereâs no indication whether an attack is parryable, which disincentivises using parries at all after the very early stages of the game.
Companions not understanding ladders looks really goofy, I wish the devs have bothered to make this work. It would also be nice if companions ran in view of you when theyâre following, so it felt like you were being accompanied by friends, instead of dragging along your reluctant aides.
Facade is really poorly thought-out on a number of levels. Thereâs no explanation for why can suddenly start understanding its citizens. Also, the fact that they can understand your language and make zero attempt to communicate back in any way is ridiculous/rude. Fyraâs tour is asinine; I can see why thereâs an option to skip it (I wish I had). It feels like a lot of these unexplained idiosyncrasies and inconsistencies are left in because you can just paper over them with âthe rules probably cover itâ, which is lazy and unsatisfying.
The gameâs world is really poorly established, and the storyâs pacing is stop-start to say the least. Anything that exists that pre-dates the story the game tells you are expected to accept / take for granted. For example, why do you and Yonah have a nice house in the village outskirts? Why is (and how was) The Aerie built in such a dangerous location? Why is KainĂ© wearing that? Et cetera. Also, I really dislike how the game only expands its story beyond âyou must save Yonahâ after the final point of no return. Like you play the whole game trying to heal and then take back your sister, then suddenly bam Devola & Popola are evil bam Project Gestalt: youâre not real people bam the Shadowlord is you bam your Yonah is possessed by shade Yonah. The plot explodes in scope right at the last second, basically going âhehe, guess youâll have to play the game again now to learn moreâ. Donât even get me started on Ending E, it feels like the game is trying to gaslight you into its premise being reasonable so it can pile on more supernatural phenomena and unanswerable questions.
To end this critique on a positive note: I didnât expect to, but I loved the music in this game. On the surface, I didnât see how big orchestral music could just be used as ambience at any point in the game, instead of just during important boss battles, but NieR Replicant thoroughly opened my eyes (ears!) in this regard. It was always refreshing and pleasing hearing the beautiful music start up as I spent my forty seconds to two minutes sprinting through a given area into the next loading screen. The praise this gameâs soundtrack gets is well and truly warranted, bravo. My favourite tracks were those that play during the âfather NieRâ levels which you access by interacting with the bookcase in your home (after getting Ending A). The orchestral score but with some more electronic elements was chefâs kiss.
An all-around inferior sequel to Not Tonight that still manages to be engaging enough to be worth playing.
A nice fresh cast of well-written characters with some contrived usage of old favourites from Not Tonight. The way the story is told works well, with the three story-arcs for each character each being interesting and unique. The ending gives you that warm fuzzy feeling from saving all your friends, but ultimately doesn't feel dramatic or impactful to me.
The wide variety of mini-games kept the game feeling fresh all the way through, and made the game feel more varied than it was challenging (compared to say, Papers Please, where there's little variety but the level of challenge just keeps going up). I don't consider myself particularly good at this genre of game, but on the default medium difficulty I got bonus 2 every single night, and only got fined for mistakes once.
The main let-down of some of these mini-games was that they were entirely luck-based and counted against your performance for the night, and the side quests, which is a monumentally stupid design decision that fortunately doesn't matter unless you're trying to go for all achievements.
Speaking of the side quests, they were a welcome addition, though to me it feels stupid that you're not told explicitly what you have to do for a given quest, then either have to redo a given area if you didn't accidentally get everything, or just try and luck out enough times to get the A grades necessary for the good ending of the game. Personally, I just used a guide to tell me what I needed to do to pass the quests, as I found it frustrating to be given low grades for making ambiguous dialogue choices or outfit decisions incorrectly.
Following a guide also had the added benefit that I wouldn't mess up dialogue choices that could lead to a game over and repeating a night. As far as I can tell, the only way to work out the right choices is through trial and error in a couple of sections (e.g. picking which oxygen tanks to huff when Taelore confronts Mari).
I miss the money pressure of Not Tonight and the drug selling & bribing mechanics that you could opt into to get more money for the higher risk.
So yeah, overall, an interesting twist on Not Tonight that I don't think worked out that well in the end, but I was still happy to support the developers and put in the relatively short number of hours required to beat this game.
A cute approachable idle game that actually has more to it than waiting
What sets (the) Gnorp Apologue apart is the strategising involved. The prestige perk points system gives you something to think about and makes the game not just a brainless waiting idler, allowing you to specialise in your favourite gnorps/buildings to help make shards fly!
