Xbox Series X Reviews Archives - Press Start https://press-start.com.au/category/reviews/xbox-series-x-reviews/ Bringing The Best Of Gaming To Australia Wed, 09 Aug 2023 03:55:13 +0000 en-US hourly 1 https://wordpress.org/?v=6.2.2 https://press-start.com.au/wp-content/uploads/2019/03/cropped-PS-LOGO-2-32x32.jpg Xbox Series X Reviews Archives - Press Start https://press-start.com.au/category/reviews/xbox-series-x-reviews/ 32 32 169464046 Moving Out 2 Review – Boxed Office Smash https://press-start.com.au/reviews/ps5-reviews/2023/08/11/moving-out-2-review-boxed-office-smash/ Fri, 11 Aug 2023 11:59:38 +0000 https://press-start.com.au/?p=147463

The original Moving Out was not only one of the more successful and charming runs at the “chaotic co-op sim” crown worn at the time by the likes of Overcooked, but it was a neat little Aussie success story with the folks at SMG Studio behind the wheel of the world’s hardest-working removalist truck. Fast forward three years and the team is back with a full-on sequel, revisiting the concept with an itemised list of new ideas and an already-solid […]

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The original Moving Out was not only one of the more successful and charming runs at the “chaotic co-op sim” crown worn at the time by the likes of Overcooked, but it was a neat little Aussie success story with the folks at SMG Studio behind the wheel of the world’s hardest-working removalist truck. Fast forward three years and the team is back with a full-on sequel, revisiting the concept with an itemised list of new ideas and an already-solid foundation to build on and around.

As someone who’s just done the end-of-lease moving dance, a journey I had the distinct privilege of paying what might have been the world’s worst professional movers to accompany me on, I was excited to jump back into Moving Out to prove that I could have done an infinitely better job at it myself. Forgetting, of course, that the poor folks at Smooth Moves Inc. have a lot more to deal with than millennials with too many overpriced gaming collectibles to fret over.

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Moving Out 2 opens with an excellent animated intro that perfectly captures the vibe of its 80s setting, before launching into its sizeable campaign. The team at Smooth Moves has run into a spot of bother after their boss, a sentient cardboard-box-person, accidentally rips open the fabric of time and space during an attempt to boost company efficiency by 90% with 90% less employees – a classic workplace caper. With the town of Packmore sporting some fresh new gaping portals into alternate universes, it’s up to you and the Smooth Moves crew to put everything back in its rightful place and restore order to the moververse, one truckload at a time.

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The game’s campaign follows a pretty similar structure to before with a handful of “worlds” containing multiple levels (over 50 in total this time around) to play through, gradually unlocked as you complete objectives and raise your F.A.R.T. (Furniture Arrangement and Relocation Technician) ranking.

Each level presents its own spin on the task of loading up your truck with the correct bits of furniture, appliance and decor within a time limit. Like last time, what starts out as a mad dash to get everything in the truck as fast as possible while fighting intentionally-wobbly physics and physical conundrums in early stages quickly becomes so much more with out-of-this-world levels adding new opportunities and challenges outside of the realm of good customer service.

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One level might see you and your team attempt to sort magical baubles onto their corresponding freight trains, or use drones to carve out new paths or cross chasms, there are even levels designed around moving in which challenge players to put items from the truck into their correct places within a building. Without spoiling too much, the situations in Moving Out 2 get a lot more wacky a lot faster than in the original, almost to a fault. There were times when I’d be flinging giant candies into basketball hoops with a slingshot or jumping through magical portals and wished I was just hilariously trying to drag an L-shaped couch through a narrow hallway or flex my Tetris skills to fix the horrendous packing job my partner had done on the truck.

moving out 2

It’s ultimately a good problem to have though, as the majority of Moving Out 2’s gimmicks make for a perfect blend of problem solving, teamwork and laugh-out-loud catastrophe when playing with others – which remains the undisputed best way to play this game. Whether you’re playing in couch co-op or (for the first time in this sequel) cross-platform online with up to three others, the game does a great job of scaling the challenge of its frankly loopy concepts for all team sizes and skills. I did find that a few levels veer wildly into overly punishing or absurdly easy territory seemingly at random, but with so many on offer a couple of duds doesn’t hurt too much.

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There are also some great assist options on-hand to help smooth things out if the team isn’t gelling or on even ground in terms of capabilities, like extended time limits, lighter items or even the ability to have objects disappear into the ether once they’re on the truck to make packing easier. I can’t speak so much to the actual accessibility of the experience but the settings there are fairly basic. With increased gameplay and visual complexity in the sequel it might still present some insurmountable hurdles, but the assists are definitely a welcome feature. The game manages to get a pass on some frustratingly inconsistent control and collision stuff as well, purely by virtue of frustrating inconsistency being its whole schtick, but it does wear a bit for anyone genuinely trying to achieve those Pro times and extra challenges.

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SMG has absolutely nailed the presentation though, building on the visual blueprint set out by its predecessor and polishing it up to a sheen to be much more lush, vibrant and dynamic. It feels much stronger in its identity too, coming across as an overall more high-quality production. It looks nicer, but also more cohesive, and far richer. There’s plenty to unlock again as a reward for completing a litany of optional objectives in levels as well as discovering hidden secrets, including challenging new Arcade levels and over 30 characters to play as once you’ve unlocked them all.

Massive props has to go to Moving Out 2’s writers, who’ve really out-punned themselves in this effort. In fact, I reckon this game probably has the highest per-page saturation of puns in a video game to date, and the dialogue as a whole is thoroughly entertaining at every step of the way.

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Atlas Fallen Review – Sinking Sand https://press-start.com.au/reviews/ps5-reviews/2023/08/10/atlas-fallen-review/ Wed, 09 Aug 2023 17:59:04 +0000 https://press-start.com.au/?p=147420

There’s a lot of friction in Atlas Fallen. Some of this is intentional; grinding across sand dunes and slamming overpowered attacks into fantastical creatures that are hungry for your blood to stain the earth below. Some of it isn’t; those same overpowered attacks in a constant wrestling match with the game’s camera while its overarching plot and writing catch like sand between gears. A slow but undeniable churn of grit in the machine that undercuts the game’s best ideas and […]

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There’s a lot of friction in Atlas Fallen. Some of this is intentional; grinding across sand dunes and slamming overpowered attacks into fantastical creatures that are hungry for your blood to stain the earth below. Some of it isn’t; those same overpowered attacks in a constant wrestling match with the game’s camera while its overarching plot and writing catch like sand between gears. A slow but undeniable churn of grit in the machine that undercuts the game’s best ideas and brings an otherwise cool set of mechanics low.

I can always see the vision in a Deck13 game. The German developers have spent the better part of a decade emulating the FromSoftware house style, transplanting challenging action combat systems into fresh settings on a much leaner budget. The Surge games, both of which adhere much closer to the team’s inspiration points in terms of structure and theme, also embodied some of its best work. Tightly crafted experiences that introduced unique layers to the formula and successfully lifted it all into a gritty sci-fi world. Atlas Fallen pivots in almost every way; deliberate play spaces traded for open-zones, discreet encounters for bombastic rumbles, sharpened storytelling for genre pastiche. It goes on, but for the pockets of fun I had in Atlas Fallen, I struggled to see the vision.

atlas fallen review

Atlas, the titular world, has fallen. A harsh and arid land of rocky mountains, sandy dunes and dying pockets of forest, this primordial plateau has been the stage of a centuries long holy war. In the process, the land has been systematically strip mined of its Essence, a glittery sand-like substance that fuels the magic of the realm and is now solely meant for Atlas’ looming god, Thelos. Having taken the form of a massive stone idol that floats above the land, tracking its denizens like a fucked up Mona Lisa, Thelos has weaponised humanity’s belief systems and forged a religious army to do his bidding. You play as a Nameless, an underclass of people who form the worker backbone of the continent with very little in the way of compensation or basic respect.

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Once you’ve customised your hero from a decent enough selection of hairstyles, you’ll be quickly introduced to the game’s central idea – the Gauntlet. Found during a disastrous trip across the country and quickly wielded to set herself free from servitude, the Gauntlet is 2023’s third sentient, magical handheld that cracks wise at the player while offering them access to escalating powers to use in combat. Atlas Fallen’s Gauntlet houses Nyall, a Na’vi-looking blue man with a vendetta against Thelos and a tremendous arse to boot. Nyall will be with you across your whole journey, granting access to a plethora of RPG systems, traversal tools, plotty dialogue and game hints, the latter of which can be thankfully toned down in the game’s settings.  

atlas fallen review

From here, Atlas Fallen is a pretty straightforward action RPG affair. You’ll be sent out across Atlas to collect pieces of the Gauntlet to power it up enough to progress to the next story beat, each portion of the map a discreet but interconnected series of open zones that house side quests and challenges to complete. The Gauntlet allows the Nameless to shift the sands of Atlas, raising platforms, activating timed magical puzzles, and best of all, propelling themselves across the sand like an ice skater. Deck13 use this to great effect, turning any open space into a slip and slide for the Nameless, and solving the open-world traversal slowdown effortlessly, if not seamlessly. You can only glide if the game registers sand beneath your feet, making some areas a clumsy stop/start experience as a small rock abruptly stops your flow in frustrating ways.

atlas fallen review

These flow issues are writ large in the game’s combat, an uneven and sporadically fun collision of systems. Atlas Fallen gives players an impressive arsenal of tools to play with, layering basic weapons like axes and whips with several types of modifiers and an underlying risk/reward micromanagement in Momentum. Landing consecutive blows against enemies raises the Momentum meter, unlocking evolved versions of your base weapon along with tiered special abilities, but also making you much more vulnerable to damage. Momentum can be expelled through critical strikes that deal massive damage and lower the bar again, making for a constant and engaging push and pull between power and limitations. It’s also consistently undercut by an unstable camera that pulls focus in frustrating ways during group encounters, endlessly fighting with the lock-on function to make for a disorientating experience.

Doubly so when camera control is essential to fully engaging with Atlas Fallen’s enemy designs, most of which require targeting specific body parts to deal meaningful damage. In concept it rules, harkening back to The Surge and allowing you to incapacitate certain attacks or cleave off new weapons by focusing on armoured limbs and the like. In practice, it wears thin, as to actually defeat a foe you’ll need to focus damage but the camera makes this an exercise in frustration. Atlas Fallen’s menagerie is detailed but limited, a rotating door of Wraiths who escalate over the course of the game but never vary all that much. It’s a combination of issues that take a baseline solid combat system and dulls its shine like sand slowly but surely burying a treasure.

Elsewhere there is a loose set of RPG systems churning away, most of which can be ignored to no real peril. There are a few currencies to collect to spend on vendors, leveling and perk slots; a crafting system that requires you to collect plants and ores from the world; a bunch of side quests and NPCs; armour customisation; the list goes on. The bulk of essentials will be given to the player via the main questline, but what really makes these systems forgettable is the overarching world of Atlas Fallen. It’s not bad, as such, but it’s shockingly dry. Voice acting and dialogue is about as unenthused by it all as I am writing this, and the repetition of the game’s missions and puzzle challenges quickly dispels any real sense of adventure.

Which is a shame because Atlas Fallen is partway to being exactly the kind of elevated action experience the genre deserves right now. A comforting throwback to design ethos of old, happy to let the player just wail on some monsters in a cool looking world. And there are elements of that kind of fun buried in here. Atlas feels grand, a massive playground to whip across the sands on and marvel at the imposing natural beauty of it all. Claiming it back from an evil god with these particular tools should be a great time. Instead, for the moments of fun I had at this beach, I just feel sunburnt and ready to wash the sand off.

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Stray Gods: The Roleplaying Musical Review – A Pitchy Performance https://press-start.com.au/reviews/pc-reviews/2023/08/10/stray-gods-the-roleplaying-musical-review-a-pitchy-performance/ Wed, 09 Aug 2023 14:00:30 +0000 https://press-start.com.au/?p=147312

Once known as Chorus, Stray Gods is the ambitious debut title from Summerfall Studios, a new independent studio spearheaded by David Gaider, who cut his teeth in the industry taking the lead writing a number of BioWare games. The fashion in which it tells a fantastical story within a regular, urban setting reminded me a bit of Fables—the graphic novel on which The Wolf Among Us is based. However, it remains a novel experience by delivering much of its story […]

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Once known as Chorus, Stray Gods is the ambitious debut title from Summerfall Studios, a new independent studio spearheaded by David Gaider, who cut his teeth in the industry taking the lead writing a number of BioWare games. The fashion in which it tells a fantastical story within a regular, urban setting reminded me a bit of Fables—the graphic novel on which The Wolf Among Us is based. However, it remains a novel experience by delivering much of its story through song. 

We’ve seen television veer into musical theatre from time to time, as shows like Buffy the Vampire Slayer and Scrubs have produced big, lavish episodes brimming with catchy songs and dance numbers. The results often speak for themselves, but they’re a creative, light-hearted departure from the main story arcs. I’ve not played every game ever so I won’t confidently declare Stray Gods to be a trailblazing first. However, given the team at the helm, it’s undoubtedly the highest-profile title to make the jump from game to musical. 

After the idol Calliope is unceremoniously killed under mysterious circumstances, her eidolon, the essence of an idol’s godlike powers, passes to Grace following a chance encounter the pair share during the latter’s band auditions. Calliope’s death becomes the subject of Grace’s trial at the hands of Athena and you’re tasked with proving your innocence before your trial and likely execution. I think the story is clever, especially the way it presents these gods within the context of a mortal world, and how the fatigue of their constant transmigration weighs heavily on them. 

Though it’s a big cast, with the likes of Laura Bailey and Troy Baker in the lead roles of Grace and Apollo respectively, you’d be forgiven for thinking Stray Gods is top-heavy in terms of talent. I’d argue that the game has a deep bench in terms of voice talent, even if they’re not as capable on the microphone as the leads—Rahul Kohli, who plays a bashful and bumbling Minotaur, remains a baffling choice as his singing chops are non-existent, leaving his comedic timing as his singular attribute in this particular performance. Similar deficiencies can be heard during harmonies, or in any of the many call-and-response phrasings involving more than one singer. There’s a lack of confidence that is audible from certain performers, whether it’s the material itself or their own hesitance; it does stick out like a sore thumb.

It’s evident that representation was a focus when pulling the ensemble together, the team even went as far as to reflect their actor in their god, where appropriate. For example, voiced by Erika Ishii, Hermes is presented as a gentle, genderfluid emissary, while Apollo is a shirtless surfer bro—so perhaps they’re not all one-for-one. It feels like an ensemble of angsty millennials, except the dialogue isn’t remotely as exhausting as that makes it sound. 

Though it is billed as a roleplaying musical, Stray Gods delivers more on the latter than the former. While you shouldn’t expect skill trees and stat distribution, your choices, and how you attempt to curry favour with the gods, can branch the narrative off in some significant ways which should come as no surprise for anyone familiar with Gaider’s work on Dragon Age and Knights of the Old Republic. Rather than accruing stats or having your choices ultimately unlock dialogue options, you’ll choose from a few proficiencies to carry with you throughout. I opted for charm and, later on when the option presented itself, I went for a more abrasive, ‘kick ass’ attitude adjustment. Like a lot of other narrative-driven, choose-your-own adventure-likes, these choices will open up dialogue options that, without providing much story craft, fill out the narrative’s flavour.

Stray Gods is also a very horny game. In fact, my biggest takeaway was that these idols have likely spent their era-spanning existence on the mount and the invitation is definitely extended in bulk, and accepted by, in my instance, Grace throughout her investigation. That said, pursuing these romantic interests didn’t really feel earned during my play through and felt like something of an afterthought and a means to fog the windows up a bit.

Another area where choices can create a bit of flavour is within the songs themselves. During a bunch of the numbers, Grace is able to interject or steer the arrangement in a particular direction, whether that’s an aggressive or passive path is up to the player. Not only does this provide a replay value, but it’s also a neat feature to offer a bit of agency over how a song pans out. I can’t help but feel that the songwriters might have been spread a bit thin considering every permutation, however. Except for a select few, the songs in Stray Gods don’t get their hooks in and are fast forgotten as you advance the plot. I do think the songs they choose to reprise and use as motifs throughout are well-picked, particularly Grace’s first solo which features prominently throughout. 

The game’s story unfolds similarly to a visual novel, serving the player with beautiful, hand-drawn frames that have small flourishes of expression to help make the cast feel alive. Excluding the few that don’t reside among mortals, the design of these idols remains pretty grounded throughout, though I would say their appearance reflects their personalities. One touch I loved was how the aspect ratio shifts to letterboxed for any of the musical numbers, it gives it a cinematic quality that flouts its low-cost presentation.

I also feel like Stray Gods aimed to present itself as a non-linear game all about choice but fails to deliver a compelling way to get from place to place. Picking whether to visit Apollo or Persephone from an over world map, for example, isn’t exactly an exciting transition. In fact, this game’s strengths from a visual design perspective definitely do not extend to the UI and UX, which is rather drab and had me wishing the team managed to implement a more appealing means to present the player with choice. 

The most damning thing I can say about Stray Gods is that it’s a musical with very few memorable tracks. Otherwise, it’s well-written and offers up a novel way to experience the gods among us trope. 

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Exoprimal Review – Don’t Call It A Dino Crisis https://press-start.com.au/reviews/xbox-series-x-reviews/2023/07/16/exoprimal-review-dont-call-it-a-dino-crisis/ Sun, 16 Jul 2023 05:34:00 +0000 https://press-start.com.au/?p=146928

Exoprimal feels like it’s from another era. It harkens back to a time when Capcom was slightly more experimental in its approach to making games. A time when they weren’t relying on remakes of tried-and-true classics but instead were creating new and engaging IPs. It’s a gamble, then, that Capcom would create a new IP and a new multiplayer IP in Exoprimal after their numerous successes with their flagship franchises. But Exoprimal is much better than I expected and does […]

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Exoprimal feels like it’s from another era. It harkens back to a time when Capcom was slightly more experimental in its approach to making games. A time when they weren’t relying on remakes of tried-and-true classics but instead were creating new and engaging IPs. It’s a gamble, then, that Capcom would create a new IP and a new multiplayer IP in Exoprimal after their numerous successes with their flagship franchises. But Exoprimal is much better than I expected and does more for the hero shooter genre than I ever thought possible. The gamble paid off.

And there is a story to it all too. It’s 2043, three years since dinosaurs were unleashed worldwide from portals and tears in space and time. You play as a pilot who has crashed and landed on Bikitoa Island following the opening of another portal during a routine flight. Here, on the island, you’re greeted by an AI named Leviathan, who forces you and others into simulations of wargames while wearing powered exosuits against hordes of dinosaurs. It’s ridiculous, but it’s the right kind of ridiculous that lends itself well to the concept.

Exoprimal Review Leviathan

The fact that there’s even a story to follow in Exoprimal is also a bit of a miracle. Story progression is tied to how many battles you complete – you don’t even have to win – and they’re mapped out in a separate menu to look at in your own time. Some cutscenes are played after specific matches, further detailing the goings-on of your squad, but for the most part, you can engage with Exoprimal’s surprisingly robust story as you see fit. It’s certainly a nice inclusion and hopefully, the beginning of yet another universe for Capcom to pull from.

But it’s easily how Exoprimal carries itself in battle that makes it stand out. There’s technically only one mode called Dino Survival, but within that mode, a lot is going on. More than the game itself tells you. Each match pits two teams of five against each other in two phases. The first phase has the teams fighting to complete objectives faster than the other team in PvE situations. The second phase then moves both teams onto the same map into a PvPvE situation in a battle for the win.

Exoprimal Review

For example, the first phase might have your team fighting waves of dinosaurs, defending a point on the map and then escorting to a certain point. The second phase might have your team protecting a payload (think Overwatch) while dinosaurs and other enemy players attack it. The assortment of objectives and activities you’re given is random, to a point, but there’s a lot here to keep the whole experience both engaging and enjoyable.

Exosuits are essentially heroes as they appear in other shooters of this ilk. There are ten suits to choose from in three categories – Assault (DPS), Tank and Support. Each suit has its own abilities and can be outfitted with unique modules to improve their performance and, more importantly, feel balanced. The exosuits are fun to learn and use and have wildly different ways to approach battle baked into their design. Even support, a category you rarely see to be so popular in games like this, gets a fair shake of the stick when players are building their teams.

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Even better, you can switch at any point in the match. With a button, your pilot can eject themselves from their exosuit and change to something else. I regularly switched up my suit depending on which objective was in play, which encourages experimentation with the numerous suits and their abilities.

Exoprimal Review

But it’s not just about the players either. There are over fifteen different types of dinosaurs that the game will throw at you, big and small, that ensure that the action in Exoprimal never gets old. From the most basic form in the raptors and the Pteranodons to the history-bending neosaurs that mix dinosaurs we’ve come to know with outlandish mutations to make them more dangerous than ever. The game does a great job at mixing up the combinations of dinosaurs that it throws at you, and some of the heavier ones especially are difficult enough that they encourage you to work as a team to feel them faster than your opponents.

From time to time, the Leviathan AI will get testy and throw a random mission at you that becomes really intense. These are the moments where Leviathan will open a portal and pour out thousands of dinosaurs that attack you. Sometimes he’ll even cut a match short and transport you to an alternate dimension to fight a boss, turning respawns off and bringing together two competing teams of five to throw a ten-player co-op mission at you instead. It’s an incredibly dynamic system, and these set pieces seemingly bridge the gap between what you’d expect to see in a single-player campaign and the multiplayer game that Exoprimal is.

Exoprimal Review

Of course, there is a big dark cloud looming over Exoprimal, and that’s the way that progression is handled. After competing in a certain number of matches, your party will eventually be interrupted by a “story” like mission that’ll pit you against a unique threat. Around six of these encounters’ll happen across sixty or so matches. They’re incredibly fun. But it’s what happens next that might be annoying or just too vague for some players.

Completing these missions then “opens up” more of Leviathan’s simulation for you. So future games you’ll play will have more objectives, maps, and dinosaurs thrown at you. Exoprimal isn’t forthcoming with how this content is dished out nor how you gain access to more of it. Playing with friends who are lower level than you will essentially “lock” you into the lower-level missions, creating an illusion that there’s only one map and a handful of dinosaurs. This is especially obvious in the opening weekend, where your average party level will be lower due to many factors, including the ease of access with the game’s inclusion on Game Pass and the like.

Exoprimal Review T-Rex

I’m trying to say that as time passes and the overall player population increases in level, the content on offer in Exoprimal will be more obvious to the broader player base. But the other side of this argument is that many players would not necessarily be bothered to get to this point but that they’ll assume Exoprimal is so much less than what it is. 

Exoprimal currently has five PvE objectives and five PvP objectives that can be played out across six unique maps. But most players will easily only see almost half of these if they are playing for several hours. Capcom is promising multiple free updates – including exosuit variants with new weapons, new objectives to complete, new maps and even new dinosaurs. If they keep the content coming, Exoprimal will be something special. It already is, but it needs to put its best foot forward now to convince players that there’s more to it than their lower-level parties might be showing them.

Regardless, at the end of the day, Exoprimal does what I previously thought was unthinkable. It makes a competitive multiplayer game fun, even when losing a battle. There’s a good breadth of balanced exosuits to play with and many activities and dinosaurs to mess around with. Mix this with a unique approach to storytelling and some pretty fantastic setpieces, and it seems Capcom may be on to a winner with some tweaks here and there.

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AEW: Fight Forever Review – Old, Elite Wrestling https://press-start.com.au/reviews/ps5-reviews/2023/06/28/aew-fight-forever-review/ Wed, 28 Jun 2023 12:59:45 +0000 https://press-start.com.au/?p=146566

As someone who primarily watches the McMahon-Helmsley federation, because who could resist that Bloodline story arc, my familiarity with All Elite Wrestling is limited to an all-too arrogant-champion whose dedication to kayfabe knows no bounds, buckets of blood, and a little bit of the bubbly. When I heard that the upstart wanted to create a video game to recapture the feel of Nintendo 64-era games like WWF No Mercy, rather than compete with their 2K contemporaries, my ears pricked up. […]

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As someone who primarily watches the McMahon-Helmsley federation, because who could resist that Bloodline story arc, my familiarity with All Elite Wrestling is limited to an all-too arrogant-champion whose dedication to kayfabe knows no bounds, buckets of blood, and a little bit of the bubbly. When I heard that the upstart wanted to create a video game to recapture the feel of Nintendo 64-era games like WWF No Mercy, rather than compete with their 2K contemporaries, my ears pricked up. And then when I heard they managed to jag Hideyuki Iwashita to direct, I began to believe.

Almost immediately, AEW: Fight Forever captures the spirit of those AKI games I used to adore. It features the same arcade framework, and feels like No Mercy’s classic engine made new again. However, emulating a quarter-century old game can tend to expose a few gaps in budget and feature-suite, no matter how good the game’s feel is.

The wrestling itself feels very much like No Mercy or Wrestlemania 2000, mixing both regular or strong strikes and grapples to wear your opponent down. In a system that mirrors even modern wrestling games, the aim is to wear opponents down, causing limbic damage, while building enough momentum to perform your signature and finisher moves. In an effort to modernise its aged systems, action and passive skills can be assigned similarly to stat points, giving a variety of buffs that can help turn the tide of a match—desperation kick outs, kip ups, and first-strike buffs all add a strategic layer to the classic No Mercy formula. 

aew fight forever review

I also feel as though the way momentum is handled can lead to unbalanced experiences, from time to time. Unlike finishers, signature moves don’t seem to drain momentum which led to me giving out Stunners as though they were charitable donations. Similarly, I feel like frustration when playing is set to stem less from the difficulty itself and more from all-too-common cheap losses in the game’s bigger four-way matches. 

Although there are a good amount of match types, Road to Elite will be the main draw for people wanting some form of structure and story, a term I use loosely. It’s digestible and crafted with replay value in mind, and I’d sooner liken it to Mortal Kombat’s Tower than its story mode. With either a created or rostered superstar, you’ll progress through one year of AEW programming broken up into four blocks full of weekly shows leading up to the brand’s quarterly marquee events.

THE CHEAPEST COPY: $74.99 SHIPPED AT AMAZON / MIGHTYAPE

Even if it’s largely forgettable to play, it’s the moments of history peppered throughout Road to Elite that make it feel special. It’s not exactly their rival’s seventy-some years of history they’re drawing from, but it’s nice to see all of the company’s defining moments across four years touched on, from the brand’s formation, to Jericho’s inaugural reign as champion, to CM Punk’s debut. It’s all framed within this weird, jet-setting adventure that highlights all of the lesser-thought of parts of the business—meet and greets, enjoying local cuisines, and even lifting weights. It all ties into the mode’s management busy work which lurks on the periphery of the fun stuff.

Though there are other superstars on the way courtesy of a season pass, Fight Forever’s roster of around fifty is pretty comprehensive. There’s one or two omissions I am a tad curious about, but it’s hard to fault the selection. It’s definitely big of those making the call to keep Cody Rhodes in the game in spite of his defection back to WWE to “finish the story”. His place in the startup’s history is assured, so it was nice to see. Similarly, the match types that are on offer cover off on everything the brand is known for, the most extreme being the Exploding Barbed Wire Deathmatch which is as nuts as it sounds—I can’t believe it’s a real match type. 

In one of the more unexpected twists, Fight Forever has a small selection of Pokémon Stadium-like mini-games to really hammer home that absurd, arcade feel the game has. Although the list of challenges alludes to more being added post-launch, the three we’ve got so far are a bit of fun. As a sucker for trivia, my favourite of the bunch is certainly the pop quiz full of deep cuts only fans could appreciate.

In addition to its season pass, Fight Forever has some other “live service” features like challenges, including both dailies and weeklies, that’ll line your pockets with credits to buy things like superstars, arena decor, and taunts from the shop. Some moves and taunts walk the line of trademark infringement, with Brock Lesnar’s devastating F5 featuring under the tongue-in-cheek name “Diverticulitis” while Roman Reigns’ lock and load taunt serves as acknowledgement of The Tribal Chief. As I’ve already unlocked a decent portion of what’s available, I look forward to seeing how often the shop’s stock is refreshed, if at all.

Because it’s a first effort, I didn’t want to be too critical of the game’s creation suites. I mean, you’re not going to see big communities emerge for created superstars in Fight Forever, and stitching together entrances using other star’s music and moves feels appropriately dated, given it’s something I recall doing back in No Mercy. Though I couldn’t manage to find anyone else playing pre-launch, I expect the game’s classic and largely accessible systems will breed a pretty fun and competitive space for people to enjoy wrestling without all of the deck-building nonsense its contemporaries have forced into the mainstream.

Through cartoonish, chonky character models, Fight Forever carves out a fun niche right beside the realistic presentation of the WWE titles. Chris Jericho’s keg-chest and CM Punk’s “most punchable face in wrestling” are both realised with comical accuracy, with all the roster looking the part aside from a couple of so-so renders. I wish I could say the presentation was spectacular throughout, though when you’re chasing the past’s glory as Fight Forever does, graphics ends up being an area where corners can be cut. Long, flashy entrances make way for truncated strolls, and blood spatter—as cool as it is to have a serial-bleeder like Moxley leaking claret like he was born to do—looks like a stamp that appears on the canvas, without any semblance of dynamic at all.

aew fight forever review

There are a lot of known graphical hitches that I’m sure will be ironed out by launch, including a lot of clipping and render issues. Though, that same cheapness extends to the voiceover efforts which are basically reserved for owner Tony Khan. Beyond that, the written word does the heavy lifting of the oddball drivel that comes out of other superstar’s mouths. A few gimmicks land within the scope of Road to Elite’s script, though it’s a bit of a mess considering I saw Kenny Omega referring to others as Kenny when cutting promos. 

It’s that kind of oddity that sums up the Fight Forever experience. For every bloody perfect thing it delivers from the vintage No Mercy experience, it serves up something you wish was left in the 64-bit age.

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Crash Team Rumble Review – A Crateful Of Fun While It Lasts https://press-start.com.au/reviews/ps5-reviews/2023/06/28/crash-team-rumble-review-a-crateful-of-fun-while-it-lasts/ Wed, 28 Jun 2023 06:03:27 +0000 https://press-start.com.au/?p=146600

Although it wasn’t overly surprising (but very welcome) to see Activision release the Crash Bandicoot N.Sane Trilogy back in 2017 to properly capitalise on nostalgia for the IP that it acquired in 2008, I’ll admit I’ve been pleasantly surprised to see the manic marsupial continue to star in his own titles in the years since. We had another re-do in the form of Crash Team Racing Nitro-Fueled, followed by a wholly original (and shockingly punishing) platforming sequel with Crash Bandicoot […]

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Although it wasn’t overly surprising (but very welcome) to see Activision release the Crash Bandicoot N.Sane Trilogy back in 2017 to properly capitalise on nostalgia for the IP that it acquired in 2008, I’ll admit I’ve been pleasantly surprised to see the manic marsupial continue to star in his own titles in the years since. We had another re-do in the form of Crash Team Racing Nitro-Fueled, followed by a wholly original (and shockingly punishing) platforming sequel with Crash Bandicoot 4: It’s About Time, and now yet another new and original Crash game has arrived – Crash Team Rumble.

crash team rumble

Despite its initial reveal summoning my deepest desires for a return to the Crash Bash/Crash Boom Bang! party game school of mayhem, Crash Team Rumble is instead a competitive, multiplayer online battle arena-style effort where players compete to collect and deposit Wumpa fruit for the team across a variety of maps. As someone that’s largely steered away from even the most basic of MOBA-esque games, it’s certainly not something I would’ve considered dipping my toe into were it not for a lingering penchant for its mascot. That said, after spending a solid amount of time with Crash Team Rumble I can genuinely say I’ve been having a fair amount of fun with it – though glaring, foundational issues with its content offering and structure make it sadly difficult to recommend.

Let’s start with what works though, because my initial experience with Crash Team Rumble has been surprisingly positive. The basic premise is fairly easy for players of all ages to grasp (if I can do it, so can your kids), pitting two teams of four against each other to run around the selection of nine unique maps and collect Wumpa before bringing it back to their team’s scoring area and depositing it as quickly and completely as possible.

crash team rumble

Nuance, and opposition, comes from the opposing team’s ability to interfere with that process. Players can attack each other, causing their opponent to drop Wumpa, activate score-boosting gems around each map, use unique character-based abilities and special items, and spend collected relics on game-changing powerups unique to each map in order to get a competitive edge and reach a total of 2000 points before the other team.

Like any good game of this ilk, it’s all about each player in a team working in tandem to manage these various mechanics and become a well-oiled machine of mayhem and Wumpa-hoarding. The included roster of eight recognisable Crash Bandicoot characters is divided into three categories – the Scorers whose characteristics and abilities make them the best fit for zipping around the map to pick up and deposit Wumpa, the Blockers who are more capable of attacking players and obstructing their goal zone to prevent scoring, and the Boosters who want to be activating boost gems around the map and otherwise acting as a support.

crash team rumble

The synergy between these classes, even when a team is stacked in one direction or missing one of the three entirely, is pretty remarkable most of the time. In my many, many matches so far I’ve rarely seen anything get too one-sided with the majority of my bouts turning out to be thrilling nail-biters right up the finishing score. The game seems to do a pretty good job of matching and sorting players into appropriate teams before each round, which is great. All of the maps, though on the smaller size, feel unique in their layouts and the various power-ups they offer and are well-designed overall. Coupled with the fact that special abilities are charged by performing the actions your chosen class is intended for, it makes it easy to jump in with randoms and feel assured that everyone’s going to play their part.

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I’m embarrassed to admit that on more than one occasion I’ve found myself yelling at teammates and opponents alike through my TV screen (not into any actual comms, of course) as things got particularly heated. I haven’t managed to convince any of my mates to get into a game with me for some genuinely strategic play but my experience playing with silent strangers so far has been excellent. I have run into the occasional instances of particularly nasty Neo Cortex duos from players clued into the meta but those are few and far between and rarely soured my enjoyment.

crash team rumble

So it’s a success on the gameplay front then, but the issues with Crash Team Rumble exist in just about everything outside of the matches themselves. For starters, there’s just that one game type to play. With nine maps and eight characters, repetition can set in pretty quickly. I’ve been playing a maximum of a couple hours a day since just before the game officially launched and I’m already feeling bored with the content on offer. The only thing keeping me going currently is the game’s Battle Pass-style progression, which in a game that’s boxed up and priced on shelves is also a disappointing choice. Between an anemic content offering and the slog of grinding out character levels on top of a timed, seasonal pass, Crash Team Rumble feels like it should’ve been a free-to-play game and not something that you’d pay up to $69.95 for.

crash team rumble

At present, there isn’t any way to spend real money on anything, which is nice. But I also don’t know how that’s all going to shake out as far as future content goes, as much as I’ve enjoyed unlocking a heap of character skins and even iconic music from across the franchise that plays when I put the opposing team in the ground. It feels wrong to suggest, but I honestly might have been more optimistic about Crash Team Rumble’s future had Activision decided to make it a freemium release with a paid battle pass. It could have meant more people willing to give the game a go with friends, and as a paid product in the state it’s in right now I just don’t see it garnering the kind of audience to justify a continued investment in Toys For Bob putting out regular content updates.

At least it’s already seen some hefty discounts retail.

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Layers of Fear Review – Adding The Final Strokes https://press-start.com.au/reviews/ps5-reviews/2023/06/16/layers-of-fear-review-a-finished-pretty-picture/ Thu, 15 Jun 2023 14:02:09 +0000 https://press-start.com.au/?p=146273

When you think about Bloober Team, you think about horror. But while they had shipped ten games in other genres before Layer of Fear, you’d be remiss for assuming it was their debut. Layers of Fear really put Bloober Team on the map. It balanced an intriguing story with a sense of atmospheric immersion unlike anything before. However, its lack of interactivity hurt it in places. Now, seven years later, Bloober has revisited the game that made it all happen […]

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When you think about Bloober Team, you think about horror. But while they had shipped ten games in other genres before Layer of Fear, you’d be remiss for assuming it was their debut. Layers of Fear really put Bloober Team on the map. It balanced an intriguing story with a sense of atmospheric immersion unlike anything before. However, its lack of interactivity hurt it in places. Now, seven years later, Bloober has revisited the game that made it all happen for them. It’s called Layers of Fear once more, but it’s an all-encompassing package that is the best way to experience Layers of Fear, even with all its faults.

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While it shares a name with the first game, Layers of Fear is a compilation of everything released in the series. It includes Layers of Fear, its Inheritance expansion and Layers of Fear 2. These three components, previously only available on older consoles and built on Unity, have now been entirely remade and updated to run on Unreal Engine 5. The remarkable result is such a stark visual upgrade that it’s easily the best and most definitive way to jump into the Layers of Fear series.

But there’s a little bit more included here for returning fans too. On top of a rather generous upgrade pricing option, some brand-new content further fleshes out the game’s story. It will honestly be up for debate just how much these new additions add to the experience. It’s still a nice inclusion for those who’ve already played the previous games to death.

The first new inclusion is a brand-new chapter within the first game’s world. It’s called The Last Note, and it sees you playing as the wife of The Painter from the first game. It’s a very brief, albeit enlightening, chapter that tells her side of the story in an attempt to recontextualise events of the first game. With so much detail already put into Layers of Fear and Inheritance, I can’t help but feel this wasn’t needed though it comes with two endings.

I say this because while the second game is much less revered amongst the fans, it’s also had no attention paid to it beyond its original release. This would’ve been a great opportunity to better flesh out the characters’ stories in that game, so it feels a little misfire to not include anything in this otherwise robust package.

The other new inclusion is the story of a character known only as “The Writer”. Her story is presented as a framing narrative – you’ll play one of her (shorter) chapters between the chapters in Layers of Fear and Layers of Fear 2. They’re good at breaking up the monotony of these other chapters, but the transition to them is a bit jarring and not really justified narratively. Still, the writer’s story is a good attempt to tie all the stories together.

Once again, whether that’s done elegantly or in a totally satisfying matter is up for debate. I’m not going to spoil anything here – but it feels like The Writer’s story is doubling down on an aspect introduced in the second game that I wasn’t a fan of. I’m sure some fans will appreciate the direction it takes the story, but for me, it felt like a bit of a cop-out.

But credit must be given to Bloober Team and Anshar Studios. Most developers would be happy to port their old games to a new engine and leave it at that. Including new content in Layers of Fear is appreciated, even if that content doesn’t quite resonate with me. But it’s important to highlight that these aren’t straight remakes either. Both Layers of Fear games have had changes made to address criticisms aimed at them all those years ago.

Many encounters, especially in the first game, have been reworked to take advantage of both newer technology and the presumably evolving talents of the developers. Both games are still largely passive experiences, but some of these remixed and redesigned set pieces do good work in alleviating some of the repetition of the original games, where you’d walk through corridors and impossible spaces while scary voices whispered at you or objects fell to the ground and made loud noises.

This is done in both games in different ways. The first Layers of Fear gives The Painter a lantern to wield, which can “cleanse” objects or areas to reveal new paths in the world. It also allows him to fight off an enemy who stalks him in certain situations. During these moments, you’ll often evade an enemy while moving through a more open area to find a key and escape. This is a good attempt at cleansing Layers of Fear of its often derogatorily used term “walking simulator”, but it’s not quite as engaging as I’d hoped. It feels like Outlast, and given that I wasn’t a massive fan of this design choice almost ten years ago, it still doesn’t play well here.

The second Layers of Fear already had some moments where a monster stalks you, but the changes implemented here feel a bit more carefully considered. Here, you’re given a flashlight. It can stun the monster that stalks you through the ship, alleviating a key criticism of the original release. But It also can be used to solve puzzles – shining the light on specific mannequins will animate them to move something out of the way or hand you an item. It’s a lighter change, but its inclusion makes Layers of Fear 2 feel more like a “game”. It’s also used to up the ante during the game’s numerous chase sequences.

But at the end of the day, while these changes are numerous and nice, I’m reticent about declaring that you’ll suddenly like Layers of Fear if you never did initially. The style of scares is still the same – which will always be subjective at the end of the day. The experience is still essentially linear and, to a certain extent, predictable, despite implementing these more marginally open areas. I’m not implying that linear is always bad, but sometimes Layers of Fear feels so directed that the tension can evaporate once you realise you’re playing a game that wants you to take a particular path.

Of course, it goes without saying that Layers of Fear does a great job of looking the part. The jump to Unreal Engine 5 is nothing short of remarkable. Every location you trudge through looks phenomenal, rebuilt from the ground up to deliver a better sense of place than the original games. Horror games immensely benefit from a well-realised atmosphere, and Layers of Fear provides that in droves. Combining stellar sound design and some awe-inspiring ambient lighting really elevates the presentation of the games beyond what was presented all those years ago.

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Diablo IV Review – A Superb Return To Form https://press-start.com.au/reviews/ps5-reviews/2023/05/31/diablo-iv-review/ Tue, 30 May 2023 15:59:56 +0000 https://press-start.com.au/?p=145569

Between Diablo III’s disastrous launch and the egregious monetization of Diablo Immortal, one of Blizzard’s most defining IP hasn’t been in a great spot as of late. It’s in these circumstances that Blizzard have decided to pivot back to what made Diablo special to begin with in Diablo IV. Moving back to a more grounded setting, honing focus on characters as opposed to spectacle, and polishing a beloved formula up to snuff for 2023 standards are just a few of […]

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Between Diablo III’s disastrous launch and the egregious monetization of Diablo Immortal, one of Blizzard’s most defining IP hasn’t been in a great spot as of late. It’s in these circumstances that Blizzard have decided to pivot back to what made Diablo special to begin with in Diablo IV. Moving back to a more grounded setting, honing focus on characters as opposed to spectacle, and polishing a beloved formula up to snuff for 2023 standards are just a few of the things this game has set out to achieve.

Diablo IV harkens back to Blizzard’s glory days, a time where the developer’s titles stood out on store shelves thanks to chunky boxes synonymous with quality and polish. It remains to be seen how its live service offerings will pan out over the coming months and years, but the day one package feels undeniably feature-complete, rich with content, and brandishes impeccable presentation informed by an unwavering commitment to the vision of a redefined Sanctuary. It might not break much new ground, but Diablo IV is a hell of a good time.

Diablo IV Review

Some 30 years after the events of Diablo III, the war between angels and demons has taken its toll on both sides, and on Sanctuary itself. It’s in these moment of vulnerability that cultists have summoned Lilith, daughter of Mephisto and mother to Sanctuary. Her awakening brings only chaos, as demons and humans alike are overtaken by their sinful desires when graced by her presence.

In the absence of Tyrael, Lilith has claimed herself as the new protector of Sanctuary. The flipside of this coin is Inarius; co-creator of Sanctuary and founder of the Cathedral of Light. A fallen angel seeking redemption through ending Lilith’s newfound control, so that he can return to his rightful place in heaven. It’s in the midst of this conflict that the wanderer and the Horadrim set out to thwart Lilith’s plans and defend Sanctuary from the inevitable fallout of a foretold prophecy.

Diablo IV Review

The conflict between Lilith and Inarius is grey and ambiguous in nature. Inarius’ goal is to the benefit of humanity, but his actions are driven by a prideful ignorance and want for acknowledgement from the high heavens. Lilith’s plans are portrayed in a similar light, but there’s always an undertone of uncertainty and manipulation whenever she’s stealing the scene on-screen. It’s a more nuanced and intricate take on the never-ending war between heaven and hell that prompts you to read between the lines as opposed to just taking a side.

Character development is similarly engaging when it comes to the Horadrim. Lorath and Donan represent everything wrong with the Horadrim as they tackle personal demons, where newcomer Neyrelle embodies everything the Horadrim are meant to be. Her naivety is sharpened into cautious optimism by the time credits roll, but the dynamic between these three always delivers, even if they don’t come together all too often.

diablo iv preview

Where the character stuff is mostly great, the pacing of the narrative itself is a bit of a mixed bag. The opening chapters work to lure you into a more grounded version of Sanctuary, with a seemingly innocuous string of events that take a hard left turn into the despair and corruption brought by Lilith’s summoning. Things do slow down quite a bit from there though, with Acts IV and V feeling particularly side-tracked by a game of cat and mouse. These sluggish middle chapters eventually give way to an Act VI that careens towards the finish line, punctuated by one of Blizzard’s hallmark CG cutscenes that really earns its scope and grandeur through subtle tension building.

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Perhaps the most interesting detail in regards to narrative structure is its non-linear progression. Acts II and III, alongside certain quest chains in other acts, can be completed in any order you see fit. If there’s a particular character you want to see more of, or a zone you want to explore, you can do so without hindering progression. Most zones scale to your level, so there’s never any worry of being over/under levelled for a particular area. This also lends tremendously to replay value and character progression, as you can tackle certain dungeons for class specific rewards whenever you feel like it.

Diablo IV Review

I came to appreciate it even further as I explored Sanctuary. This is an open-world packed with stuff to do, from single-room Cellars and multi-floored Dungeons to world events and hidden Altars of Lilith that provide permanent stat bumps to all characters you make on that Realm. Despite some of the content feeling recycled, there’s something around every corner, and not being railroaded into a single zone at a time makes for a refreshing sense of freedom in a genre that typically herds you down its golden path.

While some of the content on offer here can get repetitive after hours of play, there’s always a worthwhile reward to come by the end of it. Everything you do is also earning you reputation for whatever zone that activity is in, with each reward tier offering useful character upgrades, most of which are account-wide. Whether it be loot or playstyle-altering Aspects that can be previewed before you commit to running a dungeon, Diablo IV’s grind respects your time without ever taking away from its inherent satisfaction.

Diablo IV Review

The biggest choice you make when starting a new Diablo game is almost always which class you’re going to descend into hell with first. I spent the majority of my time with Diablo IV’s Rogue. After some experimentation through the ability to respec at any time, I eventually landed on a glass cannon build that incentivized teetering on a knife’s edge, imbuing weapons with shadow damage and hitting enemies with hard and fast barrages of arrows and blades while making ample use of traps.

While I stuck with this core build once I landed on it, it’s remarkable how quickly you can flip a build onto its head and change the entire dynamic of a class. Rogues can go down many different routes, from melee or ranged only, to a hybrid class that makes use of stealth to reposition. Other classes offer a similar level of flexibility, but there are some clear balance issues at the moment that position certain classes as better than others.

Diablo IV Review

Instead of redefining character progression, Diablo IV opts to add new layers of power onto your builds and gear through a few systems. Aside from being inundated with new equipment and gaining skill points each level, Aspects can also be unlocked through various means. Most of these are class specific, but there are a few that are universal. Earned Aspects can be imprinted onto gear to give bonuses that alter or compliment your playstyle. It adds a new layer to gear progression that isn’t as passive as simple stat bonuses, and instead incentivizes you to play around with new skills or build for ones you’ve taken a liking to.

The core gameplay loop will be instantly familiar to anyone who’s played Diablo before. It falls more in line with recent entries as opposed to the more deliberate nature of Diablo II, but that isn’t a detriment. Combat has a visceral flow to it that fits with the overall world and atmosphere Blizzard are looking to establish here in Diablo IV, where bodies ragdoll and rip apart due to the sheer force of your blows. Fallen enemies result in countless loot drops to bolster your character’s power, and the ever satisfying ding of a legendary drop still taps into a primal part of the brain. Aside from being Diablo IV’s highest rarity tier, legendary gear brings playstyle-altering passives and even bonus skill ranks for all manners of play.

Diablo IV Review

A special mention should go to Diablo IV’s boss fights, which are almost always excellently designed, and represent the best of what ARPGs can achieve. I played all of my campaign on World Tier II, which offered challenging boss encounters that forced me to play in a more considered manner as opposed to hammering on my abilities and basic attacks. Dodging projectiles, reading tells, and making smart use of potions all coalesces into exhilarating encounters that kept me on the edge of my seat. Completion of the campaign also allows you to work up to higher World Tiers, further bolstering difficulty with the incentive of increased reward.

The other notable end game content comes in the form of Whispers of the Dead, and Helltides. The former sees you completing favors for The Tree of Whispers in specific zones as you build up to a point cap. These favors are often things you’ll already be doing, like Cellars, Dungeons, and world events. Once you’ve completed enough favors, you can turn in your Whispers for a cache of loot, containing a bunch of armour or weapons, gems, gold, and experience points.

Diablo IV Review

Helltides are only unlocked and present on World Tier III and higher, where empowered demons spawn in a specific region. These demons drop Cinders, which can be spent to open Helltide chests scattered in the area, creating potential for top tier rewards if you’re willing to take the risk. These empowered demons are no walk in the park, but my experience with Helltides prop it up as some of the best content to engage with for high quality gear in the post-game.

Similarly interesting is the Plains of Hatred, which functions as a PvPvE zone. Defeating other players and demons in the Plains of Hatred will net you Seeds of Hatred, which need to be purified into Red Dust to be used as currency. The catch, is that players are free to attack you while you’re purifying, adding an inherent risk/reward factor in the process. You can of course opt to only engage in PvE, but you’ll need to purify at some point, so the Plains of Hatred are best ventured with friends. Earned Red Dust can later be spent on ornamental rewards like cosmetics and mounts.

Diablo IV Review

This is all without discussing Strongholds, Capstone and Nightmare Dungeons, levelling other classes, the myriad of side quests available to you, and so much more. There’s a wealth of content to engage with across all skill levels in Diablo IV at launch, and it’s only going to get bigger with incoming seasonal offerings.

The biggest question mark at the moment lies in Diablo IV’s monetization. Blizzard have been clear that there’s no pay-for-power in Diablo IV, but it remains to be seen how egregious pricing is for the cosmetics and mounts on offer. The press build didn’t have a functioning store to peruse, but the easily accessible and simple transmog system allowed me to tailor the way my characters looked without spending a dime. It’s also worth mentioning that there’s going to be premium battle passes for post-launch seasons, but specific details on this were also absent in the review build.

Diablo IV Review

Diablo IV’s impeccable presentation is the glue that holds this experience together. A more muted color palette stands in stark contrast with Diablo III and Immortal, falling much more in line with the first two games. Catacombs and dungeons are decorated with viscera and gory remnants of battles long past, bodies are posted up in the arid wastes of Khejistan as a grisly warning to adventurers and would-be heroes, and Scosglen’s countless ruins mark the history of its former inhabitants. It goes a long way to building a moody atmosphere and tone in this gothic wasteland.

That isn’t to say that Sanctuary is a landscape of dull greys and limestone yellows – quite the opposite, in fact. Each region offers something visually distinct from the last. Where the frozen Fractured Peaks is a frigid wasteland of cold death, Haweza is festering and humid bog filled with all manner of abominations. Each zone seamlessly blends into the next, all while offering their own interpretations of hell and how it spills over into the land. This is further bolstered by a diverse array of grotesque enemy designs that mix the familiarity of Diablo’s demonic trappings with eldritch horror.

Diablo IV Review

Polish is also unsurprisingly up to snuff for Blizzard standards on the PC side of things. Performance was silky smooth across 30 or so hours of play, with the only real issues I encountered being some rubber banding when moving too fast on a mount. I’m unsure how things are on the console side, but I suspect that a similar standard is upheld.

Diablo IV doesn’t just feel like a return to form for the franchise, but also for Blizzard as a developer. There’s a keen awareness for what makes Diablo special present in Diablo IV. It’s as contemporary as it is traditional, understanding that ARPGs have evolved past the days of button mashing, but also paying homage to its forebears and legacy. It’s not without issues, but Diablo IV delivers where it counts.

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Street Fighter 6 Review – Hits In All The Right Places https://press-start.com.au/reviews/ps5-reviews/2023/05/30/street-fighter-6-review/ Tue, 30 May 2023 06:59:58 +0000 https://press-start.com.au/?p=145673

Street Fighter 6 needed to do everything it could to right the wrongs of its predecessor. With fighting games enjoying a strong resurgence in recent years, it’s simply not enough to cater solely to the hardcore audience and Street Fighter 6 knows that. Where Street Fighter 5 would eventually fumble to the finish line as a competent product, Street Fighter 6 starts off stronger than ever with an appeal to all audiences. And while the roster isn’t as numerous as […]

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Street Fighter 6 needed to do everything it could to right the wrongs of its predecessor. With fighting games enjoying a strong resurgence in recent years, it’s simply not enough to cater solely to the hardcore audience and Street Fighter 6 knows that. Where Street Fighter 5 would eventually fumble to the finish line as a competent product, Street Fighter 6 starts off stronger than ever with an appeal to all audiences. And while the roster isn’t as numerous as most of its contemporaries, it’s laid a foundation riddled with a vigour that can only auspiciously grow into Capcom’s greatest fighter yet.

Street Fighter 6 doesn’t mess with the genre too much. You pick a character and battle it out with an opponent until one of you wins. It’s a system that works. Street Fighters’ main schtick has always been the solid systems underpinning the flow of its combat, making up for its lack of melodrama or violence with good old-fashioned gameplay. Street Fighter 6 is no different. It leverages a solid battle system to appeal to experienced players but incorporates some much-needed changes to welcome new and inexperienced players to the fold too.

street fighter 6

The most obvious change here is the three control options it offers up. Typical fighting games require inputting commands and buttons to pull off special moves or combos. This is still in Street Fighter 6, as the “Classic” control mode. But two other control modes simplify things for newcomers. “Modern” lets players pull off special moves and combos with simplified and less intimidating inputs. “Dynamic” is even simpler – allowing flashier combos and move strings with the mashing of certain buttons – it acts as a de-facto “party” mode of sorts for a super casual player.

I’ve experienced first-hand how newer players to the genre might find these games overwhelming, especially when playing against somebody experienced. These control schemes don’t feel like afterthoughts. They’re an earnest step in the right direction to break down barriers that might stop people from picking up the controller. Some aspects of the Modern mode, such as lower damage output, might seem controversial. But it only seeks to illustrate the strength of it – you can throw out moves and combos faster than the average player, so a damage compromise seems fair.

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Another less obvious way that Street Fighter 6 feels more approachable is the Drive system. It feels significantly streamlined by incorporating parrying, blocking, cancelling, and all other kinds of gimmicks from previous games into one system. You can use your drive meter to absorb attacks, counter them, or even block or cancel out a string of attacks. Like in previous games, it can even be used to enhance special moves. Giving players so many options at the beginning of a match leads to a flow of battle that’s much faster and, more importantly, more flexible for players.

The Drive system really is ingenious. It manages to roll the cooler gimmicks seen in previous Street Fighter games into one, but it also provides a consistent set of skills that every character can access from the beginning. If you can successfully grasp the concept of the Drive system as a whole, you have a substantial collection of abilities to fight with no matter who you choose. It’s a much more intelligent and elegant system than in Street Fighter 5 – where every V-Skill and V-Trigger had to be remembered and chosen at the beginning of each match. Even then, they were all wildly inconsistent and unbalanced. The Drive system is a more straightforward approach with much more potential.

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Appealing to a wider audience, there’s a nice amount of content here to experience as a solo player. The newest, World Tour, has been done in some fighting games in the past, though not to the extent seen here. The mode puts your avatar character into the world of Street Fighter in an action RPG-like mode, where you’ll travel the world to learn moves from your favourite characters and throw down with people on the streets. The transition between fighting and exploration is seamless and fun from a gameplay perspective.

THE CHEAPEST PRICE: $89 WITH FREE SHIPPING FROM AMAZON

World Tour is, for the most part, enjoyable. It was fun to see all my favourite characters behave outside of a match and learn abilities from them to build my perfect characters. It’s not perfect, however. The plot is certainly engaging, but the world just isn’t as interesting or as lore-rich as Mortal Kombat would be in adapting this formula. There was even potential to have satisfying exploration with Metroid-esque gates that only certain abilities could open, but there isn’t anything of that sort here. Most quests are also “move to this area and speak to this person”, so while World Tour does a great job of teaching you the basics of Street Fighter 6, it’s not something I could play for long bouts at a time.

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You can take your avatar or any other character straight into Battle Hub, a more complex lobby system for the game online. The hub is like a giant meeting place, allowing you to organize matches with other players or buy gear for your character at numerous stalls. There’s even a massive screen up front that celebrates high-performing players in each room. It’s a great idea that feels like the most well-realised execution of “community” in a fighting game. However, only time will tell whether this concept will stick. I play most of my fighters privately with the same people, but for those who are more sociable, this is an effortlessly seamless way to play with others.

I was fortunate enough to do this with both the betas and the pre-release period for the game. Thankfully, online performance is solid. I had better matches with the random Australian that I ran into (thank you, whoever you are), but even against higher latency opponents, the rollback-based net code performed admirably. Online, as a whole, is masterfully executed in Street Fighter 6. Performance is great. Rematches are quick and snappy. Rankings can be maintained on a per-character basis. The online offerings for Street Fighter 6 are nothing short of the industry’s best and are what other fighters should aspire to be.

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Fighting Ground is the other third of the game, and it’s really just a one-stop shop for all the modes the game has to offer. You can fight each other locally, fight other players with crazier rulesets, learn character-specific combos or even just about how to play your favourite character and engage with character-specific stories in the Arcade mode. Back in the day, everything included in Fighting Ground would’ve been enough for a fighting game, but to see this and much more included in Street Fighter 6 is encouraging. For the old-school fan who isn’t a fan of the flashier lobbies that Battle Hub provides, you can also set up private rooms here to invite your friends.

And while Street Fighter 6 looks to be doing so much so well, there was one big glaring omission that I can’t ignore – and that’s costumes. I’d argue they’re a series or even a genre staple, but nothing was included in the pre-release build. Hopefully, these will be included with the addition of a day one patch, for sure, but if absolutely all extra costumes are relegated to paid microtransactions, then this arguably feels like a step back from the Fight Money system that Street Fighter 5 used.

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Of course, stylistically, Street Fighter 6 is on point. Powered by the same engine that has powered Resident Evil and Devil May Cry, RE Engine sees each character taking a more realistic approach as a base. But then, building on that base, the game has been heavily stylized to offer up this strange yet distinct visual style that looks better than most fighters on the market today. The animations are fluid, and the flourishes of paint that flick off special moves are bright and striking. This is easily the best that Street Fighter has ever looked.

All of this comes together to offer up a package that tries to right the wrongs of its predecessor and succeeds. It’s truly exciting to see what Street Fighter 6 will look like in the coming years, though if the team can save Street Fighter 5, think about what they could do with this.

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The Lord Of The Rings: Gollum Review – Uninspired Drudgery https://press-start.com.au/reviews/ps5-reviews/2023/05/25/the-lord-of-the-rings-gollum-review/ Thu, 25 May 2023 07:59:41 +0000 https://press-start.com.au/?p=145418

When The Lord Of The Rings: Gollum was revealed, it had more than a few people questioning who had asked for a game starring Gollum. It’s me. I’m that person who finds the idea of a game following the little weirdo quite appealing. He’s a strange little guy, sure, but his life has been utterly consumed by the Ring and the power it represents, and he’s instrumental in the overall narrative arc that is The Lord of the Rings. I […]

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When The Lord Of The Rings: Gollum was revealed, it had more than a few people questioning who had asked for a game starring Gollum. It’s me. I’m that person who finds the idea of a game following the little weirdo quite appealing. He’s a strange little guy, sure, but his life has been utterly consumed by the Ring and the power it represents, and he’s instrumental in the overall narrative arc that is The Lord of the Rings.

I went in hoping that Gollum could be a window into this character that hadn’t been shown by film or game before. Disappointingly, The Lord of the Rings: Gollum really wasn’t that. It’s a game that feels precariously held together, lacks polish, feels horrible to play and is both technically and aesthetically dated.

The moment you gain control of Gollum you’ll probably notice his movements and actions feel strange. His repertoire consists of running around, sneaking, jumping and climbing using clearly marked handholds. I imagine the developers wanted him to play quite differently to the average athletic video game protagonist but rather than sneaky and agile, controlling Gollum feels clumsy and haphazard.

A majority of the game involves climbing to reach an objective. Sometimes you’ll latch to handholds like they’re magnetic, sometimes Gollum will fling himself with such ferocity that you overshoot the platform you wanted to land on and fall to the abyss below. I was fighting against the controls rather than using them to overcome a challenge, and as a result never felt accomplished once I got to where I wanted to go. Everything about moving through Gollum’s world is a slog.

So much of what the game asks you to do is utterly uninspired. I don’t know quite what I expected gameplay-wise from a Gollum title. A lot of sneaking, maybe some exploring. I certainly didn’t expect a game full of tailing missions and fetch quests – but that’s a lot of what I got. Seriously, the opening chapters are full of annoyingly-long fetch quests tasking Gollum to go and collect tags from corpses in a mine or herd a bunch of aggressive Mordor-cattle into cages.

Things don’t improve as the game goes on. There’s a little more variety, but lengthy insta-fail stealth sections that consist of mostly hiding in grass and waiting for enemies to turn around don’t exactly lift Gollum from gameplay tedium. It’s full of gameplay tropes that we’ve moved past for a good reason. It might be okay if somehow Gollum was a particularly great example of these tired game styles, but it’s definitively not.

A world that is exciting to explore and enjoyable to look at can elevate even the most mediocre of games. And yet, with all of Middle-Earth available as a possible environment, half of Gollum’s chapters are spent in a dull brown mine in Mordor doing prisoner work – every bit the dull brown trend that was tiresome in the Xbox 360 era. It makes the drudgeries you’re tasked with all the more mind-numbing.

Things do improve markedly in the latter half of the game, going from dull brown to a lush green palette. These later environments created occasional moments that had me stop to admire the view and made the still rather uninspired gameplay tasks a little more tolerable, but not by much.

The overall presentation here has more lows than highs. I do appreciate the voice work behind Gollum. The studio has managed to give him his own sound that does some justice to his warring personalities while avoiding sounding like an impression of Andy Serkis’ work in the franchise films. Gollum’s character design too is a high point, with his face being hugely expressive. There are also occasional musical moments that help to elevate the experience.

The same can’t be said for the game’s overall visuals which are hugely lacking in polish. Character models wouldn’t look out of place in a game from 2007, animations are very strange, and things like faces reverting to a default state in an instant after a character stops talking are minor in the grand scheme but make a rough looking game look even rougher. Gollum has a suite of graphics options on PS5 – performance, quality, quality with ray tracing, and the most interestingly-named option I’ve seen in a while, “Gollum Hair Simulation.”

The ray tracing option makes puddles and such ultra reflective, but strangely didn’t apply to an actual mirror I found in the game. Performance mode is where I spent most of my time and somehow despite looking like an early-generation PS4 game it still had plenty of hitches and performance hiccups while running on a PS5.

The one possible saving grace for a franchise like this could have been the story. Gollum is a hugely important character in The Lord of the Rings and his role outside of accompanying other characters has been rarely explored in film and games. Disappointingly, the story here is pretty threadbare. Nothing of great consequence happens across the game’s overall story arc and things finish with Gollum in a position to take his role in the established story. Gollum’s story could have made for something compelling, but what we get instead is a narrative justifying a smattering of video game tasks that does nothing for his character or the world he inhabits.

Early previews didn’t show it in the best light, but I still had some hope for this game to deliver some good moments for fans. Gollum is a compelling character and the world of Middle-Earth has so many interesting possible places to explore, but instead we spend most of our time enclosed in mines and woodland cities. Environments are devoid of life and full of unpolished, sharp edges. It looks like an average game from another era, and learns none of the gameplay lessons from then either.

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Planet Of Lana Review – Irresistibly Gorgeous https://press-start.com.au/reviews/xbox-series-x-reviews/2023/05/22/planet-of-lana-review/ Mon, 22 May 2023 11:59:08 +0000 https://press-start.com.au/?p=145293

Before you even get a chance to wistfully marvel Kerriganly at the serenity, invasion—and one a long time coming—touches down, disturbing the peaceful human nature that Lana and her native kin have long enjoyed. Though what you embark upon is a rescue mission to free the people you care for, much of Planet of Lana is about the world itself. Not yet ravaged by the war on its doorstep, it’s an idyllic, harmonious place and I appreciated the unexpected, lingering […]

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Before you even get a chance to wistfully marvel Kerriganly at the serenity, invasion—and one a long time coming—touches down, disturbing the peaceful human nature that Lana and her native kin have long enjoyed. Though what you embark upon is a rescue mission to free the people you care for, much of Planet of Lana is about the world itself. Not yet ravaged by the war on its doorstep, it’s an idyllic, harmonious place and I appreciated the unexpected, lingering moments afforded to really drink it all in and focus on the things worth fighting for, rather than the fight itself

As a “cinematic platformer,” Planet of Lana has certainly been shaped by the works of Playdead. It shares the wonderful, and sometimes arduous, sense of discovery that both Limbo and Inside offered while blanketing the adventure in an engrossing atmosphere. 

As Lana, a brave young native, and small pawn in a much larger conflict, you’ll adventure across a violent, sci-fi paradise playing peacekeeper against a cold, inhuman legion of mostly featureless machines. Lana is armed with just her wit, stealthy cunning, and an unwavering sense of bravery in the face of her own crepe-paper fragility, which makes the perilous journey that much more foreboding. 

I can’t fault Planet of Lana from a mechanical standpoint. The platforming is rather sound, effectively signposting what is and isn’t in reach of Lana at any given point. It can be tough to gauge which drops will send Lana to her death but the checkpointing is consistently good enough that there’s little risk in trying.  If I were to pick on anything at all, the ragdoll animation that comes with dying can bug out on occasion. It’s funnier than it is frustrating, but it’s also the only fly in the ointment of an otherwise immaculate presentation. 

One way Planet of Lana sets itself apart from Playdead’s works is in its adorable little companion. A small critter called Mui, not yet corrupted by the rigours of its wild life, takes to Lana and the pair become inseparable. Mui isn’t there just for its cute factor either, it turns out to be a pretty integral part of Planet of Lana’s gameplay loop. It’s almost equal parts exploration and problem-solving, though none of the puzzles offer up anything quite as mind-bending as Limbo’s gravity field, they’re still enough to get the brain ticking over. I always felt a jolt of gratification whenever things would fall into place. And despite being a wildling, Mui can take instruction. It has a surprisingly deep trick bag too—it can sit, follow, and possesses the dexterity to flip switches among other things. 

Similar to Limbo, the game is structured like a linear series of puzzle rooms, often dressed up as lush portions of the still-beautiful planet. As you work your way through, there’ll be occasions when Mui is off-screen—often by design. I did appreciate the team’s forethought to include a visible indicator to show Mui’s stance, which helps to smooth over some of the longer, more complicated sections that often involve going back for Mui, who might be grounded for one reason or another.

New mechanics and puzzle elements are introduced with each biome, which definitely helps to keep the formula fresh throughout what is an admittedly brief runtime of about four or five hours, depending on how efficient your problem-solving is. Being a featured Game Pass title, I don’t expect the length to be a huge setback. You’ll drain and fill riverbeds to manipulate water levels, you’ll get Mui to sever electrical cables to create rope swings, and you’ll even hijack a surveillance drone to utilise against its own kind. It’s hard not to admire the imagination poured into every facet of the game. 

The same applies to Planet of Lana’s art design, which I absolutely love. Especially the juxtaposition of technology and nature, and how the invading machines feel like the perfect thematic antithesis for the almost primitive residents of a peaceful fishing village. The overworld is rich with lively forests, and the iconic, hand-painted crescent moon backdrop seen in all of the key art peeks through the canopy to great effect, whereas the caverns beneath are spattered with historic, and mysterious, carvings and spider eggs—an effective signal for the danger that lies ahead. 

There are a handful of incredibly memorable set pieces that go above and beyond anything most games of this ilk would ever deliver. Although I am not necessarily a believer in the notion that everything has to be playable, contending with a few quick-time events during Planet of Lana’s bigger, cinematic narrative beats isn’t the end of the world.

The design of the machine army itself feels classically sci-fi—smooth, clean, characterless orbs on spider-like legs inject fear through presence alone. There are clear patterns in their patrols, yet they seem hard to predict. They communicate only through their singsong chime, visualised by a kaleidoscopic rainbow of colours within their single “eye”. It’s a small diegetic slice of a beautifully melancholic score from Takeshi Furukawa, who doesn’t put a note wrong in his first game since The Last Guardian. 

In a year that’s already given us Dredge, another phenomenal studio debut, I must declare Planet of Lana to be a pretty special game in its own right. More so than Dredge, I feel Planet of Lana could evolve easily as an IP—whether it be a sequel, a graphic novel, or an animated film, there are the makings of a saga here. As solid as the game is, I’ll have a hard time forgetting the beautiful contemplative moments that make up the moments in between. It’s mournful, hopeful, and bullishly effective at plucking at the heartstrings. 

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LEGO 2K Drive Review – A Brickin’ Great Car-PG https://press-start.com.au/reviews/ps5-reviews/2023/05/14/lego-2k-drive-review/ Sun, 14 May 2023 11:53:25 +0000 https://press-start.com.au/?p=145178

I’m a sucker for a good arcade racer, and even more of a sucker for anything LEGO, so when LEGO 2K Drive was announced I knew I was all in from the get-go, even if I’ve never been a huge fan of developer Visual Concepts usual output – largely the NBA 2K and WWE 2K franchises. Still, I was pinning a lot of my hopes for a worthy successor to the classic LEGO Racers games, and thankfully this has delivered […]

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I’m a sucker for a good arcade racer, and even more of a sucker for anything LEGO, so when LEGO 2K Drive was announced I knew I was all in from the get-go, even if I’ve never been a huge fan of developer Visual Concepts usual output – largely the NBA 2K and WWE 2K franchises. Still, I was pinning a lot of my hopes for a worthy successor to the classic LEGO Racers games, and thankfully this has delivered in ways I hadn’t even expected.

Accompanied by the legendary Clutch Racington and his robotic assistant, S.T.U.D., you play LEGO 2K Drive as a voiceless driver of your choosing, on a path to winning the coveted Sky Cup Grand Prix Trophy. The core of the game’s single-player offering is a hefty adventure through four distinct, open zones in pursuit entry into this ultimate race where you’ll find yourself completing quests, earning experience and taking on a series of entertainingly unique rivals across 24 main races – each with their own quirks to contend with on the track. It’s a bold mix of ideas plucked from open-world racers and LEGO platformers where your avatar is less the minifigure behind the wheel and more the brick-built vehicle surrounding it.

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Whether it’s burning miniature rubber on the two dozen well-designed tracks or roaming free across the four maps that they exist within, the simple act of driving in LEGO 2K Drive is an absolute joy at all times. No other open-world driving game can boast the kind of freedom that exists here thanks to the combination of transforming vehicles and highly-destructible environments. The roads here are barely more than suggestions, with every point-of-interest a completely straight shot away if you’re creative enough. When you’re not screaming across the map you can just as easily move with the precision of a platformer using the dedicated jump and quick turn buttons, making navigation feel super approachable even for those less familiar with driving games.

THE CHEAPEST PRICE: $74 LAST-GEN/$79 PS5/XBOX FROM AMAZON

The real feat is that, despite possessing the traversal chops of an open-world action game when the situation calls, the actual act of racing feels as tight and skilled as the best arcade racers out there. Vehicles handle superbly no matter what form they take, with the nuances coming from a combination of how they’re built, the stats they possess and any added perks. Even before factoring in the ability to build new rides from scratch using hundreds of different LEGO pieces, there’s a heap of variety on offer to unlock and custom loadouts let you preset different trios of street, off-road and water vehicles for different situations.

lego 2k drive

You’ll race across these three different surface types in LEGO 2K Drive, with the game automatically switching you between your three preset vehicles for each situation. It took a hot minute to get used to seeing my ride rebuild itself into another form each time the ground beneath me changed, but it’s genuinely impressive to witness and makes the racing and action feel impressively dynamic. It’s not an understatement to say that the folks at Visual Concepts have nailed how this game feels to play in just about every moment. Even when you’re driving around in a giant hamburger, or some ridiculous creation of your own design that you spent hours building brick-by-brick to look utterly hilarious, it always works and always feels fantastic.

lego 2k drive

If you want to, you can really hone in on the brick-building aspect as well and carefully craft an arsenal of different builds for every need. Whether it’s gearing your vehicles to be more offensive or defensive in races, or specifically suited to certain types of open-world challenges, LEGO 2K Drive throws up a huge amount of different gameplay scenarios and you can tackle them with as much or as little engineering as you’d like. It’s a perfect match to the fun of LEGO itself, especially so when combined with the fact that your vehicles fall to their individual pieces with damage – and driving through all of the destructible LEGO bits throughout the world adds pieces back on.

It quickly becomes something more akin to an open-world adventure/RPG than a pure driving game, throwing new and more challenging obstacles your way through its series of quests that can be overcome with pure skill or navigated with thoughtful vehicle building. The world itself can even change in ways that affect races, like being rewarded a lawn mower in an optional side quest that can clear out patches of weeds across each map so they’re not in the way during races. There are a handful of “minigame” type main quests that are nowhere near as fun as the regular races and so feel a bit overused by the third time you’ve been forced to do each, but it’s a minor mark on an otherwise excellent 8-10-hour main run of missions.

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Completing just the primary stuff still leaves about 80% of the game incomplete though, with LEGO 2K Drive stuffed to the gills with challenges, optional missions and a plethora of collectibles all offering up experience and cash to get even more out of the customisability of your LEGO rides. The primary way to get new drivers, LEGO pieces and vehicle perks is to complete more of the game, but there’s also the ever-present “Unkie’s Emporium” premium store beckoning at every garage stop. Being a 2K title it’s perhaps not surprising, but 2K Drive features an enormous catalogue of drivers, vehicles, LEGO pieces and decorations that can only be purchased using an in-game currency that’s drip-fed for free but buyable in bulk with real cash.

So far, so expected for just about any modern game, and it’s ultimately not all that intrusive on the fun of the game as a whole. This is a full-priced title though, one that’s already being supported by a paid season pass model, and yet a huge chunk of the coolest stuff is locked behind in-game purchases. By the time I’d completed every main and side quest in the game I’d earned enough currency to buy maybe three or four of the roughly 200 items on offer. Some younger players with enough time and patience might be able to grind out the bucks they need to get a good portion of it, but the rest are very likely to succumb to Unkie Monkey’s in-your-face salesmanship, which feels grubby.

[Note: The 2K team has reached out to inform us since this review was published to say that they’ve made some adjustments post-release, significantly increasing the payout of in-game currency from story progression and races. I’d already completed the vast majority of everything in the game by the time these came into effect so it’s difficult to test out how impactful this change is, but it’s worth highlighting that a change has been made.]

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Putting the 2K-ness of it all aside, this is still a game built for pure joy, and that never lets up. It’s all superbly put together as well, with a well-realised aesthetic combining the plastic and organic worlds to great effect alongside flawless and fluid performance – at least as far as the PS5 version that I played. It’s easily the best-looking LEGO game that I’ve encountered, and by far one of the best-looking arcade racers around, with huge and detailed environments and massive amounts of LEGO-based destruction. Particularly impressive are the real-time cutscenes that use the same stop-motion style character animations as the excellent LEGO Movie, making me wish that TT Games had adopted something similar for its recent entries.

Oddly, the audio side of things in LEGO 2K Drive is a bit of a mess. I don’t know enough to know if it’s a low bitrate thing – the game’s paltry 8GB download on PS5 might suggest it is – but all of the voice work in the game sounds tinny and awful. It’s not just the sound quality either but the mix itself with volume issues in abundance that ruin the otherwise-great sound effects and mostly-good music. The trademark LEGO humour still manages to shine through though, with gloriously bad puns, visual gags and slapstick comedy in a relentless abundance that kept a stupid grin on my face the entire time.

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So there’s a whole lot to love in LEGO 2K Drive, and I’ve not even touched on all of the multiplayer potential with the entire campaign playable in online co-op and all 24 superb races available to play locally or online in single race and cup configurations. It’s a fully-fledged adventure game and a top-notch multiplayer kart racer combined that easily trumps the likes of Mario Kart a run for its money as far as its content offering and variety goes, while also being shockingly competitive when it comes to the quality of the racing itself. This could’ve been a half-bricked grab at the LEGO crowd and still somewhat landed, but instead it’s thoroughly impressed me in just about every way.

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AFL 23 Review – Like Dancing With Your Sister https://press-start.com.au/reviews/ps5-reviews/2023/05/10/afl-23-review/ Wed, 10 May 2023 08:27:40 +0000 https://press-start.com.au/?p=145078

Allan Jeans once famously compared a drawn footy game to “dancing with your sister”. You can put on your best shirt, cut up shapes on the dance floor, but at the end of the night, there’ll be no result. It’s a quote that feels analogous for the latest iteration in the rather niche AFL video game series, which Big Ant Studios returns to after a decade-long absence. It’s flashier than before, it pulls a few more tricks out of the […]

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Allan Jeans once famously compared a drawn footy game to “dancing with your sister”. You can put on your best shirt, cut up shapes on the dance floor, but at the end of the night, there’ll be no result. It’s a quote that feels analogous for the latest iteration in the rather niche AFL video game series, which Big Ant Studios returns to after a decade-long absence. It’s flashier than before, it pulls a few more tricks out of the bag, but ultimately feels as hollow as gazing up at a tied-up scoreboard after a two-hour slogfest. 

There’s no denying that AFL, as a sport, is extremely complex. The real players and officials can barely keep up with the ever-expanding laundry list of rule changes year-to-year, so to expect a game developer—on a wafer-thin budget—to realise it 1:1 is pie in the sky stuff. Big Ant Studios developed the first modern AFL game, AFL Live, about a decade ago only for Wicked Witch to take over as custodians from then on.

Although they’ve cut their teeth developing other sporting titles, Big Ant’s return to AFL felt like a coming home story bigger to rival Jason Horne-Francis. Unfortunately, several of the persistent issues to plague these footy games remain, leaving us with yet another product befitting the sport’s niche status.

As Big Ant are still aggressively patching the game to mend its launch issues, I expect that in time many of my gripes will be fixed. Things like errant handballing, missed tackles, and frequent failure to actually deliver on the rules of the sport can all be tweaked and improved as time goes on. I do think there are some fundamental issues with momentum in the game when you turn the ball over against even the weakest of sides, as they seamlessly move the ball coast-to-coast like an unstoppable wave. The skill ceiling and learning curve for AFL 23 are both astronomical for a sports game, but when I look at the opposition move the ball in a way that would otherwise be impossible for the player, it becomes frustrating. 

It also doesn’t appear as though you’re able to implement much strategy to curtail ball movement like this. You can’t control eighteen players at once and there’s no meaningful way to tighten up formations, or instruct players to man-up in dying stages. It’s small omissions like this that makes this game in particular feel a little feature incomplete.

When it’s on your terms, however, the game can feel very satisfying. I think shorter field kicking is the best it has ever been and A.I. teammates always lead into space to make each kick look like a million bucks. Similarly, goalkicking takes on its best form and it’s the one facet of this game that players should immediately be able to pick up and play. The pendulum-style power and accuracy meter is instantly readable in a way many of the sport’s other systems are not, and it’s not like the game has a great tutorial to begin with. 

The entire suite of modes in AFL 23 is rather limited, in all honesty. There’s the bog standard season mode that sees you make your way through the fixture in pursuit of the Holy Grail. The game’s attempt at a management sim is much the same, except you’re charged with list, contract, and recruit management. For those that really like things like SuperCoach and other fantasy leagues, it might scratch an itch, but it’s largely bare bones. While the big leagues are certainly involved, it would appear that state and grassroots teams have been left on the bench this time around, which feels like a sad back step.

In the past, the online modes in AFL games have at least had some form of ladder or ranking system to tie it all together. Not only is that absent here, leaving the multiplayer side of things feeling rather pointless, with only a quick match option on offer, it’s impossible to find a match against.

This is a huge shame as, of the games I’ve played against randoms online, the game feels far more tense and balanced. It might expose shortcomings in the way ruck contests are handled because Max Gawn is effectively cheat codes, but I’ll admit happily I had the most fun with the game when not getting exposed and split open by improbable A.I. Despite its hang-ups elsewhere, latency surprisingly wasn’t a huge drama when it came to online play. 

In terms of presentation, it’s the best a footy game has looked. Of course, the bar has never been that high, but perusing the academy within the game’s menu and admiring the player’s models shows that a level of care has been put in here. A lot of effort has been put in to emulate the broadcast aspects of the game, from pre-game warm ups, the coin toss and the celebratory team song in the rooms after the final siren—they pulled real-life audio to make these as authentic as possible. It’s a shame there’s just no way around the same old stilted, robotic commentary we’ve always been treated to.

I wish more effort was put into bringing the crowd to life, nothing about it feels real. The polygonal cost might exceed a few hundred while the chants and cheers are piped in. To see the top deck of the Melbourne Cricket Ground vacant during the pointy end of September is baffling. 

There also seems to be less avenues for the sharing of user-generated content, most of which would already be the pits. It’s an area that Wicked Witch excelled at nearer the end of their tenure, but it has clearly not been a focus of Big Ant’s. Within the academy you’re able to knock up players, entire clubs, logos and stadiums, but the systems to do so are undercooked and the communal search functions to find something you actually like aren’t great. It might have been a glitch, but there’s no function to preview a piece of content before downloading it—a bare minimum in what is effectively a hub free of quality control. 

It’s probably never a promising sign when the minor, somewhat forgivable bugs become almost an unintended marketing beat for the game at launch. Things like the model for the head coach appearing as the goal umpire and the physics-defying “90m handball” have been everywhere, and it just speaks to a product that needed a little more time. Of course, releasing a game like this is never easy, especially in conjunction with the actual ongoing footy season, but you’d hope future patches to not only sharpen up this particular title but firm up the foundation for next year’s—if it happens.

With things like the Legends roster and Pro Teams to come, time is fortunately on Big Ant’s side to keep refining the experience for players. What’s there is good, but it’s light on many features that make it a fuller product. It’s a long season though and premierships aren’t won in May.

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Ravenlok Review – Reverie And Spirit https://press-start.com.au/reviews/xbox-series-x-reviews/2023/05/04/ravenlok-review-reverie-and-spirit/ Wed, 03 May 2023 14:59:48 +0000 https://press-start.com.au/?p=144701

If Echo Generation was Cococucumber’s attempt at an eighties-infused Stranger Things send-up, then Ravenlok is their attempt at a faraway fantasy. So far as how it’s presented, Ravenlok is as charming as they come. It falls down a rabbit hole into a wonderland of wonderfully strange, and it finds inspiration in coming-of-age, fish out of water fairy tales like Spirited Away and Alice in Wonderland. Ravenlok appears to hit on the well worn tropes of escapist fiction, as the game’s […]

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If Echo Generation was Cococucumber’s attempt at an eighties-infused Stranger Things send-up, then Ravenlok is their attempt at a faraway fantasy. So far as how it’s presented, Ravenlok is as charming as they come. It falls down a rabbit hole into a wonderland of wonderfully strange, and it finds inspiration in coming-of-age, fish out of water fairy tales like Spirited Away and Alice in Wonderland.

Ravenlok appears to hit on the well worn tropes of escapist fiction, as the game’s heroine retreats into fantasy to deal with her family’s countryside relocation.

ravenlok

I’d argue the game is intended for adolescents and younger and, as such, doesn’t really capitalise on the emotional weight that comes with such life-changing events. As wildly imaginative as the setting and lore seems to be, Ravenlok is handled simply when it comes to its rich-in-cliche narrative and dialogue, which won’t challenge even the most unaccomplished readers. Cliches set firmly aside, toppling the Caterpillar Queen’s harsh reign is a fantastical time and really does have the magical flair you’d want from a game like this. 

After you’re dubbed Ravenlok, prophesied saviour of the troubled realms, you’re given a crash course in defending yourself against all the nasties that wait ahead. The sword and shield you find at the game’s beginning will be the same one you deal your final blow with, and in a sense that simplicity will better suit a younger audience but it also places a lot of pressure on the game’s combat to be fun and dynamic in spite of this. Unfortunately it really isn’t to be, the game does trickle feed four special powers you can use in battle for added control, but it still remains fairly one-note from go to whoa. Ravenlok also resists the urge to implement any kind of skill tree, instead opting for a simple two-currency system of gold and feathers which are spent on potions, bombs, and stat buffs respectively. 

ravenlok

Even if the combat isn’t all it’s cracked up to be, there’s an undeniable joy in the adventure itself. It doesn’t waste a second of its eight-or-so-hour journey with each quest’s ultimate objective seeming to feed into the goal of the next. It was this briskness that helped the game feel moreish despite its shortcomings in other areas.

Ravenlok’s camera is without doubt the game’s biggest frustration. For a modern action-adventure game to not have a completely free camera feels like a sin. With a fixed and rather limited viewpoint in any given area, both exploration and combat can feel cumbersome and clunky.

ravenlok

While there’s an undeniable variety in terms of their designs, pretty much most of the kingdom’s defenders are as threatening as a wet lettuce leaf. Either there’s a glitch that causes stun locking, rendering them relatively inert, or the A.I. is just poor enough that the notion to fight back doesn’t register in their minds until it’s all too late. Judging by some of the oddly handled stealth sections the game has, which literally let me waltz by the guards in plain view, I suspect it’s the latter. 

With only a handful of realms, I did often manage to complete objectives out of sequence—I’d fairly often complete a fetch quest before I’d even been assigned it. It never broke the game, though I did suck the wind out of my sails time and again to have my immersion within this world dented. Inconsistent sequencing was the least of Ravenlok’s concerns as far as its design goes, and all it takes is one glance at the game’s regular, wave-defense ambushes you must survive. Some games will have enemies descend from the sky, or break through the earth’s soil to spring an attack, but Ravenlok simply has them materialise out of thin air.

ravenlok

I can’t overstate how pleasant Ravenlok’s world is, and how many allusions it makes to the fairy tales and fantasies we’ve grown up with. There’s a mirror-laden hedge maze labyrinth to explore, as well as an insanely scaled tea party where toppled tea pots and mouthwatering sweets are the scenery. Whoever was charged with Ravenlok’s art direction certainly read the book on fantasy and has done a fine job recrafting, in a lot of ways, the childlike wonder of these familiar scenes through the developer’s oft-used voxel art style. There are more than a few stunning vistas to take in, I especially loved the giant, cuddly looking Totoro-cat’s cliff side view of the labyrinth. Having enjoyed it in games like Cloudpunk, I feel the choice absolutely serves Ravenlok’s world and even the overuse of bloom throughout can’t stop this from being one of the better looking fantasy titles of the year, even if it doesn’t push the technical envelope.

ravenlok

The game’s score also gets a big tick, rounding out what is a pretty faultless fantasy presentation. As the story can be a tonal seesaw, Ravenlok’s orchestral follows. Elfman-like staccatos punch through the game’s more eerie beats, while I feel like the composer definitely attempts to invoke Hisaishi’s contemplative piano movements to underpin some of the more touching, heartful moments. 

If you’re after an action-adventure game that’ll challenge you with tasks requiring both physical and mental determination, Ravenlok probably isn’t that game—it’s too basic to stand shoulder to shoulder with contemporary fantasy titles that tend to be fuller packages. 

If you’re looking to be flown to a gorgeous, strange world for an afternoon and crudely hack your way through what feels like a greatest hits from the fairy tale annals, then you could definitely do worse.

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Redfall Review – Just A Biteful Of Fun https://press-start.com.au/reviews/xbox-series-x-reviews/2023/05/02/redfall-review/ Tue, 02 May 2023 00:00:21 +0000 https://press-start.com.au/?p=144864

Last month, I wrote about Redfall’s bad press and how the game might face an uphill battle to win fans over come launch. As it turns out, host-only progression, inconvenient as it might be, isn’t even close to one of the game’s worst sins. It feels as though Redfall began life as a smaller project, almost like a stop-gap in development in between Dishonored games—like Deathloop’s apparent beginnings. Only with Redfall, it feels like they were told a year out […]

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Last month, I wrote about Redfall’s bad press and how the game might face an uphill battle to win fans over come launch. As it turns out, host-only progression, inconvenient as it might be, isn’t even close to one of the game’s worst sins. It feels as though Redfall began life as a smaller project, almost like a stop-gap in development in between Dishonored games—like Deathloop’s apparent beginnings. Only with Redfall, it feels like they were told a year out from launch and decided to pad the experience out with anything but a checklist of things to do in the titular town.

redfall review

Like a lot of Arkane’s stuff, there is actually a pretty wild story on offer with Redfall, if you’re happy to look for it. With the island under the authoritative rule of the vampire gods, the game does a pretty good job of unspooling their histories throughout the game’s rather cheap ‘live storyboard’ cutscenes that bookend most of the main missions.

Admittedly, there’s more of Arkane’s patented world-building present than I had given the game credit for during my hands-on. If anything, it’s the hero characters that don’t really lap up much focus. Though I didn’t play through all of them, Orlando Bloom, I mean Jacob, is loosely tied to Miss Whisper, the god responsible for “gifting” him his magical milky eye. So, I’d expect all of them to have their own forgettable vendettas.

redfall review

I had originally pegged Redfall as Arkane’s attempt at a Far Cry game. After spending considerable time in it, I think a lot of its nuts and bolts are modelled after Destiny. For the most part it’s roaming an open sandbox and shooting shit up before returning to home base to top up ammo, spin a yarn with the non-playables, and receive the next thing to do. And like Bungie’s live-service marvel, this vampire-slaying shooter has a similarly quick and snappy brand of gunplay that’s very satisfying. All of the heroes have special powers at their disposal however, unlike Destiny where team composition is an enormous focus, there isn’t any meaningful synergy between them. At certain points it feels like the game’s co-op implementation was an afterthought and not part of the planning, to the point where I enjoyed Redfall as a single-player game much more.

THE CHEAPEST PHYSICAL COPY: $94 AT AMAZON WITH FREE SHIPPING

For a game that lazily guns for Destiny’s mantle with the game’s build, the loot system is pretty uninspiring. It’s not that I don’t enjoy the weapons we’re given, they’re hefty and feel tremendous in-hand, I just felt I was constantly having to leave behind my preferred, tricked out guns to keep up with the power grind. I do wish the game had some form of transmog so that I could imbue my barnacle-covered shotty, plucked from hell’s deep, with another’s power. 

redfall review

The game has three mission types in total: main, side, and safe house, which are obviously collected from the various hole-ups about town. Although you could conceivably juggle several at once as there are several points where multiple are available, the game restricts you to holding just one of each at any given time. The sheer amount of backtracking in Redfall that results from this is a pain in the neck, and I think it’s all a mask for what is ultimately a game that’s light on content. Even small design choices like carpeting parts of the map in an evil red smoke that forces diversion en route to an objective feels like a means to keep the player busy and doing anything other than checking the next objective box. 