The only thing this game could do better is having more achievements, especially some challenging ones! Iâve 100%ed this game in under 24 hours played, which seems strange for the genre
An excellent quality Portal story with fun new mechanics, and well voiced likeable characters. An easy recommendation to anyone that wants more Portal.
The achievements in this game were fun and engaging, however going back to get them is a pain because you can't pick specific chambers to go back to, the chapter select screen (why is this under the New Game option?) often gives zero indication what chamber you'll end up in. If I want to get back to 4-9 for an achievement, I have to basically binary search all the chapter 4 resume points until I find the closest one.
My final thing that felt more awkward in this game than any of the other Portal games I've tried (official or not) was having a silent protagonist. There were multiple points in Revolution's story where it felt the writing was really having to sidestep the issue (e.g. when you first meet Emilia and she's trying to work out what's going on; who's trying to re-build the facility, the fact they 'tricked' you into helping them, and whose side you're on). There's also what arguably could have been a moral dilemma (which would have been really cool if there was a choice!), but without a voiced protagonist it's very unclear what 'your' opinion is until gameplay forces you to pick a side.
Oh, and thank you for making lasers no longer hurt the player; 10/10 quality of life improvement.
For those wanting even more Portal to play now, check out Portal Stories: Mel and Portal Reloaded if you haven't already!
This should have been an absolute gem of a game, but unfortunately itâs held back by poor combat design that ends up feeling grindy and unsatisfying. The premise and art design for Moonlighter are on point: a roguelite dungeon crawler by night that sees you selling your unwanted loot by day to fund upgrading your store & gear. The story is relatively unintrusive/non-existent until the game's ending, but that's not what holds the game back.
Combat in this game just isn't that exciting, and everything is balanced as a numbers game far moreso than a skill-based game. That's why the Steam tags say âhack and slashâ instead of âSouls-likeâ, despite the only thing âmissingâ to call this game a Souls-like is a stamina bar. You lose (most of) your stuff upon dying, have limited healing potential, dodge rolls, and boss fights with big health bars. Yet, the combat doesn't feel good: input queueing happens when you don't want/need it to (switching weapon), but doesn't happen when you want it to (exiting a roll). You can't hold attack to keep attacking, so you just mash attack whenever you're wanting to hit something, but rolling doesn't cancel your attack. The way combos work is just "mash attack the required number of times", which encourages face-tanking and perpetuates the feeling that Moonlighter is just a numbers game: will your health run out first, or the enemyâs? Having your attacks be up/down/left/right (without diagonals) really limits your ability to keep up a combo, because you're not able to move while attacking. Smacking an enemy will knock them back, eventually breaking your combo â not the enemy actually trying to evade you. All basic dungeon mobs have at most two attacks to their name, making them shallow and boring to repeatedly fight. Enemy variety isn't huge either, but this is more of a problem in the DLC than the base game. Bosses are... okay, but once again are more of a gear check than a skill check, due to how difficult it can be to reactively roll if you're actively trying to attack.
Overall, the game is an enjoyable experience, but not the kind of game people would go back to do challenge runs etc., where something like Dark Souls 3, Hades, or Hollow Knight shine. However, at the price the game goes on sale to (often 75% off), it's still well worth playing. Just skip the DLC as it doubles down on whatâs bad about Moonlighter while not really adding much new.
Equivalently NG+ bolted onto the end of the game. It features brand new loot to collect, new weapons and armour, adds a bartering mechanic, a new shop NPC, two new boss fights, some new enemies, and takes about as much time (or more) than the base game to complete. What's not to love then?
The 'numbers game' aspect of Moonlighter is taken to the extreme; clearing rooms becomes an absolute grind if you're under-geared because you have to hit every enemy 10+ times but would die in 2-4 of their attacks. The game does not get harder because the enemies are more complex and challenging, it gets harder because the floors scale more quickly, meaning your sword feels like a foam pool noodle if it's a single floor out of its depth. The resources you want can be difficult to collect, only dropping from certain enemies that aren't guaranteed to spawn. The pool of potential enemies is huge as any base game enemy can appear in a given room, meaning you can quite easily experience a total drought of useful items to progress upgrades, and you'll be forced to replay the same 2-3 floors on loop until you get better RNG, or the item comes available for barter at the new shop NPC. The amount of boss re-use is egregiously lazy, no new or exciting bosses that you haven't seen in the base game until you get right towards the end of the DLC.
Oh and another quick note, while new gear might have been added, all five tiers of said gear look the same, and there aren't two different flavours of each weapon any more. A very lazy set of upgrades all around.