As if a player’s time wasn’t valuable enough, Redfall feels like a ten-hour game masquerading as a twenty-hour one.

redfall review

I could take or leave the uninspired mission design throughout most of Redfall’s main story arc, which obviously takes place topside in a seemingly lived-in, yet mostly deserted town. I became considerably more intrigued once I explored the game’s admittedly meagre side content, including the vampire nests. These serve as brief dungeons that explore the “psychic realm” and offer up a twisted Frankenstein’s monster full of the island’s seaside aspects which really let the art team flex their collective muscle. 

It’s not hard to tell from first impressions that this game is an Arkane special. The art design, despite being failed in part by the game’s performance, is absolutely incredible. There is so much imagery in Redfall that feels iconic, from the enormous waves, suspended by dark magic, acting as a coastal perimeter for the town, to the blotted out sun—a clear call back to the devious works of Monty Burns. Like their past worlds, Dunwall and Blackreef, Redfall is believable as a town that’s been lived in and left in a hurry as a lot of the residential houses, upended by panic and turmoil, can be picked clean. I love everything about the vampires in Redfall, from their mad science origins to their distinct look, I particularly think whoever designed the gods themselves deserves a pat on the back. 

redfall review

Contrary to my original belief that the game’s four gods might occupy the four corners of Redfall, the game is actually split into two maps. The one you start in is Redfall Commons, and you’ll move into Burial Point after dealing with the first of four gods. They treat this mid-game shift as a ‘point of no return’ moment, however, meaning all of the side content within the Commons cannot be returned to once you move on. It’s an odd decision to gate out half of the game’s content when a transitory load, like an island-to-island ferry or cable car, for example, could take you back and forth.

It’s well documented that, at launch, Redfall would be limited to 30fps. That, however, isn’t the worst of it. 

While scouring the island for things to do, I was subject to admittedly infrequent hard crashes, plentiful graphical glitches, and horrible plunges in frame rate during fights with particular vampire specials like Shroud, which blankets the world in a dark veil. Pop-in, which wasn’t limited to simple textures, marred part of the experience, too. I lost count of the times a squad of gun-toting adds would simply appear out of thin air and destroy me in seconds, setting me back to the last safehouse I passed so I could walk through minutes of relatively empty map once more. Put simply, Redfall is a frustratingly unoptimised game. 

redfall review

It’s hard to criticise how Redfall runs when hosting a four-stack of slayers. Granted, the map is small, sparsely populated, and the game doesn’t deliver the hottest textures I’ve seen lately, but a solid netcode is something worth crediting. Of course, things like host-only progression, a seeming lack of level scaling, and persistent frustrating ready-up delays do make teaming up a far less appealing prospect. I think Arkane’s inexperience in developing a co-operative experience definitely cuts through with Redfall.

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Star Wars Jedi: Survivor Review – An Audacious Middle Chapter https://press-start.com.au/reviews/ps5-reviews/2023/04/28/star-wars-jedi-survivor-review/ Fri, 28 Apr 2023 04:00:14 +0000 https://press-start.com.au/?p=144735

Star Wars Jedi: Survivor is Respawn Entertainment’s dark middle chapter. What Jedi: Survivor isn’t, is Respawn’s Empire Strikes Back. That would be too easy; instead, the team has crafted an unruly, introspective tale that pulls from the best of Star Wars storytelling while striking out on its own. It echoes Attack of the Clones and The Last Jedi, pivoting focus and intent seemingly on a whim to forefront its characters and massively expand its gameplay languages, resulting in a game […]

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Star Wars Jedi: Survivor is Respawn Entertainment’s dark middle chapter. What Jedi: Survivor isn’t, is Respawn’s Empire Strikes Back. That would be too easy; instead, the team has crafted an unruly, introspective tale that pulls from the best of Star Wars storytelling while striking out on its own. It echoes Attack of the Clones and The Last Jedi, pivoting focus and intent seemingly on a whim to forefront its characters and massively expand its gameplay languages, resulting in a game that plays like an action movie but flows like a drama – a dissonance that requires Jedi-like trust in the process to eventually see the light.

Jedi: Fallen Order left Cal and the Mantis crew in a bit of no man’s land. Having conclusively destroyed the list of potential Jedi survivors, the little band of unlikely mates were set adrift into a galaxy that has already had its storytelling potentially largely tapped. These are the dark times, the height of Empire with only a budding sense of Rebellion to push back, and having run the gambit of iconic locations and faces in the first game, exactly where Respawn would take Cal next was something of an enigma. It’s here, in this freedom, Jedi: Survivor thrives.

Jedi Survivor Review

Many years of fighting the Empire has fractured the crew, each of them peeling off one by one to pursue a different path after the inevitability of the imperial creep – except for Cal. Knighted in battle and unable to let go of the fight, we pick up with this version of the now seasoned Jedi in the midst of a Rebellion heist. Like the entire cast of the game, he’s changed. Jedi: Survivor’s Cal is stronger, faster and angrier. The game’s opening sequence is an all-timer in intention statements, a colourful and violent descent through Coruscant’s underworld culminating in a definitive blow dealt by Cal that lets the player know, right away, this is not going to go the way you think.

THE CHEAPEST PRICE: $84 AT AMAZON WITH FREE SHIPPING

Fleeing the scene and seeking to lay low for a while, Cal and BD-1 find themselves on Koboh, a sprawling, original planet that serves as the game’s hub world and primary location. That last point there is undoubtedly going to raise some eyebrows; the first game prided itself on being a galaxy-trotting adventure and Jedi: Survivor sprints in the opposite direction, instead opting for a more narrow scope but becoming deeper for it. Koboh is a towering achievement of Star Wars world design complete with a charming cantina, unique wildlife, half a dozen biomes and some deep cut lore that set my heart aflutter. Your adventure will send you to a handful of other locations but these are often much smaller instances, no less intricately crafted but all roads lead back to Koboh in the end.

Jedi Survivor Review

Initially, this tighter loop made my brain short-circuit – for all my bluster about wanting entirely original Star Wars stories, I still found myself somewhat wanting for more recognisable planets and locations to visit. But the longer I sit with the game the more I’ve come to appreciate the intentionality behind it. Jedi: Survivor is rarely the game you’re expecting it to be and once you embrace that freefall, you can begin to appreciate the ride.

Jedi: Survivor’s core gameplay systems have been effectively perfected, a remarkable spit and shine of Fallen Order’s ambition to offer both meaningful combat and exploration. There are five different Lightsaber stances to choose from – single blade, dual blade, double blade, blaster and cross-guard, each offering players unique engagement methods that favour balance, speed, defense and power. You’re able to have two of each style equipped at any given time, flipping between them with a simple button press. These stances all sport their own skill trees that unlock progressively cooler moves, most of which drain your Force meter, which is then refilled by hitting foes with standard attacks.

Jedi Survivor Review

Speaking of the Force, it has well and truly awakened in Jedi: Survivor. Cal begins the game with a basic assortment of abilities (Push, Pull, Mind Trick) that can all be upgraded through another set of skill trees. But the true joy of the game’s combat snaps into focus through the middle stretch, during which Cal will unlock additional Force powers that bolster his existing ones, allowing for markedly improved crowd control and offensive capabilities. There’s no wrong combination of stance and Force here, a delightful bit of player expression that allows you to build Cal out in the exact way you prefer to play. For instance, I sat on my skill points for hours waiting for the cross-guard stance to unlock, eventually dumping them all into the tree and wielding a Lightsaber claymore for the rest of the game.

Once you’ve found the stance you’re most comfortable with, the fluidity of Jedi: Survivor’s combat becomes undeniable. Cal has a bounty of animations to pull from, giving attacks contextually interesting outcomes that you’ve earned through a series of tight parries, dodges and deliberate blows. Stronger foes will deploy these same tactics against you in turn too, often requiring your patience to wear down stamina meters before you can break through and land a blow. Exchanges, largely, feel like a dance – weighty, pointed strikes spinning out into micro-breaks in flow that allow you to catch your breath before throwing yourself back into the fray.

Jedi Survivor Review

Cal is every bit the Jedi Knight Cere expected him to become, and in turn, the player is allowed to experience a power fantasy that lifts the best elements from previous titles like the Jedi: Knight and Force Unleashed series. Jedi: Survivor does this without sacrificing its original intentions, rewarding conscious player choices with bombastic, cinematic thrills, capitalising on the contrast for great effect. Boss battles are the crown jewel of this balance, often extensive and incredibly trying exchanges that require your best play and in turn deliver some genuinely stunning set pieces that had my jaw cratered on the floor.    

Likewise, exploration has been vastly improved over the first game, with quality of life choices and a sharper eye for level design both elevating Jedi: Survivor. Cal moves much faster now, scampering along derelict ships and cliff faces with a fluidity that removes unnecessary player friction and allows you to feel more equipped to manoeuvre the game’s immaculate platforming playgrounds. Again, in pulling focus onto just a small selection of locations, Respawn has crafted far more engaging play spaces that utilise an array of traversal mechanics, including a contextual hook shot, improved Force jumping, ground and air mounts, and some Arkham-lite tools BD-1 picks up along the way. Traditional puzzles have been dialled back from the first game too; the ones that are here are enjoyable enough but largely Cal’s only barrier to progression will be your skill with his new movement abilities.

Jedi Survivor Review

Conversely, Jedi: Survivor features a handful of systems that can be largely ignored by the player. There is a whole Perk system that requires slot management for passive boosts to your skills but to be frank, I had entirely forgotten about it for long stretches of play. That charming cantina on Koboh also has an adorable rooftop garden you can maintain with BD-1 but for the life of me I never found much of a mechanical imperative to return to it. There’s also the excellent cosmetic customisation suite that allows players to fully build their own saber, deck out BD-1 and the blaster in custom parts, and even change the colour shading on the dozens of outfit combinations. And yeah you can give Cal a mullet. The game never forces your hand on these systems, content to let you engage at your leisure, but this system passivity is at odds with, to my mind, the game’s most interesting player demand – that you care for the sake of caring.

Jedi: Survivor has a confidence in its storytelling and a faith in its audience, I find utterly fascinating. The game is effectively a four-act narrative, picking up and discarding threads with ferocious speed as it whips through tones and plots that run the gambit of earnest human drama to old Extended Universe novel pulp. The Empire takes a backseat for the majority of the game, instead Cal and friends are embroiled in the centuries old plot of High Republic era Jedi Dagan Gera as he races to claim an oasis planet hidden beyond an impenetrable abyss. Cal sees the planet as a potential Rebellion training ground, pitting him against Dagan as the two Jedi survivors duke it out to claim a new home. It’s smaller stakes than expected and gives the game room to explore what exactly it means to be a survivor in a galaxy this far gone.

Jedi Survivor Review

This conflict draws in several familiar faces, as well as some compelling new ones, and forms a tremendous thematic backbone for the game. Dagan is a treat, absolutely devouring scenery as he paces in his ornate golden robes and taunts Cal for letting the galaxy fall after the High Republic. The game does a cursory job at educating players on the relatively recent Star Wars era, and while some aesthetic touchstones are present, the majority of the High Republic connections are found in data files and inference alone. You should still read those books though. Much like the planets, I was initially caught on this choice but Jedi: Survivor has so much more cooking than anticipated, and while its ambitions can result in some pacing hitches and speedy conclusions, its achievements are worth the scramble.

Much like Jedi: Fallen Order, moment-to-moment dialogue can still occasionally slip into broad strokes, or some exposition heavy exchanges, but Jedi: Survivor navigates these characters into far more interesting waters. Cal’s Jedi journey is perhaps most surprising, a brilliant echo of the High Republic teachings and a definitive answer to what exactly you do with this character. Elsewhere, Merin returns in a pivotal role that balances Cal’s changes and locks the two of them into exciting narrative potentials. Dagan is drawn a little lighter but remains fun throughout, and the new supporting cast are thoroughly likeable and will break your heart if you let them. It helps too that the game lets you spend more organic time with its characters as Cal is sometimes joined on missions by companions, giving them a chance to banter in mostly organic and charming ways.

Jedi Survivor Review

The race to find a hidden planet is a wonderfully fun set up, all the more for giving Cal a plot that doesn’t necessitate known factors and instead allows Respawn to craft their very own corner of the galaxy. Jedi: Survivor overflows with colourful and expressive art that draws Star Wars in tones and shapes that feel fresh and exciting. From Koboh’s Old West-inspired ranch towns to Jedah’s ornate Jedi temples and even the phenomenal score and sound work, the game is dense with little flourishes that make it feel both a part of the larger galaxy but also distinctly its own beast. The only real issue is performance; playing on PlayStation I was hit with a fair few issues, from texture pop in to slowdown and clipping. Which is a shame because the game is otherwise a technical marvel, that gorgeous art direction rendered beautifully on screen, when it works.

Jedi: Survivor feels like it has something to prove. Maybe to the team behind it, whose ambitions for Cal have clearly grown exponentially in the interim years, and maybe to its audience, who the game places explicit trust in. It’s a game that dances, gleefully, in the tonal dissonance of its Star Wars building blocks. Colliding power fantasy mechanics, high-concept sci-fi and nuanced, character-driven writing, the end result occasionally stumbles trying to hold it all together but ultimately emerges a roaring success of genre melding. Jedi: Survivor is a monument to the best of Star Wars.

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Strayed Lights Mini Review – Colour Me Impressed https://press-start.com.au/reviews/ps5-reviews/2023/04/25/strayed-lights-review/ Tue, 25 Apr 2023 12:59:41 +0000 https://press-start.com.au/?p=144686

Strayed Lights is a game that came out of nowhere to land on my radar, but it landed hard. I’m a massive sucker for a simple, stylish indie adventure that can be blown over in an afternoon and straight out of the gate I can tell you that this game has all that and then some. French studio Embers’ first outing casts players as a being born of light, taking them on a journey from birth to ascendance in a […]

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Strayed Lights is a game that came out of nowhere to land on my radar, but it landed hard. I’m a massive sucker for a simple, stylish indie adventure that can be blown over in an afternoon and straight out of the gate I can tell you that this game has all that and then some.

French studio Embers’ first outing casts players as a being born of light, taking them on a journey from birth to ascendance in a dreamlike world where they’ll need to battle their inner demons to bring about peace and a balance of energy. It’s a wordless and esoteric narrative that, at least as far as my own experience goes, serves primarily to offer up a cool-looking world and contextualise some inventive and exciting combat mechanics.

strayed lights review

As you make your way through this mysterious world, split into two hubs of interconnected biomes, you’ll happen across its less-than-friendly denizens. Rather than a traditional blow-by-blow combat system, Strayed Lights’ is one of an exchanging of energies. You can certainly take swipes at them, but the true tactic is to carefully party every blow they send your way until you’ve successfully absorbed all of their energy meter into your own, at which point you can end things at the touch of a button.

The added complexity in all this is a colour-based system that rewards you for switching the ethereal glow of your body between orange or blue to match that of your enemy at the moment of parry. Parrying as the correct colour is how you’ll successfully absorb energy (and regain health) while getting the timing right but the colour wrong will still negate any damage but without the other benefits. It’s simple enough but deceptively engaging, as you’re not only learning each enemy type’s attack patterns but memorising which colour they’ll be at key points in their combos, including a third, purple colour signifying an unblockable attack that you’ll need to dodge instead.

strayed lights review

This comes together wonderfully during the game’s marquee boss battles, which up the scale of your foes significantly while giving them unique extra mechanics to contend with. These are unanimously great fights that feel increasingly satisfying as you hone your partying and dodging skills against the regular enemies in the lead-up. There aren’t all that many encounters across the game’s four-hour runtime, maybe a dozen for each of the major areas, making them all feel like crucial steps in your journey.

The one concern I do have with Strayed Lights’ otherwise-commendable take on enemy encounters is that there’s a bit of built-in exclusion that comes from the colour aspect. With no settings to tweak how these are displayed or alternative method of delivering the information needed, those who struggle with colour vision could find themselves at a huge disadvantage, doubly so given there are no difficulty settings to speak of either.

strayed lights review

Outside of combat, Strayed Lights’ loose exploration serves well enough as a stroll through its oneiric landscapes. There are some collectibles to be found off the beaten path that add towards character progression, and a smattering of abilities to upgrade as you go, but it’s otherwise fairly basic stuff. The positive there is it makes this an easy game to slip into and vibe with minimal interruption, and it keeps things nice and succinct. Upon finishing the game I was a little stung to find that it’s not possible to go back to the pre-climax state and search out anything I missed along the way – the game simply throws players back to the main menu with only “New Game” as an option to dive back in.

I’d happily take the plunge again though, not least because Strayed Lights is a beautiful experience. From the breathtaking environments and their abstract-but-endearing inhabitants to the awe inspiring boss designs and anime-as-hell set pieces tussles you’ll have with them, this is a very handsome title indeed. The music, dreamt up by Austin Wintory (Journey, ABZÛ), is equally gorgeous even if the games overall audio mix is a bit dull throughout.

strayed lights review

It’s not out to shake up the indie video game space, but thanks to a uniquely engaging combat system and a consistent stream of wonderous sights and sounds, Strayed Lights is a worthwhile little journey that makes for a great lazy afternoon play. It’s unfortunate that the user experience has suffered an oversight or two, especially in areas of accessibility, but mainly because it’s a quiet gem of a game that absolutely deserves to be played.

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Dead Island 2 Review – Trouble In Paradise https://press-start.com.au/reviews/ps5-reviews/2023/04/18/dead-island-2-review-theres-trouble-in-paradise/ Tue, 18 Apr 2023 13:59:12 +0000 https://press-start.com.au/?p=144413

It’s finally here. Almost a decade after its announcement and changing developers no less than three times, Dead Island 2 beats all odds. Having spent so long in development, I’d wondered if it could best the original game. It does in many ways, but it still feels like it came out of the same era of games, for better or for worse. Dead Island 2 occurs a few months after the original game’s events. An infection has found its way […]

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It’s finally here. Almost a decade after its announcement and changing developers no less than three times, Dead Island 2 beats all odds. Having spent so long in development, I’d wondered if it could best the original game. It does in many ways, but it still feels like it came out of the same era of games, for better or for worse.

Dead Island 2 occurs a few months after the original game’s events. An infection has found its way to the sunny state of California, infecting everyone there and turning them into grotesque zombies and monsters. You play as one of six survivors whose plane crashes while trying to escape the quarantine zone. You’re eventually bitten, discover that you’re immune, and begin your journey, meeting up with survivors to plot your escape. It’s a done-to-death story but simple enough that it carries the action well.

Dead Island 2 Review

As I mentioned in my preview last month, Dead Island 2 is most certainly going for a more tongue-in-cheek approach with its storytelling, for the most part. The game is loaded with humour and comedy that will land differently with different people, poking fun at the most vacuous of celebrity culture. The plot is serviceable at the most basic level but introduces a few mysteries about halfway through that aren’t entirely resolved when the credits roll. Perhaps this is the beginning of a new thread of stories for a sequel to deal with or even some hooks for DLC. Regardless, it’s incredibly simplistic.

Similarly, Dead Island 2 plays like almost no time has passed since the original was released over a decade ago. Like nearly anything that’s come before it, you’ll be thrown into California to complete optional side quests, quests that advance the plot or find weapons hidden by people throughout the map. It’s a typical open-world experience that anyone who’s played a Dead Island, Borderlands or Dying Light game will be familiar with. It’s a tried and true formula, but it’s not breaking much new ground.

Dead Island 2 Review

One point of difference that Dead Island 2 is determined to make is that you can choose a playable character from a roster of six. Each of these characters has different strengths and weaknesses to suit your playstyle. But it ultimately doesn’t mean much. One, for example, boosts damage to enemies that aren’t surrounded by other enemies. This situation rarely happens in Dead Island 2. Another can create an explosive effect when hitting an enemy with a type of attack. The same effect can be stacked on weapons as you progress through the story. These innate skills are only meaningful in the opening moments of the game.

Every character has their own dialogue and personality too, but your character’s lines are chopped and changed around the dialogue of NPCs so that it rarely sounds like two people are in a room having a conversation. It removes so much from the story’s presentation, which was already lacking that I can’t help but feel like pulling them all together would’ve helped serve the story better.

Dead Island 2 Review

But it’s not all bad. The FLESH system helps to make the combat much more satisfying than it has any right to be. It stands for Fully Location Evisceration System for Humanoids, and it’s a system that offers greater realism in how you rip, burn or tear your zombies apart. Every zombie you attack in Dead Island 2 will react differently and realistically to whatever weapon you’re using.

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It’s a system that, in real time, is pretty impressive. Constantly hitting a zombie with a blunt weapon will see bones dent, crack and break. Slashing with a bladed weapon will separate the skin from muscle until you’re hitting bone. Attacking joints in a zombie’s leg will drop them to the floor. It’s a macabre system separating Dead Island 2 from those that came before it, even if its addition to the game is mainly cosmetic.

Dead Island 2 Review

Another aspect unique to Dead Island 2 is the reliance on a card system rather than a traditional skill tree. These cards are decorated with some pretty gnarly artwork. They are given as rewards for completing certain challenges or through story progression. You can equip any combination to best create your perfect build – like giving your character an evade or a block. Others heal you when hitting a zombie with a heavy attack or boosting your damage after a successful block. There are over fifty cards to mix and match to suit your playstyle, a degree of flexibility that I appreciate more than a skill tree with respec.

A crafting system allows you to add certain elemental traits to your weapons too. Certain enemies are weaker to certain elements, but it adds a very satisfying tinge to the already satisfying combat. Hitting enemies with a spray of acidic bullets and watching their skin melt away down to bone is a fun, if not slightly disturbing sight. Similarly, hitting a zombie with an electrically charged weapon will fry them but also arc out electricity to enemies around them. In a body of water? The effect is amplified. It’s a fun little system that was a joy to engage with in a genre that usually has me rolling my eyes at crafting.

Dead Island 2 Review

Depending on how much you engage with optional content, most players will get around fifteen to twenty hours out of Dead Island 2. Whether you’ll want to is another matter entirely, though co-op certainly helps make things a lot more fun, though the lack of any crossplay options in today’s climate feels like a miss. Despite there being multiple characters, too, there’s no reason to play through the game more than once as the plot progresses in the same way. While I’m not quite at the point of finishing the entirety of the game’s side quests, I’d estimate most players would get at least thirty hours out of finishing everything.

But I will warn you – Dead Island 2 is repetitive. So many objectives will have you heading to an item to activate, realising the item needs power to work, and then fighting off hordes of zombies while you wait for the power to be restored. You’ll reattach a valve to a pipe multiple times and turn it to access a new area. It’s, once again, bound to be an experience only saved by the funny interactions you have with zombies as you complete these objectives, but they’re still repetitive as ever.

Dead Island 2 Review

In terms of presentation, Dead Island 2 hands in a decent performance. California as a setting is beautiful and almost genius or a game of this ilk. From the sweeping hillside neighbourhoods of Bel-Air to the sunny sands of Venice Beach, Dead Island 2 successfully captures a sense of paradise like Banoi in Dead Island before it, just a different type of paradise. It’s an immaculately realised setting I can’t find much fault with. Some visual glitches led to limbs dancing long after the zombie they were attached to had perished, but this only added to the comedy. Intentional or not.

Despite its shortcomings, I still had fun with Dead Island 2. It should grow old quickly on paper, but even playing by myself, I never tired of destroying countless hordes of zombies in exciting and varied ways. It’s by no means a perfect sequel, but it does a great job of channelling the spirit of the original, regardless.

 

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Minecraft Legends Review – Building A New Kind of Strategy https://press-start.com.au/reviews/xbox-series-x-reviews/2023/04/14/minecraft-legends-review-building-a-new-kind-of-strategy/ Fri, 14 Apr 2023 07:00:23 +0000 https://press-start.com.au/?p=144393

With the inherent success of Minecraft, we were always going to get plenty of spin-offs of all kinds that explore a diverse array of genres and experiences within the IP. 2015’s Minecraft: Story Mode and 2020’s Minecraft Dungeons have marked the beginning of this with varying levels of success, but there’s no denying their originality in comparison with vanilla Minecraft. The next title in this slew of spin-offs is Minecraft Legends, a self-described action strategy game that’s most comparable to […]

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With the inherent success of Minecraft, we were always going to get plenty of spin-offs of all kinds that explore a diverse array of genres and experiences within the IP. 2015’s Minecraft: Story Mode and 2020’s Minecraft Dungeons have marked the beginning of this with varying levels of success, but there’s no denying their originality in comparison with vanilla Minecraft. The next title in this slew of spin-offs is Minecraft Legends, a self-described action strategy game that’s most comparable to the Dragon Quest Builders series, with a unique Minecraft flavor.

After my brief hands-on preview with the game in Tokyo, I mentioned that I’d had a good time with Legends, despite being worried about game length and how it would keep things fresh throughout its runtime, and that my brief hands-on with the multiplayer mode was a blast. After spending much more time with both of these modes, it’s clear that the preview I played had barely scratched the surface of what Legends has to offer. The end result is the best Minecraft spin-off yet that, despite some niggling issues, offers a satisfying and moreish gameplay loop and an intensely engaging versus mode.

Minecraft Legends

The narrative here is about as deep as you’d expect from a Minecraft experience, but it is positively bursting at the seams with the charm the IP is known for. A dangerous threat from the Nether known as the Piglins have been spilling over into the overworld with plans of conquest and domination. Their bases poison the natural landscape with noxious gasses and Netherrack creeps further out as more Piglins pour in from protected Nether Portals found within each bastion. It falls to you to expunge the Piglin threat and send the three distinct factions back to the Nether.

Overall, it’s a feel-good narrative that employs plenty of slapstick humor and Minecraft trademarks to get you onboard. I’d be lying if I said I didn’t chuckle at a few of the visual gags, and the cutscenes on offer here have incredibly high production values that expand the sense of scope within Legends and mythos of Minecraft. It’s ultimately a good time, one that kids will likely get more of a kick out of, but that doesn’t mean there’s nothing here for older fans.

minecraft legends interview

Gameplay is where Minecraft Legends differs the most from its source material, offering the same core tenets of mining and crafting, in an entirely different format. Everything you do in Minecraft Legends comes back to the Allays, which are your main tool for gathering materials and building structures. A quick button combination can send these little guys out to harvest resources like wood, stone, coal, and more. Gathered materials can then be used by Builder Allays to form structures, mechanisms, and much more.

It’s a more passive way to engage with what’s effectively the core loop of Minecraft, but this is only to make room for all the extra stuff Legends brings with it. It’s through the gathering and utilization of these resources that you can push back the Piglin threat. From setting up defences around liberated villages to constructing a Redstone Launcher to blow open the gates of a Piglin base, everything eventually comes back to mining and building.

This core loop of gathering resources in order to bolster your own defensive and offensive capabilities is incredibly moreish. Where flexibility isn’t afforded in the structures you create, it is in the way you place them, the way they interact with each other, and in the way you pick and choose how best to use certain materials when trying to overthrow a particularly difficult Piglin base. It helps greatly that there’s an immense variety of things to build here that steadily unlock over the course of the campaign, constantly offering up new strategies and game plans to employ against the Piglins.

Your main method of siege comes in the form of Golems. These little guys can be amassed from crafted spawners, and brought along with you to tackle Piglin outposts. Each one specializes in different abilities, from healing and de-buff cleansing to stunning enemies or bringing down structures. You have to consider what kinds of Golems you want to bring with you on a siege given the obstacles, and that’s without talking about the ability to employ hallmark mobs.

Minecraft Legends

Creepers, Skeletons, and Zombies are here in full force, united against the Piglin threat. You can also spawn these mobs alongside Golems, each one costing a little bit more in terms of resources in trade-off for extra power. The Skeletons, for example, excel at ranged combat and taking out enemy units, where Creepers make incredibly short work of enemy structures, making them useful in a pinch if you need a last ditch assault to bring down a Piglin base. While your army is initially limited to a total of 20 units, you can expand that number further, and simple commands can be issued in combat to have them focus on particular enemies or structures.

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Clearing Piglin outposts and liberating villages rewards you with Prismarine, a resource that’s key to upgrading your capabilities, resource capacity, and total army count. Prismarine is doled out often enough that there’s always something new to invest in upon returning to the Well of Fate, which almost always leads to meaningful player progression. It’ll have you constantly eyeing your Prismarine count so you know when you can get your next upgrade.

Minecraft Legends

The general flow and progression of the campaign is also something I really enjoyed. After a brief tutorial and some opening objectives to get you to grips with the many systems of Minecraft Legends, you’re let loose to tackle the Piglin threat as you see fit. Three unique factions have setup three bases throughout the overworld, each one varying in difficulty and rewards. You’re encouraged to tackle the easy ones first, but there’s nothing stopping you from knocking on the doors of the most fortified of forts if you really want the challenge.

It’s this non-linear structure in combination with some extra-curricular open world activities that makes Legends so easy to play. You’ll stumble across mob outposts that have been taken over by Piglins, abandoned towers that can be deconstructed and tucked away for later use, and huge golems that’ll join you in your fight should they be resurrected. There’s always incentive and reward to explore outside of just gathering resources.

Minecraft Legends

It comes to a head when all three of a faction’s bastions have been felled, and one final outpost makes itself known. These provide some of the best strategy Minecraft Legends has to offer, and are punctuated with explosive boss fights that test every skill you’ve learned during the campaign. It makes for a solid difficulty curve if you tackle bases in the right order, though I’m sure you can circumvent that order with some cheeky tactics and ample use of the game’s more powerful structures and minions.

Another thing to consider is the way that Piglins will launch attacks on allied villages when night falls, incentivizing you to build up defences around each one once liberated. You’re always warned in advance which village is going to be attacked, and it’s rewarding to see all your efforts pay off when a village successfully pushes back the Piglins without your help. One irk I had with this, though, is that if a village does fall, you have to retake it from the Piglins, which got tiresome in the second half of the game, especially when it means rebuilding defences.

Minecraft Legends

While the campaign mode is able to be played in co-op, where I think Minecraft Legends is really going to take off, is in its versus mode. It’s a simple 4 versus 4 affair with either team trying to siege the other’s base and destroy their Fountain. All of the systems from the campaign are intact here, from Prismarine progression and Piglin outposts to resource harvesting – it’s all here in full force, and is of great importance.

While you could absolutely band together and launch an all out assault on the enemy base, there’s just as much value in spending time gathering resources and Prismarine to gain access to more structures. I can’t begin to fathom the kinds of long-winded matches that will come out of this mode once players jump into it. It has a MOBA-esque quality to it that instils an inherent tension in the experience, and it’s easily some of the most fun I’ve had with Minecraft Legends so far. While it’s a great time with friends, the mode does struggle with the inherent limited communication brought by matchmade games, as a lot of the enjoyment comes from planning and collaborating with allies.

Minecraft Legends

As mentioned in my hands-on preview, everyone knows what they’re getting into when it comes to the visual presentation of anything related to Minecraft. Legends doesn’t shock or surprise in this regard, offering a tried-and-true art style that’s bolstered by a diverse range of biomes and some snazzy particle effects that tie the whole experience together. There’s plenty of new stuff to see here in the broad scope of Minecraft and the game always looks great, but don’t expect Legends to reinvent the wheel in this regard.

Performance on PC is similarly reliable, and I experienced very few technical issues aside from one notable audio bug. I’m not sure if it was something to do with the mixing, but some sound effects and dialogue lines were extremely quiet during my time with the game. This made it hard to get properly invested in cutscenes and did create a bit of a disconnect in battle as my sword swipes didn’t yield much feedback. It wasn’t enough to rip me out of the experience entirely, but the absence is notable enough to mention it here.

Minecraft Legends

I’ve come away from my time with Minecraft Legends pleasantly surprised at how much I enjoyed it. The campaign is a tightly paced jaunt through a new Minecraft experience that doesn’t outstay its welcome and offers a fresh spin on the strategy genre with a distinct Minecraft flavour. Despite having my fill of the campaign, I have no doubt I’ll be returning to Legends over the coming months to play its outrageously fun versus mode with friends, and I can’t recommend enough that you check it out to do the same.

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EA Sports PGA Tour Review – On Par https://press-start.com.au/reviews/xbox-series-x-reviews/2023/04/08/ea-sports-pga-tour-review-on-par/ Fri, 07 Apr 2023 14:59:19 +0000 https://press-start.com.au/?p=144197

It’s been over seven years since EA Sports took its last swing at a golf game, but I’m pleased to say EA Sports PGA Tour is a heck of a lot better than that outing. It’s lacking in some staying power and I’ve had some frustrations with a handful of its gameplay mechanics, but there’s a lot here for newcomers and die hard fans of the sport to enjoy. This starts with the approachability of PGA Tour’s gameplay. EA Orlando […]

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It’s been over seven years since EA Sports took its last swing at a golf game, but I’m pleased to say EA Sports PGA Tour is a heck of a lot better than that outing. It’s lacking in some staying power and I’ve had some frustrations with a handful of its gameplay mechanics, but there’s a lot here for newcomers and die hard fans of the sport to enjoy.

This starts with the approachability of PGA Tour’s gameplay. EA Orlando and EA Madrid have done an excellent job in making the game feel approachable for newcomers, all the while maintaining a sense of complexity for seasoned pros. This is due to the plethora of settings that can be fine tuned to get the most out of your time with the game.

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As someone who has an appreciation for the Mario Golf games (laugh at me if you will), I was curious to see if my enjoyment for the more arcade-style of golf would translate over to PGA Tour, and it has to a degree. You can adjust a variety of different systems, like swing difficulty, power boost and spin control, to make the game feel more arcadey and less unforgiving than what you’d see in a professional golf sim, and it mostly works.

Pure Strike, PGA Tour’s big gameplay innovation, also goes a long way in making the game feel realistic. Powered by PGA Tour ShotLink and TrackMan data, ball movement is accurately recreated according to the type of terrain it’s landed on, wind conditions and the club you’ve used. It did take me a bit to get used to, but after some time (and several woeful shots) I began to understand how to best place my shots and what to keep an eye out for. 

ea sports pga tour

One thing I didn’t like, however, was the lag that would seemingly appear every time I went to take a swing. For a game that’s based heavily around accuracy and an appropriately timed swing, I often noticed my golfer not hitting the way I’d have liked them to thanks to the slight lag spike during the swing animation. I’m sure a jump in framerate would help (as the game’s currently locked to 30fps on current-consoles), yet no matter how much I tinkered with the settings I couldn’t seem to get rid of the problem. I’m unsure whether this is happening across other platforms, but my Xbox Series copy had this issue on both Series S and X, ultimately leading to some frustrating game situations.

ea sports pga tour

Further to this, I’ve also experienced difficulties with the game’s suggested putting lines. There’s been more than a few times where I’d follow the line suggested by the game, only to have my ball miss the hole by some distance. I feel in these instances it’s been better for me to use my intuition rather than strictly following the guidance provided, but for beginners especially it’s a bit weird for the system to be so inaccurate at times.

I also found the game to be fairly averse in taking the time to guide players through the nitty gritty of the sport in my initial couple of sessions. While I generally know my way around golf, those who don’t know too much – be it the scoring system or types of clubs and shots – will likely feel overwhelmed at the beginning. Thankfully, there’s a decently large selection of challenge tutorials that help outline everything from approach shots all the way up to making the perfect putt, but you do need to look for them.

ea sports pga tour

These come by the way of the Coaching Academy, which forms part of the challenge area in PGA Tour. Rather than being taken through little tutorials, you’re instead given challenges that range from getting a shot onto the fairway a certain amount of times to making a successful putt. It feels like it’s more about the experience of playing the game rather than getting bogged down in the theory of it all, which I can understand – there’s no better way to learn than failing, really. 

Along with the game’s Coaching Academy challenges, there’s a truly astounding amount of other challenges available to jump into from the get-go. There are real-time featured challenges that highlight what’s currently happening in the real sport, over 500 challenges based on championship moments from PGA and LPGA history and a section to earn sponsored gear to take onto the course with your golfer.

ea sports pga tour

Completing challenges is fairly important no matter what you do in PGA Tour, as they act as a primary way of getting more experience for your created golfer as well as cash to spend on customisation items.

Most of my time was spent within the game’s career mode, as it has the most longevity to it. That’s not to say there’s not much else to keep yourself occupied in PGA Tour – as the game’s quick play section has a lot of fun little modes within it, alongside social and competitive options – but it was the best way to get acquainted with everything the game has to offer. 

Career mode casts your created golfer right into the spotlight, allowing you to take on the amateur circuit to rise up the ranks or bee-lining straight for the bigger tournaments – the choice is yours. And I really have enjoyed my time with it, whether that’s through the litany of competitions I’ve played through or the coach/sponsor challenges that have encouraged me to try something a bit different for some extra rewards.

ea sports pga tour

The only major issue I had with the mode was how lifeless it felt at times. There’s just not a lot happening behind the scenes as you make your way through each tournament and set of challenges, which was disappointing.

As well as this, the commentary, while decent most of the time, didn’t feel as personalised as I’d hoped. This was in part due to the commentary team constantly referring to my golfer as the ‘featured golfer’. I did like how accurately the crowd seemed to react to my shots (whether they were good or bad) though, and the presentation packages continued to impress me throughout. With that said, everything else felt a little bit lacklustre in terms of general atmosphere.

ea sports pga tour

Aside from gaining basic experience points for participating in tournaments and completing challenges, quests form a big part of PGA Tour’s progression system. They reward you with points that can be used to purchase new gear and equipment to deck your custom golfer out in. And while the system certainly works, lots of quests have more than a couple of goals to achieve, meaning it can feel like a bit of a slog to get to the nicer cosmetic items in the game. Similarly, you’ll need points to jump into the more prestigious online tournaments, so expect to spend quite a bit of time grinding for those higher priced items in the store.

ea sports pga tour

Spending time out on the green isn’t so bad thanks to the gorgeously recreated (and brand new) courses on offer in PGA Tour. Whether you’re playing through Augusta National or plying your trade in the Wetlands fantasy course, there’s a lot to experience and admire. The team’s done a fantastic job bringing each course to life and making it look particularly wonderful. I was disappointed to see a lack of weather conditions in-game, though, and hope they might make an appearance in a post-launch update. 

PGA Tour’s menu system can feel a bit clunky, as well. Oftentimes it’s slow to update and can be confusing to actually navigate through, and it’s something I hope the team addresses sooner rather than later.

ea sports pga tour

Similarly, the selection of professional golfers currently on offer is fairly disappointing. While greats like current world number one, Scottie Scheffler, are available to play, there are more than a few key players that aren’t included (for one reason or another). The team has said more will be added in post-launch updates, however.

It’s not all bad, and certainly marks a solid return to the course for EA Sports after many years out of the game. It might not be for everyone, and it can feel like a bit of a slog at times, but among the excellent selection of courses, deep career mode and accessible gameplay, EA Sports PGA Tour should satiate the appetite for those wanting an enjoyable golf game.

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Citizen Sleeper (Complete) Review – A Sleeper Hit Made Even Better https://press-start.com.au/reviews/ps5-reviews/2023/03/29/citizen-sleeper-review-slick-and-succinct-sci-fi/ Wed, 29 Mar 2023 06:00:06 +0000 https://press-start.com.au/?p=135710

Citizen Sleeper was, and still remains, one of my favourite releases of last year. It had one glaring problem though, at least on a personal level – it wasn’t available on PlayStation. My patience in waiting for all three of its free DLC episodes to launch before diving back into the game has paid off though, with the release of the final episode, Purge, coinciding with the game’s debut on PS5 and PS4. I’m going to abstain from re-explaining what […]

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Citizen Sleeper was, and still remains, one of my favourite releases of last year. It had one glaring problem though, at least on a personal level – it wasn’t available on PlayStation. My patience in waiting for all three of its free DLC episodes to launch before diving back into the game has paid off though, with the release of the final episode, Purge, coinciding with the game’s debut on PS5 and PS4.

I’m going to abstain from re-explaining what Citizen Sleeper is – you can read my full review of the game’s original release right underneath this write-up – and speak strictly to the new stuff, namely the PlayStation release and the full run of story DLC.

citizen sleeper 3

The long and short of it all is this; If you’re a PlayStation player and haven’t played Citizen Sleeper yet, please do. It’s an intoxicating mix of sci-fi flavoured capitalism critique aboard a diverse and characterful space station, tabletop mechanics, time management and branching narrative that’s deceptively simple with a powerful mechanical underbelly. There’s not much to say about the game’s port to PS5 and PS4 specifically, it’s by and large the same game available on other platforms, but it’s (hopefully) a whole new community of players given the chance to experience this indie masterpiece.

Returning as someone who’d played the game on another platform, I did find Citizen Sleeper a lot less daunting this time around, and felt a lot more confident in my ability to establish myself on the Eye and game its systems to pull myself out of poverty. I’m not sure that’s the right angle of attack for this game, but I kind of appreciated it.

The other side of the coin here, of course, is the availability of the three episodes making up Citizen Sleeper’s DLC sequence, which sees players navigate a spot of turmoil as a flotilla of interstellar refugees arrives at Erlin’s Eye, the station’s proprietors at Havenage unwilling to take a few thousand new souls into the already-struggling ecosystem. This trio of chapters arrives toward Citizen Sleeper’s “late game” with a simple item exchange requiring some degree of progress acting as a gate to entry, and definitely brought me back down to Earth (heh) when it came to my confidence as a veteran Sleeper.

citizen sleeper

The first episode, titled Flux, introduces players to Eshe and Peake, two new arrivals along with the refugee ships that act as a catalyst of sorts for the player, as the titular Sleeper, to understand that the plights of these people mirror much of your own. It’s an interesting shift in perspective after having worked and scraped and sacrificed everything to make a place for yourself on the Eye, only for thousands more to arrive looking to you to help them do the same. This 1-2 hour first chapter is a stressful one too, giving players a tight window of time to achieve quite a few tasks to make sneaking the refugee ships through quarantine and onto the Eye possible.

citizen sleeper 1

The next episode, Refuge, turns the attention to the flotilla itself and the three subgroups of people aboard its ships. Hailing from three different moons of a larger, inhabited planet, these groups have come from a three-way political tension to wind up displaced in unison. Thus, most of this episode focuses on getting to know each of the groups’ leaders and the individual needs of their crews to establish some degree of understanding. It’s a far more relaxed and text-heavy chapter, with plenty of new and well-written characters to get to know.

The final of these DLC episodes, Purge, is a special one and it’d be remiss of me to spoil just about any of it, suffice to say the tension and time critical panic of Flux returns here, and culminates in a hell of an ending, using all of the groundwork and character building established in the previous two episodes to great effect and tying up a bundle of threads from the base game in the process. I came away feeling the best I’ve felt about any of Citizen Sleeper’s prior possible resolutions, and I would absolutely urge anyone that’s played the main story portion to come back and play through all three new episodes.

Read my full review of the game’s original release below:


It was right around the point that I made the choice to go foraging for rare mushrooms over helping a stranded father and daughter get their one shot at a fresh start, that I realised Citizen Sleeper had made an arsehole out of me. I don’t know what it is about tabletop or tabletop-like games that does it, perhaps it’s the combination of high stakes and low odds that triggers a certain response, but I wind up looking out for me and myself alone. The dozens of names and faces aboard the doomed company-town-on-a-space-station-turned-intergalactic-refuge, Erlin’s Eye, became little more than stepping stones on my path to freedom but now that I’m on the outside I can’t say I care to look back in.

How did we get here, though? That’s the blank chapter in Citizen Sleeper’s slice-of-life narrative that you’ll be filling in. This bold new title from In Other Waters developer Jump Over The Age (Gareth Damien Martin) casts you as a ‘Sleeper’, a digital copy of a human consciousness in an artificial body, that has escaped the clutches of corporate ownership and found themselves aboard the Eye without so much as a plan to hang onto life let alone start a new one. Thanks to a built-in planned obsolescence, time is ticking before your physical form falls apart and so every moment and every decision counts as you explore the station, make allies and enemies and do what you must to survive, thrive or leave alive.

To say I fell in love with the world this game presents would be an understatement – I’m obsessed. Here’s a genuine sci-fi adventure game packed with intrigue, drama and challenge, but one that eschews putting a stick in your hand in favour of putting the world in your mind. Or is it your mind in the world? Citizen Sleeper tackles the heady subject matter of the coalescence of biological and synthetic life and the blurring of the lines between nature and data. Then it imagines how we might fuck even that up in the name of greed, putting your synthetic arse to work for scraps in the shell of a corporate space station like the data-digging equivalent of a hard-rock miner in a company town.

All of this is put together through the lens of a tabletop RPG, the world around you barely more than a top-down map of Erlin’s Eye adorned with icons representing places, people and tasks. The game plays out in Cycles that represent the passage of time – within a Cycle, you’re able to explore the Eye and take various actions, most of which require a roll of a dice to perform and determine their level of success. The number of dice you have at your disposal each Cycle depends on the current condition of your physical form, which degrades as your progress time and also as a result of work done. You’ll be able to take measures to ensure your energy levels stay high and your condition gets better before it gets worse, but it’s a careful balancing act between keeping yourself alive and using your time constructively.

The actions you’ll take aboard the Eye, things like undertaking work in a scrapyard, extracting data from terminals or navigating tricky social interactions, are all means to fulfil your Drives. Drives are your goals, they unlock as you meet new people and uncover new mysteries and they’re what will eventually see your story through to some kind of conclusion. Some can be treated with a certain degree of leisure, but others are at the mercy of Clocks – meters that count up as you perform certain actions or simply as Cycles pass. Between trying to achieve your Drives and manage the various Clocks around Erline’s Eye it almost feels like juggling pins and spinning plates at the same time. The juggling part is fine on its own, but those plates are a constant, looming threat to your ability to keep the pins up in the air. Also some of the plates will cause intergalactic bounty hunters to come and shoot you in the face if they stop spinning.

The result though is a game that hinges on two things – hard choices and bold risks. Not only will you need to gripe with your own time management, forethought and conscience when deciding what to focus your limited efforts on each Cycle, but even once you’ve formulated a plan there’s an element of chance that can completely undo everything. Actions that work on a dice roll can have positive, neutral or negative outcomes that are dictated by both the value of the dice you choose to play for it and your character’s own affinities. At the beginning of the game you’ll be asked to choose one of three classes with their own stats and unique buffs that can then be augmented with upgrade points earned from completing Drives.

The way that all of these different systems interweave and feed into the vast many narrative possibilities is an incredibly slick feat of design, especially once you get over the initial sense of being overwhelmed by them and start to understand how to focus on the outcomes you genuinely want to see. After that it’s just a matter of praying things work out – if you’re anything like me trying to leverage my Interface skill to score a job on a colony ship as a Junior Tech you’ll learn that part the hard way. It can all be quite stressful initially, but also just forgiving enough in the early hours that your failings feel more like new forks on your road to success than genuine disasters.

Citizen Sleeper is also a game that feels genuinely replayable. It can easily be finished in around five hours or less if you can stomach leaving friends, enemies and answers behind for a quick getaway. Or you can push yourself, play the long game, explore deeper and deeper into the Eye and seek out everything the game has to offer. Luckily, finishing the game creates a return point right beforehand so you can easily go back and forge an alternate path ahead should you want to, but it’s just as rewarding to start completely fresh and see how differently it can all go.

Life aboard Erlin’s Eye is presented with a clean and stylish aesthetic that works far harder than its combination of mostly static environments and text-based narrative would imply. For starters, the character portraits from acclaimed comic book artist Guillaume Singelin that accompany story beats are gorgeous and add incredible dimension to the game’s already-fantastic writing. When it kicks in, the game’s soundtrack from returning composer Amos Roddy swings deftly between ‘illicit underground fetish club in the year 2090’ and ‘metaphysical contemplations on a Korg MS20’ and it honestly slaps fucking ass. For a game where the most important bits are delivered mostly in text and numbers, Citizen Sleeper is an absolute vibe

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Dredge Review – A Trophy Catch https://press-start.com.au/reviews/ps5-reviews/2023/03/24/dredge-review-a-trophy-catch/ Thu, 23 Mar 2023 13:59:51 +0000 https://press-start.com.au/?p=143547

If a game offers a fishing mini-game, I tend to seek it out. Ever since Ocarina of Time introduced me to the concept of the trophy catch, games have been a convenient avenue to take part in a pastime I’ve never gravitated towards despite my late-grandad’s wishes. The exception is Dredge. It’s all fishing and dragging the waters in search of secrets that lurk in the undercurrent. And quite frankly, it’s a bloody riveting video game.  Something that’s inevitable every […]

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If a game offers a fishing mini-game, I tend to seek it out. Ever since Ocarina of Time introduced me to the concept of the trophy catch, games have been a convenient avenue to take part in a pastime I’ve never gravitated towards despite my late-grandad’s wishes. The exception is Dredge. It’s all fishing and dragging the waters in search of secrets that lurk in the undercurrent. And quite frankly, it’s a bloody riveting video game. 

Something that’s inevitable every calendar year is the handful of independent games that come as if from nowhere and ultimately feature heavily during end-year commendations. Celeste, Hades, Disco Elysium, and even last year’s Cult of the Lamb. All of these went on to transform the teams behind them into household names overnight.

I feel that Dredge has that special something that might see it cause ripples for the team at Black Salt Games across the pond in New Zealand.

dredge

Dredge is a pretty simple sell in terms of its darkly spun story, as you’re cast ashore by a fierce storm and come to capsize in the quaint, seaside village of Greater Marrow, the nucleus in this particular archipelago. You trade favours for a replacement vessel to get your sea legs back under you, only to discover the islands—as well as those who dwell there mostly in isolation—harbour some twisted, nasty surprises.

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One way you pick yourself up by your bootstraps is to ply your trade as a fisherman, collecting all manner of ocean life and selling it back to the town fishmonger for the right price, throughout your travels you’ll be able to dredge the sea floor for both trinkets and salvageable materials that, in turn, can be used to refine your boat like the Ship of Theseus—until its every part, from the lantern to trawl net, is better than before. There are several little systems at play that all interlink to make Dredge a surprisingly complete, and fun, fishing game. 

Rather than struggling against a tense line by mashing buttons, fishing in Dredge is a mostly peaceful test of timing. Depending on the magnitude of the catch, you’ll either deal with up to a couple of spinning rings with broken paths that you’ll hop between or a singular ring peppered with prompts to speed up the angling. Time is of the essence after all, as the clock ticks over quicker when you’re luring a shoal and you don’t want to get caught out at night—at least at first. 

dredge

Another of the game’s mild challenges come with its Resident Evil-like inventory management. Everything consumes space, from your boat’s components—although they become more compact the more you spend on refinements—to the fish you haul in. It’s a game within a game as each catch has a peculiar shape, it almost becomes a game of Tetris trying to wedge that last cod onboard. 

Whether it’s recovering mysterious artefacts for an enigmatic “collector” or assembling a mortar to help a marooned pilot, you’re given a lot of varied objectives to keep you occupied throughout the game’s ten hour story. Dredge’s showpiece, however, is absolutely the fishing. Mastering the day and night conditions and acquiring the perfect equipment depending on where you’re dropping a line are two key pieces of the puzzle when it comes to filling out your journal like it’s a National Geographic guide for the cruellest of seas. 

I’m delighted at just how much Dredge feels like a Pokémon game at times, and how much joy I felt trying to catch them all.

dredge

Aside from the regular cod, mackerel, eels, and sharks, nightfall brings a particularly macabre twist as aberrations of these fish are pulled up from the briny depths. I kind of see this as the Dredge equivalent of shiny Pokémon, even if they’re eye-catching in a different way. Slick with grime rather than a glittering sheen, the distorted monstrosities are the prize catches that’ll net you both renown and a handsome payday.

Nighttime fishing is a perilous endeavour however, as the untameable beasts of the deep tend to wreak havoc if you stay out after sundown. This is wonderfully juxtaposed by how peaceful fishing can be under the safeguard of the sun’s rays, although the tension and danger is ultimately undercut by the game’s end as you’re granted protection spells from the aforementioned “collector” that’ll let you temporarily ward off any danger, overload the boat’s engines with a burst of speed, or even simply instantly transmit yourself back to the safety of his manor-side dock.

dredge

In certain areas of the archipelago, these spells are a must. Frustratingly, and perhaps it’s an effort to not directly gate progress, if you find yourself in the Twisted Strand early on, you’ll quickly find it was a journey wasted—and it is a good day’s trip with an undercooked vessel. It’s commendable that the entire map is open from the jump, but discovering through sheer trial and error that the road through lies elsewhere can be a drag.

Dredge’s presentation is absolutely lovely, from its simple and readable UI to the game’s positively eldritch art direction that truly encapsulates the sinister scariness of the unknown that comes with a vast, open ocean. While it is a strong direction, certain things are clearly hampered by a shoestring budget—although none ultimately hamper the fun.

Character’s avatars are voiceless drawn stills and the comical animation of the truck-sized angler fish that can wreck your boat undercuts the terror to a degree, but it matters not when you’re teetering on sanity’s edge after a dangerous, sleepless night at sea and your mind plays spectacular tricks on you. Beautiful waves of light dance atop the still water, stunningly destructive whirlwinds blow through, and woes of fog cover cause jagged rocks to appear out of nowhere.

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Dredge is a fresh take on the collect ‘em all trope and I particularly adore its eldritch dressing. I’m one who’s particularly petrified of the unknown, with the ocean and outer space being specific triggers of this in different ways. While not as infinitely vast as space, a fine case for the crushing scariness of the ocean is made by Dredge and you’ll long for the warm-glowing lantern, dangling like a beacon for safety on the dock in the distance.

Dredge will be a contender this year. And that’s not limited to the indie scene either, as I expect it’ll make waves and be Game of the Year bait in its own right.

Dredge is out on March 30th for PS5, PS4, Xbox Series X|S, Xbox One, Switch and PC.

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WWE 2K23 Review – Still Head of the Table https://press-start.com.au/reviews/xbox-series-x-reviews/2023/03/22/wwe-2k23-review-still-head-of-the-table/ Wed, 22 Mar 2023 02:02:47 +0000 https://press-start.com.au/?p=143629

Last year’s complete revamp of the WWE 2K series was a much-needed breath of fresh air, receiving a proper rebuild from top to bottom. In WWE 2K23, Visual Concepts has smartly tinkered with what made 2K22 so good, improving the game in key areas where it needed small but necessary improvements. Because of this, 2K23 is more about slight reinvention than it is complete revolution. That’s not a bad thing, though, as WWE 2K23 is more of what made last […]

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Last year’s complete revamp of the WWE 2K series was a much-needed breath of fresh air, receiving a proper rebuild from top to bottom. In WWE 2K23, Visual Concepts has smartly tinkered with what made 2K22 so good, improving the game in key areas where it needed small but necessary improvements. Because of this, 2K23 is more about slight reinvention than it is complete revolution. That’s not a bad thing, though, as WWE 2K23 is more of what made last year’s game so damn good, and then some. 

Those who have played 2K22 will feel right at home when they fire up this year’s entry. Tweaks and refinements have been made to general gameplay – such as using your momentum meter for signatures and other ring antics, like possum pins and payback moves – alongside the addition of the excellent WarGames match type.

WWE 2K23

WarGames pits two teams of three or four against one another in two rings side by side. As expected, this immediately transcends into pure chaos, but the moment-to-moment action is stupidly enjoyable. Memorable moments arrive in spades thanks to the sheer amount of action going at one time, which is further made apparent when you take the action online and against friends (or rivals). While some connection issues hampered the fun online, it’s still silly, hilarious fun that is a welcome addition to the plethora of content already available in 2K23. 

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Aside from the sheer chaos of WarGames, the mode works because 2K23 controls excellently and looks great. Whether you’re a newbie, haven’t played a WWE game in a while or are a returning veteran of the series, the game caters for you and your skill level. And I can confidently say I’ve had more fun with this year’s entry than I have with any other wrestling game in over a decade. Whether it was performing something ludicrous off the stage ramp or hitting a perfect set of finishers to end a tough match, there was always something that captured my attention and made me smile. This also translated to the myriad of silly glitches I encountered throughout my time with the game, which were never too game-breaking to completely kill my enjoyment but certainly reared their head a little too much for my liking.

WWE 2K23

John Cena is the focus of this year’s Showcase mode, and I enjoyed my time with it. I particularly enjoyed the focus on Cena’s biggest losses rather than his victories, from his debut against Kurt Angle to getting properly dismantled by the Undertaker at Wrestlemania 34. Cena’s commentary provides some fascinating insight into his preparation behind these key matches, though there’s just not enough of it. This, combined with a lot of dead air during each match (thanks to the fact there’s no commentary, which is substituted for some truly awful b-tier rock music), makes for a fairly subpar experience on the presentation side of Showcase.

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That said, by taking control of Cena’s opponents throughout the years – following objectives and watching footage spliced in with gameplay as the match plays out – you’re never really doing the same thing twice, which was an annoyance of mine from last year’s Showcase mode. A lot of the matches have different opponents, meaning you’re rarely playing as a superstar more than once. This adds a decent amount of variety to the mode and kept me interested throughout, and while it was short (at around 2-3 hours) it was a nice trip down memory lane. 

WWE 2K23

If you’re sick of beating up John Cena, MyRise offers two stories to play through in 2K23 with a created superstar. Both are generally pretty enjoyable to venture through, giving you a handful of choices to make that slightly alter the story and encourage some replayability, while doling out some of the most cringe-worthy dialogue you’ll hear in a game this year. It’s not all that bad, but there was a certain point during The Lock’s story where I really began to hate my own character for being such a whiny brat. That said, I did enjoy the superstar cameos and variety of matches thrown my way during each story. 

A major gripe I had with MyRise were the loading screens, however. Loading screens were so consistent that I was constantly pulled out of any bit of immersion I’d had with the story. 2K23 is plagued with loading screens in general, but the issue really comes to a head when playing MyRise thanks to the consistency of them – whether you’re going between cutscenes or wanting to change your character’s entrance, moveset or look. They’re everywhere, and it was incredibly bothersome.

WWE 2K23

MyGM, 2K22’s flagship mode that puts you in the role of a GM competing with the other WWE brands, returns this year with some well-needed tweaks. You can now compete over the course of multiple seasons against up to three other players (whether that’s via local play or against AI), giving the mode some much needed longevity. It’s an absolute blast to play, too, though I do wish I was able to play against mates online in a sort of Mario Party-style format, as it seems almost geared for that. 

Even so, MyGM has been one of my favourite modes to jump into across both 2K22 and 2K23, and the addition of Hall of Fame and seasonal challenges, new match types and new GMs to pick from has made the mode a heck of a lot better. It’s a massive improvement over last year.

WWE 2K23’s Universe mode is the best it’s been in many years, too, giving players an unparalleled level of freedom to customise the WWE universe to their heart’s content. Whether you want to create dream rivalries and scenarios or bring in created wrestlers, shows, arenas or championships to spice things up, it’s entirely up to you. Both the manager and superstar modes in Universe mode impressed me with the amount of customisability on offer – there’s just so much to do and involve yourself in.

WWE 2K23

On the topic of customisability, the creation suite on offer in WWE 2K23 is unlike anything I’ve ever seen in a sports game. Returning customisation options, like the ability to create shows, arenas, championships and the like are great, however the welcome return of advanced entrance customisation options gives players an unparalleled level of freedom. There’s truly so much room for experimentation here that I felt constantly overwhelmed with the options at hand. Community creations have already blown my mind during release week, whether they’re bringing old wrestlers back into the game or creating brand new ones, and that’s a testament to the options available.

The most disappointing part of 2K23 continues to be its MyFACTION mode, which sees little improvement this year. Much like last year, the mode did very little to entice me to play when every other mode was more enjoyable, rewarding and fun to work through. The rewards in MyFACTION are relatively meagre and it can feel like a slog at the best of times, making for the weakest mode of the lot by a decent margin.

WWE 2K23

Even with some minor disappointments and some of the most frustrating load times in a current-gen game I’ve experienced, I’ve had an absolute blast with WWE 2K23. It continues Visual Concepts’ upwards trajectory of the series which kicked off with WWE 2K22, and improves on the formula in small but significant ways. The addition of WarGames, a great new Showcase, an awesome roster and welcome tinkering of MyGM make for a game that wrestling fans should get plenty out of. And that’s not even mentioning the creation suite, which I have no doubt will continue to boggle my mind throughout the year. Wrestling fans can rejoice – WWE 2K23 is a triumph.

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Resident Evil 4 Review – A Triumphant Reimagining https://press-start.com.au/reviews/ps5-reviews/2023/03/17/resident-evil-4-review/ Fri, 17 Mar 2023 06:59:11 +0000 https://press-start.com.au/?p=143510

I was sceptical from the beginning as to whether Capcom needed to remake Resident Evil 4. While it wasn’t my favourite in the series (a controversial opinion, perhaps), I could still appreciate its influence on the industry and why people loved it. Given its impact, I also felt like it still played fine enough. But it turns out I was wrong. Because while I was sceptical as ever, Capcom has put an earnest effort into ensuring that Resident Evil 4 […]

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I was sceptical from the beginning as to whether Capcom needed to remake Resident Evil 4. While it wasn’t my favourite in the series (a controversial opinion, perhaps), I could still appreciate its influence on the industry and why people loved it. Given its impact, I also felt like it still played fine enough. But it turns out I was wrong. Because while I was sceptical as ever, Capcom has put an earnest effort into ensuring that Resident Evil 4 not only reimagines the original experience. It absolutely eclipses it in practically every way.

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Resident Evil 4 follows the plot of the original game closely. You play Leon S Kennedy, who has since begun working for the US Government following his escapades in Resident Evil 2. He’s sent to a mountainous region in Spain to rescue Ashley Graham, the president’s daughter, from a strange cult living in the area with strange proclivities. He arrives, the villagers attack, and chaos ensues. It’s not your typical Resident Evil story, but it’s simple enough to follow regardless of whether you’re new to the series or a returning fan. It’s incredibly self-contained.

resident evil 4 review ganado grab leon

Resident Evil 4 does such a great job of recontextualising the events of the original game that I’m almost tempted to say it surpasses it. Where the original game was action heavy, the remake reimagines the whole adventure with a more horror-tinged atmosphere and aesthetic. It’s largely successful in doing so – there are some creepy moments throughout – though arguably nothing that reaches the creepier heights previously sought by the first half of 7 or Village’s now-infamous House Beneviento and its DLC.

But where the original game was lauded for its cheesy B-movie vibe and hammy one-liners, Capcom has seemingly done the impossible. It’s managed to translate the original game into the nigh photorealistic style of its current slew of Resident Evil games while keeping the cheese intact. While the one-liners and quips that Leon or his many enemies spout from moment to moment are different, they all still fit within the original game’s tone. It’s a truly masterful execution of what felt like an ambitious task.

Resident Evil 4 Review El Gigante And Leon

And that’s really the running theme when talking about Resident Evil 4. It’s a remake that remarkably respects the game that came before it. It builds on the already strong foundation that the original game laid, updating it to feel like a classic Resident Evil game and a modern one. So much of the storytelling is elevated by the addition of numerous files detailing the backstory of the village and the cult. While its structure is the same – it cuts you off of each location after you finish it – it feels like three mini Resident Evil games packed into one, with each major area explorable more than before.

But it doesn’t stop there. The combat has been similarly revamped into something I can only describe as series-best. Everything in the original is here still– roundhouse kicks, goofy suplexes and a wild variety of weaponry. But Resident Evil 4 introduces a few simple mechanics that, once again, elevate the experience. Leon can now crouch – which sounds ridiculous to celebrate – but it opens up many evasion opportunities not previously available in the original. In addition to this is the parrying system, which uses up knife durability to prevent receiving damage. Your knife is repairable, and you can have many, so it’s not quite as annoying as expected.

Resident Evil 4 Review Leon and Ashley

And while the combat is excellent, the pacing is similarly immaculate. As I mentioned previously, everything you enjoyed about Resident Evil 4 is here in some form in the remake. There are key moments that you’ll remember, but they’ve either been condensed or changed entirely to flow better and offer a better experience that makes sense. Areas that previously served as weird, out-of-place in-between spaces have been reincorporated into a critical path that, once again, improves the game’s pacing. Resident Evil 4 is often said to be masterfully paced, but that remake only furthers that fact.

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Even the encounters you have with most enemies have been adjusted or reimagined to be something else, and it’s often for the better. Some of the boss battles in particular have been reworked in a way that they’re entirely something different (and better). Others have most certainly played it safe, but given how strong these battles were in the first place, it is encouraging to see them marginally improved rather than completely changed for the sake of changing it. The team has done a great job of crafting a delicate balance between old and new here, which is more than encouraging.

Resident Evil 4 Review Combat Castle Elevator

It’s not all retreads, though, as some things are brand new. It would be remiss to spoil just how much the main story deviates from the original in structure and flow, so I won’t. But this remake plays with your expectations if you’re a returning player, playfully winking at those who think they know the original game inside-out. It’s a kind of playfulness and willingness to have fun with fans’ expectations that I haven’t felt since 2002’s remake of the original game and one that no remake since has managed to capture.

The new optional content is a nice touch that isn’t excessive or detrimental to the game pacing. From time to time, the merchant will issue requests to the player to do something. These quests are often simple; find an item somewhere or kill a more powerful variant of an enemy you’ve already encountered. But they encourage backtracking and exploration of the world. Completing them gives you spinels, which can be traded with the merchant for goodies. There are around thirty or so of the quests to finish, but they’re all introduced at an appropriate enough rate that they never get in the way of the main game.

Resident Evil 4 Review Merchant Gem Trade

Even with the addition of the side quests, Resident Evil 4 still manages to clock in around the same time as the original game, though it’ll still take most players more time than the original. My first run through the game on Hardcore mode clocked in at around 26 hours. It’s undoubtedly the most substantial of the Resident Evil games Capcom has done since transitioning to RE Engine, and it’s a good type of substantial too. The game is constantly throwing a wealth of old and new enemies at you and leveraging its robust combat systems and high enemy variety to offer an evergreen experience.

Die-hard fans will notice a few omissions, however. A single boss from the original game is missing, but much like Resident Evil 2 before, I only yearned for these encounters to be included once I really thought about it. Resident Evil 4 is complete. It’s not missing aspects to the same extent as Resident Evil 3 was, and in fact, has had things added. Of course, The Mercenaries is sorely missed but it is coming as a free update later on down the track. Ada’s campaign, Separate Ways, is also missing. Still, given the lower quality of that campaign I wouldn’t be surprised to see Capcom reworking it to be something much more substantial and enjoyable down the line as downloadable content.

But what makes Resident Evil 4 such a compelling upgrade is the attention to detail and the sheer quality of its presentation. I’ve said it before, and I’ll repeat it – this is easily Capcom’s best-looking game since they switched to RE Engine. The Village, the Castle and the Island are all brought to life in ways that respect the original games while tinkering with them to be more cohesive. A cabin that was previously a single room has been expanded to multiple rooms with all kinds of macabre charms, alluding to the cultic presence scattered throughout. It really feels like the developers used the environment to not only update the look of the world but tell a deeper story within it. It’s a fantastic upgrade.

The same can be said for the sound design too. Floorboards creak. Caves drip. Mad rabid cultists breathe feverishly and heavily. It all comes together to give the world a great sense of atmosphere. The music has similarly been revamped and incorporates a lot of choral chanting to allude to the cult’s presence in the region. It’s a step up in practically every way – and while I was used to hearing certain tracks at specific points of the story in the original – these new tracks turn every boss encounter into a loud, confident bombastic set piece.

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Destiny 2: Lightfall Review – Underwhelming Finality https://press-start.com.au/reviews/pc-reviews/2023/03/15/destiny-2-lightfall-review-underwhelming-finality/ Wed, 15 Mar 2023 05:57:47 +0000 https://press-start.com.au/?p=143404

If you’d asked me how I felt about Destiny’s latest expansion, Lightfall, prior to release, I probably would’ve insinuated it was a homerun waiting to happen. It felt like the writing was on the wall – high stakes, a swanky new subclass in Strand, a new city to explore, and so much more. It’s these hopes and expectations that set a bar for Lightfall that it simply couldn’t meet. Does that mean Lightfall is a bad expansion? No, I don’t […]

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If you’d asked me how I felt about Destiny’s latest expansion, Lightfall, prior to release, I probably would’ve insinuated it was a homerun waiting to happen. It felt like the writing was on the wall – high stakes, a swanky new subclass in Strand, a new city to explore, and so much more. It’s these hopes and expectations that set a bar for Lightfall that it simply couldn’t meet.

Does that mean Lightfall is a bad expansion? No, I don’t think so, at least. Where Lightfall crashes and burns with its character writing and narrative, it excels in its new gameplay additions and changes. Where difficulty has been adjusted to be more in-line with the ever-looming threat of power creep, Neomuna can feel disparate and empty. For every step in the right direction, there’s also a step backwards that feels more tangible than ever given The Witch Queen’s myriad successes.

 

If you equivalize Destiny’s decade spanning saga to that of the MCU, Lightfall is essentially the Infinity War of this narrative. The threat we’ve all been waiting for is here – the Witness, alongside a transformed Calus as its newest disciple. After attacking Earth and taking the Traveler captive, the Witness sends Calus to Neptune in search of a mysterious paracausal object known as the Veil.

Lightfall’s opening is firing on all cylinders, properly establishing the threat of the Witness and a sense of urgency about the whole campaign as our guardians hitch a ride to the hidden city of Neomuna. There’s a sense of rivalry between ourselves and Calus as years of conflict have built up to this moment. It’s unfortunate then, that after the first two missions, the campaign comes to a screeching halt on all fronts.

Destiny 2 Lightfall Review

There’s a few key offenders, the most glaring of which is the general lack of explanation and characterization. Despite it being mentioned multiple times over the years in the lore, the Veil is never fully explained or explored here in Lightfall. Jargon and technical terms are thrown around in similar fashion to that of Destiny’s original campaign – only there’s no external lore to properly support it. Not only does Lightfall leave you with more questions than it does answers, it does so in an unsatisfying manner.

It’s clear that Lightfall’s seasons are going to delve into these subject matters deeper. I’m sure we’ll eventually learn what the Veil actually is, what the Witness wants with it, what the Radial Mast was meant to do, and more. That doesn’t change the fact that it’s hard not to feel short-changed when we’re essentially back where we started before the expansion dropped. As we move into the final year of this saga, it’s a time to provide answers, not shroud players in more mystery.

Destiny 2 Lightfall Preview

The Cloud Striders in concept are a great idea – defenders of a city separated from Guardians and the Traveler’s protection. Rohan in particular is quite engaging as he nears the end of his tenure as Cloud Strider and mentor to Nimbus. There’s a lot of parallels to be drawn between him and Osiris, and there was great opportunity for real growth between them. Unfortunately, Rohan just doesn’t get enough screentime to become the fan favourite character he had the potential for.

Nimbus is similarly misspent, largely in the way that their dialogue betrays the tone and atmosphere Lightfall is trying to establish. They’re constantly quipping, even after traumatic events, often resulting in cringe inducing moments. A lot of their writing does fare better in the post-campaign quests, but it feels like too little too late for it to have any long-term impact on players.

Destiny 2 Lightfall Review

Arguably the biggest problem with the Cloud Striders, is that time spent with them is time that could’ve been spent with established characters. Osiris and Caiatl, who should’ve been pivotal to the plot of Lightfall, have very little to do, filling minor roles at best. Caiatl feels especially wasted given the conflict with her father should’ve taken centre stage here. Calus also feels unexplored given how often he’s served as our adversary over the years. One character that undeniably delivers, though, is the Witness, who commands every single scene they’re in. It’s in brief and fleeting moments that we see them, but it’s clear Bungie has a handle on this character and its otherworldly nature.

One of the most lauded inclusions in The Witch Queen was a new approach to campaign design and difficulty. Lightfall continues the trend with a new Legendary campaign, bringing eight tightly-paced missions to surmount on Neomuna. I don’t think the quality is quite at the same level as The Witch Queen’s campaign, but still offers an enjoyable romp from start to finish. It feels more coherent with the 80’s action movie inspiration Bungie was going for. Tormentors also accomplish what they set out to do remarkably well, serving as a terrifying yet engaging enemy unit that feels distinct from any other.

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A large part of this success is thanks to Strand, our second Darkness-based subclass. Learnt over the course of the campaign, Strand is all about tapping into an ethereal weave that connects everything. This core concept gives way to some truly whacky ideas like a grapple hook, suspending enemies with threads, and unleashing sentient Strand constructs called Threadlings. Each Strand subclass feels incredibly distinct and immediately powerful with proper buildcrafting. You can really get into a flow with high actions per minute and flexible gameplay loops with each ability at your disposal.

From the mobile and powerful Hunter Threadrunner to the minion master Warlock Broodweaver, Strand has much to offer in countless facets of Destiny 2. It also helps that there’s a decent selection of Strand weapons to pair with these subclasses, offering new Strand-based perks and abilities that really freshen up the sandbox. The grapple is a particular standout, offering unparalleled movement and interactions that weren’t possible before. It feels truly distinct in the broader scope of Destiny’s subclasses, which isn’t such an easy feat nowadays given the complexity of the pre-existing four.

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Destiny has often struggled with recent destinations being empty and lacking in things to do. They’re visually stunning and offer some degree of exploration, but don’t have the same enemy density as other aspects of the game. Neomuna is an improvement in this regard but there’s still work to do be done. General exploration can often feel quite barren and lifeless, with all of Neomuna’s citizens residing in a state of digital consciousness. It means you’ll only ever come across enemies, digital constructs, and other Guardians.

Terminal Overload and the Vex Incursion Zone do quite a bit to alleviate how empty it can feel at times, providing activities with loads of enemy density and worthwhile rewards. The city itself is gorgeous, offering neon-soaked skylines and high-rise buildings that feel distinct in Destiny’s slew of locations. It’s a shame it isn’t more vertically inclined given Strand’s inclusion, but swinging around the city is still a blast nonetheless.

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There are few things that players look forward to more in new expansions than the introduction of a brand-new raid. Lightfall’s comes in the form of Root of Nightmares, set in a pyramid ship belonging to the Witness, only terraformed by the Traveler. It’s a truly gorgeous raid, with some of the best visuals we’ve seen in a raid to date – which is no small feat.

Unfortunately, I don’t think Root of Nightmares sticks the landing in terms of gameplay and design. It’s a combat focused raid, which there’s nothing wrong with, but it comes at the cost of mechanics. While there’s something to be said for simpler raids, I’d argue that RoN is overly straightforward. Three of the four encounters feel as if they could be Dungeon encounters, requiring little to no communication and collaboration between players. There’s nothing wrong with a short and sweet raid ala Wrath of the Machine, but the limited mechanical complexity means a lot of time is spent dealing with combatants as opposed to engaging with mechanics and puzzles. Where Vow of Disciple maybe leaned a little too hard into mechanical depth, Root of Nightmares is skewed too far in the other direction.

Destiny 2 Lightfall Review

While the seasons that launch alongside major expansions are typically lighter in content, they’re also some of the most consistent. It’s still early days for Season of Defiance, but what’s been released so far has been quite enjoyable. It offers a pretty standard Battlegrounds activity that’s made more engaging through difficulty and high enemy density. The new exotic mission, Avalon, is also a hit for many of the same reasons. The writing here is also leagues above that of the main narrative, and I look forward to tuning in every week to see how the battle on Earth unfolds now that Neptune is (relatively) safe, even if the seasonal model is feeling tired.

Power creep is a concept that frequently rears its head in live-service games, and Destiny 2 is no stranger to it. Our power has grown exponentially over the last few years, and Bungie have decided to reel it in a bit by raising the game’s overall difficulty floor. The changes mostly land, making general playlist content more engaging than usual, incentivizing players to make use of buildcrafting and loadouts.

D2 Lightfall Preview

Not all of it works, though. There’re a few kinks to be ironed out within certain difficulty tiers, Nightfalls, and even Root of Nightmares. A flat increase in difficulty doesn’t work for all aspects of the game, though I suspect it’ll take some more extensive playtesting and feedback to get these activities to where they need to be. As a veteran player, I appreciate the overall increase in challenge, but can also see how it’s alienated some of the casual player-base, and can feel inconsistent.

You could also argue that Lightfall’s best inclusions come in the form of its quality-of-life changes, which are plentiful and vastly improve the overall experience. The mod system has been streamlined to demystify buildcrafting, with many mods being rolled into the new Armor Charge system. While I was initially hesitant at how simplified it seemed to be, I’ve come around to the system quite a bit. Buildcrafting is much less convoluted and you spend less time in menus as a result, while also cutting down on the overall messiness of the inventory. Loadouts and the new mod screen similarly streamline the process of managing armour and mods, making for a much more seamless experience overall.

D2 Lightfall Preview

Another long-standing point of pain, Champions, have also been addressed via using built-in subclass verbs and abilities to stun them. This seemingly insignificant change allows for much more freedom in terms of loadout and weapon choice, and adds a much needed fluidity to the combat loop when dealing with Champions. Artifact Mods have also been reworked to always be active, with the caveat of only being able to unlock 12. You’re free to reset the Artifact whenever you’d like, but its once again another example of cutting down on monotony while still placing buildcrafting at the forefront of Destiny 2’s RPG systems.

Destiny has long had an issue of bringing new and returning players into the fold. Its lack of tutorials and seemingly convoluted systems were alienating to those looking to get into the game. Bungie have made many attempts to address this issue, the latest of which comes in the new Guardian Ranks system. Guardian Ranks acts as an account rank that is meant to display how experienced a Guardian is, while also pointing new players in the direction of what to do next. While I can’t speak for the new player experience (which still doesn’t seem all too great), Guardian Ranks are a nice way to signify a player’s experience with the game, though it has some problems.

Destiny 2 Lightfall Review

Because Guardian Rank unlocks are retroactive, its as if every single player is rank six – the highest you can be when a season begins. This already poses some issues, as someone with 3000 hours versus someone with a few hundred will start a season with the same rank. Unlocking Advanced Ranks allows you to grow further, but they reset at the start of every season, bringing everyone back down to six.

The biggest problem with this is that the system doesn’t really function as intended, and going to all the effort to earn Advanced Ranks feels wrong knowing it’s going to reset. The decision to tie achieving a certain Commendation Score to Guardian Ranks is also a baffling decision, completely undermining their purpose as people hand them out left, right, and centre to bolster their own scores.

Destiny 2 Lightfall Review

If there’s one thing you can always count on with Destiny, it’s that the art team is going to deliver – and deliver they did. Neomuna is positively brimming with detail and architecture that feels almost alien and out of place – the way that a hidden city should be. Root of Nightmares is a visual feast as previously mentioned, and the few forays we’ve had into the Vex Network have me yearning for more. The visual effects of Strand also really pop with neon green threads exploding in every direction as you unravel your foes.

In saying this, Lightfall does continue the trend of buggy expansion launches. While the actual day one experience was remarkably smooth, numerous issues have reared their heads since launch, some of which have yet to be fixed. Aside from the usual weapon and armour bugs that have them doing ludicrous amounts of damage, there’s also an issue with character and weapon models turning invisible during long play sessions, which is seemingly linked to the commendations system. There’s also countless enemy attacks and environmental hazards tied to framerate, which actively punishes players for playing at higher frames. I think its fair to expect bugs on launch, but it’s disappointing that these nagging issues have yet to be fixed.

Destiny 2 Lightfall Preview

Expressing my opinion on Lightfall has been tricky. I don’t think this expansion is nearly as bad as some are making it out to be, there’s plenty of good on offer here. Strand, loadouts, mod changes, the post campaign activities, and more are reason enough to argue that Destiny 2 is the best it’s ever been from a gameplay standpoint. Narratively, though, Lightfall objectively fumbles what should have been a homerun at a time where Bungie really can’t afford to do so.

I sincerely hope that the stuff that’s come after the campaign is a signifier of what’s we can expect with future seasons as we build up towards The Final Shape. Despite the disappointing narrative, I’ll keep coming back to Destiny 2 because the other inclusions are just that good, and if you can move past the shortcomings, you might just have a similar experience.

The post Destiny 2: Lightfall Review – Underwhelming Finality appeared first on Press Start.

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Figment 2: Creed Valley Review – In One Ear And Out The Other https://press-start.com.au/reviews/pc-reviews/2023/03/12/figment-2-creed-valley-review-in-one-ear-and-out-the-other/ Sun, 12 Mar 2023 02:22:52 +0000 https://press-start.com.au/?p=143390

Having not indulged in the first Figment game, to which this is a sequel, Creed Valley feels very much like another relapse within a disturbed mind. It tells its own contained story, complete with teaching moments. It does feel more like Dreamworks than Disney in its ability to deliver characters and dialogue to help stitch the gorgeous, hand painted world together, but it’s ultimately tough to fault this little indie that could. You play as an elvish lad named Dusty, […]

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Having not indulged in the first Figment game, to which this is a sequel, Creed Valley feels very much like another relapse within a disturbed mind. It tells its own contained story, complete with teaching moments. It does feel more like Dreamworks than Disney in its ability to deliver characters and dialogue to help stitch the gorgeous, hand painted world together, but it’s ultimately tough to fault this little indie that could.

You play as an elvish lad named Dusty, the embodiment of courage itself within the mind palace that Figment’s story takes place in. With Piper, his avian aid, he’s tasked with achieving peace inside of a headspace still plagued by nightmares. A day inside the mind is realised creatively, not only do you rhythmically dispatch nightmares but you wade between open-minded and closed-mindedness to converse with anthropomorphic, and quite frankly shaggy to an adorable degree, Opinions—which range from some profoundly important things like self-help to inane topics such as how to leave the toilet seat. 

Which is down, by the way.

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There’s a meta story that exists beyond Dusty’s perception, as the nightmares he wrestles with serve as manifestations of external stresses that concern our hero’s owner. It’s not exactly Inside Out in terms of delivery, and it’s kind of just there—it’s doled out in between major story beats and in conjunction with the game’s sole collectible. 

Figment plays kind of like a game jam version of Bastion had it been mashed together with the concepts behind Psychonauts. It’s ultimately an isometric action game that incorporates environmental problem-solving, a small amount of detective work, and some humour to break up the action. 

That’s where the game does experience a few hang-ups. While it’s apt for what it is, Figment’s combat is rather one note. Where a game like Bastion has many weapons on top of many systems to give the gameplay a bit of heft, Figment arms you with a lone wooden sword that can attack lightly, slightly less lightly following a roll, or deflect comically drawn rockets that fire from the periphery of the mind’s defences.

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It is simple, which will suit its intended audience, which I’m guessing is younger teens. But if you’re hoping for a rollicking action game with meat on the bone, this one is certainly style being favoured over substance. 

Figment’s marketing certainly promised a musical adventure and I feel like the game does ace this in a few key areas. Music is simply present everywhere in different forms, whether it’s a bridge made of piano ivories or boss fights dressed up as full blown musical numbers. Figment is certainly a theatrical game, and I couldn’t wipe the grin off of my face during any of the handful of original compositions. 

As far as ads go, the enemy variety is rather sparse too. Reflecting now, I can recall perhaps three or four enemies that’ll aim to cause you grief. While this’d spell trouble in a twelve hour game, Figment’s brevity serves it well here, ensuring that neither its limited mechanics and cast of villains overstay their welcome. If nothing else, Figment delivers a brief adventure fitting of its budget price.

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The game’s art direction is one of its strongest points, without doubt. While mindset, which as I established there’s two to hop between, can guarantee varying moods, there’s a lovely assortment of colours this game leans on to deliver its oil paint on canvas aesthetic. I actually adored the imperfections too, especially the unevenly dried globs of paint. I feel like it has an almost rushed look that, in tandem with a particular scenic vista near the endgame, speaks to the inability of Dusty’s surrogate to slow down enough to smell the roses and ultimately embrace joy. 

I encountered only one game-halting bug in my handful of hours, but fortunately due to the rather short chapters, I was simply able to restart and quickly catch up. The game performed well otherwise, save for a few moments of slow down when one of the bigger skirmishes took place.

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Figment 2: Creed Valley is a quaint game that’ll warm a lot of hearts. There’s nothing it does particularly wrong, in fact it’s quite capable in all facets of what a game can be. It’s simply a case of where less isn’t more, it’s just less. The combat is fun, but one-note and there aren’t enough enemy types to warrant strategic thought. Fortunately, the moxie of Dusty, the gleeful exuberance of the world itself, and the big showman-like show tunes from the roided-out baddies would make our Hugh blush.

It’s a fun romp, you’ve just gotta put your mind to it.

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The Outer Worlds: Spacer’s Choice Edition Review – Some Choice Upgrades https://press-start.com.au/reviews/ps5-reviews/2023/03/08/the-outer-worlds-spacers-choice-edition-review-some-choice-upgrades/ Wed, 08 Mar 2023 01:34:08 +0000 https://press-start.com.au/?p=143277

The Outer Worlds was one of my favourite RPGs of the last generation, with Obsidian Entertainment playing to the strengths it proved in the fan-favourite Fallout: New Vegas and producing a succinct sci-fi romp with fantastic characters, a dense and detailed world and some hilarious writing. Now, the game is back and jazzed up for both the PS5 and Xbox Series X|S platforms as well as PCs rocking more modern hardware. I’ve spent the last few days checking out the […]

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The Outer Worlds was one of my favourite RPGs of the last generation, with Obsidian Entertainment playing to the strengths it proved in the fan-favourite Fallout: New Vegas and producing a succinct sci-fi romp with fantastic characters, a dense and detailed world and some hilarious writing.

Now, the game is back and jazzed up for both the PS5 and Xbox Series X|S platforms as well as PCs rocking more modern hardware. I’ve spent the last few days checking out the PS5 version specifically, after having originally reviewed the game and completed a couple of playthroughs on the PS4 where it certainly felt hamstrung by the comparatively meagre console hardware.

Free of last-gen confinement, the new Spacer’s Choice Edition of the game offers improved visuals, some slight gameplay tweaks, PS5-specific DualSense features and a complete content package with both previously-release DLC expansions.

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PS4 (left) vs PS5 (right)

Naturally the most immediate difference in the new-gen version of the game is the visuals, which benefit from changes both big and small. The game’s sweeping, planetary environments look much more detailed and lush thanks to upgraded assets, better draw distances and an improved lighting model. A lot of characters and objects aren’t obviously improved until you compare them side-by-side with the last-gen versions of the games but they do sport some improved animation work in places. The game’s overall look is significantly nicer than before, and it all goes a long way to selling the incredible art direction that’s always been there.

Unfortunately, while it looks great performance is a bit weird (at least on console). There are two modes with a graphics-focused option offering a sharper image with noticeably better lighting and particle effects, as well as a performance option that dials things down slightly in favour of a higher framerate. I was expecting the performance setting to be leaning toward a locked 60fps given the age of the game and the power of the new machines but it seems to really struggle, instead wavering wildly and introducing some distracting stutter. While I’d normally be happy to take a bit of a visual hit and stick with the higher framerate option I’d actually almost recommend going the other way with this one and taking the nicer visuals – it’s a game that plays just fine at 30fps anyway.

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PS5 Performance Mode (left) vs Graphics Mode (right)

One big performance benefit comes by way of the load times, which are far from instant here but still a huge reduction over the original’s frustratingly lengthy load screens on console.

As far as gameplay goes, this is pretty much still The Outer Worlds you know and love, although Obsidian does promise some small tweaks like an increased level cap, which should make coming back for a new playthrough at least a little more interesting, and improved companion and enemy AI – something I’m inclined to believe is a thing but is hard to realistically gauge after having not played the original in a while. Of course, both DLC expansions are included in Peril on Gorgon and Murder on Eridanos, which are both fine additions to the game. The addition of support for haptic feedback and adaptive triggers on PS5 is definitely welcome, with the game’s already-great selection of interesting and fun sci-fi weapons all feeling that much more distinct here.

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The thing that makes or breaks the value proposition with The Outer Worlds: Spacer’s Choice Edition really is the way it’s being offered. If you’re brand new to the game and don’t own it on any platform, it’s around $90 AUD for this updated version including the expansions, which in my eyes isn’t too bad for what you’re getting. If you already own the game and not the extra DLC however, you’ll also still be up for the full ninety bucks, which kinda stings. Lastly, anyone who does own the base game and both expansions is eligible for a $12 paid upgrade. There’s probably a lot to argue around the value of these new-gen upgrades and the mechanics of how they’re implemented but I can’t help but feel this isn’t going to be ideal for a lot of prospective players.

There’s also no save transfer from the old version to this new one, which is a bit of a bummer.

At the end of the day, The Outer Worlds is still an excellent RPG that I’d highly recommend to fans of slightly-camp sci-fi adventures or most of Bethesda and Bioware’s catalogue. This new iteration isn’t perfect, but it’s both a great jumping-in point and a nice little upgrade for fans who don’t mind splashing a little cash to replay it in improved form.

If you’re yet to experience The Outer Worlds for yourself and you’re keen to know more, you can read my original review of the game (played on PS4) right here:


Picture this: you’re one out of tens of thousands of interplanetary colonists on The Hope, an enormous space station bound for a shiny new, corporate-owned colony in space. The trip is supposed to take ten long years, with the entire population in cryogenic sleep. Something goes awry though, and The Hope is stuck out in space for closer to seventy, at which point waking any human up from cryosleep would result in ‘explosive cell death’. A scientist by the name of Phineas Welles manages to science-up a chemical concoction to revive just one colonist though – you. You quickly learn that the corporate-owned Halcyon Colony hasn’t quite panned out the way it should’ve, with at least one planet already all but abandoned, and the divide between the powerful and the poor at its most extreme. Plus, the reasons for The Hope never making its destination are murky at best and sinister at worst. What would you do?