The DLC does nothing to fix any grievances I had with the base game, and exaggerates aspects I already didn't enjoy. If you really loved Moonlighter, you might enjoy this, but my advice in the majority of cases would be to just avoid this DLC entirely, as it's not rewarding/fun enough.
A hilarious chaotic evil experience that will live up to and exceed any expectations you may have, even after reading up on the game. The students are well written and fully embody & exaggerate their trope. The teaching staff aren't quite to the same standard, often lacking any form of tact â though this could well be intentional.
My otherwise flawless review is held back by excessive sibilance (hissing/harsh 'S' sounds) in voice lines â most prominently in the main character (ugh, really?!) and her mum. The user interface is also really bad, even among other Ren'Py games (the engine behind a lot of visual novels, including this one). Weird key binds, no logs, and no loading from the pause menu.
At the price this game is regularly discounted to (often 60% or more off), it's an easy recommendation.
Disclaimer: this review was written before the release of Lies of P! Stop reading this and go play that first â it garners an overwhelming recommendation from me (which you can read here), whereas Steelrising is far more tepid. Anyway, on with the show.
Steelrising is what you reach for when you run out of Elden Ring & Dark Souls 3. Itâs the game Iâve come across that feels closest to these From Software legends, however unfortunately it falls short in a number of aspects. All in all, it feels like trying to manage an opiates addiction with cigarettes.
Why is Steelrising the next best thing to Elden Ring & Dark Souls 3? It has a healing flask you can only refill at âbonfiresâ, no map to aid exploration, you instead have to learn the environment yourself. Thereâs a lot of âthe door doesnât open from this sideâ and as you explore a level you unlock more shortcuts to get back to where you were more easily if you die. The flow/pace of combat is very similar, though Steelrising doesnât have i-frame dodge rolls, just a backstep. Steelrising also has some interesting and creative weapon designs (though the secondary abilities tend to be pretty bland,) which have distinct move sets and are fun to use.
The above similarities to From Software Souls-like games and the awesome choice of setting for Steelrising was enough for me to want to play through the whole game, even though by the end I wasnât really enjoying it much. That was becauseâŠ
The story is boring and hard to follow. There are a lot of very similar looking & sounding characters, and a lot of convoluted names for people & places to try and keep track of. Steelrising tries to take players through the story where From Software instead let the player decide if they want to try and find the story, but itâs not an improvement here. By the middle of the game, Iâd given up caring for the charactersâ backstories, and by the end I was scarcely following the main plot line.
The enemy variety is a joke. There are probably about seven original non-boss enemy types in the game, and if you include the bosses that get recycled as enemies, thereâs maybe a dozen enemies you see on a regular basis. Some enemy variety padding is done by changing an enemyâs elemental damage type, and some enemies get slightly souped-up versions later into the game, but the lack of variety becomes noticeable worryingly quickly into a fifteen hour game. There are a lot of âofficialâ boss fights which are either a bigger version of a regular enemy, or a bigger version of whatâs about to be the most commonly occurring regular enemy for the next 30 minutes.
Enemy move sets are simple. This applies to bosses also, which appear to have approximately the same number of moves as regular enemies. This makes a lot of bosses easy to kill in one or two tries, since learning their move set is trivial and only the final boss has a second phase.
Encounters with multiple enemies at once, in a word, suck. As the game progresses, because it has so few enemies to make encounters with, it chooses to ramp up the difficulty by making you fight enemies in pairs, eventually groups of three or four. Their AI clearly doesnât have any special programming for this to make the situation manageable for the player, so you often either have to kite and poke until thereâs one enemy left, or try and kill one before the rest of the gang catches up. When your camera is unlocked however, landing attacks on enemies becomes a legitimate challenge, because the game gives you little-no magnetism for your attacks like From Software games do, and most skills (parry, critical hit from a stagger, and the two combat abilities you unlock) canât be used without being locked on. Switching between lock-on targets with keyboard & mouse uses the scroll wheel and is incredibly inconsistent. Your camera can also whirl around jarringly when locking or unlocking the camera, making for an all-around awful gank fight experience.
There isnât a huge amount of environment variety. Youâve got city, garden, sewer (very small), and underground mine.
The metroidvania-style abilities unlocking new paths that you couldnât previously go down are... okay. The platforming is super inconsistent though, which is a shame because a lot of it is compulsory. You can use these abilities in combat, but I rarely saw a reason to.