That’s the question that The Outer Worlds asks, but the answer is entirely up to you. I mean it when I say that, too. Keen to save your people and tear down the systematic oppression that the Halcyon Holdings Corporation is using to live in luxury at the cost of the colony? Sounds great. More concerned with taking advantage of the state of the colony and rising to power than helping revive the people on The Hope? Fuck those people. You do you. One of the reasons this all works so well is The Outer Worlds’ absolutely stellar (pun intended) writing. From the sheer enormity of incidental detail and pages upon pages of descriptive text contributing to the overall worldbuilding, to the superbly fleshed-out characters, it’s clear that a lot of love was poured into crafting the Halcyon Colony. There’s also some really welcome representation for sorely underrepresented groups in the game that comes across as genuine and meaningful, which is really nice to see. Above all, the game is gut-bustingly funny, to the point where I’d call this one of the all-time greatest examples of how comedy can really work in games.

Your immense influence on the narrative is impressive, as is the way that every quandary is less a simple moral choice than a considered and calculated maneuver. Obsidian have truly kept the ‘Role Playing’ in RPG alive in The Outer Worlds, and the way the story plays out from the grand scale to every small detail is entirely in your hands. At face value, the core mission and plot at the heart of the game is quite simple, but there’s a complex world full of equally complex systems to allow players to determine for themselves their role in the whole thing. Put in the hard work and you might start to see that the ‘bad guys’ aren’t always who you think they are, and sometimes you just have to kiss the corporate ring to get to where you need to be.

The other side of all this role-playing goodness is deep, robust and surprisingly approachable RPG progression. Everything your character does (or is able to do) in the Halcyon Colony is underpinned by their skills. Every time your character levels up they earn ten points to spend across seven skill groups, each with two or three subsets of skills. It’s mostly traditional RPG-type stuff like weapon proficiencies, sneaking and hacking, medicine, science and so on. The skills affect everything from your effectiveness in combat to the options available to you in conversations and the way in which you’re able to interact with the world. That might all seem pretty traditional as far as these types of games go, but The Outer Worlds does such a fantastic job of providing players with options upon options for how they approach each and every moment that where you put your points has a marked and tangible effect on every facet of your character’s journey.

One quick example of how this works in practice would be one of the many times that I found I needed access to a restricted area. The easiest way to traipse through off-limits places is to use your handy Holographic Shroud to disguise yourself as someone who is supposed to be there. Usually this is done by procuring a relevant ID, and so in this case I knew I could get one from a certain character. Trouble was, my character’s dialogue skills weren’t quite where they needed to be to convince this person to just part with their ID. My next best option would have been to just steal it from them, but my sneaking and lockpicking skills were also too low to get into their stash (and without them seeing) thanks to my oversized armour with its -5 sneak penalty. The solution? Go back to my ship, respec my skills to put more into lockpicking, strip (almost) naked, go back and break into the person’s place, steal their ID and be on my merry way. This one situation could have played out so many ways depending on my character’s build and how I, the player, wanted to approach it though. The way that character skills and playstyles gel together in The Outer Worlds is extremely satisfying and makes for some great emergent storytelling.

During this one encounter is also where my character picked up their first Flaw; an optional, permanent hit to a predetermined skill in return for an extra Perk point. In this case, the Flaw I was offered was ‘Paranoia’, a result of my being caught one too many times sneaking around restricted areas (although I always managed to talk my way out). Flaws are a lot of fun, taking your existing gameplay habits and offering you a chance to better yourself in spite of them. Fall off of stuff a lot? Being harshly debuffed when close to edges means you won’t get so close to them in future. Developed a fear of Raptidons from being mauled by them too often? Maybe now you’ll stop bothering them out in the wilderness. Okay, you probably won’t but you get the idea.

Companions are another big factor into how players’ individual stories will wind up being told. There are six of them in total, although it’s entirely possible to play through the game without ever letting any of them join your crew (good luck playing that way, though). Aside from helping you out in battle, each of these characters brings with them a rich backstory and their own personal quests to assist them in. These quests often mesh with existing storylines, and your companions will regularly interject in conversations with NPCs that are relevant to them, so the simple act of letting someone tag along on your adventures has a real effect on your experience. It’s also fun to experiment with different pairings of characters to see how they interact with each other. At one point I took a new companion out with myself and my favourite, Vicar Max, and we got exactly five minutes into exploring before she asked to call him ‘Vicky’ and he told her “Absolutely fucking not.”

While you could, with great difficulty, complete the entire game without ever taking another life – chances are that you’ll spend a decent chunk of your time in The Outer Worlds engaged in combat. For me, this is probably the game’s weakest area. Not that the combat is bad by any stretch, just that it doesn’t feel quite as fully realised as everything else. What’s there is solid; the shooting feels nice enough, the enemies (especially the awesome-looking alien creatures) are fun to fight and the companions are super helpful in a pinch. It wasn’t long before every fight started to feel the same though. Part of that can probably be attributed to my very basic, ‘tank-y’ character build, but this is also a relatively small world with few enemy types, whose AI patterns usually just boil down to rushing the player. There are a few awesome wrinkles to combat though; like Tactical Time Dilation, which lets you slow down the action and target specific enemy parts for crippling effects (think V.A.T.S., but with live aim).

This is without even going into the myriad options available when it comes to weapons, armour and other neat gear, but this is all Serious RPG Stuff™ that I’m not about to bore anyone with but RPG nerds will absolutely love. There are (mostly minor) gripes to be had though, starting with an occasionally clunky interface; especially the way item description boxes pop up over other items while you’re sorting through them. The ammo system can also be quite inconvenient – breaking weapons up into just three ammo categories means even if I spend the whole game armed with a wide spread of weapon types, they could all be pulling from the ‘heavy’ ammo category, leaving me with not enough of that and an abundance of ‘light’ and ‘energy’ ammo that I’ll never use.

One clear distinction from other, similar games that The Outer Worlds makes for itself is that it’s vibrant as hell. Obsidian weren’t afraid to give their world some actual colour, and the game is all the better for it. It borders on garish at times, but that’s just part of its charm. It really sells the satirical nature of the world, and also helps make the environment easy to read. Characters are equally creative and outlandish in their design, and look great in up-close conversation. They’re almost all voiced fantastically, too, with some notable names like Ashley Burch and Crispin Freeman among the very capable cast. The only real issues I had with the game’s presentation were the very noticeable texture pop-in that occurs when entering new areas and the annoying load screens when entering or exiting towns, larger buildings and the interior of the player’s ship, but those certainly aren’t deal-breakers.

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Wo Long: Fallen Dynasty Review – Mechanical Bliss https://press-start.com.au/reviews/ps5-reviews/2023/03/02/wo-long-fallen-dynasty-review-mechanical-bliss/ Thu, 02 Mar 2023 10:59:07 +0000 https://press-start.com.au/?p=143012

Despite the massive impact that FromSoftware’s titles have had on the games industry over the last decade, there are very few experiences that scratch the same itch. From’s world building and sense of place is unrivalled, it’s a daunting task to make a “Souls-like” and have it constantly compared to one of the most timeless franchises of the last decade. This is something Team Ninja has been keenly aware of in their forays into the genre, opting to focus on […]

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Despite the massive impact that FromSoftware’s titles have had on the games industry over the last decade, there are very few experiences that scratch the same itch. From’s world building and sense of place is unrivalled, it’s a daunting task to make a “Souls-like” and have it constantly compared to one of the most timeless franchises of the last decade. This is something Team Ninja has been keenly aware of in their forays into the genre, opting to focus on the combat and RPG aspects of these games to deliver something action-heavy and high-octane.

If the Nioh duology is Team Ninja’s answer to Dark Souls, then Wo Long: Fallen Dynasty serves the same purpose to Sekiro: Shadows Die Twice. Much like Nioh, though, Wo Long’s comparisons to its parallel are surface deep, offering an experience that’s much different to From’s 2019 hit. It leans more heavily into the combat fantasy of split-second decisions, speedy reflexes, and flashy action to make for an immensely satisfying and mechanically deep experience that insists you step up to the plate and surmount its seemingly insurmountable challenges.

Wo Long Fallen Dynasty Review

Set during the Later Han Dynasty of China, specifically the Three Kingdoms period, Wo Long: Fallen Dynasty follows your unnamed player character navigate their way through the murky waters of war and chaos. Despite starting out as an unremarkable militia soldier, you’ll quickly gain notoriety as you rise up to fight back a demonic outbreak plaguing China, often crossing paths with notable figures from Chinese history in the process of dealing with the source of this supernatural threat.

Wo Long’s narrative ultimately serves as a sort of adaptation of these events with a dark fantasy flavour, imbuing it with supernatural elements and twisted takes on Chinese mythology. All the carnage and chaos that transpires really sells the idea that the long-standing Imperial dynasty is on the verge of collapse. The story itself is relatively paint-by-numbers, with a few interesting elements that might keep you from skipping cutscenes, but won’t necessarily have you on the edge of your seat. The most alluring aspect of it is interacting with storied heroes like Lu Bu and how they fit into Team Ninja’s take on a more dramatised retelling of the period.

Wo Long Fallen Dynasty Review

Where Wo Long categorically excels, though, is in its combat. It’s similar to Sekiro at its core, but has so many in-depth systems built around it that it becomes a much more involved and measured process. That isn’t to discount the challenge of Sekiro’s rhythmic flow, but Wo Long has a much faster pace to it overall that demands your full attention at all times. Between regular encounters and boss fights, there’s much to look forward to for fans of the genre.

It’s all built around the Spirit Gauge, which acts as a sort of posture/poise meter, while also doubling as a resource in combat. Proper deflect timing, counters, and light attacks will build up this meter, while using heavy attacks, Wizardry Spells, and Martial Arts will expend it, as well as getting hit. Using any of the aforementioned attacks costs Spirit Gauge, but also grow in power in accordance with how much you have.

Wo Long Fallen Dynasty Review

Breaking an enemy’s Spirit Gauge opens them up for a critical attack, but your own can also be broken, leaving you completely defenceless for a short window of time. It lends to a constant risk/reward factor in combat where you know that one more successful deflect means you can unleash a nasty heavy attack for big damage, or cast a Wizardry Spell without putting your own Spirit Gauge in danger.

Even dodging and deflecting costs Spirit Gauge to use, so throwing them out in the hope to survive will set you on path towards swift demise. It can be overwhelming at first, but you’ll quickly find that you perform every action in combat with intent, and the decision to tie your Martial Arts and Wizardry Spells to a consistently renewable resource means you’ll engage with them much more than you otherwise would.

Wo Long Fallen Dynasty Review

The cherry on top are Critical Attacks and Divine Beasts. The former are heavy hitting attacks that can’t be blocked. Successfully deflecting these results in a large chunk of Spirit Gauge damage, as well as shortening the enemy’s overall Spirit Gauge until their next break. Divine Beasts function similarly to the Guardian Spirits of Nioh, where you can summon an equipped beast when the Divine Beast Gauge is full to gain advantages in combat, or use to them unleash a powerful attack.

Progression throughout levels is also another novel concept that Wo Long builds on in interesting ways, namely through the Morale system. While you’ll level and gear your character as you play through missions, each one also has its own Morale ranks to raise through exploration. You and your enemies have your own Morale ranks, which determine your overall strength within missions. Generally, you don’t want to go up against enemies with significantly higher levels of Morale than you. You lose Morale through death and getting hit by critical attacks, while it’s gained in a few ways, most notably through dispatching enemies, and via the brilliant Fortitude system.

Wo Long Fallen Dynasty Review

Fortitude represents the lowest that your Morale can drop to. You’ll start main missions with zero Fortitude, while side missions are usually higher. As you explore levels, you’ll find Battle Flags and Marking Flags, both of which increase your Fortitude, meaning you’re slowly lifting your minimum Morale as you venture through each mission. This mechanic alone if enough to incentivise exploration in Wo Long’s environments. You can absolutely try to beeline to the boss room while gaining Morale on the way, but without hitting any flags, you’ll lose it all as soon as you die, and it isn’t exactly easy to recover.

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Morale applies to your enemies as well, which is another thing to consider. Hitting an enemy with a critical attack after breaking their Spirit Gauge will drop their Morale by one, and some enemies can boost their allies Morale passively. Additionally, you can find groups of enemies guarding Battle Flags that need to be dispatched before you can claim them, and picking them off one-by-one is incentivised to slowly whittle away at their Morale. Not only is it a fantastic form of progression within each level, but it also goes hand-in-hand with the setting and themes of Wo Long.

Wo Long Fallen Dynasty Review

I will admit that there’s a lot to contend with here. Even the most seasoned of Souls-like veterans will need to take some time to adjust and learn all the systems at play here. It can be confusing at first, especially when so much is thrown at you in the opening hours of the game, but sticking with it gives way to systems that intertwine to create a cohesive combat system that’s incredibly satisfying to master.

A combat system like this is nothing without good enemy design, but this is another area where Wo Long delivers in spades. Both visually and mechanically, there are many foes to contend with here, each with unique move sets and capabilities that keep you on your toes. Seeing these Chinese myths converted into more demonic forms is fascinatingly morbid that always had me keen to see what was up next. The boss fights are a particular highlight, serving as firm punctuation marks to the end of each level. Some of them are definitively better than others, but they’re still always something to look forward to.

Wo Long Fallen Dynasty Review

The other core form of progression is your traditional levelling, but there’s also some changes made here that keep Wo Long unique within the genre. Instead of investing points attained with each level in traditional stats, you can put it into one of five Virtues, each one scaling with different weapon types, boosting their own stats, and grating access to specific wizardry spells. There’s less incentive to generalise and a push to spec into one or two Virtues specifically to build out your character. The high level wizardry spells require quite high Virtue levels, so investing in a particular type yields worthwhile rewards.

When it comes to weapons and armour, there’s a tried and true focus on acquiring loot from chests, enemies, and by completing levels. Unfortunately, much like Team Ninja’s other titles, there is far too much loot to collect and manage. Stranger of Paradise made some progress in this regard via the inclusion of an auto-equip function, but even that is sorely lacking in Wo Long. You end up spending long stretches of time in menus, picking and choosing which armour and weapon combinations you want to use, along with ranged weapons and charms also.

Wo Long Fallen Dynasty Review

A vast majority of the loot you’ll get across your first playthrough will eventually become useless, and ends up getting sold or tossed away at some point. One welcome inclusion is the ability to upgrade weapons and armour with materials, but it’s hard to commit to making a proper build when a bulk of the best gear drops in the post-game.

Speaking of weapons, there’s a wide array to choose from here, each with their own string of light attacks and a heavy attack. Each one also comes with a unique set of Martial Arts, and higher rarity weapons drop with special effects that can further cater to a particular play style. There’s a lot to sink your teeth into here if you’re a fan of Team Ninja’s post-game build crafting, but it can feel arbitrary outside of that as you constantly cycle through gear for better stats.

Wo Long Fallen Dynasty Review

Wo Long isn’t a particularly pretty game in the traditional sense. It’s rife with grunge and rancid corruption that go a long way to building up the world and the events transpiring within it. Each battlefield you’ll visit is remarkably unique, from towering forts to serene mountainsides. No matter where you go, though, Demonic Qi has taken hold. It’s an all around well-realised setting that I never got tired of exploring despite how desolate and war-torn it can be at times.

The PS5 version features two visual presets, one that prioritises frame rate, and another that focuses on resolution. I found that the resolution mode, while gorgeous, often dropped below 60 frames when the going got tough, which isn’t ideal for a game as reflex based as this. The performance mode is what I spent my playthrough on, which sports a consistently smooth 60 frames no matter what was transpiring on screen.

Wo Long Fallen Dynasty Review

While Wo Long: Fallen Dynasty falls victim to the problems of Team Ninja’s prior Souls-like outings, there’s no denying that there’s an excellently crafted game here that’s unique among their offerings. It has such strong combat, and some really great ideas that execute just as well, that it’s easy to look past what few flaws there are and really enjoy what’s on offer here. I’ve always enjoyed Team Ninja’s games, but Wo Long in particular is an experience I won’t be forgetting anytime soon, and one I’ll surely be revisiting over the years.

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Scars Above Review – The Pursuit of Knowledge https://press-start.com.au/reviews/ps5-reviews/2023/02/28/scars-above-review-the-pursuit-of-knowledge/ Tue, 28 Feb 2023 08:00:03 +0000 https://press-start.com.au/?p=142963

Initially revealed at Gamescom last year, Scars Above is a challenging action game set in a science fiction-inspired world full of places to explore and creatures to survive. In truth it’s a little bit Souls, a little bit Metroid, and a lot of fun, elemental combat. It’s a lot smaller in scope than any of the games it seems inspired by, but Scars Above is a decently exciting romp through an alien planet, acquiring knowledge and burning things on your […]

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Initially revealed at Gamescom last year, Scars Above is a challenging action game set in a science fiction-inspired world full of places to explore and creatures to survive. In truth it’s a little bit Souls, a little bit Metroid, and a lot of fun, elemental combat. It’s a lot smaller in scope than any of the games it seems inspired by, but Scars Above is a decently exciting romp through an alien planet, acquiring knowledge and burning things on your quest for truth and the scientific method.

Scars Above put you in the shoes of scientist Dr Kate Ward, one of a team sent to investigate a strange object in space. Soon enough though, things go awry and Kate finds herself stranded and alone on an alien planet searching for her colleagues and struggling to survive. You’ll encounter a strange, ghostly being that seems to be encouraging you to explore this strange planet, beckoning you to discover how it came to be as it is.

scars above

The game gives you three main ways to engage with its world – explore, do science, and fight. Exploration is fairly enjoyable, but don’t expect something as complex or rewarding as Metroid or Dark Souls on that front. Areas are structured around big alien objects called pillars. Think of these like checkpoints – you’ll start at the last pillar you checked in at if you die, and all the creatures you’ve defeated will return, but you’ll also reload your ammo reserves and restore your health.

Between pillars there is usually a path forward, and side paths that you can explore for collectibles and occasionally to open shortcut paths. Both are worthwhile. Finding a shortcut can help you get to areas more easily after dying and returning to a pillar, and collectibles are useful for upgrading your character and weapons for combat. Environments are varied enough to remain interesting, and you generally don’t spend long enough in any one place for things to feel stale. Exploring in Scars never really gets more cerebral than making sure you go down each fork in the road to find the goodies at the end, but it helps keep the pace brisk.

scars above

Science and the pursuit of knowledge as a theme is something that sets Scars apart, even if it is mostly set dressing. A few times during the game you’ll encounter situations or mechanisms you need to visually analyse to find important elements and then come to a conclusion about what happened or how a device functions. You don’t earn experience by defeating enemies like in most games, but by gaining knowledge about the world around you. This can be done by scanning the bodies of defeated creatures (only once per creature though, so there’s no grinding) and in a way that ironically engaged my ‘brain off’ mechanism – by finding ‘Knowledge Cubes’ littered around the environment.

The science theme is an interesting one and it’s used mostly to good effect. Your character becomes stronger through knowledge rather than strictly through violence and training. Just try not to think too hard about cubes that make you smarter.

scars above

Combat, then, is the other major piece of Scars Above’s gameplay, and it’s where the game shines brightest. Your main weapon is initially not a weapon at all, more a general science tool, but it unsurprisingly finds usefulness in combat. You can use different elemental projectiles which all have some effect on enemies and the environment around them. A lot of enemies have glowing weak points and some have moments of weakness you can exploit if you pay attention to their animations. Your initial weapon fires bolts of electricity and you’ll soon see the effect this can have on enemies that are wet or standing in water.

Later elemental upgrades like fire are used to set enemies or areas alight, and ice can slow quick enemies down to give you a chance to collect yourself. Throw in the gadgets you unlock throughout the game that give you even more options (highlights to me were capsules of flammable liquid that can set groups of creatures alight and a gravity well that can hold enemies in place for a short while) and you get a combat system that is easy enough to grasp but rewarding to experiment with.

scars above

Visually, Scars Above has it’s ups and downs. Cutscenes in particular bring things down quite a bit. The animation is quite wooden in both general movement as well as faces – it reminded me of scenes in the first Mass Effect and it feels a generation or two behind compared to its contemporaries. Once you’re through the cutscenes though, actual gameplay looks quite decent. There are some definite standout creature designs that I really enjoyed and some varied, well-realised alien environments to admire and move around in.

Sound design has some highlights as well. Music generally is pretty sparse during the experience, but some particularly cool moments are accented by fantastic sci-fi synth music that bring scenes to life.

scars above

I had a pretty fun time with Scars Above. Its themes of science and the pursuit of knowledge are a neat idea and the story goes to some interesting places that I found fairly compelling and even timely given recent advances in AI technology. The elementally-infused combat is engaging enough to feel fresh throughout and environments are varied enough that the exploration doesn’t get stale until a section in the late game that I found killed the pace a bit right as things were getting interesting.

Scars Above is out now on PlayStation, Xbox and PC. Amazon has the game for $59 with free shipping.

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Atomic Heart Review – Achy Breaky Heart https://press-start.com.au/reviews/xbox-series-x-reviews/2023/02/20/atomic-heart-review-achy-breaky-heart/ Mon, 20 Feb 2023 12:59:20 +0000 https://press-start.com.au/?p=142854

Atomic Heart is all at once the strangest, most off-the-wall, most bombastic game I think I’ll play this year. It’s got a self-referential, almost self-deprecating sense of humour that surprised me to no end and its nods to the games it so badly wanted to be—see any BioShock game—were so on the nose.  To put it the only way I feel I can, Atomic Heart is unadulterated, pulp schlock.  Based on my preview of the game, I’d expected Atomic Heart’s […]

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Atomic Heart is all at once the strangest, most off-the-wall, most bombastic game I think I’ll play this year. It’s got a self-referential, almost self-deprecating sense of humour that surprised me to no end and its nods to the games it so badly wanted to be—see any BioShock game—were so on the nose. 

To put it the only way I feel I can, Atomic Heart is unadulterated, pulp schlock. 

atomic heart

Based on my preview of the game, I’d expected Atomic Heart’s story to do its best to emulate BioShock’s musings on determinism and free will. Sadly, those that expect caviar and get served mince and mash are bound to be disappointed. That said, mince and mash is perfectly serviceable in a pinch and Atomic Heart gets the job done, it just never rises to the lofty heights of those it imitates. Its cast of characters, from top to bottom, is thoroughly repugnant and the “hero” has levels of vulgarity that should have died when Duke did forever ago.

There’s a particular character whose mad turn feels so unearned that it’s almost insulting. Hilariously, it all feels like another self-sabotage gunning for an impossible gold standard. Atomic Heart’s biggest sin, in the end, is that it forces us to reminisce about what is ultimately a better game.

atomic heart

It’s a shame because I feel as though all of the game’s action, if it were condensed down into a more linear experience, could make for a much better game. The two prongs of attack both feel great and feel like the only area where Atomic Heart might even edge out its precursor. I might have only secured blueprints for no more than a handful of the weapons on offer, but they all felt powerful in their own right. I’m a sucker for a shotgun and seeing the shells in Atomic Heart tear shreds off of the several automatons lining the halls—and even shearing them in half—never gets old.

The game’s most dazzling minutes, the ones that truly sell to me that fragments of the Atomic Heart game I wanted does exist, belong to the magnificent boss fights. Granted, they’re as plainly signposted as the story’s many “twists” by obvious arenas, but they’re a thrilling showcase of what the game does best and that’s its combat. 

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And on the other hand, literally, is Charles. He’s a polymerised artificial intelligence that rides sidecar throughout your journey and serves as the other offensive prong in your arsenal. With Charles, you’ll be able to deal elemental damage, wield the wild powers of telekinesis, and shield yourself. Now, while the gunplay is a treat in Atomic Heart, all of the trimmings, such as the player’s upgrade paths—for guns, for Charles, and for the agent himself—feel like a bit of a mess. There’s simply too many currencies to keep straight, especially when it comes to sprucing up your gun shed.

atomic heart

As I gleaned from my initial preview, the game is structurally probably a bit more like Metro Exodus than it is Halo Infinite. The game is a series of overworlds separated by a series of facilities. The former are vast enough, though they’re ultimately void of anything worth seeing, so much so they might as well be a tunnel from point-to-point. Atomic Heart’s corridor crawling is the game at its best, and I’ll recall the game’s first handful of hours fondly. It doesn’t do anything particularly creative with how it structures fetch quests, but I do admire how it creates a sense of place and lets the untapped creativity of Atomic Heart’s design team run rampant.

When I previewed the game on PC, performance was as crisp as you’d hope for. Sadly, things aren’t quite as smooth for its console counterparts. The frame rate was largely inconsistent, pop-in was always a given, and I encountered a couple of hard crashes in one particularly theatrical boss fight. Other niggles, such as UI persisting throughout cutscenes, were present and kind of undercut the attempt at establishing some tone.

atomic heart

Another area that Atomic Heart has great success in is its art, although I’m prepared to omit any human characters from that otherwise blanket statement. Like in other areas, it borrows from BioShock’s handbook in delivering a world of several extremes—it showcases capitalist decadence through its lavish marble auditoriums, it also places man’s hubris on a pedestal through its dilapidated laboratories. As barren as it is, even the overworld, for all its lush greenery juxtaposed by abandoned cars, has a real Tales from the Loop appeal. I’ll go so far as to say if your interest in Atomic Heart is mainly from a design standpoint, buy the inevitable art book instead. 

While I ultimately did enjoy my time with Atomic Heart, I can’t not view it as a disappointment. For the few things it does well, its ambitions ultimately cripple it, leaving it firmly in the cold shadow of greater titles that it so desperately seeks to emulate.

Atomic Heart launches on February 21st for PS5, PS4, Xbox Series X|S, Xbox One and PC. Amazon has the cheapest copy at $84.99 with free shipping.

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Wild Hearts Review – A Hunter With Heart And Soul https://press-start.com.au/reviews/pc-reviews/2023/02/17/wild-hearts-review/ Thu, 16 Feb 2023 14:59:16 +0000 https://press-start.com.au/?p=142622

The EA Originals imprint is fast becoming one of my favourites. First Unravel, then It Takes Two, and everything in between. The latest, Wild Hearts, is an unexpected collaboration between Koei Tecmo and EA and my favourite. Hunting down fantastical beasts in a wide-open world inspired by Feudal Japan is a great concept, and Wild Hearts has a few tricks up its sleeve that separates it from the rest. It has a few issues that begin to emerge the more […]

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The EA Originals imprint is fast becoming one of my favourites. First Unravel, then It Takes Two, and everything in between. The latest, Wild Hearts, is an unexpected collaboration between Koei Tecmo and EA and my favourite. Hunting down fantastical beasts in a wide-open world inspired by Feudal Japan is a great concept, and Wild Hearts has a few tricks up its sleeve that separates it from the rest. It has a few issues that begin to emerge the more time you spend with it, but overall, it’s a strong debut for what will hopefully become a new franchise from an unexpected collaboration.

Wild Hearts takes place in the world of Azuma, a land inspired by Feudal Japan overrun by a strange beast that locals call the Kemono. Each Kemono is a beast fused with nature and inspired by Eastern mythology. Imagine boars with gardens growing on their back or gorillas with lava coursing through their veins. Wild Hearts’ premise is simple – you’re a hunter who must bring balance to the world of Azuma by slaying the Kemono. It’s a simple premise that provides a reason to go out and hunt the Kemono, but while some of the battles are wildly cinematic, don’t expect Wild Hearts’ story to blow you away.

Wild Hearts Review

Then, the premise of the game is similar to games like Monster Hunter or the developers’ own Toukiden series. You’ll travel through Azuma, either solo or with friends, hunting the various Kemono. They’ll drop loot of some sort, you’ll regroup, create better weapons and armour, and go after even bigger Kemono. It’s a simple premise that doesn’t need much shake-up, but Wild Hearts does do things a little bit differently to distinguish itself from its contemporaries.

The most obvious difference is the presence of the Karakuri. In the plot, Karakuri is a mystical force that allows you to summon ancient technology mid-battle to help slay the Kemono. In terms of gameplay, it allows you to build structures during battle, ala Fortnite, to assist you in exploration and combat. Springs to cover great distances, walls to block dashing Kemono. Even giant hammers to deal massive damage. There’s a whole bunch of Karakuri, and more on the way, but it’s the sheer variety of them that opens up the combat to all kinds of approaches that you’d not even be able to consider in other games.

Wild Hearts Review

This does give off shades of games like Fortnite, but I wouldn’t let that put you off if that’s never been your thing. Building the Karakuri mid-battle, either for yourself or for friends to utilise, is an incredibly satisfying and easy process. You could technically play without them, but the game would offer a greater challenge than it already does. But why wouldn’t you? The Karakuri have effects that I’m not even sure are intentional but helpful – some can be used to cancel animations and offer a faster flow to the game’s combat.

There are over twenty different types of Karakuri, some of which have multiple uses. It’s a system that really changes how you approach your hunts. Some are simply reconnaissance tools, allowing you to highlight a certain Kemono you might be hunting. Others are highly damaging weapons or bombs. Some even enable your hunter to travel long distances in Death Stranding-esque ziplines or catapults. There’s a lot on offer here to think about before you even consider the weaponry you’ll be using. And that’s before you even begin to fuse them to make even better constructions with wilder effects.

Wild Hearts Review

Weapons in Wild Hearts give to you at certain points in the story and feel simpler than what you’d expect from games like Monster Hunter, but that’s not a slight against the game. While combos are arguably simpler than most players would be used to, every weapon in the game is a joy to use and grasp. There are around eight weapons to master in Wild Hearts, each unique, offering different playstyles to ensure most players find something that suits them.

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My obvious favourite is the Bladed Wagasa, a fast-bladed umbrella specialising in parrying and aerial combat. But other weapons behave differently to what you’d normally expect – the bow, for example, is all about stacking arrows and then “detonating” them to deal massive damage, rather than just a simple ranged weapon. Some are more technical than others, like the shapeshifting spear, but there’s a wide and varied enough selection.

Wild Hearts Review

Your weapons and karakuri are essential, but your preparation is vital to conquering the more difficult hunts of Wild Hearts. Early on in the game, I admittedly wasn’t paying a lot of attention to resistances in my load-outs, but a fire-based enemy absolutely destroyed me and sent me back to the drawing board to better equip myself. It feels a lot more purposeful and highlights just how important it is to get your build right before charging into battle. Something I recommend to anyone reading – make sure you use the food system. Going into a battle well-fed will offer you buffs that can be the difference between success and failure.

Your builds are important, too – as there are numerous sprawling skill trees to drop points into that’ll provide you with different skills to utilise on your hunt. There’s a deceiving amount of flexibility here, as your path through a skill will determine which skills you’ll “inherit.” This means that while two players might be at the same point on the skill tree, they might have inherited different skills and thus have different builds. Essentially, it means more flexibility in how you approach your builds to complement your playstyle. As things get increasingly complex, especially in the post-game, you’ll want to craft suitable enough armour or weapons but also make sure you’re looping around the tree to inherit the best skills. It’s early days, but the meta feels especially strong.

Wild Hearts Review

But be warned that Wild Hearts can be a bit of a grind, if not more so, than Monster Hunter. During my lengthy time with the game, I fell victim to numerous bottlenecks where I’d have to go grind a few more hunts to get the gear that I wanted. It’s something that I’m sure fans of games like Monster Hunter are used to, but it does feel a little bit more egregious here. On the other hand, hunts are, on average, shorter than Monster Hunter and the combat is so fun that it’s less of a grinding feeling despite properly being one.

But I’ve yet to talk about the Kemono, the beasts you’ll actually be hunting. Each is beautiful to look at, existing at the intersection of flora and fauna, but they’re all terrifying to battle. The Emberplume, a ferocious peacock, is my favourite, but there are around twenty or so Kemono to battle across Wild Hearts. As mentioned, some of them are a little more cinematic in their approach, but overall, it’s a nice variety. It’s a little bit of a shame to see some of the Kemono recycled towards the end of the story – for example, using a creature with an ice element rather than lava – the variety here is pretty good, even if I am keen, and left wanting more.

Wild Hearts Review

Thankfully, the game performs well online. The drop-in and drop-out options are seamless, and you can request help during a hunt with the hold of a button. There are traditional ways to invite people – like travelling to a certain point to summon them or whatever – but being able to do it on-the-fly is a nice touch. Similarly, progress is shared across all players, so you can play the entirety of Wild Hearts with two other friends if you wish. It can be a challenging game, so you’ll want someone by your side, even if the fights scale slightly with more players.

So then, to presentation, Wild Hearts is less consistent. Across my time with both the PC and console versions, there was notable texture pop-in and inconsistent framerate issues during more intense battles, even when playing in performance mode. It’s a shame, too, because the art direction is absolutely stunning – Azuma is a beautiful world filled with vast biomes inspired by the seasons, and the Kemono are beautifully designed. But the further you get into the game, the worse the performance gets. Hopefully, this can be optimised and fixed as time goes by, but for now, if you’re very sensitive to performance issues, then be aware that Wild Hearts isn’t perfect just yet.

I came away from my time with Wild Hearts last year excited to see more. Now, after experiencing the whole thing, I still feel the same. That’s not because Wild Hearts isn’t satisfying; it’s because the world that Koei Tecmo has crafted and the concept of the Kemono still has so much more potential that I hope we’ll get to see with expansions or perhaps even a sequel. But for now, Wild Hearts is the perfect jumping-off point for what will hopefully become a new franchise that spans many years to come.

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Hogwarts Legacy Review – A Spellbinding Adventure That Exceeds Expectation https://press-start.com.au/reviews/ps5-reviews/2023/02/06/hogwarts-legacy-review/ Mon, 06 Feb 2023 10:58:30 +0000 https://press-start.com.au/?p=142427

If you’re somebody who grew up with Harry Potter, then Hogwarts Legacy is the game you’ve been dreaming about. You’ve probably got some well-placed nostalgia in the original games; enjoying the experience of going to class at Hogwarts, casting spells, and exploring the grounds. Until now, no game has come close to capturing the magic of the world of Harry Potter. While Hogwarts Legacy does have some of the pitfalls that many modern RPGs of today do, no game with […]

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If you’re somebody who grew up with Harry Potter, then Hogwarts Legacy is the game you’ve been dreaming about. You’ve probably got some well-placed nostalgia in the original games; enjoying the experience of going to class at Hogwarts, casting spells, and exploring the grounds. Until now, no game has come close to capturing the magic of the world of Harry Potter. While Hogwarts Legacy does have some of the pitfalls that many modern RPGs of today do, no game with magic feels as joyful to play as this. 

Hogwarts Legacy takes place over a hundred years before Harry Potter took his first train to the wizarding school. In the game, you play as your own student, unusual in that they’re beginning their magical journey at Hogwarts in their fifth year, but also in that they can tap into and harness a powerful force that not many people have been able to prior. It’s simply called “ancient magic”, and its rarity has made you a target for Ranrok, the leader of a goblin rebellion, who has allied himself with dark wizards to try and harness your ancient magic for their own purposes. 

Hogwarts Legacy Review

While Hogwarts Legacy has little to do with the franchise it was born from, the plot is serviceable enough to keep you intrigued, even if it does take a bit to get going. There was rarely a surprise as the story played out, but I appreciate the dedication of Hogwarts trying to do its own thing and not simply being a retread of the conventions that we’ve come to see from both Harry Potter and Fantastic Beasts. Regardless of where the story goes, it does a great job of nailing the feel and tone of a story set in the world of Harry Potter, which is a plus. 

But I’d fervently argue that the crux of the Hogwarts Legacy experience is just living your life in the world of Hogwarts. From a gameplay perspective, you’ve probably played the type of game that Hogwarts Legacy is before. It’s an open-world that’s populated with activities to undertake, characters to engage with, and secrets to uncover. Hogwarts Legacy’s world isn’t as big as other open-world games, but it’s packed with things to discover. Hogwarts itself is a marvel comprising winding corridors densely packed with hidden nooks and crannies just begging to be uncovered. The surrounding areas like Hogsmeade offer a shopping district for players, while the Highlands around Hogwarts is also explorable. It’s bigger than you’d expect but smaller by the standard of most open-world games. 

Hogwarts Legacy Review

There’s a whole bunch of activities packed into Hogwarts Legacy’s world to uncover. The open world is filled with collectibles packed with little lore-laden tidbits that I’m sure fans of the Wizarding World will enjoy uncovering. Other activities include Merlin’s Trials, which act as Breath of the Wild-esque shrines, offering puzzles to solve with minimal guidance, and of course a wide range of beasts and dark wizards to take down. 

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Surprisingly, one of the strongest cores of the Hogwarts Legacy experience is the combat system. You’re eventually given just over twenty spells and each of them serves a great purpose in battle. With the press of a button, you can block spells with Protego, but perfectly blocking allows you to parry, throwing back a Stupefy to stun your attacker. There are dodge rolls as well for avoiding the odd unblockable attack, but magic is the solution to most of your problems in Hogwarts Legacy’s combat. 

Hogwarts Legacy Review

I say that because the combat has been tuned to take advantage of most of the spells you’ll wield. Where other games might just add elemental weaknesses to their combat, Hogwarts Legacy has you exploiting physical weaknesses to get the jump on enemies. You can suspend mutant toads by their tongue mid-attack with Levioso, exposing their soft underbelly to deal critical damage. You can even slash that same tongue with Diffindo, a severing charm, to insta-kill it. A troll’s club can be Flipendo’d to deal critical damage to itself. You can even use Expelliarmus to interrupt a wizard’s casting or rip an axe out of a non-magical enemy’s hands and throw it back at them. There are even more options to exploit enemy weaknesses too, and it helps encourage the use of your whole repertoire of spells. 

Hogwarts Legacy Review

Spellcasting and combat are just one side of the coin, however, as you’ll still have to do what you can around Hogwarts to be a star student for your house. Attending classes often unlocks new spells, but also opens up questlines for other students around Hogwarts who might need your help. There are clearly two tiers to Hogwarts Legacy’s side quests – some of the more involved quest lines feel like they could be in the main game, while others are delivering certain goods from one area of the map to another. 

Hogwarts Legacy Review

Spells are not only used in combat either, with some of them being utilised to solve puzzles too. They’re the kind of puzzles that have clear solutions, so no immersive sim-like interactivity is present here, but they’re still just as satisfying once you realise what you have to do to solve them. It’s especially exciting, and perhaps even Metroid-like, to unlock a new spell and then go exploring to see what new areas of the castle or highlands you can explore now. It all comes together in the sense that there’s always something to do or see in Hogwarts Legacy no matter what point you’re at in the journey.  

Through the story, you’ll eventually be given access to The Room of Requirement. It’s designed to scratch that base management itch that many players might have – allowing you to conjure furniture to decorate it how you see fit. It’s so undemanding that if you hate this kind of thing in games you can safely ignore it, but it’s simple enough to engage with that it pays dividends if you do. You can set up potion stations, potted plants, and more to create your own little terrarium of sorts, which can then be harvested once a certain amount of time has passed. 

Hogwarts Legacy Review

Within the Room of Requirement is also a selection of habitats to house the friendlier beasts in the game, which can be captured in a knapsack out in the wild similar to Newt’s suitcase in Fantastic Beasts. Emptying the knapsack then allows you to care for the beasts (or set up the systems that will care for them) which in turn provides you with materials to enhance your gear with. It’s another system with enough depth to it that it’s impressive that it’s even included. But if it’s not your thing, you can engage with it as much as you like. 

The main story will take most players around fifteen or twenty hours to complete, but Hogwarts Legacy’s world is full of other activities to fulfill. Completion of optional quests and finding certain collectibles contribute to challenge meters, which subsequently unlock sets of gear for players. It is admittedly done-to-death design in open-world games, but there is so much variety on offer here in a world so compelling that it doesn’t ever feel incessantly grindy. If you’ve got your eyes on completing everything, you could easily pull fifty or so hours out of Hogwarts Legacy or even more depending on how long you spend on each task.  

Hogwarts Legacy Review

And I say that with love because Hogwarts Legacy is really good at making you feel inefficient. The world is so inviting, and the activities are just so compelling that I rarely travelled in a straight line from one objective to another without getting distracted by something else. I haven’t felt this compelled to explore an open world since dare I say it, Elden Ring, but it feels like the right mix of size and density for the type of experience it’s providing. 

It’s not all great though, and there are some things that I think Hogwarts Legacy could most certainly do better. For one, the gear system is great. There’s a nice variety of robes, scarves, glasses, and hats on offer that any wizard or witch would love to wear. You can even transmog anything at any point, but the gear itself feels a little bit tiresome to manage. You’ll often find yourself with five robes, all looking the same, but with slightly different stat increases. It’s not a huge dealbreaker, given that the combat feels more rooted in skill rather than pure number or stats crunching, but it was annoying enough to have to keep selling off the old stuff that I had to mention it here. 

Hogwarts Legacy Review

And then there’s the absence of one of the most integral parts of the Harry Potter experience – Quidditch. There’s in-universe justification for why it’s not playable in Hogwarts Legacy, but it feels strange not to have it here when every other aspect of the Hogwarts experience is here. It by no means demotes the feelings of the experience, but even having the big Quidditch arena stand there, going unused, feels like a bit of a misnomer to not include it. 

From a presentation standpoint, Hogwarts Legacy does its best to align with the same visual style of the films. While it incorporates some of the classic motifs from John Williams’ now iconic score, Alexander Horowitz’s original score does a great job of evoking the wonder and whimsy of the Wizarding World without entirely relying on the crutch of nostalgia. My favourite touches were the very subdued but, once again, whimsical pieces that played while exploring. They just helped to give such a sense of tone and place to Hogwarts and its highlands as you uncover its many secrets. 

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SpongeBob SquarePants: The Cosmic Shake Review – A Decent Bit Of F.U.N. https://press-start.com.au/reviews/ps5-reviews/2023/01/31/spongebob-squarepants-the-cosmic-shake-review/ Mon, 30 Jan 2023 15:59:19 +0000 https://press-start.com.au/?p=142267

Nostalgia sells. And in few places is that more true than the video game market. Whether it’s remakes, remasters, cheap ports or new ideas spun from old IP, nostalgia remains a potent force that’s often wielded with reckless abandon.  When THQ Nordic first teamed up with Purple Lamp Studio to capitalise on their hold of the rights to the beloved PS2 platformer, SpongeBob SquarePants: Battle for Bikini Bottom, it resulted in a surprisingly good trip down memory lane – one […]

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Nostalgia sells. And in few places is that more true than the video game market. Whether it’s remakes, remasters, cheap ports or new ideas spun from old IP, nostalgia remains a potent force that’s often wielded with reckless abandon. 

When THQ Nordic first teamed up with Purple Lamp Studio to capitalise on their hold of the rights to the beloved PS2 platformer, SpongeBob SquarePants: Battle for Bikini Bottom, it resulted in a surprisingly good trip down memory lane – one that no doubt resulted in the kind of easy money that would make Mr. Krabs swell in his shell. Purple Lamp clearly proved itself too, because it wasn’t long before it was handed the reins to develop an original 3D platformer based on the franchise – albeit one still largely powered by nostalgia. Enter, SpongeBob SquarePants: The Cosmic Shake.

If there’s one thing modern popular media, especially in things like the Marvel Cinematic Universe, it’s that the quickest and easiest way to tap into nostalgia and fandom is with a multiverse storyline. How better to squeeze a metric ton of references and cameos in than whisking our heroes through a bunch of mashed up and barely-connected realms? That’s where The Cosmic Shake comes in, sending SpongeBob and Patrick on a world-hopping journey through several “WishWorlds” based on iconic locales and events from the Hillenburg-led first couple of seasons of the show.

That’s this game’s biggest drawcard too – if you were a fan of the yellow sponge in his earliest outings, you’ll instantly recognise the vast majority of the gags and situations here, and no doubt appreciate that they’re all wrapped up in a fresh story about a deceptive mermaid witch named Cassandra tricking SpongeBob and Patrick into tearing apart the fabric of Bikini Bottom and all delivered by the entire original voice cast.

It’s important that you enjoy that stuff going into The Cosmic Shake, too, because everything around it is about as bog-standard as it comes. As a 3D platformer it feels less like an iteration on what was delivered in Battle for Bikini Bottom and more like a direct continuation of that 2003 release. That’s not necessarily a bad thing on all fronts, but it’s an expectation that begs setting because it’s definitely a far cry from what one would expect from most modern platformers. 

As a licensed tie-in game based on a Nickelodeon property, it’s honestly still a cut above, though. For the budget price of entry, you’re getting an 8-10 hour adventure set across seven worlds and a sizable hub with tons of collectibles to find and easter eggs to do the Leo DiCaprio pointing gif at. Each world sees SpongeBob don a throwback costume and endeavour to rescue one of his friends from their own twisted wishes with Patrick in tow as a helpful, airborne balloon (there’s a reason for that) on hand to point him in the right direction or drop a fresh pair of health undies in a pinch.

Clocking in at anywhere up to an hour in length, each of these worlds represents a decent jaunt with a good amount of gameplay variety switching between precision platforming, light combat, minigames and the obligatory SpongeBob sliding sections. I can’t say I found the actual level design anything close to inspired, but if you enjoyed what BFBB had to offer, Purple Lamp has clearly set out to replicate the same simple, no-frills vibe that would definitely go down well with younger audiences who are less likely to baulk at its flaws. There are some interesting enough new wrinkles, like SpongeBob’s bubble attack that traps enemies in place or his karate kick, which is routinely combined with jumping and gliding to make for some pretty engaging platforming sections. 

There’s a lot that feels rehashed from the last game, for better or worse, but I feel it’s important to stress that I absolutely did have fun playing through this new adventure as a fan of collectathon 3D platformers. It’s not going to have an moustachioed Italians lining up to renew their plumber’s certification but it’s a far sight better than most of the licenced junk aimed at kids and parents out there.

It’s really the joy of the SpongeBob property and its cast of characters that carries The Cosmic Shake, a fact that I’m sure doesn’t come as a surprise. It’s here that Purple Lamp has really nailed the assignment, giving fans an enjoyable new story that’s positively stuffed with nostalgia for the earliest era of the cartoon. Only now it’s all presented through some genuinely attractive cutscenes backed up by brand-new voice work from the show’s cast. Despite being relatively simple, the in-game visuals build on what worked for Battle for Bikini Bottom and look perfectly pleasant, plus the 30+ unlockable costumes are a riot.

It’s tough to complain about a game like this with the context of its place in the landscape, but there are definitely some gripes I had that felt warranted. Enemy variety is just okay, with less than 10 different jelly-based bad guy types, but SpongeBob’s limited combat prowess makes them feel even more repetitive to fight. And you’ll do it a lot as you return to each world looking for collectibles with nearly no method of tracking beyond a number total, making constant backtracking a reality.

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Dead Space Review – A Horror Classic Made Whole https://press-start.com.au/reviews/xbox-series-x-reviews/2023/01/27/dead-space-remake-review/ Thu, 26 Jan 2023 15:59:12 +0000 https://press-start.com.au/?p=142228

Brands like Silent Hill and Resident Evil have a cachet that has endured decades and they’re undoubtedly mammoths of the survival horror genre, but there’s no denying that Dead Space was an instant classic when it first launched two generations ago. It upended the genre’s “aim for the head” trope, delivered a master class in tone and atmosphere and proved the exception to the rule that in space people could absolutely hear you scream.  EA Motive’s remake of Dead Space […]

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Brands like Silent Hill and Resident Evil have a cachet that has endured decades and they’re undoubtedly mammoths of the survival horror genre, but there’s no denying that Dead Space was an instant classic when it first launched two generations ago. It upended the genre’s “aim for the head” trope, delivered a master class in tone and atmosphere and proved the exception to the rule that in space people could absolutely hear you scream. 

EA Motive’s remake of Dead Space is absolutely divine.

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They could have easily turned in a prettier, 1:1 experience that served to copy and paste a game that didn’t really do a whole lot wrong to begin with. Instead, Motive has taken a modern classic and rebuilt it from the ground floor to meet the expectations of ‘today’s gamer’. Isaac Clarke is no longer the stoic, silent protagonist, encounters are more dynamic, and the game’s setting, the USG Ishimura—an iconic, sci-fi planet breaking starship that rivals Nostromo—is a seamless dreadnought without a loading screen in sight. 

While that’s undoubtedly exciting for people who adored the original Dead Space, I also expect there’s an audience of gamers who’ll be exposed to the series through this remake.

dead space review

Dead Space’s narrative is a simple one at first glance. Aboard the Kellion, Isaac Clarke is lured to the USG Ishimura as part of a search and rescue mission, motivated largely by the fact he’s had radio silence from his wife Nicole, who has been serving aboard the vessel, after her last cryptic video log. Once aboard, things go pear shaped as Isaac is separated from his crew, pursued by mutated and reanimated corpses known as Necromorphs, and he’s left to unravel what happened here. Of course, fans will recall Dead Space having quite a bit of lore to uncover throughout.

EA Motive has done an incredible job at reworking several characters, from Isaac himself through Gunner Wright’s return performance, to Nicole and the more obscure, disposable characters like Dr. Cross, to craft a more cohesive narrative that you’re in for the duration. They’ve also injected pieces of that aforementioned lore into this game’s side missions, managing this time to show as well as tell while confirming a number of fan assumptions left unanswered by the original work.

dead space review

Isaac’s resourcefulness and desperation is a very relatable part of his character. He’s just an everyman engineer and it shows through him brandishing his plasma cutter—intended as a mining tool—as a weapon. The spirit behind the original’s combat is firmly intact here, as Visceral’s genius twist on traditional survival horror tropes sees them flipped on their head. By establishing the destroyed brain matter of these reborn monstrosities, they cleverly abandoned the notion of delivering lethal headshots, instead pivoting to immobilisation. To do this, players need to sever the limbs of these horrors before leg-by-leg, and arm-by-arm eliminating their ability to reach you.

It’s an effective twist on the formula and holds up still today. The one thing that feels like it’s a detriment to every encounter and undercuts some of the tension felt is the game’s new Intensity Director. Despite the dynamicity introduced to encounters, it can tend to sap the feeling of dread as the game overwhelms you with numbers rather than fear. It felt, at times, a little closer to the more action-oriented sequels and felt notably less scary than I fondly remembered.

dead space review

As far as new features go, Dead Space definitely delivers and, by the end, does feel like a new take on the experience rather than a road retread. Gated areas, unlocked only through increasing your security clearance aboard the vessel, coupled with the aforementioned side quests, give plenty of reason to trot to and fro on the seamless vessel—there’s a Metroid-feel to the game’s map that wasn’t quite evident before. The upgrade trees have been overhauled, removing any redundancies within the grid layout, and some of the weapons introduce brand new alt-fires that offer more creative and strategic avenues during some of the bigger arenas.

Moving about the vessel, and even transitioning between the story’s chapters, is also vastly different at times. I was pleasantly surprised at how often this Dead Space remake would subvert what I thought was coming and present the original’s story beats through a new lens.

dead space review

Areas of the map with zero gravity now allow unfettered free movement, which is more in keeping with the original’s sequels. There are also a bunch of environmental obstacles, in the form of corrupted tendrils that can only be eradicated by shooting the glowing pustules. On top of challenging player progression throughout the ship, they also serve to pre-empt the weak spots on Dead Space’s infamous boss encounters. I’m also part way through my new game plus run and the addition of unique collectibles, stronger enemy variants and an alternate ending are going to do plenty to get me through again.

As with most remakes, and even remasters, the most apparent improvements come by way of fidelity and performance. Motive’s is clearly the prettiest and most optimised version of the game we’ve had the pleasure to play, and I certainly recommend people diving back in to opt for the performance mode. The rock solid frame rate lends to the game’s immersion and keeps players looped into the action. The game’s use of light and shadow has been completely overhauled, giving an even more grim personality to the game’s shining star—its world. It’s different enough, however it certainly honours Visceral’s tone, art direction, and atmosphere. 

dead space review

One thing Resident Evil 2’s remake did exceedingly well was the wet gore that added a real splash to all things gruesome. Dead Space serves up the same sinewy slop alongside a layer system that results in literal peeling of flesh from bone. The first encounter where I stripped away meat from a Necromorph’s shin left me aghast. It really enhances the shock factor of having to shoot appendages off of the shambling dead.

One touch I really loved was the retro futuristic holographic menu that returns from the original game. It’s minor and ultimately means little in the game’s context, but seeing it and feeling that pang of nostalgia served as the perfect return to Dead Space.

Dead Space releases on January 27th for PS5, Xbox Series X|S and PC. Amazon currently has the cheapest price at $74.99 with free shipping.

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Need For Speed Unbound Review – High Stakes Racing https://press-start.com.au/reviews/ps5-reviews/2022/12/14/need-for-speed-unbound-review-high-stakes-racing/ Wed, 14 Dec 2022 06:22:02 +0000 https://press-start.com.au/?p=141402

I used to adore the Need for Speed games. Underground on the GameCube was my obsession for a time with its combination of slick, night-time visuals and great-feeling arcade style racing absolutely slathered in early 2000s tuner culture. This time around we’ve got a full open city area full of events, traffic, collectibles and cops to escape; a hip hop laced soundtrack and cel-animation inspired visual flourishes. Need For Speed Unbound has some great aspects and absolutely kept my interest […]

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I used to adore the Need for Speed games. Underground on the GameCube was my obsession for a time with its combination of slick, night-time visuals and great-feeling arcade style racing absolutely slathered in early 2000s tuner culture. This time around we’ve got a full open city area full of events, traffic, collectibles and cops to escape; a hip hop laced soundtrack and cel-animation inspired visual flourishes. Need For Speed Unbound has some great aspects and absolutely kept my interest for the length of the campaign with new and faster cars to drive as I progressed – but a few annoyances dragged Criterion’s NFS experience down from greatness for me.

Unbound didn’t make a fantastic first impression on me. Likely due to my lack of experience with modern NFS games, I was expecting near Mario Kart levels of easy drifts and high speed races. I found the game much more demanding of control finesse. Especially in the fairly high powered car you get initially it was very easy to lose control around corners if I expected to just hold the accelerator and drift like it was Ridge Racer. Once I came to terms with actually needing to learn the racing model, adjusting handling of cars to suit my style I found keeping the car under control much easier. Challenging enough to feel rewarding (especially when the game rewards you with boost and a sweet visual flourish for nailing a corner) but still more forgiving than say Gran Turismo. Driving in Unbound feels pretty fantastic.

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The game’s campaign is split into four weeks of driving in Lakeshore, each day split into day and night sessions and the week culminating in a qualifier event to eventually enter the Lakeshore Grand – the ultimate race to earn glory and fame. Each day and night will have a wide variety of events to compete in like races, drift events and takeovers (where you show off combos of drifts, jumps and target smashing) allowing you to pick your preferred way of competing. I really enjoyed the way the game is split into calendar days. It meant I could play for just a day, lock in some wins and reach a logical finishing point – or I could play an entire week in a play session if I felt like it.

It’s important gameplay wise too, as the more events you do in a single day, the more attention you’ll get from the cops. Racing for big rewards increases your heat level so there’s a constant risk/reward going on that keeps things tense. Winning big bucks only to lose your entire days winnings when you’re busted by the cops in the evening feels horrible, but is an effective way to encourage you to find better ways to lose the cops or maybe be a little more considered with how many events you participate in on a particular day.

The cops though, are one of my main annoyances with Unbound. They’re just so damned persistent. Things get easier as your car gets faster and more capable, but in the early days if you build up a decent heat level it can feel damn near impossible to lose the fuzz. Even when I had a fully upgraded, top of S+ tier car it was still more annoying than fun to lose cops given that the moment a helicopter flying overhead or a patrol car driving a nearby road spots you it’s fully back on with the map suddenly peppered with all terrain vehicles and police helicopters. Things get a little more manageable on the relaxed difficulty mode at least, but even there the police’s ability to spot and rain hell upon you at a moments notice gets tiring when all you really want to do is start the next event.

Unbound’s aesthetic is something that I think will be divisive, but personally I love the way it sticks to a very specific vibe. The visual style is semi-realistic with cel-animation flourishes which I think look fantastic, and the music is 100% hip hop. As someone who listens to quite a bit of the genre I recognised quite a few names, but there were some artists I’d never heard before. While I think I wore out the soundtrack by the time I finished the campaign, I love that the track choices had the breadth to introduce me to new music. The characters and dialogue you need to listen to while driving around though, I definitely found grating. It was hard to have all that much sympathy for a bunch of kids tearing up the streets, smashing up people’s cars and then getting on their high-horse about the cops daring to try breaking up their street races.

It would be remiss of me not to mention the Lakeshore Online mode of Unbound. It is entirely separate from the campaign, with a separate money balance and garage but functions in a similar way. You jump into an online city, drive around to events and invite the other players in the city to compete. I think if you enjoyed the campaign and wanted more, this could be a way to keep the whole thing going. I can understand why they’re totally separate garages, but it was a bit of a bummer to have to start from scratch again in the online mode for me.

There’s a lot I liked about NFS Unbound. I love that the game doesn’t expect you to come first to progress, and often I wasn’t even close. Higher places are in most cases just a slightly bigger payday so continuing on a 4th place still gets you some cash to upgrade and hopefully do better next time. I loved the commitment to modern car culture aesthetics, events like the takeover are a great addition along with the distinct visual and musical style choices. While I found the cops mostly tedious rather than exhilarating, once I lost them and got back to the racing I had a great time climbing the ladder, upgrading my cars, learning the city and eventually nailing the corners in races.

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GRIS Mini Review – A Stunning PS5/Xbox Series X|S Upgrade https://press-start.com.au/reviews/ps5-reviews/2022/12/14/gris-review-a-stunning-ps5-xbox-series-xs-upgrade/ Tue, 13 Dec 2022 16:59:04 +0000 https://press-start.com.au/?p=141338

GRIS (pronounced like “grease” and meaning Grey in Spanish) was one of my favourite indie games of the last generation, so hearing the news that it would be getting a native new-gen version with 4K/120fps visuals was music to my ears and a stark reminder that it was high time to replay this gorgeous experience. That time, dear readers, is now, and with a second playthrough under my belt not only has this re-release of Nomada Studio’s 2018 cult classic […]

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GRIS (pronounced like “grease” and meaning Grey in Spanish) was one of my favourite indie games of the last generation, so hearing the news that it would be getting a native new-gen version with 4K/120fps visuals was music to my ears and a stark reminder that it was high time to replay this gorgeous experience.

That time, dear readers, is now, and with a second playthrough under my belt not only has this re-release of Nomada Studio’s 2018 cult classic reaffirmed my adoration for the game but it’s also helped to rekindle my affections for games viewed firmly as “art”. GRIS is, after all, a moving artwork and never has that been more clear than now.

If you’re yet to have given GRIS a go, it’s a tough one to explain from a narrative perspective, revelling in ambiguity as it does. Playing as the titular Gris, your goal is to bring colour back to a mysterious and desolate world and ultimately recover your voice in a story that slowly reveals itself to be a rumination on grief, remorse, fear and ultimately self-actualisation. Polygon’s Charlie Hall penned an excellent piece on its themes back when the game first launched that’s well worth a read after playing through and digesting its themes for yourself.

gris review

When it comes to the game side of GRIS, what you’re in for is a fairly straightforward and incredibly chill adventure platformer that’ll see you make your way through a variety of 2D environments, solving light puzzles and making use of a series of gorgeous transformations that riff on Gris’ personal growth in the face of adversities. It’s free of fail states and rarely mentally taxing but compelling all the same thanks in large part to a number of interesting ideas and a malleable visual identity that adeptly complements what’s going on in any given moment.

GRIS doesn’t ask for much of your time, offering a 4-ish hour journey that you’ll eek ever so slightly more out of if you’re chasing trophies/achievements, but so many stunning views and memorable moments in time and stunning views are offered up in that time that every minute will stick with you. I envy anyone coming into the game for the first time with this new iteration, but even if you’ve experienced it before you’re sure to catch those feels all over again, no less because of the slick new visual treatment.

gris review

Running at an uncompromised 4K resolution at 120 entire frames per second (provided you’ve got the hardware for it), GRIS is a marvel. The painterly aspects of its existing aesthetic are only amplified by being presented in such a raw, high-fidelity manner. Anybody witnessing this game should be so lucky to see just one frame of its hand-painted scapes, let alone nearly 8000 of them every minute. I don’t often get excited about ports or remasters of games that simply up the pixel or frame count but this is one of those instances where the improvements made feel distinctly tangible, like you’re being invited into a piece of art with no velvet rope or plexiglass to dilute its splendour.

All that said, if you’ve played and enjoyed GRIS in the past – let it be known that this is undeniably the same game. While I’d enthusiastically advocate a replay to anyone, I wouldn’t go as far as saying that the 4K120 presentation is reason enough to double-dip in place of any of the many other compelling indie releases of 2022. If you’re fresh to the experience, don’t hesitate a second, but otherwise consider whether you possess the technology to get the most out of this new port and/or whether you’ve had your fill of what GRIS has to offer before now.

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The Witcher 3: Wild Hunt’s PS5 And Xbox Series X|S Upgrade Is Massive And Transformative https://press-start.com.au/reviews/ps5-reviews/2022/12/13/the-witcher-3-wild-hunts-ps5-and-xbox-series-xs-upgrade-is-massive-and-transformative/ Tue, 13 Dec 2022 06:28:48 +0000 https://press-start.com.au/?p=141371

The Witcher 3: Wild Hunt is a fantastic open-world action RPG more than worthy of the novels its world and characters are based on. Of that, there are few arguments. CD Projekt RED had a lot to prove with its 2015 epic, following on from an already-excellent but mostly linear adventure in The Witcher 2: Assassins of Kings, but it clearly nailed the assignment as it became a pivotal point in the franchise that’s since spawned DLC expansions, a Netflix […]

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The Witcher 3: Wild Hunt is a fantastic open-world action RPG more than worthy of the novels its world and characters are based on. Of that, there are few arguments.

CD Projekt RED had a lot to prove with its 2015 epic, following on from an already-excellent but mostly linear adventure in The Witcher 2: Assassins of Kings, but it clearly nailed the assignment as it became a pivotal point in the franchise that’s since spawned DLC expansions, a Netflix live-action show and even an anime adaptation.

It’s hard to believe, but that was over seven years ago now, a hallmark amongst the last generation of console hardware and games. With the studio’s next big title, Cyberpunk 2077, not enjoying the same level of near-unanimous praise as Wild Hunt, fans have quickly become eager to step back into the shoes of Geralt of Rivia and relive the gigantic journey all over again. Thankfully, CDPR was listening and won’t see its community suffer the admittedly-wonky performance or somewhat aged designs decision of the original flavour of The Witcher 3 – instead blessing patient players with a remastered and reinvigorated new-gen version of the game built with PS5 and Xbox Series X|S in mind.

the witcher 3 ps5 review

I’ve had a number of days to spend some early time with The Witcher 3’s PS5 update, which is free to existing owners of the game, replaying the adventure from a fresh save file (although you will have the option of transferring existing saves to this one) in an attempt to gauge whether or not diving back into Wild Hunt is worth the time of anyone who’s already invested 200+ hours into it in the past. The short answer? Absolutely.

That recommendation comes with a few caveats, of course, like do you have the time to replay The Witcher 3 right now? I certainly don’t, but for those of us still hanging onto our old physical discs or who’ve picked it up digitally through some sale or subscription in the past, it’s worth the low admission price of free to spend at least a few hours back in its world. If you’re totally new to the game and have even a passing interest in massive RPGs or caught the books or Netflix show and developed an interest in the franchise, even better, you’d do well to pick up a copy now and play it through in the best state it’s ever been.

the witcher 3 ps5 review

Right off the bat, the most noticeable improvements in this new-gen SKU of The Witcher 3 come in the form of its visuals. CD Projekt RED has taken to the game’s core graphical feature set with an angle grinder and a fresh coat of paint, smoothing off the rough edges of the existing console release and then dialling the quality of just about everything up a fair few notches.

On PS5 and Xbox Series X, this starts with the choice between two distinct visual modes – a ray-traced mode that targets 30fps and a “performance” mode that sits closer to 60fps. Both options utilise AMD’s FSR 2.1 upscaling tech to produce a dynamic 4K resolution. I initially thought I was going to have a hard time choosing which mode to play in, especially because the difference in the quality of the lighting and shadows and the way everything comes together in the ray-traced mode is so incredibly stark. After trying both though, the 60fps target in the performance mode is definitely the real winner. There’s a natural beauty and wonder in the game’s world that comes through most in movement, whether it’s the remarkable weather and time-of-day effects, the way that foliage sways in the breeze and bends under foot, or just the scenery rushing by as you dash through on your trusty Roach. Running at high frame rates simply sells this better than ever before on consoles and really elevates the experience of just exploring and enjoying the massive open world.

the witcher 3 ps5 review

Outside of the technical improvements, CDPR has also retooled a ton of the game’s assets, making use of a combination of community mods and in-house updates that have a pretty transformative effect on the game’s overall look. It’s great seeing a lot of cutscenes that were originally pre-rendered now produced in real time, and with character model and texture bumped up significantly, and a lot of the higher-quality models and shadow effects previously reserved only for cutscenes now carry across into general gameplay as well. Just about every object out in the world looks nicer, either because of added detail or just by way of the tweaked environment lighting and optional ray-tracing. I’m not someone that’s able to pick apart every pixel of every frame and discern what’s new or better, but it’s easy to appreciate the game’s image quality as a whole, now that it’s all a lot more cohesive with vastly bigger draw distances and object density and much-improved performance.

I only wish that CD Projekt RED had taken ideas from other, recent AAA titles and offered some kind of VRR/120Hz options for those with the display hardware capable of it. After enjoying God of War’s highest-fidelity visual mode at an unlocked framerate well above 30fps it’s just too much of an adjustment to play The Witcher 3 at 30fps in its ray-tracing mode. It’s unfortunate, because the game looks stunning with ray-traced global illumination and ambient occlusion implemented, but it just doesn’t feel anywhere near as good. In the end I found myself switching over to ray-tracing every time I reached a new area, just to see what it looked like and snap some gorgeous screenshots in the robust new Photo Mode. I imagine many will do the same.

the witcher 3 ps5 review

Of course it’s not just visual improvements that make this the definitive version of the definitive open-world RPG. Taking a similar tact, CDPR has revamped many of the game’s underlying mechanics as well as implemented a number of welcome quality-of-life features, once again including some help from community-developed mods. Many of these go a long way to making The Witcher 3 feel more “modern” again, like the new cinematic camera that puts in more effort to frame Geralt’s heroic stature and all of the action he finds himself in. I occasionally found it awkward during fights or certain bits of navigation, more than likely just down to the fact that these encounters and environments were built with the more pulled-back view in mind, but overall it’s a nice way to replay the game from a slightly new perspective that looks a lot more impressive in the moment.

Also adding to this are changes to things like Sign casting, which lets you cast any of Geralt’s Signs by holding R1 and pressing the relevant face button, rather than having to pause the flow of battle to select a sign in the radial menu. It’s one simple tweak but it radically changes how fights feel once you’re used to it, and definitely has encouraged me to use more of the signs that I largely ignored in my original playthrough. CDPR says it’s implemented a lot of combat balance changes based on mods and feedback as well, and although it’s been too long between plays for me to really understand where those can be felt I’m already feeling a lot more confident in battle just because of how much more responsive everything is.

the witcher 3 ps5 review

If you’re playing on PS5 you’ll also have the added benefits of console-specific features like adaptive triggers and haptic feedback, which while not overly game-changing have been a nice extra touch so far, as well as Activity Cards and other UI integrations that should help make the whole thing a lot more accessible. At the time of writing the UI features like Activity Cards hadn’t gone live yet, but I’m very keen to make good use of them for jumping straight into specific content as I keep playing.

There’s so much more to talk about when it comes to this hugely comprehensive upgrade to The Witcher 3, and probably a lot I’m yet to see first-hand in the gargantuan game, but I’m confident enough already to say that what you’re getting here is a lot for free. Even if you’re new, the game now comes with all of the excellent expansion content and improvements made to the game in the years since its original release, so it represents great value for money even before the new-gen upgrades. Without a doubt, if you’ve been on the fence about giving The Witcher 3: Wild Hunt another go around or dipping your toes in for the first time – now is your moment.

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Crisis Core –Final Fantasy VII– Reunion Review – Absolutely Worth A Revisit https://press-start.com.au/reviews/ps5-reviews/2022/12/06/crisis-core-final-fantasy-vii-reunion-review/ Tue, 06 Dec 2022 09:59:00 +0000 https://press-start.com.au/?p=141135

After playing through the already-excellent Crisis Core: Final Fantasy VII for a third time in its newly-refreshed and revitalised form in Crisis Core –Final Fantasy VII– Reunion, one fact rang true throughout – this is a proper remaster. More than just a simple upscale or even a new coat of paint, it’s a carefully reconstructed and retooled product that wonderfully modernises a 14-year-old handheld game without any sacrifices to the core of the original. In short, it’s both the best […]

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After playing through the already-excellent Crisis Core: Final Fantasy VII for a third time in its newly-refreshed and revitalised form in Crisis Core –Final Fantasy VII– Reunion, one fact rang true throughout – this is a proper remaster. More than just a simple upscale or even a new coat of paint, it’s a carefully reconstructed and retooled product that wonderfully modernises a 14-year-old handheld game without any sacrifices to the core of the original. In short, it’s both the best way to play Crisis Core and a great new release in its own right.

Some context for those who’ve not played Crisis Core before, though: In this prequel set seven years before the events of the original Final Fantasy VII, players take on the role of Zack Fair, a Shinra SOLDIER operative that becomes embroiled in the fallout after his mentor, Angeal, and another SOLDIER 1st Class named Genesis seemingly turn on Shinra for reasons later explained. Set to the backdrop of a war with Wutai and the rapid takeover of Shinra and its clamour for the world’s precious resources, the game’s narrative ultimate leads players to a deeper look into the origins of Final Fantasy VII’s star players from Cloud and Sephiroth to Tifa, Aerith, Yuffie and many more.

crisis core reunion review

Over the course of the 15-30 hour experience on offer, Crisis Core was an occasionally messy but ultimately clever prequel that quickly became the highlight of the Compilation of Final Fantasy VII media blowout of the 2000s that also gave us the likes of the Final Fantasy VII: Advent Children film. Back then, it was an exclusive to Sony’s PlayStation Portable handheld console, where it impressed with production values beyond what anyone was used to in such a small format and a compelling gameplay loop that included a unique, real-time combat system.

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Fast forward to today, and Final Fantasy VII is seeing something of a renaissance thanks to 2020’s Final Fantasy VII Remake kicking off a trilogy set to explore the original’s story and setting anew. Where that game was a wholly new take on the early portion of the main Final Fantasy VII game, Crisis Core Reunion is closer to a “remaster” of the PSP prequel, updating the presentation and crucial gameplay elements but leaving the core of the game largely intact. It makes a lot of sense too, where the PS1 original’s old-school JRPG sensibilities were due for an update in the remake, Crisis Core’s action-oriented gameplay and snappy pacing still hold up fairly well.

crisis core reunion review

The biggest and most immediate changes in Crisis Core’s move to modern platforms nearly all stem from the vast gulf in functionality between the PSP’s restrictive button layouts and the controllers available to players on home consoles and PC. The simple addition of camera control with a right stick has a transformative impact on how the game is presented and how Zack handles in the moment, but the team at Square Enix has risen to this new challenge admirably by both ensuring players have stuff to look at outside of the confines of the original perspective and also taking the bulk of its combat gameplay back to the drawing board to rethink how it should work in the new format.

I mentioned a lot of what’s changed in my earlier preview impressions of the game, but the crux of it is that combat in Reunion feels vastly more fast-paced and reactive than in the PSP version of Crisis Core. Gone is the clunky, scrolling menu that bound all of your actions including basic attacks and magic, and now everything is mapped to the multitude of face and shoulder buttons available instead. With full, immediate control of Zack’s actions and a freely-adjustable camera, fights feel much closer to something like Final Fantasy VII Remake or even Kingdom Hearts.

crisis core reunion review

All of the neat little wrinkles and ideas that made combat in Crisis Core unique and interesting the first time are still here, mind, like the compelling and unpredictable DMW system, the way Materia is incorporated into the flow of the action and the need to think hard about your equipment layout when facing down the game’s toughest foes, it’s all just a lot more manageable in the moment. Some new tweaks have been implemented to take advantage of Zack’s enhanced playability as well, such as the ability to cancel powerful foes’ ultimate attacks by pummelling them with strong abilities. In its new form, I’d almost be bold enough to suggest it’s one of my favourite takes on real-time combat that the Final Fantasy franchise has dabbled in thus far, despite a noticeable lack of challenge even on the Hard difficulty setting.

Outside of combat, the general gameplay and structure of Crisis Core is a lot more recognisable and true to the handheld original, although again the addition of full camera control does give everything a different feel. There are times where it’s more noticeable, in fact some of the late-game set pieces and minigames seemingly had to be modified to fit, but for the most part it’s the same game. That means what’s here is a mostly-linear jaunt through 10 distinct chapters where you’ll trek through a few key locales while occasionally being afforded the opportunity to wander sections of Midgar and other places of your own accord and pick up side content. Funnily enough, anyone coming to this game from Final Fantasy VII Remake will feel right at home with how everything is laid out, albeit of a much smaller scope here.

crisis core reunion review

The one quirk of Crisis Core’s that might come out as a bit of a rub with new players is its reliance on bite-sized, self-contained “Missions” to pad out its gameplay offering. There are 300 of the bloody things, and while they were a fantastic way to offer PSP players short bursts of gameplay that they could knock out on a commute or during a bathroom break, they make less sense here. Each one is a barely minutes-long endeavour where you’re dropped into one of only a small selection of environments to navigate, picking up treasures and engaging in combat encounters on the way to take down a predetermined foe. 

These missions aren’t not fun, largely thanks to how good Reunion’s revamped combat is, but they get grindy real quick and they’re unfortunately quite essential to obtaining the game’s most useful items and abilities and keeping Zack levelled up to meet the challenge of the main content. At the end of the day there’s no getting around the fact that they’re a core component of the game and something returning fans will have already accepted, but new players might question what they’ve gotten themselves into after around the 150th mission.

crisis core reunion review

Elsewhere, some very welcome quality-of-life improvements do go a long way to alleviating any frustration or tedium that might arise from the original’s design. All fights can be instantly restarted upon dying, for example, also offering players the opportunity to tweak their character build before going back for a second beating. Throw in auto-saves, increased checkpointing amongst multi-stage encounters and a vastly improved UI that pretty closely resembles Final Fantasy VII Remake’s menus and there’s much to appreciate about how Square Enix has considered where it presents Crisis Core warts-and-all and where it smooths off any rough edges.

Of course another huge selling point for Crisis Core Reunion is the massive upgrade to its visual and audio treatment. Built from the ground-up in Unreal Engine 4, it’s pretty well night-and-day compared to the PSP version, with model, texture and effect work that feels on par with the gorgeous Final Fantasy VII Remake. There are definitely some obvious holdovers from its origins, environments for example are packed with tons more detail but they’re still built on the same compact, basic layouts. Likewise character models are gorgeously-rendered with sharp texture work and new geometry but they’re placed on the existing rigs which means they animate like it’s still 2008, which can be awkward at times.

crisis core reunion review

It’s still an enormous glow-up overall though, all of the new assets and effects combined with the razor-sharp resolutions and fluid performance afforded by new platforms make it an impressively new-feeling iteration that goes well beyond what’s expected from a modern remaster. It doesn’t stop at in-game visuals either, with Square Enix using a combination of AI-upscaled and edited original CG animations and some completely new content (gorgeous new summon sequences being a great example) to tie everything together.

There’s also the small matter of the game’s voice work which, shockingly, has been completely redone with the voice cast updated to match the Remake more closely and voice acting added to all of the previously text-only dialogue. It’s a pretty big deal and another stark example of just how much work has gone into updating Crisis Core beyond the expected new bells and whistles. It’s seriously impressive stuff, and the new cast does a great job overall, especially when it comes to characters who had zero voiced lines the first time around. What’s more, Crisis Core’s original composer, Takeharu Ishimoto, is back with brand-new arrangements, making Reunion just as much an updated aural experience as a visual and mechanical one.

crisis core reunion review

To be frank, assessing this “remaster” as a whole is a difficult task, as anyone’s enjoyment of it will largely come down to what Crisis Core means to them. Devout fans who played it on PSP are going to see an old favourite in an entirely new light through well-considered updates designed to delight returning players, but those coming into it having missed the game in 2008 or entering fresh off of Final Fantasy VII Remake may find it a jarring transition. That said, critiquing it purely on the merits of the work done to enhance the base game it’s a stellar effort and a commendable commitment to producing something worthy of Final Fantasy VII fans’ love for this world and its characters.

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The Callisto Protocol Review – A Satisfyingly Tense Newcomer https://press-start.com.au/reviews/ps5-reviews/2022/12/02/the-callisto-protocol-review-a-satisfyingly-tense-newcomer/ Fri, 02 Dec 2022 04:59:10 +0000 https://press-start.com.au/?p=141060

I’ve always been a big fan of Dead Space, so having a new game of that ilk in The Callisto Protocol was always going to be appealing. From the minds that brought us Dead Space, it’s occupying the same space as other fantastic spiritual successors like The Evil Within, Bayonetta, and even Lost Odyssey. After playing The Callisto Protocol, it’s clear that the Dead Space DNA has been left intact, but much like the new Biophage threat, it’s mutated into […]

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I’ve always been a big fan of Dead Space, so having a new game of that ilk in The Callisto Protocol was always going to be appealing. From the minds that brought us Dead Space, it’s occupying the same space as other fantastic spiritual successors like The Evil Within, Bayonetta, and even Lost Odyssey. After playing The Callisto Protocol, it’s clear that the Dead Space DNA has been left intact, but much like the new Biophage threat, it’s mutated into something entirely different.

The Callisto Protocol sees you taking on the role of Jacob Lee, a freight transporter pilot running jobs for the United Jupiter Company. His latest assignment is simple but lucrative – move some unlabelled but volatile cargo between Jupiter’s moons – Europa and Callisto. His ship is ambushed by a terrorist group, leading to a crash and subsequent imprisonment in a facility built on Callisto. Of course, while imprisoned, Jacob is broken out of his cell during an outbreak of an unknown pathogen and realises that he has to escape.

the callisto protocol review josh duhamel sam witwer

What follows is a story that is ironically only surprising in that there are almost no surprises. The Callisto Protocol wears its influences on its sleeve, no doubt, but it feels like a real missed opportunity to play with and subvert players’ expectations with how the game plays out. Instead, The Callisto Protocol delivers a sci-fi story shamelessly derived from the stories that inspired it – think Alien meets Dead Space – with little artistic flair to truly establish it as its own. That being said, The Callisto Protocol does feel more grounded than Dead Space, so anyone who found the gigantic space-faring bio-recombinant necromorphs obnoxious will find solace in the simplicity of The Callisto Protocol.

So as you’d expect, the game plays similarly to Dead Space. It’s a largely linear, narrative-driven thriller that sees Jacob working his way through Callisto’s facilities in an attempt to escape. But even though it’s clearly inspired by Dead Space, The Callisto Protocol does a few things that you’d never see in a Dead Space game in an attempt to carve out its own niche. It does this in a few ways – from telling a more grounded story and handling combat and encounter design.

the callisto protocol review josh duhamel jacob lee

The Callisto Protocol’s combat isn’t about dismembering but instead more about heavy hitting. With more of a focus on melee, you’ll spend much more time up close and personal with your enemies. With such an increased focus on melee, it also means that you’re given a whole bunch of manoeuvres to evade and block attacks from incoming enemies. This is done by holding the stick to the left or the right of an enemy as they attack or holding it back to block. While the game insists that there is no timing requirement, there were times when a successful dodge still led to me taking damage. It’s a cool system in practice and one that feels so good when you pull it off correctly, but one that could have been more consistent.

This dovetails rather awkwardly with the fact that while the combat has some great weight and is relentlessly satisfying, things start to fall apart when you’re being attacked by more than one enemy. Jacob can’t dodge more than one attack at a time, and you’re given few options to take on multiple enemies simultaneously. A heavy melee strike can hit multiple enemies, but it’s so slow to wind up that it is impractical in the middle of a pile-on.

the callisto protocol review mist

If you’re not reading between the lines enough, I’ll say it. The Callisto Protocol is a challenging game. For the most part, it’s challenging in that you have to manage your resources effectively when engaging in battles with your enemies. In some aspects, and this is the minority of my experience, it’s challenging to the point where it can become frustrating. The combat system falling apart when faced with more than one enemy and attacks that kill in one hit are bound to frustrate players. As a massive fan of horror games, these kinds of challenges are ones I’m accustomed to (and perhaps even welcome), but for some players, it will be more frustrating than fulfilling. Accessibility options will no doubt remedy some of these frustrations – including auto-dodge and lock-on aiming, but Callisto can be a challenging game.

The weaponry you’re outfitted with is relatively modest, offering players variations on the typical pistol, shotgun, and assault rifle. None of the weapons ever really have a purposeful use – you can easily finish the game with the gun you’re given at the start – and it feels like a missed opportunity to have such simple weaponry.

That said, the combat does a fairly good job of forcing you to mix it up between weaponry, melee, and your telekinetic power (called GRP). There wasn’t a single time in the game when I relied on one more than the other. Pummelling an enemy in melee highlights an area on the enemy, which deals better damage if you shoot at that point quickly after dealing damage. It’s a simple system that never gets old. Throw in the ability to grab and throw enemies onto traps such as spikes, fans, or rotating blades with your GRP, and you’ve got a pretty strong combat system that The Callisto Protocol builds itself on.

The Callisto Protocol Review Death

It’s a shame that the enemy variety is so low. The new threat is called the Biophage, and there are only about six or seven enemies that you’ll encounter throughout the game. Perhaps even more disappointing is that about half of these enemies behave the same, merely looking slightly different. Games like Resident Evil 7: biohazard did so much with so little, so it can work, but the lack of enemy variety in The Callisto Protocol did mean that encounter design towards the end of the game did get a bit repetitious.

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Once again, some creative flourishes do their best to keep things interesting here. The second act encourages you to play stealthily due to the design of the enemies there, feeling more akin to the encounters found in games like The Last Of Us. Similarly, leaving enemies damaged but not dead for too long will see them mutate, but all this ever amounts to is literally turning them into bullet sponges who deal more damage. These are both great ideas, in concept, but I’d love to have seen different mutations that altered the flow of battle in other ways rather than just having to spend more ammo on them.

I previously referred to Callisto Protocol as a thriller, which was a deliberate distinction that I made. If I had to decide how scary a game like The Callisto Protocol is, I’d liken it closer to games like Dead Space 3 or Resident Evil 4. It’s a tense experience constantly throwing things at you, but it never quite reaches the lofty heights of terror similar to games like the first two Dead Spaces or even something like Resident Evil 7. The Callisto Protocol is a loud game, constantly throwing music and loud stingers at you to the point where it doesn’t give you the space to even build tension. Such a loudness takes away from the scares, but that doesn’t mean it’s not a tense experience.

As alluded to earlier, there aren’t any corners cut either. Your first run will easily take you upwards of fifteen hours to complete. My first run took almost twenty as I was taking my time to explore everything and defeat some of the more challenging encounters on the hardest difficulty. The game gives you some “optional” paths that further flesh out the story and rewards you with extra loot, but you can see everything the game offers in a single playthrough. There are no unlockables, unfortunately, and the new game plus mode is coming later too. So while the game is lacking in the replayability department, I never felt short-changed by the experience The Callisto Protocol provided “out of the box”.

the callisto protocol review wet bloody hallway

When you start thinking about Callisto’s presentation, things get a bit more complicated. This is the first game in which I struggled to choose which mode to play in. One thing is sure, however, and that’s the fact that the production values are through the roof. Every cutscene has been well directed to the point where it would stand alongside games like Dead Space or even the recent God of War games – mimicking the “continuous cut” style that those games employ.

It is harder to deduce whether you’ll want to play this game in its performance or resolution modes. The 60fps option is fantastic, and post-patch works wonderfully. But it comes at the cost of reduced lighting effects, which is a pretty big trade-off in a game as atmospheric as this. Regardless of your choice, The Callisto Protocol is a great-looking game. The characters are well-detailed, the locales are beautifully realised, and the atmosphere is absolutely on point.

the callisto protocol review hanging

Although it might seem like I’ve been overly critical of The Callisto Protocol, it’s still one of the most enjoyable horror experiences I’ve had this year. It doesn’t reinvent the wheel in any tangible way but still offers up an engaging and enthralling experience from beginning to end, even if it’s devoid of surprises. It’s a cliché to say, but I’ll do it anyway – essentially, The Callisto Protocol feels greater than the sum of its parts – and I think any self-respecting horror or even action game fan owes it to themselves to check it out.

THE XBOX SERIES X VERSION WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

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Marvel’s Midnight Suns Review – A Total Eclipse https://press-start.com.au/reviews/pc-reviews/2022/12/01/marvels-midnight-suns-review-a-total-eclipse/ Wed, 30 Nov 2022 13:59:47 +0000 https://press-start.com.au/?p=140994

Although they’re not short of wins with the terrific Spider-Man games, after the underwhelming response to ensemble-led misfire that was Marvel’s Avengers, it feels as though Marvel Games would be hungry for a win in the guise of a big, exciting team-up. On paper, Firaxis is the studio you’d put in charge of bringing a turn-based strategy flavour to one of the comic giant’s many properties. However, as fascinating a brood as the Midnight Suns are, this game’s strongest features […]

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Although they’re not short of wins with the terrific Spider-Man games, after the underwhelming response to ensemble-led misfire that was Marvel’s Avengers, it feels as though Marvel Games would be hungry for a win in the guise of a big, exciting team-up. On paper, Firaxis is the studio you’d put in charge of bringing a turn-based strategy flavour to one of the comic giant’s many properties. However, as fascinating a brood as the Midnight Suns are, this game’s strongest features are totally eclipsed by plenty of jank, a lot of cringy and uninteresting hangouts at home base, and presentation that doesn’t feel even remotely current.

The game’s most interesting ideas posited revolve around the turbulent peace treaty between the sides of might and magic in the Avengers and the Midnight Suns as they band together under one roof to put a stop to Lilith. As her reanimated progeny, “Hunter”—an imaginative name and occupation double—you’ll be recruited by the group to unlock the dormant memories that helped you fall mother dearest the first time around. I think it’s the attempt to do so much that sees Midnight Suns come up short in telling a focused, engaging story front-to-back. The relationships between the game’s several characters tie it all together, but there’s no belief behind any of them. The game might be crammed full of wall-to-wall heroes and villains and yet a meaningful arc never really emerges.

marvel's midnight suns

Midnight Suns is a toxic marriage between two ideas that, in theory, should work. Firaxis’ ability to iterate on their distinguished brand of turn-based strategy, through the implementation of free movement and a deck system, is undeniable and clearly is this particular game’s strength. But as with their last game, XCOM: Chimera Squad, their want to place the interpersonal ties on equal footing comes up short as pretty much any second spent on the Abbey grounds—which serves as both Hunter’s once resting place and the base of operations for the mission to take down Lilith—feels like a waste of time.

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Although the combat bonuses granted can be handy, building these relationships up through inane hangouts and jaw sessions is painfully lifeless. With dialogue and line delivery fit for a ham sandwich, I dreaded any moments of forced conversation.

Just as I think there are simply too many awkward pleasantries shared in the Abbey’s halls, I feel like Midnight Suns lobs a few too many ideas into the mix as far as upgrading your heroes goes. A few of the ideas, including rolling two identical cards into a souped up “+” variant and visiting Tony’s forge, work for me, though I fast gave up on sending heroes out on solo ops and other seemingly inconsequential things. 

marvel's midnight suns

Thankfully, the meat and bones of Midnight Suns’ squad-based strategic combat feels like Firaxis firing on all cylinders. Although I miss the easily quantifiable rules of grid-based movement, there’s certainly a cinematic feel to having the likes of Captain America, Captain Marvel, or Blade freely moving around the play space. Managing your heroism level, which can tick up or down based on cards played, is certainly the most strategic part of the fray, even it feels a bit random given the unpredictable nature of the draw. Of course, on the middling difficulty I played on, Midnight Suns is rather forgiving—when a character is downed in combat, you’re likely to be dealt a revive card, so the fall of the cards can fit the circumstance you’re in. 

Despite there not being a heap of variety within Hydra’s ranks, there’s enough going on per fight that you’ll need to keep your wits about you. After a while, already toppled bosses can pop up to mix things up and turn fairly standard battles into pressure cookers. The boss fights themselves have a big feel and are this game at its most “Marvel”. 

marvel's midnight suns

I feel like Midnight Suns’ presentation is several rungs below what should have been expected, and it’s even well below Marvel’s Avengers which, despite its undoubtedly larger budget, is still years older now. To say Midnight Suns is hamstrung graphically by its support of older tech is an understatement, which is a shame because its art direction isn’t bad. There are unfortunate masked loads like passing through a portal in Limbo which is every time backed up with a literal loading screen, it stutters, and on Steam Deck—which in fairness isn’t an optimised platform yet—it crashes after nearly every operation. The transitions between Hunter’s sleeping and waking existence are cumbersome and clunky, it feels as though the entire game is at times a stitched together Frankenstein’s monster. 

Outside of the aforementioned cringe line delivery pretty much across the board, Midnight Suns has pretty great sound design and an original score that’s suitably epic. 

Marvel’s Midnight Suns feels like proof that, at some point, Firaxis will perfect this formula they’re going for. Their handle for turn-based combat is top notch, it’s just all of the role-playing lite elements that ultimately hampers the experience. It has its share of issues but Midnight Suns is an easy enough recommendation for both strategy enthusiasts and those swept up by the Marvel machine. 

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Gungrave G.O.R.E. Review – Two Tickets to the Gun Show https://press-start.com.au/reviews/ps5-reviews/2022/11/22/gungrave-g-o-r-e-review-two-tickets-to-the-gun-show/ Tue, 22 Nov 2022 09:59:10 +0000 https://press-start.com.au/?p=140810

Gungrave G.O.R.E. looks like it would have a heap of ingredients for a great game. Stylish gunplay, slick combos, a cool early-2000’s era property and mountains of bad guys to deal with – it almost sounds like Devil May Cry with a heavier focus on gunplay. I wish that were the case. While there is some fun to be found in developer Iggymob’s Gungrave G.O.R.E., it thoroughly outstays it’s welcome and ends up being a tedious, repetitive experience. The setting […]

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Gungrave G.O.R.E. looks like it would have a heap of ingredients for a great game. Stylish gunplay, slick combos, a cool early-2000’s era property and mountains of bad guys to deal with – it almost sounds like Devil May Cry with a heavier focus on gunplay. I wish that were the case. While there is some fun to be found in developer Iggymob’s Gungrave G.O.R.E., it thoroughly outstays it’s welcome and ends up being a tedious, repetitive experience.