Keyboard & mouse controls are a second-class citizen. If youâre used to playing Dark Souls 3 and Elden Ring with them, youâll feel right at home in this game. Yay. This is especially annoying here because your oil burette (estus flask) does not have a dedicated hotkey, it shares the active item slot hotkey which you have to also use for other consumables (or the compass for quest markers). Cycling through a hotbar in a fight is tedious, risky, and completely unnecessary with I have the full row of number keys completely unused.
The game gives you a âpoint of no returnâ warning while there is still roughly three hours of gameplay left! Upon being told that I was about to cross this threshold, I expected just a walk up to a final boss fight, some cutscenes and story clean-up, and Iâd be done. Nope! Two new boss fights, each in their own respective new area you have to explore. Ordinarily I wouldnât be mad about a game having more content than expected, but my aforementioned gripes meant my patience was wearing thin, leaving me excited to be able to finish the game soon. The fact that there was so much still to do thus quickly became a negative as I just wanted to find the ending, only to find myself going through more garden mazes, more platforming, more three-at-a-time encounters, etc.. This definitely could have been communicated better, e.g. âBy proceeding beyond this point the following side quests cannot be completed: blah blah blahâ.
I think those are all my major gripes. The other aspects of the game range of decent to okay. This review is largely a critique, but I do genuinely recommend the game for people who want more Dark Souls 3 / Elden Ring but in a different game. Just go in with managed expectations :)
A well-executed and tightly polished game with regrettably little content & replayability for a roguelike.
I would recommend anyone who wants to play the game to just do a single run on the Easy difficulty. This way you can see all the content the game has to offer without a single mistake sending your run on a death spiral that'll have you replaying the mind-numbingly boring early game. Playing the game this way takes about 5 hours, and after that I would consider the game finished and move on.
All of the advertised variety and complexity falls flat. Islands are always different â okay, but they're just islands, oh and why are so many of them just flat squares? Commanders have traits â honestly, I thought they were important until I forgot they existed 2 turns later. Items â better than traits because they do sometimes impact gameplay slightly, but never in an exciting or memorable way.
In summary, manage your expectations. Treat the value for money prospect of this game as a one-and-done experience, not a replayable time sink like the genre would have you believe.
I can understand why this game gets such overwhelmingly positive reviews, but to me the atmosphere is lost to the poorly handled puzzle aspects of the game. This is my spoiler-free critique of Inside.
Inside is the story of survival of a young boy against all odds: physical barriers, dogs, people, and other such adversaries in the game. The gameplay against this narrative comes in three flavours, which the game rotates through as you play: escaping adversity, puzzle solving, and spectacle.
Spectacle I have no aversion to â the game nails its art style & atmosphere, and has thoroughly enjoyable eye candy. Sometimes the sections felt a little long to me, but I typically play more action intensive games, so this isn't a huge surprise.
Both escaping adversity and puzzle solving are entirely mechanically devoid â that is to say that the challenge isn't knowing what to do and struggling to do it, it's not knowing what to do, but once you work it out it should be trivial to pull off. There's nothing wrong with this, it just means the game places its difficulty/challenge in finding the solution, which will be important to consider later when I discuss my thoughts on the puzzles.
The characterâs animations come across rather out of place in a lot of the escaping adversity sections of the game, where the boy moves at a comfortable jog or light run, despite having a ferocious dog running full pelt behind you with clear intent to kill. This can feel frustrating, because if you don't quite have the solution to the puzzle in time, it feels like you probably could have survived if the protagonist just put a liiiiittle bit more effort in. This bring me onto the main thing I disliked about these escaping adversity sections in general: they require trial & fatal error to overcome. In my opinion, putting a time limit on puzzles with your life is at stake is not fun, and it's the core mechanic of these parts of the game. It damages immersion in my opinion and makes solving the problems feel unrewarding when you consider how many deaths it took you to get there.
To talk more generally about the puzzles â regardless as to whether youâre being hunted down during them â they are not designed to facilitate first time or improvised success. Timing windows are narrow where present, and the game does nothing to help or guide the player. In dedicated puzzle sections where there is no imminent threat of death, performing the necessary experimentation ends up being time consuming and slow, primarily due to the size of the environments and how slow your character moves.
The final nit I'll pick with Inside is the size of the environments. Especially frequent during the spectacle sections, you can end up without a clear indication of where you need to go, and thus simply have to run in one direction until you find a wall, and then turn around. The game's achievements lead me to believe there are more secrets hidden throughout the levels, however more often than not I found myself having explored the âwrongâ way intentionally to no reward other than the boring return journey. Maybe Iâm just bad at finding secrets, but it felt like the game was actively trying to disincentivise this âexplore the other way firstâ style of play.