The setting is classic video game – you play as Grave, an undead near invulnerable soldier wielding dual pistols and a giant coffin for close-range bashing. You’re introduced to a series of mob bosses in an opening scene and then let loose to beat them one by one, area by area. It’s a story that harkens back to an earlier time in games, mostly serving as an excuse to blast a bunch of guys.

And blast you will. I hope you’re not prone to RSI symptoms if you want to play Gungrave because you’ll spend nearly the entire time pulling the right trigger to repeatedly blast wave after colour coded wave of bad guys the levels throw at you. There are a couple of neat systems that help make things a bit more engaging than just mindless blasting. There’s a ‘Beat’ meter which tracks your consecutive landed attacks while contributing both to your end of level score and your Demolition meter. Demolition moves use this meter to pull off flashy attacks which do big damage and refill some lost health.

You have a shield which recharges if you avoid damage long enough and you can help boost it back up by performing an execution move on a stunned enemy, Doom-style. This can be combined with a whip that you can use to pull stunned enemies to you, or zip yourself to them as a way to move around the battlefield. You’ll gradually unlock more close-combat moves which can be used to break enemies with shields, as well as Destruction moves and general character stat boosts like extra health and gun damage.

Even with this variety of actions and unlocks though, I found the game stopped being all that interesting after the first few levels. Each factory, warehouse and city street setting begins to blend into the next – to the point where it felt like a breath of fresh air once I reached a level with some vegetation. But more than the repetitive environments, the repetitive enemies and combat encounters really began to grate well before getting to the end. New enemy types are introduced so gradually, and half the time don’t really demand a different method of play to anything you’ve encountered before. Mash the trigger, use the Destruction moves as they charge, and dodge when you can.

Every time I played I got the distinct impression that the Gungrave G.O.R.E. needs a bunch more polish. I found some consistent bugs through my play through like a door that was supposed to open after an encounter just… not opening. Walking into a room, being blasted back through the door just as it automatically closed so I was stuck in a hallway until I restarted from the checkpoint. Music that doesn’t loop properly, instead just reaches the end of a track and begins again. And maybe most annoyingly, cut scene audio was consistently blown out. Volume was considerably higher than the regular game audio with voices sounding like they’d been amplified to within an inch of their life. This persisted even after closing and re-opening the game. Level and encounter design was messy as well. Bosses that are just sudden difficulty spikes, and some regular level encounters just threw an unreasonable amount of tanky enemies in an extremely uninteresting attempt at creating difficulty.

Having done some research on the original 2002 Gungrave game, it makes me wish Iggymob had borrowed from it’s cel-shaded anime-like visual style. While G.O.R.E. looks technically impressive, it definitely doesn’t have the same personality with it’s lightly stylised visuals. On PS5 it held up a consistent 60 frames per second in performance mode even with waves of enemies and objects in the scene breaking all over the place. There’s a quality mode which turns on ray-tracing at the expense of a 30-fps cap, but

I found the less fluid movement didn’t suit an action-focused game like this. I didn’t do any Digital Foundry style pixel counting, but in performance mode everything was super sharp on a 4K display. Things can look pretty spectacular when you’ve got the environment smashing around you, enemies coming from all directions and shots flying every which way – it’s just a shame the environments and enemies are so repetitive and soulless.

There is absolutely some fun to be found in Gungrave G.O.R.E. The over-the-top combat is spectacular to watch at times, and blasting at waves of various colour coded enemies is definitely fun for a while. Sadly, it is only a short while. For the majority of my 7-ish hours of play time I just found myself going through the motions. The story didn’t do much to invest me in the world and the environments and enemies were just so repetitive.

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Evil West Review – High Voltage Vampire Slaying https://press-start.com.au/reviews/ps5-reviews/2022/11/22/evil-west-review-high-voltage-vampire-slaying/ Mon, 21 Nov 2022 18:59:34 +0000 https://press-start.com.au/?p=140820

Given the whirlwind of releases over the last month or so, you’d be forgiven if Evil West has slipped under your radar. A brand new IP from Flying Wild Hog of Shadow Warrior fame, Evil West is something of a relic of the past, with a linear single player campaign, secret collectibles, weapon upgrades, perks, and so much more. This isn’t to say Evil West feels archaic, though, with a tightly paced campaign, satisfyingly brutal combat, and flexible progression that […]

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Given the whirlwind of releases over the last month or so, you’d be forgiven if Evil West has slipped under your radar. A brand new IP from Flying Wild Hog of Shadow Warrior fame, Evil West is something of a relic of the past, with a linear single player campaign, secret collectibles, weapon upgrades, perks, and so much more. This isn’t to say Evil West feels archaic, though, with a tightly paced campaign, satisfyingly brutal combat, and flexible progression that all coalesces into a thoroughly enjoyable carnage filled adventure.

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Set in a Wild West under the threat of supernatural beings known as the Sanguisuge, you step into the shoes of Jesse Rentier, a vampire slayer and heir to the Rentier Institute. Headed by Jesse’s father, William Rentier, the Institute’s sole purpose is to eradicate the vampiric threat that has a stranglehold around the United States. With the Rentier Institute having weaponized steam and electricity, the Sanguisuge are desperate to survive against all odds, and launch a nation-wide attack to stamp out humanity for good.

Evil West Review

It’s a fairly by the numbers narrative that’s made entertaining by its exaggerated characters and overt cheesiness. While Jesse himself is a pretty cookie-cutter protagonist, it’s supporting characters like long time vampire slayer Edgar Gravenor and doctor Emilia Blackwell that bring out the best in him through their interactions. The dialogue between them has a tongue-in-cheek awareness to it similar to Flying Wild Hog’s Shadow Warrior 3.  It’s also chock-full of references to longstanding franchises like DOOM, Castlevania, and more, further adding to the self-awareness. While it’s nothing to write home about overall, it serves as an engaging backdrop for the blood-soaked action built around it.

If I had to describe Evil West, I’d say it’s most akin to a third-person DOOM Eternal. It has a taut focus on resource management, target prioritization, and making you feel as badass as you look. The core combat revolves around ranged and melee attacks, where Jesse has access to close-quarters combos and long range guns. It’s a seamless and fluid melding of the two that make for an entirely unique and kinetic style of combat, where you swap between weapons as needed, weaving punches in between and tying it all off with a finisher for a much needed health drop.

Evil West

Combat only deepens further when you unlock an electric powered gauntlet which has a slew of capabilities. It’s primary use is for electrocuting enemies, which allows you to follow up with a high damage beatdown, but it’s the way in which you can zap your foes that allow you to get creative. Whether it’s successfully timing parries, pulling foes towards you with a whip, or unleashing electric hell on the Sanguisuge in an overdrive mode, the gauntlet is consistently satisfying to use in combat, and this is only reinforced through progression.

As you move through linear levels, you’ll level up and obtain perk points which can be spent on new skills for Jesse. There’s a few different trees you can spec into here that provide unique and distinct playstyles, such as maximizing your energy regen to make the most of powerful gauntlet attacks, or exploiting environmental hazards against enemies to get the upper hand. Every perk point obtained is an ever alluring prospect of new ways to dispatch foes in a gloriously satisfying manner.

Evil West Review

The plethora of weapons you obtain can also be upgraded over the journey as you collect Bucks. From a standard six shot revolver and bolt-action hunting rifle, to a literal flamethrower, there’s always a way to power up and customize your favorite weapons further. Everything combines to make for a certifiably bonkers combat system that’s practically begging for a new game plus playthrough once you roll credits, which really cements how much Jesse’s slaying capabilities expand over the course of the game.

THE CHEAPEST PHYSICAL COPY: $66.90 AT AMAZON WITH FREE SHIPPING.

All of these aspects, alongside the ability to refund perk points at any point, means you have a robust and flexible progression system that encourages you to experiment with Jesse’s skills. One playthrough wasn’t enough for me to obtain every upgrade, but I’m sure a new game plus playthrough will result in a fully upgraded and equipped Jesse which I’m sure is as crazy as I’m anticipating it to be.

evil west

The game is somewhat slow to get going, though. I found the first few missions fell into repetition in their combat arenas due to a relatively limited move set and weapon choice early on. This only lasted for the first 3-4 missions, but left combat feeling more mundane in its opening hours in comparison to how chaotic it can get in the second half of the game.

A combat system like this is nothing without enemy variety, though, and Evil West delivers on that in spades. It’s constantly serving up new combinations of enemy types that demand you to pick and choose what you want to focus on first to make things as easy as possible. During my roughly 10-hour playthrough on normal difficulty, I died a handful of times but ultimately felt like the difficulty curve was satisfying and rewarding. This is most prominent with Evil West’s bombastic boss fights, that demand a higher level of focus, prompt dodging, and exploiting enemy weak points.

Evil West Review

While the missions in Evil West are remarkably linear, that certainly isn’t to its own detriment. Each mission hangs around for just the right amount of time, never overstaying its welcome or bowing out too soon to where its ideas can’t breathe. Despite the supernatural setting, Flying Wild Hog still finds ways to weave cowboy staples into these levels, such as an explosive train heist and tense bank robbery. Each level still has some hidden collectibles, skins, and upgrades to find, so it’s never as simple as walking straight ahead.

Evil West Review

While I wasn’t able to test the coop during my time with Evil West, only the session host can progress through the story missions and character upgrades, meaning anyone who joins up to a session as a guest will lose all progress made when returning to their own file. Enemy health and damage is scaled up to account for the extra player, but it’s disappointing that a 10 hour experience like this is lacking in the ability to save progression between solo and coop play sessions. Still, though, the entire thing is playable with a mate, so there’s definitely some value to be found in that.

While the Wild West might typically be synonymous with rolling deserts and tumbleweed, Evil West bucks the trend by including a myriad of environments to explore, all as captivating as each other. From your typical western towns to blood leech ridden forests, each mission is a visual delight with a suitable amount of spectacle to each of them. It adds to that already tight pacing to keep you engaged and involved in each part of the world you visit.

Evil West Review

While it doesn’t quite stand up to some triple A juggernauts of today, Evil West’s visual allure is in its style, bursting with the vibrant colors of blood and electricity in direct contrast with a steampunk aesthetic. It also ran remarkably well on my 3060ti, and I only ever encountered a few audio bugs during my playthrough.

THE PC VERSION WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

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The Dark Pictures: The Devil In Me Review – You Probably SAW It Coming https://press-start.com.au/reviews/pc-reviews/2022/11/18/the-dark-pictures-the-devil-in-me-review-you-probably-saw-it-coming/ Thu, 17 Nov 2022 16:59:26 +0000 https://press-start.com.au/?p=140685

Another year, another Dark Pictures game. Little Hope was my least favourite, and last year’s House of Ashes was easily my favourite. So far, all of the games have taken some great horror concepts and flipped them on their head, subverting most, if not all, your expectations. The Devil In Me, then, is the ultimate subversion. That is to say, it’s exactly what it presents itself as, and as a result never quite feels like it capitalises on its fantastic […]

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Another year, another Dark Pictures game. Little Hope was my least favourite, and last year’s House of Ashes was easily my favourite. So far, all of the games have taken some great horror concepts and flipped them on their head, subverting most, if not all, your expectations. The Devil In Me, then, is the ultimate subversion. That is to say, it’s exactly what it presents itself as, and as a result never quite feels like it capitalises on its fantastic premise. That’s not to say it’s bad – it’s heads and shoulders above Little Hope and better than The Quarry despite it’s significantly smaller scale – it’s just lacking any surprises.

Like the previous games, The Devil In Me is an interactive drama like Until Dawn and The Quarry. You play as a group of characters and must make decisions to navigate them through the story (hopefully alive) to the credits. Each decision you make can have rippling effects on how the story plays out, leading to multiple potential outcomes. Like the other Dark Pictures games, The Devil In Me is entirely self-contained, and you don’t need to play (or have liked) the previous games to appreciate this one.

The Dark Pictures Anthology: The Devil In Me Review - Cast

The Devil In Me follows a crew of documentary filmmakers looking to revitalise their in-trouble series. The team is working on a project about one of the first serial killers in America, Henry Howard Holmes. Stuck on how to make the done-to-death angle interesting, the team receives a mysterious invite from an eccentric millionaire to come and visit his modern-day replica of the H.H. Holmes Murder Castle. In real life, the hotel was unremarkable, but in most fictional depictions, it’s portrayed with impossible spaces, dead-end hallways, and all kinds of other architectural idiosyncrasies designed to trap and kill people.

But I’m getting a bit carried away here. The Devil In Me follows the crew as they visit this totally-normal replica of a serial killer’s playground, but as they arrive, they realise that perhaps they’re being watched and even manipulated. Throw in a crazy masked serial killer and some SAW-esque traps and you’ve got yourself a horror movie, or in this case, a perfectly solid concept for a Dark Pictures game. A mysterious looming threat, a band of characters who love to hate each other, and a setting that’s ripe for scares.

The Dark Pictures Anthology: The Devil In Me Review - Unnamed Prisoner

It’s a bit of a shame then that The Devil In Me fails to capitalise on the potential of its concept as much as other games in the series have. I really enjoyed the journey from beginning to end, don’t get me wrong, but it did feel like the writers were playing it safe in some ways. I obviously will not spoil the places that the story goes, but I was waiting for a huge holy shit moment, as usually happens in the Dark Pictures games, and it never came. I’d even go as far as to say despite the grotesque nature of the plot and the violence in The Devil In Me, it’s easily the most grounded and restrained of the games yet.

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It just feels like that Supermassive could’ve done a lot more with the clear SAW inspiration they’d taken for The Devil In Me. I was excited to have to, in the heat of a moment, perhaps do something horrible to my friend early on and then see how that would carry out for them as the story played out. Almost all the “SAW” like moments of The Devil In Me seem to result in somebody dying, and their story closed off. None of the decisions in these moments specifically ever felt especially weighty, and the odd moment where we did kill a cast member, it felt like an almost comical Final Destination-esque moment. I appreciate a good kill as much as the next person, but too much feels left to chance.

The Dark Pictures Anthology: The Devil In Me Review - Kate And Erin Trap

Thankfully, the improvements added in House of Ashes carry over with The Devil In Me. Fixed camera angles are still gone, and the useless dedicated flashlight button has been removed. Instead, we have a cursory inventory system that stores keys and unique items for each character. When I played a few chapters of the game last month, I was excited to see if this meant we’d be getting more of an exploration-based Resident Evil-like experience rather than a linear story. While character-specific items and abilities introduced new ways to explore the world of The Devil In Me, it never feels as dramatic a departure from the linear series formula as it could be.

Of course, the elements that do similarly work return here. Besides playing solo, Shared Story mode allows you to tackle the entire experience with a friend online, just as if you were playing together locally. Movie Night, on the other hand, lets you assign the five characters to up to four other people in the room to control. The game subsequently prompts each player when it’s their turn. I adore this mode and will never play a Supermassive game without it. However, I still wish that characters with lower screen time were marked somehow so they could be evenly divided between players.

But as always, each player in Movie Night can have the difficulty of their experience altered. Suppose there are people in your group who are terrible at QTEs or wanting more of a challenge. In that case, they can individually increase or decrease their difficulty. I think it’s a great idea, as these games tend to skew towards more casual audiences anyway, so being able to invite anyone into the fold is well worth the inclusion of difficulty options.

The Dark Pictures Anthology: The Devil In Me Review - HH Holmes Statue

I can’t talk about a game like this without talking about the scares, either. The Devil In Me, as previously mentioned, feels a lot more grounded than in previous games. As such, your mileage may vary as to whether you could find this to be a truly terrifying experience, though for me personally the only scares I got here were from jump scares. Nothing as egregious or as annoying as Little Hope, mind you, as many of The Devil In Me’s jump scares feel well-measured and earned. But The Devil In Me lacks the tension that House of Ashes had.

Similarly, The Devil In Me’s presentation is very much all over the place. It’s hard to work out just how it doesn’t manage to look as good as its predecessors, but so many scenes feel like they’ve been lit incorrectly, or facial animations animated strangely. The central location that the game relies upon has a lot of charm, for sure, but overall, this is one of the most inconsistent-looking Supermassive game thus far. Some of these issues can be fixed with updates in the future, which is a shame because when The Devil In Me looks great, it looks really great.

The Dark Pictures Anthology: The Devil In Me Review - Kate

Thankfully, the entirety of the cast feels really on point this time around, which is great given how flat Ashley Tisdale’s performance was in House of Ashes. The cast is led by a sensational Jessie Buckley, who keen eyes might recognise from Chernobyl, Fargo, or Taboo. The rest of the cast, who’ve made supporting appearances in Game of Thrones, Dune and Coronation Street all hand in decent enough performances to the point where I think they could be the most likeable protagonists in a Dark Pictures game.

THE PC VERSION WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

 

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Pentiment Review – Knaves Out https://press-start.com.au/reviews/xbox-series-x-reviews/2022/11/17/pentiment-review-knaves-out/ Wed, 16 Nov 2022 23:19:34 +0000 https://press-start.com.au/?p=140675

Obsidian, since their acquisition by Microsoft, has impressed with their ability to diversify, scale up and down and, most importantly, produce a finished product. Just like their sandbox-survival riff on Honey, I Shrunk the Kids in Grounded, Pentiment has been lovingly cobbled together by the big hearts of a small team. It’s certainly not going to be for everybody, but as this game aptly portrays: you can’t be all things to all people.  While contracting at the scriptorium at Kiersau […]

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Obsidian, since their acquisition by Microsoft, has impressed with their ability to diversify, scale up and down and, most importantly, produce a finished product. Just like their sandbox-survival riff on Honey, I Shrunk the Kids in Grounded, Pentiment has been lovingly cobbled together by the big hearts of a small team. It’s certainly not going to be for everybody, but as this game aptly portrays: you can’t be all things to all people. 

While contracting at the scriptorium at Kiersau Abbey, murder befalls the rural town of Tassing. As Andreas Maler, an illustrator, you find yourself fast entangled in the lives of both the abbots at the monastery and the Bavarian peasants they keep under their toe, by way of land tax and restrictions, at the foot of the meadows. It’s a superbly written, layered narrative that spans decades and details the prominence of religion and art during the period. It also speaks to a beautiful concept of earning the admiration of those who came before us, and it’s this notion that fuels the inciting event as an elder monk is hung out to dry by the church over the murder of an outspoken baron.

pentiment

Stepping out from your role as a simple journeyman artist, you investigate the details of the grisly murder by engaging with both the brothers and nuns of the church and the townsfolk to reach a consensus. It’s almost as if Knives Out met Downton Abbey, so enjoyable and authentic are both aspects of the premise. Even as a role-playing game with layers, Pentiment respects your time because it is, after all, a fleeting commodity. Knowing I couldn’t speak to everyone, or cross check everything, meant that regardless of the evidence I put forward, doubt still lingered over whether justice is ever unclouded. I liked the ticking clock aspect and it left me wanting to return to the scene of the crime, so to speak, to explore other paths, despite the game being a respectable twenty hours long. 

Which sounds short for a role playing game, but long for a game with as few strings to its bow as Pentiment has. That said, despite its length and heavy admiration for the written word, Pentiment never outstayed its welcome. I felt awash with relief to roll credits, but not so I could move on but so that I could talk about it. I felt the mystery of who’s pulling the threads for all of the murders in Tassing culminates in a satisfying way, and I was compelled throughout the narrative’s many bait and switches.

pentiment

I’d be fascinated to learn more about the development of Pentiment because it is such a niche idea. To have such heady concepts and grand ponderings delivered through what is a rather simple game is a choice, but one that doesn’t feel like a miss for the team. All of your time is spent either in the abbey, in the commons, or the surrounding woods, speaking to all manner of people with all manner of ideologies. It has exploratory aspects, though it isn’t open-world. Tassing has obvious limits, but rather than feeling restrictive and underdeveloped, it feels communal. You buy into what the team presents, even through the game’s hand-drawn aesthetic. 

Could Pentiment have worked better as a greater scope role playing game, knowing full well what Obsidian’s pedigree is? I actually don’t think so. Much of its charm is in its ardent commitment to the period’s art, which wouldn’t have worked in any other format. Andreas’ adventure feels like it exists within the margins of a living book, the game does not hold back from referencing history as it was—albeit dramatised for effect. Just as “Pentiment” means to a painting that has altered by simply drawing over the top of it, the game speaks to chipping away at falsehoods to unearth a hidden truth.

pentiment

Although Pentiment can be a violent game, it’s all consequential to your testimony. Regardless of whether your suspect is guilty or dead, they’ll meet a confronting, grisly end in the town commons. What became of the first suspect fingered by Andreas actually came as quite a shock, as Pentiment’s sketched visuals did little to soften the gruesome death blows. Like all good game towns, the streets of Tassing fast grow memorable and it all becomes as familiar as the back of your hand. Inspired by illuminated manuscripts of the time, Pentiment’s lovely period-inspired character models pop against the more roughly detailed country backdrops, although it’s the smaller details that made Pentiment’s aesthetic so unforgettable. The sheen of the pencil’s lead scribing out the dialogue gives the sense you’re inside a retelling of a famous story, even the most intense, blunt comments mark the page with lead fractures as if the pencil were under great stress. Even the little gags like correcting incorrect spelling on the fly, it’s all so clever.

pentiment

Although there’s nothing by way of spoken dialogue in Pentiment, it’s carried along by a performative medieval score that couples together with the almost-woodcut illustrations to capture the turbulence and dark undertones of the game’s whodunnit narrative. 

There are so many stars in this game’s conception. Josh Sawyer’s boldness to go out on a limb and direct a game that’s perhaps as niche as it gets is striking, but it’s sure to pay dividends. It’s a first-rate role playing game from a team who knows a thing about making them, though even all of the beautiful, stimulating writing is swiftly undercut by Hannah Kennedy’s art direction. When all of these powers combine, the story of Andreas Maler—a good man—is a powerful rumination on church and state, and riveting mystery, and a late charger for Game of the Year.

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Goat Simulator 3 Review – The Best Dumbest Fun https://press-start.com.au/reviews/xbox-series-x-reviews/2022/11/17/goat-simulator-3-review-the-best-dumbest-fun/ Wed, 16 Nov 2022 14:59:59 +0000 https://press-start.com.au/?p=140677

How do you even begin to talk about a game like Goat Simulator 3? I could sit here and write all the crazy things that happened to my Goat and me during my time with it, but that would spoil so much. Despite having finished it and seeing the credits roll, I can’t tell you what the game is about. But while the concept undoubtedly baffles my old man brain, there is one thing I do know about Goat Simulator […]

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How do you even begin to talk about a game like Goat Simulator 3? I could sit here and write all the crazy things that happened to my Goat and me during my time with it, but that would spoil so much. Despite having finished it and seeing the credits roll, I can’t tell you what the game is about. But while the concept undoubtedly baffles my old man brain, there is one thing I do know about Goat Simulator 3. It’s really stupid but really fun. And isn’t that enough?

Despite the title, Goat Simulator 3 is the second mainline Goat Simulator game. Setting the tone for the game’s humour, creative director Santiago Ferrero reckons it was named that because “God of War: Ragnarok was already taken”. Putting that unfortunate situation aside, Goat Simulator 3 does a fantastic job of building upon the foundations of the first game. As you’d expect, you play as a goat. As you might not expect, you’re thrown into the world on the back of a trailer in a sequence that mimics the opening to Skyrim. So yeah, Goat Simulator 3 is trying to be funny.

Goat Simulator 3 Review - Multiplayer

This time, your playground is San Angora, which is a bit different from the previous game. It’s bigger, though not as big as the open worlds most players would be accustomed to today. Goat Simulator 3 makes up for this with the sheer density of the map. It’s a real playground and a joy to mess around in. The general goal of the game is to wreak havoc to see how it plays out. After all, a lot of the original game’s notoriety came from the virality of the moments. Goat Simulator 3 is bound to see the same type of attention.

But there’s an admirable effort here to try and make Goat Simulator 3 more of a game with some structure. The open world is still there to play around in, but San Angora is peppered with activities called “Events” to complete. Each of them is usually a joke – help a Swedish person build some flatpacked furniture, kick some tree-hugging hippies off trees to help them grow, play the imperial march on church bells. There’s a nice variety of activities to do here that, more often than not, have funny punchlines.

Goat Simulator 3 Review - Skins and Customisation

But there are, of course, some moments where it can get a little bit cringe, though I’d be lying if I didn’t say that Goat Simulator 3 made me laugh on more than one occasion. To tell you everything I enjoyed about this game would be neglectful and irresponsible – the absurdity of these situations is in and of itself funny. But just know that no matter what type of gamer you are, whether you played Wolfenstein to Counter-Strike to Fortnite, Goat Simulator 3 no doubt does a good job at playing to a wide audience.

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Besides events, there are hundreds of “Instincts” to complete, too, though these aren’t mandatory to unlock anything or finish the story. Instead, completing them unlocks currency that can be exchanged for gear. Many of these Instincts feel closer to what was on offer in the first game – hit ten people with a specific item or drive a certain distance in a particular vehicle. They’re menial tasks and busy work. But they help make Goat Simulator 3 feel more fleshed out as a game.

Goat Simulator 3 Review - Hippies and Jetpack

Continuing this theme, Goat Simulator 3 rewards completion of Events with rankings that determine how high up in the Illuminati you are. Each rank you’re in expands your home base, similar to the castle from the first game. Finishing all the grades leads to the game’s final “boss” battle. I really appreciate the intention to better flesh out Goat Simulator 3 and give it more structure, but it doesn’t quite do as much with the concept as it could.

For one, I can’t help but feel that Goat Simulator 3 has become the thing that it’s satirising at points. The structure is like any open-world game of the last decade. Climb some towers, reveal some activities, complete some checklists and fill some progress meters to do it all again. Thankfully, Goat Simulator 3’s ridiculous physics and gameplay keep the game fun even if it doesn’t do everything it sets out to.

Goat Simulator 3 Review - Angry Goat

So much of Goat Simulator 3 is centered around unlocking gear, and for a good reason. So much of the gear can make your Goat fabulous and change form completely. Eventually, you can play as a giraffe, human, or shark. So much of the gear also comes with unique abilities designed to facilitate your goal of wreaking havoc and causing chaos. Rocket boots, laser beams, pizza launchers, magic beanstalk seeds; you name it, it’s probably in Goat Simulator 3 as a wearable. While I loved the huge slew of equipment and abilities, I often wished they were utilised more in the puzzles during the events.

Besides Events and Instincts, Goat Simulator 3 also features many minigames to jump into with friends. Accessible from the map, each of them allows up to four goats to battle it out in all kinds of precarious situations. Soccer, king of the hill, racing, demolition derbies. There’s a lot to do here, and the physics and gameplay upon which Goat Simulator 3 is built only make each of them funnier than it has any right to be.

Goat Simulator 3 Review - Hoofball Soccer

More impressively, Goat Simulator 3 also supports both online and split-screen multiplayer. Online is missing the oft-included crossplay options, but including split-screen is a fantastic touch. While doing so drops the framerate down to an (apparently controversial) thirty frames per second, it was pretty impressive to see how much crazy shit I and three friends could conjure up without the game crashing. Splitscreen is oft forgotten as games have grown more complex, but for Goat Simulator 3 to both have a mode and one that works is to be commended.

So while you’ll be done with Goat Simulator 3’s simplistic story mode in about six or so hours, everything that remains after the credits have finished rolling make it stand out. A dense and fun open playground to mess around in with hundreds of items. With friends, either online or off, the sheer stupidity and chaotic nature of everything is bound to make you smile. And isn’t that what games should be about?

THE XBOX SERIES X VERSION WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

 

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Somerville Review – War Of The Worlds https://press-start.com.au/reviews/xbox-series-x-reviews/2022/11/15/somerville-review-war-of-the-worlds/ Tue, 15 Nov 2022 00:00:02 +0000 https://press-start.com.au/?p=140590

As someone who really likes Playdead’s work, my eager eye has been set on Somerville for quite some time. From Jumpship, the independent studio jointly conceived by Playdead’s departed co-founder Dino Patti, Somerville’s world feels captivatingly alien, creating a weighted blanket of dread that suffocates much like its spiritual predecessor’s Limbo and Inside did.  Where Limbo was a monochromatic saunter through a timeless dream space of horror and Inside targeted mind control and mankind’s reliance on technologies, Somerville riffs on […]

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As someone who really likes Playdead’s work, my eager eye has been set on Somerville for quite some time. From Jumpship, the independent studio jointly conceived by Playdead’s departed co-founder Dino Patti, Somerville’s world feels captivatingly alien, creating a weighted blanket of dread that suffocates much like its spiritual predecessor’s Limbo and Inside did. 

Where Limbo was a monochromatic saunter through a timeless dream space of horror and Inside targeted mind control and mankind’s reliance on technologies, Somerville riffs on cinematic sci-fi. It clearly draws inspiration from War of the Worlds for a number of its bigger set pieces as a hostile takeover by otherworldly forces unsettle a seemingly idyllic family life in rural England. Although I do have a read of my own on the game’s lingering and ambiguous climax, I suspect its grand meaning will be the source of fascinating discourse post-launch. 

It reminded me, somewhat fittingly, a lot of Edgar Wright’s The World’s End in both its wild story turns and some of the ideas it appears to tackle. It’s a game that can shock, surprise, and induce panic in great waves. 

With no regard for comfort, the brief narrative—which is devoid of any dialogue or narration, spoken or otherwise—twists and contorts on itself to the point where it’s nearly coherent in its own right, but ultimately it’s going to rely on a lot of interpretation from whoever experiences it.

Somerville, like Limbo and Inside before it, follows the same time-tested action-puzzle formula which, on this occasion, sees our nameless protagonist trying to escape from and survive an under-siege township through the harnessing of special abilities he’s imbued with after the visitors’ touchdown. With a simple touch, you’re able to amplify most light sources to dissolve and dissipate a murky, organic alien substance—seemingly born of technology—that blocks your path. As obtuse as the story can seem, all of Somerville’s many tests feel intuitive and I never got hung up on one thing for longer than five minutes. 

Outside of brainteasers, the bulk of Somerville’s runtime is made up of terrifically curated action set pieces that feel pulled from several sci-fi epics. Frantic woodland chases, soaring spacecraft, and explosive standoffs punctuate many of Somerville’s more exciting moments. While some are reminiscent of the harrowing spider pursuit from Limbo, most of the moments require you to break the line of sight with the invaders’ red gaze. Although the controls can be cumbersome during the longer chases, which will result in some frustrating deaths, I feel like it does a few things well with regard to the character’s contextual awareness. The A button serves as a kind of catch-all for any action you perform, be it prying open gates, crank-starting generators, or taking shelter inside a porta-loo to avoid being decimated by invaders—I particularly liked that, in one specific moment, the character would automatically take cover to avoid being spotted. 

In that sense, it’s animated more impressively than its predecessors, even if it’s more ambitious in both scope and appearance. Larger, more diverse play spaces and higher-polygon counts in the character models, which are still stylised with that particular indie flair, set Somerville on a rung higher than those before it.

It’s definitely nearer to Inside as far as aesthetic goes with its washed-out, bleak colour palette serving as the backdrop for the supernatural elements present, and it’s these elements that serve as the visual flair for the game. Great waves of rippling blue, and sometimes red, light course through the airwaves like spectacular Northern Lights as the block-matter ground contorts and curls underfoot. The game does a great job of signposting key items that, more often than not, serve as the interactive basis of the game’s many puzzles. They’re pretty much always orange and certainly give a good jumping-off point as you trawl the area for the way forward. 

Somerville’s score is like an unsettling thrum while hopeful piano melodies punctuate the story’s more tender, or peaceful, crawls. While the composed score is clearly not, the alien warbles feel diegetic within the world despite having a melody and rhythm of their own. And with no dialogue, it’s the music that does most of the heavy lifting in the game’s more emotional beats. 

Before everything is upended ten minutes into Somerville, the quiet delight of everyday life is painted with some wonderful accuracy during the game’s opening credits. There’s a dreary day, a long winding road, having the idiot box be the only light source in the living room. You begin to wonder whether losing this mundanity is a bad thing at all, and maybe that’s the point. Nevertheless, Somerville’s ability to sell the upheaval of this family’s freshly laid roots is so effective for many reasons, but one that stood out most to me was the space you’re in. By grounding Somerville where it does, the environmental artists can break up the monotony of the landscape with the horror of literal invasion. 

Somerville, with its mix of quiet, wholesome and thrilling moments, is an excellent debut from Jumpship and a worthy successor to the achievements of Limbo and Inside. Although it is steeped in mystery, the fact a game this thrilling and full of moments can exist and achieve what it does in just a handful of hours is damn cool. 

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Call of Duty Modern Warfare II Multiplayer Review – An Imperfect Follow-up https://press-start.com.au/reviews/ps5-reviews/2022/11/11/call-of-duty-modern-warfare-ii-multiplayer-review/ Fri, 11 Nov 2022 00:41:07 +0000 https://press-start.com.au/?p=140466

After sharing similar thoughts on Call of Duty Modern Warfare II’s campaign as Brodie (find his campaign review here), I went into the game’s multiplayer expecting it to impress. However, with every step forward Modern Warfare II takes – like the new perks system and welcome changes to the ever-satisfying gunplay – there seemed to be something holding it back.  Let’s get this out of the way, though – the gunplay in Modern Warfare II is exceptional, and it’s always […]

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After sharing similar thoughts on Call of Duty Modern Warfare II’s campaign as Brodie (find his campaign review here), I went into the game’s multiplayer expecting it to impress. However, with every step forward Modern Warfare II takes – like the new perks system and welcome changes to the ever-satisfying gunplay – there seemed to be something holding it back. 

Let’s get this out of the way, though – the gunplay in Modern Warfare II is exceptional, and it’s always been the series’ key strength no matter how rough other parts of the game are. The return of a quick time to kill makes every encounter tense, with new movement options – like the ever-excellent dolphin dive and reworked slide – giving players new ways of gaining an advantage over opponents.

While I usually prefer the usual 6v6 modes, I had a blast with Modern Warfare II’s Ground War Invasion mode as well. Packed full of enemy AI and other players, the sprawling maps were a great way of experimenting with new loadouts, weapons and perks to see what worked for me. And while the game’s AI in Invasion aren’t the brightest tools in the shed, it was a nice change to what is otherwise a hyper-focused set of 6v6 modes.

Modern Warfare 2 Review

On that subject, all of the main 6v6 modes you’d come to expect are included in this year’s game, with a handful of new objective-based modes also making their way into the rotation. And while I’m usually one to stick to my beloved selections, I actually liked both of the new modes. 

The first, called Knock Out, tasks two teams of six to have hold of the briefcase when the round ends. It’s a best of five mode with only team revives enabled, meaning players need to stick together and communicate efficiently to get the win. Alternatively, a team can also win the round by eliminating every member of the other team. 

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I really liked this mode for a couple of reasons. As soon as a player takes possession of the briefcase, they become a moving target that’s highlighted to everyone on the map. This always makes for a tense final few moments where players need to be tactical and evade enemy fire, while also ensuring teammates are reviving those who have been downed. As you’d expect, each round tends to fluctuate depending on what happens in the first minute or so, and it makes for a focused and highly enjoyable change to the regular stuff we see every year.

Modern Warfare 2 Review

The other new mode, called Prisoner Rescue, tasks players to locate hostages and to either get them out of the area or prevent their extraction, with the first team to 500 points winning the match. It didn’t quite tickle my fancy like Knock Out did, but it was enjoyable nonetheless.

Third person mode also makes its way to Modern Warfare II and it’s a blast. Combining a range of classic multiplayer modes into one playlist, third person mode completely changed the way I played the game. It forced me to think strategically about where I was on the map and how players could see me, which made for a genuinely different experience to anything else on offer. It’s not something I’ll always go to, but it’s great to have it there as an option when I don’t feel like any of the other modes on offer.

In terms of general gameplay changes, Infinity Ward’s made some interesting choices with the game’s perks and gunsmith systems. 

Rather than sticking with three always-on perks in your loadout, this year’s game elects to allow you to pick four. However, perks are divided up into three different categories: base perks, bonus perks and ultimate perks. Players start every game with two base perks, while the bonus perk and ultimate will unlock over time. Taking out enemies and completing objectives makes bonus and ultimate perks unlock quicker.

Call Of Duty Modern Warfare 2 Review

While it was a bit confusing in the beginning, the new system provides a lot of flexibility in the way loadouts can be created for specific game modes. Ultimate perks are incredibly handy, consisting of beloved perks like Dead Silence and Ghost, for example, and are great for team deathmatch and domination modes. Whereas you might want to opt for something a bit different for something like Ground War or Search & Destroy. There’s more than enough here to play around with, and it’s nice to finally get a bit of a rework to the age-old perk system.

Modern Warfare II’s revamped gunsmith system, on the other hand, took some time to even understand at a basic level. Weapon platforms have been introduced to the game, putting weapons into various families rather than having them separated. This allows players to unlock attachments for a ‘family’ of weapons rather than a single weapon itself, which in turn makes for a faster way to gather the attachments for newly unlocked weaponry. It’s a decent enough system once you get your head around it, however this is where my biggest issue with Modern Warfare II comes in – the game’s menus are absolutely atrocious. 

I can’t put it gently: Modern Warfare II’s menu system is easily the worst I’ve ever seen in a Call of Duty game. Doing the simplest of tasks – like changing your calling card or making a new loadout – is bogged down by countless, unnecessary submenus. It’s absolutely jarring to have to go through five submenus to get to things in the game, and it’s mind boggling how this version of the UI even made it to the retail release. It needs a serious rework already. 

Call Of Duty Modern Warfare 2 Review

Something else I was particularly taken aback by was the lack of Call of Duty mainstay content at launch, too. Two of the major omissions that particularly irked me was the lack of hardcore mode (which, to be fair, is slated for Season 1’s launch on November 16) and the barracks/challenges area. It’s ridiculous to me that, at the time of this review going live, you can’t check your stats properly – you can’t see active challenges you’re making progress towards aside from the three dailies that are in the main menu, while redeemed double weapon and level XP don’t have a counter going either. Combine this with the plethora of bugs currently plaguing every platform – from hard crashes to texture pop in – and it’s been a rough first week for the game.

That said, I did enjoy my time with the game’s Spec Ops mode. A continuation of the game’s main campaign, the three missions available at launch offer a great cooperative-focused change to what’s seen in the other main modes in Modern Warfare II. Each mission is different in its own way, with Low Profile – the most stealth-focused mission of the bunch – the highlight for me. Each mission won’t take you too long to complete, clocking in between 15 to 30 minutes each, but they do offer up nice cosmetic rewards and some XP for completing them. I hope to see more added to the game over time.

Call of Duty Modern Warfare II doesn’t quite stick the landing, but I’ve had a blast playing it. The changes to gameplay and gunplay make the game feel incredibly slick and satisfying, with the selection of new modes more than welcome. It’s just a shame the game is absolutely riddled with technical issues and an awful menu system. Even so, there’s a lot to love about the game, but temper your expectations.

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The Chant Review – A Surprising And Psychedelic Adventure https://press-start.com.au/reviews/ps5-reviews/2022/11/09/the-chant-review-a-surprising-and-psychedelic-adventure/ Tue, 08 Nov 2022 23:32:46 +0000 https://press-start.com.au/?p=140472

The Chant follows Jess Briars as she is invited to the Prismic Science Spiritual Retreat on a remote island to deal with trauma in her past and move on with her life. It’s like a spiritual self-help camp offering a series of treatments firmly at a warped intersection of science and spirituality. During one of the group’s routine chants, a dimension called The Gloom is opened, and the psychedelic horrors within pour out into the real world. Doing her absolute […]

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The Chant follows Jess Briars as she is invited to the Prismic Science Spiritual Retreat on a remote island to deal with trauma in her past and move on with her life. It’s like a spiritual self-help camp offering a series of treatments firmly at a warped intersection of science and spirituality. During one of the group’s routine chants, a dimension called The Gloom is opened, and the psychedelic horrors within pour out into the real world. Doing her absolute best, The Chant follows Jess as she uncovers the cultish history of the island and her attempts to reverse the ritual.

The Chant is interesting because it explores an aspect of horror that isn’t often explored in games. The cult you’re finding yourself in doesn’t even call themselves a cult – but attempts to come up with scientific explanations for everything happening. It’s an intersection between science and spirituality that, like I said, isn’t explored a lot in games, but it’s an interesting story that plays a pertinent role in gameplay too. While so much of The Chant is unique, so much of it is cliché too, and genre fans will find great enjoyment in this familiarity with throwbacks that harken back to the best thrillers of the seventies and eighties.

The Chant Review

As alluded to earlier, The Chant does things a little bit differently. Think of it as a Supermassive game (like Dark Pictures or Until Dawn) but with combat. Horror games, especially outside the AAA market, often exclude combat (much to my chagrin). The Chant doesn’t feel like it’s taking any shortcuts – it’s trying it’s hardest to offer an experience that players of more passive games like Outlast would enjoy but also enough “game” for those who enjoy more involved games like Resident Evil.

The result is something entirely unique. The Chant carves out its niche by promising a more open area to explore and a cast of characters to interact with. It’s an interesting premise, for sure, but the premise falls short of what it promises. For one, while the game insists that it’s an open world, the story progresses rather linearly, and many of the areas you’ll explore will have nothing to do in them until the story says so. The open world feels like an obligation to fulfill a marketing bullet point rather than a true gameplay feature, but that doesn’t mean The Chant falls short in other areas.

The Chant Review

Thankfully, The Chant has a full combat system and a nice variety of enemies to fight off as Jess finds her way around the island. A mix of supernatural beings from The Gloom and possessed cultists, each of the enemies Jess encounters has distinct weaknesses you’ll want to exploit to play properly. Weapons include what you’d expect in a game based around new-age spirituality – sage, salt, crystals, and fire. But Jess also has “prism” abilities that allow her to manipulate time to better control crowds, while later abilities allow Jess to deal heavy damage.

The crux of The Chant is built upon balancing three key stats – spirit, mind, and body. Each of these can be drained by doing certain things in the game. Body is physical health, which is pretty straightforward. Spirit is like mana, powering Jess’ more powerful prism abilities. Mind is similar to Sanity and can be reduced when Jess is stuck in the dark or experiences random attacks to her mind. Let any of them drop, and Jess can be subject to a panic attack until she finds safety. It doesn’t sound very pleasant, but it never gets to the point where it gets in the way of the game. You can sacrifice spirit by meditating to improve your mind, which almost always makes things manageable without being annoying.

The Chant Review

Your actions in the game also allow you to develop each of these three stats, though this system is hit-and-miss. Certain dialogue options with the cult members will improve each of the stats while using certain items to recover will also enhance them. Other more mundane things, like picking up collectibles, will also contribute to one of your stats. It’s a good idea in theory, but with so many things contributing to each of the stats, it feels pointless and doesn’t change much beyond the ending. Playing naturally will keep all three of your key stats at a reasonable level, though each ending is tied to which of the three ends up on top at the end of your playthrough.

I’d assume that the idea behind this system is to encourage repeat playthroughs, which is a great idea. But so little changes from the moment-to-moment gameplay beyond the ending that I’d struggle to see why people would bother beyond achievement or trophy hunting. That being said, your first run will take between six to eight hours to complete, so it’s a short and sweet experience to replay, but I did feel like there wasn’t a lot of reason to return to The Chant once the credits started to roll.

The Chant Review

Of course, being a horror game, we must address just how scary it can be. While The Chant does its best to build a real sense of place and atmosphere with its open-ish world, it’s not as frightening as you’d hope. I absolutely adore the idea of The Gloom and the way it fills each of the scenes it seeps into with bright Giallo-esque colours. But the aspects with the most potential to be truly scary – the humans you encounter and the possessions that ensure – feel underserviced. The Chant is interesting, but it’s not as scary as it could be.

I’ve alluded to this before, but The Chant does its best to offer up a nice variety of scenery along its modest adventure. It’s obviously never going to reach the levels of Supermassive’s adventures, but it does a great job of selling the psychedelic nightmare of The Gloom. The soundtrack is similarly fantastic, once again throwing back to some of the best horror films of the seventies with some great electro-rock tinges.

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Sonic Frontiers Review – Brave New Zone https://press-start.com.au/reviews/ps5-reviews/2022/11/08/sonic-frontiers-review-brave-new-zone/ Mon, 07 Nov 2022 13:58:05 +0000 https://press-start.com.au/?p=140451

I can’t help but feel for Sonic Frontiers. At a glance, it’s almost too easily categorised as Sonic Team’s attempt at Breath of the Wild, a comparison point the team has been quite doggedly avoiding during preview coverage of the game. This is, partly, kind of absurd given how obvious the comparison point is. Sonic Frontiers plops the titular blue blur into large, open-zone environments in which ancient technology has broken down and nature has largely returned to claim its […]

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I can’t help but feel for Sonic Frontiers. At a glance, it’s almost too easily categorised as Sonic Team’s attempt at Breath of the Wild, a comparison point the team has been quite doggedly avoiding during preview coverage of the game. This is, partly, kind of absurd given how obvious the comparison point is. Sonic Frontiers plops the titular blue blur into large, open-zone environments in which ancient technology has broken down and nature has largely returned to claim its land. Mysteries abound, friends must be rescued and existential questions answered. But Sonic Frontiers is so much more than its surface. It’s deeply strange, often throwing conflicting ideas at the player at breakneck speed, and ultimately not entirely successful. But it makes a bold and earnest attempt at the genre and despite losing a few rings along the way, still clears a comfortable A grade.

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Sonic Frontiers sees Sonic and friends thrust into one of the series’ more touching tales. Eggman has meddled with forces far greater than even his genius and inadvertently trapped himself, and Sonic’s best mates, in a digital realm known as Cyber Space. Here, memories are warped by Godly AI processing power and rendered into explorable manifestations (in this case old Sonic levels and subtext-packed cutscenes). With the Chaos Emeralds and his loveable roster of friends and foes trapped on Starfall Islands, Sonic must venture forth into the unknown and explore a series of loosely connected open-zones, solving puzzles, completing levels and generally being a snarky little hero.

sonic frontiers review

These islands arguably serve as Sonic Frontiers’ biggest formula shift since the series’ jump to 3D back in the late 90s. Massive in scale and crammed full of small activities to complete, these spaces are borderline seamless playgrounds designed to push Sonic’s speed and your platforming skills to new limits. Equipped with the divisive Boost mechanic on the right trigger, Sonic is effectively encouraged to tear arse through the five available islands, utilising a simple but engaging loop of momentum, combat and exploration geared toward constantly rewarding the player. To complement the speed of the Boost, Sonic is also able to create whimsical trails of light with the new Cyloop ability that has you hold down a button and draw a loop in any shape you can muster. This is often used to activate puzzles, lower enemy defences or uncover rings and other useful items.

The five islands are an amalgamation of gameplay ideas that individually function quite well but collectively can wear a little thin. There is great fun to be had in simple exploration with approachable momentum-based platforming and rail building for convenient traversal ala Death Stranding. The overworld is littered with springs, platforms and rails to bounce between, offering some form of collectable as a reward for the thirty or so seconds it might take you to complete them. It all works, managing to blend fixed and free camera work in a split second and realising the best of Sonic’s movement. Those collectable rewards are also directly impactful of your progression, as Sonic will need to gather up a surprising number of resources to move the story forward and unlock new things to do.

sonic frontiers review

Cyber Space levels, the game’s small but gorgeously rendered line-up of classic Sonic platforming levels, need to be unlocked using gears that you can nab from harder combat encounters. These levels are all themed around old-school Sonic aesthetics and while not the biggest roster of influences has been drawn from, what’s here is some of the most fun you can have in Sonic Frontiers. Depending on how well you complete each level you’ll be rewarded with keys (one for finishing, S rank time, red coin collection and ring numbers) which are in turn used to unlock Chaos Emerald vaults.

There are also friendship tokens that are given liberally and used to unlock cutscenes with your mates, and some fishing coins you should absolutely keep an eye out for. The game’s fishing economy is wonderfully broken, allowing you to effectively buy your way through an island if you wish, all while chilling with Big and catching random junk as a goof. Along with the skill points to earn, attack and defence tokens to uncover, and the admittedly wonderful Kocos to collect, Sonic Frontiers can often feel a bit much. The tone of the open-zone is so deliberately serene and begs a flowstate from the player but the game’s overarching systems can harsh the vibe as it were, even if they’re relatively harmless individually.

sonic frontiers review

As Sonic Frontiers begins to expand its adventure and you push from five to ten to the roughly twenty or so hours it takes for a first pass, these systems lose some shine. The back end of the game increasingly wrestles camera control away from you in unforgiving platforming sections while the level design itself begins to constrict your speed potential, effectively snuffing out a lot of the fun. There is also the game’s severe pop-in problem that can sometimes snap a new rail into existence mere meters away from you. The speed at which Sonic moves through these environments means I can empathise with the difficulty of rendering it all at once but when you need to be making split-second directional choices, it can be immensely frustrating to not know what might pop in next.

Given the shift to freestyle adventuring, Sonic is also forced to engage in combat more directly than ever before. Sonic Frontiers certainly understands the need for style and flair, often making you feel like a badarse with its flurry of hyper-speed, vibrant animations as Sonic lobs energy balls and booms at foes. Better still that all of this can be achieved in a remarkably approachable way, whether actively through basic button combinations or passively through the auto-skill ability you can toggle on and off once unlocked. Like exploration, combat just feels good to use, and just like exploration, it can wear thin over the game’s run.   

sonic frontiers review

You’ll be unlocking high-level skills quite late in the game, though these are just additional button combinations to add to your roster, combat itself only fundamentally evolves based on what you’re fighting. Sonic Frontiers’ roster of robotic foes is largely a delight, a hobbled-together assortment of vaguely humanoid/animal creatures that require slightly different approaches to defeat without incident. The islands are also home to several larger-scale fights that utilise platforming and tighter timing to take down, often serving as a nice precursor to the game’s exceptionally cool major boss fights, the Titans.

Sonic Frontier’s Titan bosses are a standout of the game and are best experienced firsthand for a multitude of reasons. The first of these fights, Giganto, has been featured in marketing so I’m at least comfortable enough to talk about this walking anime cutscene of a monster. The Titans tower over the islands, using that scale to implement platforming segments before and sometimes during moment-to-moment, intensely cinematic combat sequences. All of this towering scale kicks off with unique, pop-rock tracks that bellow earnest lyrics about hope and new horizons while you effectively fight mecha-God. It rules so incredibly hard and I’m glad we have creators in the AAA space willing to be this dorky.

sonic frontiers review

It’s a sense of style the rest of the game largely carries too, with a vibrant, if sensible, art direction and a general understanding of the power of going really fast through well lit-environments. The islands themselves aren’t anywhere near as varied as I would have liked though, with the initial greenery of Kronos dominating the palette for much. Ares was my favourite play space, with its harsh topography and small oasis pockets to discover in the arid deserts, but Chaos’ volcanic slopes and fragmented land mass left me a little cold. The final two islands, one of which is more of a gimmick, do lean back into forestation but the last one is a wonderful spot that made me wistful to be wrapping up.

Sonic Frontiers presents its story in a rather odd way though, which is especially sad given that the narrative beats and character interactions are all fairly compelling and fun. In an attempt to harness the power of the Chaos Emeralds, Eggman has made himself a daughter in the form of an AI project named Sage. As Sonic races against time to save his trapped friends, Sage will frequently show up to observe or interact with the gang and their impact on her is not inconsiderable. It’s a simple tale but ends with surprising weight, made all the more impactful by the game’s background narrative that doesn’t shy away from some pretty heavy stuff.

sonic frontiers review

The game’s final moments had me cheering a little, and the cut to credits is shockingly poignant (even with the mid and post-credits scenes evening out the tone a little). The moment-to-moment writing is clumsily pronounced but again in an endearing way—Sage’s ruminations on what a “real” family is, Knuckles lamenting his life of service, Amy pondering love and Tails fighting imposter syndrome. The only one without a clear arc is Sonic but he works as a mirror to the cast in many ways and is more of an observer to the game’s true story. Which is all wonderful and good, but pacing issues and obfuscation dull its best qualities. There are some great Sonic lore elements at play here but you wouldn’t know it from what the main story gives you alone, instead, you’ll need to dive into menus and memos to find out.  

All of these disparate systems and uneven feelings can’t fully derail this ride though and despite my many small grievances, I still look back fondly on my time with Sonic Frontiers. Its open-world adolescence is awkward, yes, but endearingly so— you can feel how badly this game wants to impress and that carries it far further than I imagined it could. Its moment to moment gameplay remains fun from start to finish and while the middle section slumps somewhat, it pulls up just in time to deliver a gorgeous and absurd final act. At some point in the story Sage observes Sonic trying to help his friends and shakes her head, “He never stops. Clarification, he never gives up”. And yeah, Sonic Frontiers stumbles often, but just like its titular hero, it never gives up.

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Call of Duty: Modern Warfare II Campaign Review – Playing It Safe https://press-start.com.au/reviews/ps5-reviews/2022/10/25/call-of-duty-modern-warfare-ii-campaign-review-playing-it-safe/ Tue, 25 Oct 2022 10:57:11 +0000 https://press-start.com.au/?p=140214

This is the single player/campaign portion of our Call Of Duty: Modern Warfare 2 review with our multiplayer/full review to come following the game’s launch this weekend. Despite still emerging as the best-selling game of last year, the disappointment around Vanguard was profound. So, as has happened a few times before, the eggs have returned to the safety of the Modern Warfare basket. And in delivering a follow-up to 2019’s reboot of the franchise’s most popular sub-series, Infinity Ward has […]

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This is the single player/campaign portion of our Call Of Duty: Modern Warfare 2 review with our multiplayer/full review to come following the game’s launch this weekend.


Despite still emerging as the best-selling game of last year, the disappointment around Vanguard was profound. So, as has happened a few times before, the eggs have returned to the safety of the Modern Warfare basket. And in delivering a follow-up to 2019’s reboot of the franchise’s most popular sub-series, Infinity Ward has played a rather safe hand. It delivers a familiarity and fan service only they’re capable of, built upon the bones of the original Modern Warfare 2 while telling a starkly different story. 

Modern Warfare feels like a snapshot of the last two decades of geopolitical tensions, but the line it walks has never been more grey. Not that it ever has, but the conflict Task Force 141 finds tangled up in doesn’t have archetypal heroes and villains. It’s men and women doing what they believe is right, regardless of their alignment within the bigger picture. Though it’s tough to follow at times with its tiny moving parts, the idea of “the team” is really sold throughout. I felt the choice to have Ghost be something of a pointman for the story, emerging from the quiet mysterious type to a slightly louder mysterious type, is inspired. I was actually surprised with how often Price, who is often seen as the series’ lead, took a backseat to let the remainder of the team shine. 

Call Of Duty Modern Warfare 2 Review

Not only do Gaz, Soap and Ghost all shine, I particularly grew attached to both Alejandro and Rodolfo. Their sub-plot, which saw them trying to wrestle control of Mexico back from the weapon-smuggling cartel aiding Al-Qatala, was an engrossing distraction from the bigger picture. 

We’re introduced to twisted versions of the characters we think we know, and our expectations of the narrative to be are subverted deftly in yet another globetrotting, geopolitical Mission: Impossible-like romp. It’s semi-grounded by real-world technologies, which I appreciate, but it certainly still lets loose like only a Call of Duty can.

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It’s also amazingly nostalgic for the “original trilogy,” for want of a better term. There are some surprisingly wonderful character moments, full to the brim of the bravado and brotherly love you’d expect to see on an episode of Sons of Anarchy. There are also many callbacks to missions held dear, including storming a rain-slick freight ship, a prison break, and the obligatory aerial overwatch op. These aside, Modern Warfare 2’s campaign has tremendous variety, even if not all of the game’s seventeen levels hit the same. I felt the levels that served to showcase the shiny features in the game’s multiplayer were bottom-rung, especially ‘Violence and Timing’—a vehicular convoy mission which is meant to get players excited for driving jeeps in competitive modes. That said, there are some great open-ended stealth missions—‘El Sin Nombre’ for one—that felt almost like Hitman in their execution.

Call Of Duty Modern Warfare 2 Review

This newest instalment of Call of Duty continues the franchise’s consistent delivery of industry-leading mechanics, to the point where it’s hardly fair at this point. As a shooter it’s exceptionally tight, and it’s not easy to fault the game’s feel. I didn’t quite get a sense that the A.I. had improved out of sight, despite the team’s focus on creating a greater sense of immersion with enemies that were still easily duped and companions that, despite keeping their heads on a swivel, pathed rather awkwardly. Despite its clear strengths as a run and gun shooter, this game spent a lot of time turning the player into a vulnerable glass cannon in a handful of stealth missions. I’d never baulked at the slow burn ops historically, in fact I adore ‘All Ghillied Up’ from the first Modern Warfare, but the team’s decision to include mandatory crafting felt ill-considered. Scavenging for materials to cobble together smoke bombs and pry bars never feels as interesting as the covert stalking through enemy territory. 

The fidelity of the game’s pre-rendered scenes, much like Black Ops Cold War, is unbelievable. There were moments of such intense expression, captured in such detail, that I found myself questioning whether the scenes had been filmed live-action or not. It’s more or less matched by the in-game visuals, although there were noticeable pop-in issues in some of the larger open areas. 

Call Of Duty Modern Warfare 2 Review

Another vast disappointment is how the game performs. It does maintain a steady frame rate and runs rather well, it’s just that there are rampant bugs that mar nearly all facets of the game’s presentation. Hard crashes to the dashboard are one issue, though it’s the audiovisual glitches that cheated me out of truly experiencing some of the game’s key beats unfettered. On one occasion, no audio outside of gunfire was sounding while on another a black screen lingered in place of arguably the story’s biggest plot twist.

It was discovered, after some troubleshooting, that a simple mission restart from within the menu should do the trick. 

Call Of Duty Modern Warfare 2 Review

It might be a result of having been worked on by just about every studio under the Activision banner, but Call of Duty has always kind of been a benchmark for consistency within blockbuster video gaming. Modern Warfare 2 isn’t a bad outing by any means, I just don’t feel it plays to the series’ strengths. The overabundance of glacial stealth missions and the crude introduction of crafting mechanics two-thirds through the game continually stalling any momentum the game kept mounting. It eventually roll starts and emerges as a decent war thriller, underpinned by the camaraderie of Task Force 141.

The Xbox Series X version of this game was played for the purpose of this review. 

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Gotham Knights Review – Batman Without Batman https://press-start.com.au/reviews/ps5-reviews/2022/10/20/gotham-knights-review-batman-without-batman/ Thu, 20 Oct 2022 11:00:14 +0000 https://press-start.com.au/?p=140028

It feels like we’ve been waiting for Gotham Knights, or even another Batman game, but after what felt like incessant teasing originally, it’s finally arrived. It certainly sets up a tough challenge for itself – can you make a Batman game without Batman? I was sceptical too. But while Gotham Knights lacks some of the finesse of those games that came before, it’s still an enjoyable experience, even if it takes a bit to get going. First things first – […]

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It feels like we’ve been waiting for Gotham Knights, or even another Batman game, but after what felt like incessant teasing originally, it’s finally arrived. It certainly sets up a tough challenge for itself – can you make a Batman game without Batman? I was sceptical too. But while Gotham Knights lacks some of the finesse of those games that came before, it’s still an enjoyable experience, even if it takes a bit to get going.

First things first – Gotham Knights takes place in its own canon. Forget what happened in Arkham Knight. That said, anybody with a cursory knowledge of the world of Batman will easily find their footing in the world of Gotham Knights. We open with Batman dying in a battle with Ra’s al Ghul. In his absence, Gotham City is stricken with crime once more. Robin, Nightwing, Batgirl, and Red Hood, all proteges of Batman, take up the mantle as protectors of Gotham, continuing with the investigations Batman was working on. In doing so, the crew finds themselves embroiled in a war for Gotham between two of its oldest factions – the Court of Owls and the League of Shadows.

gotham knights review

Comic book fans will undoubtedly find something to love in the way Gotham Knights presents its story. It’s packed with fun references to Batman that fans will love and some great moments between the cast as they reminisce on how to carry out Batman’s final will. There are some fun, if not predictable treatments of fan-favourite characters, but there’s one thing I absolutely adore. There’s absolutely no Joker to be seen. I’ve got nothing against him – but the mystery brought about by The Court Of Owls bolstered by their opposition to the League of Shadows is equal parts compelling and refreshing.

So, then, Gotham Knights eschews a playable Batman for Robin, Nightwing, Batgirl, and Red Hood. Each of the characters has their own unique moves, abilities, and tools that cater specifically to a type of playstyle. I gravitated more towards Red Hood, who doles out heavier damage and has excellent range options thanks to his pistols. But Batgirl and Robin were helpful on missions where stealth was more important. Nightwing felt like a jack of all trades, but his mobility helped me get around the city much more quickly. You can switch between them at the start of each night, so playing with each of them to find your style is recommended.

gotham knights review

The combat system feels like it’s been lifted from Arkham but tweaked to better showcase the breadth of abilities each of the characters has. The general premise of the combat is the same – melee attacks that can be directed between enemies using the control stick. It still flows well and feels approachable enough for newcomers – but experienced players will build momentum better. Momentum powers your abilities, which are abilities that are unique to each character and buff, debuff, and inflict massive damage.

It’s a terrible cliché at this point, but if it ain’t broke, don’t fix it. Given how much functionality they can fit into a controller, it’s safe to see why Gotham Knights adapted this combat system from the Arkham games. But there’s one thing that can really hinder the flow of battles: how enemies react to your attacks.

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There’s no way to sugarcoat it – Gotham Knights has spongey enemies. Enemies take a lot of hits, bullets, or both before they die, and it feels especially egregious during boss battles which can last upwards of ten minutes. This issue permeates the entire game – everything feels longer than it should be. Like Assassin’s Creed Odyssey, Gotham Knights shoehorns RPG elements into its design – including levelling and crafting – to handle progression.

gotham knights review

Admittedly, after finishing the game, I did discover that simply lowering the difficulty will reduce the amount of scaling of the enemy’s health, and makes the game flow a lot better, but be warned that reducing it too much will remove almost all semblance of a challenge. And you don’t want that.

As for how things flow, Gotham Knights splits its missions into story-based case files, other side missions, and villain case files. Most of the main story missions are great – mixing stealth and action in just the right amount – though some later levels get a bit repetitive. No matter what you do, the map populates with activities at the beginning of each night, so things are always changing, and there’s a sense of living within the city.

The variety in the activities feels like a lot, owing to a fantastic amount of enemy variety of wildly different types. But the way that the game uses these activities, too, once again, makes things longer than they should be, which can be a little frustrating.

While there’s no explicit level gating in Gotham Knights, there are situations where the story’s pacing slows to a crawl. I’d be introduced to a new character a few times, but before they’d talk to me, I’d have to go off and do three or four side quests. I’d generally be okay with this brand of a detour, except these side quests never had much story relevance, and they felt like a cheap way to pad out the game.

I would’ve loved to have seen more of the villain files – these are three sets of storylines that follow three villains with missions that feel like they could be part of the main story. Harley Quinn, Mr. Freeze, and Clayface are the key villains featured here, and their storylines, while non-essential, serve as great and meaningful distractions from the primary investigation. While I’d love to see newer villains we’ve never explored in games before, the iterations of these villains shown here were fresh enough.

But one thing I adore about Gotham Knights is how flexible the progression system is. Given so much else about the game, it could’ve easily asked you to level up your characters individually. Thankfully, your level is synced across all four characters. Ability points will simply be waiting there for you when you switch characters. It’s a straightforward but effective way to encourage players to experiment and helps alleviate the feelings of repetition I’ve felt elsewhere – but, once again, there’s a catch.

Abilities are unlocked as the story progresses and are separately unlocked for each character. To do so, you’ll have to complete specific objectives. Defeat ten of a particular type of enemy. Complete five of a specific type of quest. I understand why these abilities wouldn’t just be given to everyone – but when you consider that this means you’ll have to do these objectives four times to unlock them for all – it does feel unnecessarily grindy. Add to this that basic traversal abilities, which makes the gameplay immensely better, are locked behind objectives like this, and it’s safe to say Gotham Knights doesn’t put it’s best step forward first.

When a friend joins, things are handled relatively well. While there is no arena-based mode yet, the entirety of the story can be played with a friend. When you join someone else’s world, you’ll keep all the experience you earn. If you complete missions in their world, you’ll be able to skip them entirely when you return to your own world. So many games have grappled with how to reward progression in games like this appropriately, and I think it’s safe to say that Gotham Knights absolutely nails it. Even better, you’re not tethered in the game world, so you can go wherever you want.

This might be controversial, but Gotham Knights is a fantastic-looking game. While it eschews the smoother framerate we’ve expected from this generation, it more than makes up for it with some phenomenal lighting effects. Gotham City is a neon-lit playground that’s a joy to fly around in. For the team to ideally leverage HDR and raytracing to give this world so much mood and brightness, I dare say it was worth the sacrifice. It’s a great and colourful game that still feels as brooding and moody as a game set in the world of Batman should be. There are some performance issues, though, especially during more intense weather moments (especially toward the end of the Mr. Freeze sections), but it generally performs well.

As the credits rolled on Gotham Knights, I couldn’t help but reflect on how, despite doing things that rubbed me the wrong way, it was still both addictive and enjoyable. I couldn’t wait to go back out onto the streets of Gotham, whether it be to prevent some more crimes, find some collectibles, or test a new ability I’d just unlocked. Even gliding around the city with each of the four characters was enjoyable. It sounds cliché, but Gotham Knights is greater than the sum of its parts, mainly if you stick with it through its somewhat rocky beginning.

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New Tales From The Borderlands Review – Tale As Old As Time https://press-start.com.au/reviews/ps5-reviews/2022/10/20/new-tales-from-the-borderlands-review/ Thu, 20 Oct 2022 10:59:05 +0000 https://press-start.com.au/?p=140059

It’s no secret that for a long stretch of the last console generation, Telltale Games and their brand of point-and-click adventure was a real mainstay in the zeitgeist. Of course, their fall is also well documented, but there’s no denying that, at the height of their powers, they told some tremendous stories that put player choice—or at least the illusion of it—at the heart of the experience. Tales from the Borderlands, through it all, reigned supreme as my favourite IP […]

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It’s no secret that for a long stretch of the last console generation, Telltale Games and their brand of point-and-click adventure was a real mainstay in the zeitgeist. Of course, their fall is also well documented, but there’s no denying that, at the height of their powers, they told some tremendous stories that put player choice—or at least the illusion of it—at the heart of the experience. Tales from the Borderlands, through it all, reigned supreme as my favourite IP they tackled, and now Gearbox Quebec has resurrected the brand with a spiritual successor of their own making. 

New Tales from the Borderlands certainly recaptures the essence of what made the original enjoyable, and while it does circumvent some of the pitfalls that ultimately saw Telltale fail, it does careen headfirst into others.

new tales from the borderlands

As has always been the case, New Tales from the Borderlands is delivered across five roughly two-hour long episodes. Fortunately, all of the episodes are launching simultaneously, so there will be no poorly-cadenced release schedule for the season. The pacing felt a bit disjointed and for a Borderlands title, the game’s events felt less bombastic than I had expected. The finale, for example, for all of its reflective, existential ruminating, is a drag for much of its runtime. It has considerable heart and does manage to close out some character arcs in a satisfying manner, but it ultimately fell a bit short of the heights the original hit. 

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The lure of these ‘choose your own adventure’ games is the lure to return and explore the many narrative permutations but that lure simply isn’t there for me with New Tales. 

new tales from the borderlands

The three leads—Anu, her brother Octavio, and ‘fro yo’ slinger Fran—build up a fun camaraderie throughout the season, although I found their in-jokes to be very hit or miss. Louie, Octavio’s assassination bot of choice, is very much a tangential character and gets sidelined far too often. He’s absolutely the funniest part of New Tales, and never has a running gag about learning people’s full names dished up repeated yucks.

One thing New Tales does well is tie itself back to the franchise at large. Showing a small slice of life on Promethea, a slumly planet introduced in the series’ third mainline instalment, it really ramps up the conflict between Atlas and Tediore. Somehow, it feels like the most grounded Borderlands game of the lot, but it certainly has its moments of absurdity. 

Obviously, New Tales serves as Gearbox Quebec’s first venture into the genre Telltale lived and died by. Despite the opportunity to analyse where it stopped working for them and really carve out a unique interpretation on the well exhausted ideas we’re so used to, New Tales feels far too familiar and doesn’t manage to innovate at all on the genre’s tired concepts.

new tales from the borderlands

As you’d expect, the gameplay loop in New Tales is a balance of dialogue-heavy conversational pieces and free-roam areas where you’re able to explore, take in the environmental storytelling before arriving at the objective to push things along. I can’t fault the game’s ability to manufacture tension through the dialogue trees, throwing in a mix of scarily brief opportunities to respond and quick-time events, but the free-roam portions felt a bit like filler. They’re not exactly dense for lore to uncover, there’s a shit load of inexplicably ‘hidden’ cash money haphazardly stored in crates throughout the world, and the collectible Vaultlander figurines—despite being another very enjoyable recurring joke—weren’t exactly off the beaten path and felt like cheap busywork. Where settlements in Telltale’s The Walking Dead felt lived in and had lore in most corners, it doesn’t feel as though the same consideration went into the open areas of New Tales. 

I did truly admire the team’s commitment to accessibility, which should be a standard and not something that requires lauding but until that’s the case I’ll continue to pay credit where it’s due. They’ve provided a wealth of options to make things more enjoyable for those who might struggle with quick-time events and quick-reflex inputs. 

new tales from the borderlands

New Tales absolutely nails the Borderlands aesthetic with the cel-shaded world, and the characters that inhabit it, standing out as one of the game’s real highlights. The presentation, as a whole, is pretty great. Each episode opens with an opening credits montage set to a playlist of banger rock tunes. It felt like a bit of a spiritual extension of that infamous first Borderlands trailer set to Cage the Elephant. One thing I’m thankful for is how well it runs. Obviously, it isn’t being funnelled through the Telltale engine—which got flogged to within an inch of its life for a generation without much iteration—but for it to hold a solid frame rate, render properly, and have swift loading times is a refreshing marvel in its own right.

Although New Tales does some things right, I can’t help but see it as a missed opportunity to really take the bull by the horns and create something that feels unique in this space. Instead, New Tales feels dated and of a time that’s now far gone. 

I expect fans will still glean a few belly laughs from it and ultimately rally around Louie, who absolutely needs his own spin-off.

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A Plague Tale: Requiem Review – A Provencial Tail https://press-start.com.au/reviews/ps5-reviews/2022/10/18/a-plague-tale-requiem-review-a-provencial-tail/ Mon, 17 Oct 2022 17:59:18 +0000 https://press-start.com.au/?p=139939

NOTE: While this review doesn’t contain any major spoilers for A Plague Tale: Requiem, some discussed gameplay aspects of this sequel tie directly into the first game, so read on with caution. A Plague Tale: Innocence came as a surprise to many. An ostensibly “AA” linear stealth-adventure game from a studio known mostly for its work on racing and licensed children’s titles, it won over critics and audiences alike with a compelling narrative and fresh ideas. Following it up was […]

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NOTE: While this review doesn’t contain any major spoilers for A Plague Tale: Requiem, some discussed gameplay aspects of this sequel tie directly into the first game, so read on with caution.

A Plague Tale: Innocence came as a surprise to many. An ostensibly “AA” linear stealth-adventure game from a studio known mostly for its work on racing and licensed children’s titles, it won over critics and audiences alike with a compelling narrative and fresh ideas. Following it up was surely a tall order, but it’s one that Asobo Studio has risen to with  great degree of success (and only a few slight missteps).

Requiem kicks off roughly six months after the events of Innocence, with Amicia and Hugo having left their devastated hometown of Guyenne in search of a new home, as well as a mysterious island in Southern France that Hugo has begun seeing in highly-symbolic dreams. Trouble follows the pair, naturally, and they soon find themselves separated from their mother and the alchemical student, Lucas, and instead greeted by the same horrific rat plagues and shady characters they’d been trying to forget in their travels.

a plague tale requiem

While it’s incredibly difficult to speak on the specific beats of this sequel’s narrative for fear of spoiling any of its twists and turns, it’s safe to say that it continues touching on many of the themes set up by the original game while introducing some compelling new ones and escalating events far beyond anything before. The studio has undoubtedly honed its craft in the years since the last game, making great use of the fantastic faux-historical grim fantasy setting to explore themes of family, morality and deification on a very personal scale that then unfolds to a surprisingly hectic finale that never loses sight of its beginnings.

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Something that Requiem does differently and very well is pairing up its leads with a parade of new characters that each add their own dimension to proceedings. While interesting in their own right, a badass pirate named Sophia is a particular highlight, they also do a great job as supports to Amicia and Hugo’s continuing struggles. While I spent the first half of the game wishing Amicia would say anything that wasn’t fawning and concern over Hugo, that’s only because her own internal conflict as she wrestles with both her conscience and her sense of self makes her a compelling and empathetic character in her own right. The sibling bond that both share still makes for a great point of difference in this story and is highlighted at almost every narrative, visual and gameplay opportunity.

a plague tale requiem

When it comes to making your way through this 12-15 hour journey, A Plague Tale: Requiem follows a similar blueprint set out by its predecessor. Namely, it’s a linear experience broken up into distinct chapters where you’ll spend equal amounts of time strolling through narrative sections, engaging in stealth/combat scenarios, solving environmental puzzles and enjoying high-octane set pieces – sometimes all at once. It’s your prototypical third-person action adventure format, then, but the team at Asobo has once again shown that they’ve a masterful handle on pacing and progression.

One thing I’m especially appreciative of is the way that Asobo approaches the escalating dangers of enemy encounters as the game goes on. Rather than throw more, tougher enemies at you over time and call it a day, each new situation brings with it new ideas or new spins on old ones and feels memorable in its own right as a result. Whether it’s new partner characters with their own unique abilities, new opportunities for Hugo to flex his ratty powers or unique environmental factors you’ll never go into a stealth or combat scenario feeling like you know what’s to come, and that’s fantastic.

Of course it wouldn’t be A Plague Tale without plenty of rats to contend with on top of everything else, and the same basic concepts from Innocence return here – namely you’ll spend plenty of time navigating poorly-lit environments through the use of fire so as to avoid being overrun by the light-averse rodents. Amicia’s entry-level alchemical skills once again see her combining various compounds to create, enlarge or extinguish sources of flame to help her and her companions get around. Environments are bigger and options are more plentiful across encounters and puzzles, which immediately increases the number of possible ways through each – something that the game does well over the more restrictive original.

a plague tale requiem

Requiem also adds a couple of crucial new tools, like the crossbow, to further augment the options both in puzzles and enemy or rat encounters, but like its narrative one of the best things it does is give Amicia and Hugo some new travelling companions with their own roles to play. Whether it’s commanding them to activate levers from afar or using their brute strength to manage soldiers in the open while you sneak around, the new and old faces along for the ride add a nice, occasional extra layer of gameplay that doesn’t over-complicate anything. Hugo’s ability to directly control small groups of rats, though not always available, is just as gloriously gross and satisfying as it sounds on paper as well.

I do have gripes, though they’re far from enough to stop me from giving Requiem my utmost recommendation. It mostly comes from a lack of communication – for example, Amicia can gain a handful of new skills that unlock via a kind of invisible XP broken up into three categories, and although it’s obvious that these are loosely based on stealth, direct combat and use of tools it’s near-impossible to know what the specific requirements are and how/where you’re fulfilling them. Similarly, there’s nothing in the way of a persistent codex or tutorial section to refer back to information presented throughout the game, which isn’t a huge issue in such a linear game but for anyone like me with the memory of a goldfish can lead to some frustration.

a plague tale requiem

There’s also still a degree of stiffness to everything that can undermine both stealth play and head-on combat. Hiding under carts or tables, for instance, involves a rigid animation that ensures you can’t re-orient while hidden, and you’re also inexplicably unable to use Hugo’s enemy-detecting power, making it a far less useful tactic than it could have been. Likewise many of the close-quarters combat options like stunning enemies for a quick getaway feel clunky and involve the same, stilted animations each time which lessens their impact.

Outside of those occasional moments though, this is one handsome game. Asobo is clearly gunning for Naughty Dog in the beautifully-rendered linear adventure space and though it definitely doesn’t reach the emotive heights of the characters featured in the likes of The Last of Us, its landscapes are something else. From lush fields of flowers to desolate beaches and sprawling cities, this vision of Southern France is rendered with positively astonishing detail and backed up by sumptuous lighting whether it’s the beating Provencial sun or the light of a torch cutting through a foggy, rat-filled cavern. It’s a result borne more of labour than technology – every inch feels crafted and placed by hand – which makes for truly beautiful still frames but can sometimes be jarring in motion.

a plague tale requiem

Performance especially is a concern, at least on the PS5 where I played through the game for review. It seems to target 60fps and gets there often enough, but it’s marred by frequent and massive dips to even sub-30fps territory which can be pretty uncomfortable to witness. It seems to be at its worst when atmospheric effects combine with multiple light sources and large swathes of rats, but given that those are core components of the experience that’s a little disappointing. PC players at least should be better off, and in fairness my impressions have come from the game pre-day one patch so hopefully the worst of it is resolved soon enough.

Olivier Deriviere returns once again with an exquisite score to underpin everything, pulling on just the right emotional (and literal) strings at any given time. From Gregorian choirs droning underneath sombre moments to a violence of violins cutting through the tension in close-stealth encounters you’re just as likely to be moved by Requiem’s musical backdrop as you are to forget it’s there – praiseworthy in both cases.

A Plague Tale: Requiem is, in totality, a grim and grisly affair that pushes the familial bonds and moral compasses of its characters in a frankly fucked up dark fantasy world and wraps it up in a compelling action adventure game that only slightly stumbles on its ambitions. Should Asobo return to this genre, or even this world, in future I’d love to see a few key improvements but this is still one of the year’s must-play titles.

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Scorn Review – Putting The Fear In Atmosphere https://press-start.com.au/reviews/xbox-series-x-reviews/2022/10/14/scorn-review-putting-the-fear-in-atmosphere/ Fri, 14 Oct 2022 09:59:06 +0000 https://press-start.com.au/?p=139707

Scorn is here. I still can’t explain it adequately. But it’s a game, which is to be expected, and it’s an experience like no other. First revealed in 2014, the game has seen numerous delays and lived through two Kickstarter campaigns. Following a re-reveal in 2020, Scorn is finally here, and it’s exclusively for the newer generation of consoles and PC. I often remark that games that take this long to make are rarely good, but Scorn bucks that trend, though it’s […]

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Scorn is here. I still can’t explain it adequately. But it’s a game, which is to be expected, and it’s an experience like no other. First revealed in 2014, the game has seen numerous delays and lived through two Kickstarter campaigns. Following a re-reveal in 2020, Scorn is finally here, and it’s exclusively for the newer generation of consoles and PC. I often remark that games that take this long to make are rarely good, but Scorn bucks that trend, though it’s not without a few caveats.

It’s hard to even talk about what Scorn is about from a narrative standpoint without either ruining things or sounding too vague to be comprehended. You are a nameless character, a skinless being who has awoken from a deep sleep on an alien planet. With no dialogue or even a hint to tell you why you’re doing what you’re doing, your character wanders the planet to presumably escape or make sense of their existence.

When I say that Scorn’s narrative structure is minimalist, I really mean it. There is not a single line of dialogue in the entire game; the only aspect of the game to guide your understanding is completely non-verbal. No audio logs or documents are left behind to give context to the bizarre and macabre sights you’re seeing. It’s you, dropped into an alien world to explore, left to infer whatever you want from your observations.

I am torn as to whether I like this approach. On the one hand, it allows you to completely immerse yourself in Scorn’s unique sense of atmosphere and place. Still, on the other hand, it does feel a little bit cheap from a writing perspective. As the credits rolled, I couldn’t help but think that things were intentionally vague because there wasn’t anything, to begin with. Perhaps I’m wrong, but it’s certainly a game that will fuel discussions and theorising long after players are done with it. The focus has clearly been on creating the environment first. The developers have, after all, stated that they want the world of Scorn to act as a character itself, and they’ve absolutely nailed it in that regard.

Scorn, as a game, is best described as a first-person adventure with some horror elements. Like I’d surmised in my preview, there are no jumpscares. Instead, Scorn effectively weaponises an intense and ominous atmosphere to instil a sense of dread in the player. When I played Scorn, I wasn’t scared of the creatures or what was around the corner. I was scared of the situation – to be so isolated and alone in this strange world – and just what it all meant. It reminds me a lot of a game like Soma, in that regard, another game that posed more disturbing or uncomfortable questions than answers. However, Soma did so in a much more overt way. Scorn doesn’t care if you solve its mystery or not, only that you follow it on its weird journey. And it’s hard to resist.

But what a journey it is. Throughout the story, you’ll explore, solve some puzzles, and encounter strange enemies along the way. The crux of the experience is exploring and interacting with the world to create a path so that you can head deeper into it. The puzzles themselves are fairly typical of what you’d expect to find in most games. Think sliding puzzles and complete-the-circuit type affairs that you’ve no doubt come across elsewhere, but with a wet coat of fleshy paint applied to fit better with the aesthetic Scorn is gunning for.

Scorn is a simple but beautiful experience when exploring and solving puzzles. It’s moments like these where things come together, and the team’s dedication to building such a thick atmosphere pays off. It’s not anywhere near as challenging or puzzling as the game thinks, mind you, but the puzzles are great ways to immerse you into the world. About halfway through the game, though, you’ll be given weapons and enemies to either avoid or fight, and this is where Scorn falters a little.

The combat mechanics make me think that Scorn is unsure of what it wants to be. It’s clearly not a shooter – the ammunition given to you in such small amounts indicates as much – but it’s also not a passive enough experience that you can ignore enemies entirely. Combat, on the whole, feels slow and cumbersome. You can try to evade enemies at any given point, but the environments are so claustrophobic, and your movement is so slow and unruly that a successful evade seldom happens.

Add to this a health system that’s non-regenerating and a finite supply of health recovery items, and Scorn can get frustrating quickly. Don’t get me wrong, I’m somebody who grew up on games like Resident Evil and Alone In The Dark, which were exercises in both endurance and frustration. But Scorn’s combat feels like such an afterthought that I have to wonder why it was even included. Every other aspect of the game is so strong that the combat only serves to bring the whole experience down, barring one memorable encounter towards the end of the game.

Lenient checkpoints do an excellent job of alleviating some of this frustration, but that won’t stop you from losing your way. I voiced similar concerns in my preview that the minimalist style of the game would translate to some unintuitive puzzle solutions or would lead to players to miss a step and feeling “lost” when progress would halt.

In the final game, this only happened to me once, but it was very frustrating when it did. Not even because I was stuck on a puzzle, but because I had to wander an area filled with enemies with pinpoint accuracy projectiles flying at me and finite ammo and health. Making the environments slightly wider to give more of a chance to evade or even just making the player more agile could solve most of these problems and remove a lot of the frustration from the experience.

That being said, Scorn is still engaging and compelling from beginning to end. Putting aside the aforementioned enemy-focused areas in the middle, the entirety of the game’s six-to-eight-hour storyline never overstays its welcome. And each of these areas is just as distinct from the last. It’s been weeks since I finished it, and every pivotal moment is still fresh in my mind. Completing the game more or less means you’re done with it – while Scorn does feature some differing paths in some of the acts, they all ultimately lead to the same destination.

But while it’s linear, the world of Scorn is so masterfully presented that it doesn’t really matter. Honestly, the game’s forte, the way that Scorn builds its world with so little exposition or overt explanation, is truly masterful. As I mentioned in my preview, so much atmosphere and charm is built from the ground up without grating music or loud stingers highlighting what you’re meant to be scared of. And while the early (publicly shown) areas are what you’d expect from the likes of a game inspired by artists like H.R. Giger and Beksinski, the game does a great job of coming into its own during its final moments.

I can’t emphasise just how well-built the world of Scorn is. Barely anything happens in it, and yet it’s one of the scariest realms I’ve ever had to step into. If you can, you owe it to yourself to play this late at night with a good set of headphones or sound system. The ambient noises – like wind are so perfectly tuned that you’ll eventually start hearing things yourself that aren’t there. Mist, smoke, distant noises. Wet footsteps. It all comes together in a beautifully macabre way to create one of the most uniquely compelling worlds I’ve ever explored in a game.

THE PC VERSION WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

 

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Hardspace Shipbreaker PS5/Xbox Series X Review – Pure Low-Orbit Job Immersion https://press-start.com.au/reviews/ps5-reviews/2022/10/11/hardspace-shipbreaker-ps5-xbox-series-x-review-pure-low-orbit-job-immersion/ Tue, 11 Oct 2022 03:39:53 +0000 https://press-start.com.au/?p=139786

For those that dabble in PC gaming that goes beyond simply looking at the top trending titles on Steam, you might have noticed a burgeoning and ever-expanding world of simulators and games that aim to recreate a specific job, skillset, or pastime. Okay, so that sentence might be wordy, but we’re talking about experiences where you drive bus routes through cities, fix boats in a garage, wash driveways with a power washer, manage train routes, grow crops on a farm, […]

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For those that dabble in PC gaming that goes beyond simply looking at the top trending titles on Steam, you might have noticed a burgeoning and ever-expanding world of simulators and games that aim to recreate a specific job, skillset, or pastime. Okay, so that sentence might be wordy, but we’re talking about experiences where you drive bus routes through cities, fix boats in a garage, wash driveways with a power washer, manage train routes, grow crops on a farm, and construct a building. 

And with that, even though Hardspace Shipbreaker features a narrative set in a futuristic world where space travel is commonplace – at its core it’s a sim. With something like Farming Simulator drawing countless fans that aren’t farmers but want to chill and manage a farm, the appeal here is along the same lines. In Hardspace Shipbreaker you are as the title suggests, a Shipbreaker responsible for pulling apart and salvaging valuables from decommissioned spacecraft in low orbit.

Hardspace Shipbreaker

Like with many sims, it’s the premise that drives interest. For me, the idea of using a laser cutter and grapple beam, and tethers to rip apart a spaceship for parts sounds pretty amazing. Like, say, describing the premise of Resident Evil to a survival horror fan or Elden Ring to an open-world RPG aficionado. If the premise grabs you, as it did me, then the opening hours of Hardspace Shipbreaker offer up low orbit zen-like bliss as you cut and grapple and move about in zero-g. 

Playing on Xbox Series X (which would be the same on PlayStation 5) the zero-g controls take some getting used to in that you’re rarely completely still and have to manage roll, thrusters, aiming, and scanning in a fully immersive 3D workspace. It’s kind of like the old-school PC game Descent, in that it’s easy to get disoriented and lose the sense of which way is up. But, the process of salvaging is kept fairly simple – which is great. The furnace is red and fiery so pieces of a ship that need to be destroyed will be labeled red on the scanner. Blue precious metals go into the blue-coloured drop-off, and green for valuable tech and items like fancy cockpit chairs to salvage. 

Hardspace Shipbreaker

All of the deposit spots are large and neatly arranged around the ship you’re working on, which helps keep a sense of flow as you’re working. Once you complete the Campaign tutorial though, things get a lot more involved. Taking on the role of a day-to-day Shipbreaker, a worker, in a satirical and hilariously cynical future is the order of the day. Once a time limit enters the picture, 15 minutes represent a single work day and you’re then tasked with pulling apart more complex ships with pressurised cabins, hazardous conditions, reactors, and more.

Setting-wise you’ve become a Shipbreaker because you’re over a billion dollars in debt, and if you die whilst working on a ship you’ll have to pay to be genetically reconstituted and get back to work. Dealing with fuel tanks is a dangerous business. Likewise, whenever you need to refill your thrusters or get more oxygen, it all gets added to the tab. This then leads into the narrative and progression and almost never-ending feeling that comes with playing Hardspace Shipbreaker. There’s a variety of ships to work on, which can take multiple days, rewarding you with small amounts of money to pay off your debt, experience points, and tokens to spend on upgrades via the Lynx Corporation company store.

Hardspace Shipbreaker

And there is a tonne of upgrades to work towards, from simple things like upgrading the capacity of oxygen tanks to improving the strength of your laser cutter and getting new explosive tools to play with. One of the great features is how each new tool added to your Shipbreaker arsenal is met with a detailed tutorial that plays into the story involving other Shipbreakers on comms. With the cynical and over-the-top sci-fi tone, there are themes around labour unions, worker’s rights, and more peppered throughout the Campaign.

As with many games that have a strong sim core, you can opt to simply play without time limits or story elements and enjoy the leisurely pace of pulling apart a spaceship. That said, the pace of the Campaign is glacial, upgrades come thick and fast at first but then slow all the way down. The focus is clearly on being a Shipbreaker, with the narrative serving more as space-window dressing.

Hardspace Shipbreaker

And Hardspace Shipbreaker nails the feeling of pulling apart spaceships in low orbit, where everything from the art direction to the country music-inspired soundtrack to the first-person perspective and low orbit sights and sounds add to the immersion. It might be a bit of a grind and repetitive to get your Shipbreaker status all the way up and pay off your debts, but that’s all part of the deal of a life working on rigs in the distant future. And there’s a simple joy that comes with learning a new job.

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No More Heroes III Review – An Even Better Experience https://press-start.com.au/reviews/xbox-series-x-reviews/2022/10/06/no-more-heroes-iii-review-an-even-better-experience/ Thu, 06 Oct 2022 09:59:47 +0000 https://press-start.com.au/?p=139722

When I reviewed No More Heroes III just over a year ago, I absolutely adored how it attempted to wrap up or at least provide a definitive end to Travis Touchdown’s story. For the most part, my opinion hasn’t changed but playing on the Nintendo Switch last year led to a myriad of performance issues. Now something we’ve come to expect from third parties on the Switch, No More Heroes III rectifies these performance issues by making the jump to […]

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When I reviewed No More Heroes III just over a year ago, I absolutely adored how it attempted to wrap up or at least provide a definitive end to Travis Touchdown’s story. For the most