To conclude, I did complete the game and enjoy its ending. I didn't feel overly compelled by the story due to its obscurity, and I was more than ready to be done with the puzzles by the time I got to the end â and that's for a short three and a half hour game.
The graphics are easy to get out of the way â they're great, they all form a cohesive art style, and the environments don't look like they were made in a matter seconds. That having been said, the level of detail in its graphics that this game opts for can make some enemies hard to see with all the noise coming from the detail of the textures and the very fast pace the game makes you play at.
The two pitfalls that are the reasons I refunded the game are the combat mechanics and enemy behaviour.
The combat mechanics feel as if they were made as a developer's first outing into FPS design. You want the game to feel fast, so you speed things up â enemy attacks, player movement, etc. It feels like the intuitive solution, but this is not the way it works necessarily, a fast paced game can be made to feel fast without everything happening quickly. Take DOOM 2016 â you move fast, but your rate of fire is controlled, and enemies all attack relatively slowly, despite DOOM's branding and success in being a fast paced FPS. It allows for decision making and greater observation of the environment not otherwise possible if you're always hard-pressed by enemies. In Bright Memory, enemy attacks for the mob enemies are seldom telegraphable due to the short duration of the animations. Bright Memory's intensity is then brought right down by the game's combat being in favour of kiting. Dashes only move you backwards, there is no cooldown (or if there is, I never noticed it), and no enemy moves faster than you can kite with this ability. From there, all you have to do is empty your magazine into the closest enemy, dashing further away again when they get too close. It is a boring gameplay loop which the game tries to break you out of by providing abilities, though the EMP's cast time still means you have to strafe and if you've kited a large group of enemies, it never seems to catch them all. My two sole deaths were environmental â once I accidentally backed into a fire and was unable to run out as I was being blocked by enemies, the other time I ran backwards off a cliff. If running backwards through every combat scene is going to be how the game is played, at least makes the walls smooth and environmental deaths like these harder to have happen.
Next in combat mechanics is gunplay. In this preview, you get three guns, only two of which that are really worth using, being the SMG and shotgun. The game never provides an obvious enemy type or environment type to let you know which you should use, you kinda just have to pick one and use it. Neither gun feels like it does much damage and all enemies are bullet sponges. The fact that the shotguns rate of fire isn't fixed is downright broken the second you let anyone remap their keys (why you can't is beyond me, gotta wait for the full game for that). The fact that guns have an ammo limit feels incredibly pointless â I never noticed any ammo pickups and I never was short on ammo for either gun. The ability to aim down sights is difficult to use given the pace of the game and lack of stationary gameplay as there's never any cover, so I don't really see why it's needed/included with the rest of the game balanced as it is. The game's feedback with hitmarkers and incredibly drastic time slow downs never felt consistent to me â I didn't know whether I'd killed an enemy or scored a critical hit, or why I was getting the feedback I did.
Enemy behaviour. First of all â why do I never die from enemy attacks? I never at once even reached a greyscale 'uh-oh' state from enemy attacks. Not that I know where/if I have a health bar. Enemy spawning is poor, the spawns seem fixed, meaning you won't always see enemies spawn in, or you can just farm where they spawn from a safe distance. To add to the first point, enemies will attack you even if they're off screen. This seems normal without considering the experience the player ends up with â you weren't even aware there are enemies and now you're being hit by them. DOOM 2016, by contrast, tries wherever possible to spawn demons in your cone of vision and ensures that for the most part, demons you can't see won't attack you. In Bright Memory, I can't recall any decent audio cues, and so the lack of visual information was very unhelpful and if there were directional damage indicators I didn't notice those either amoungst the rest of the HUD's clutter.
What about the boss fights? Same as the rest of the game honestly, strafe and aim for the head, empty magazine, reload. The character's commentary doesn't match up with what's happening during fights I found (specifically the knight dude), and the enemy AI doesn't seem to know what to do against a strafe queen, which is weird considering that's what you spend 98% of the game doing. The knight fight I would literally just back strafe and shoot the knight in the head while he walked slowly towards me. For the whole fight. Even the extras that get spawned couldn't do anything because I was kiting them one and the same. Poor, honestly. Bosses, especially in large arenas, need gap closers (not smaller arenas, that makes everything worse). Bosses movesets are incredibly limited (I identified maybe 3 moves for each boss) and they don't perform any combos or anything, just dice roll which attack to do (or so it seems).
If the above was fixed, I'd happily keep the game and be able to enjoy playing it, nothing else is so awfully wrong that it'd stop me wanting to play. That having been said, here are my nitpicks: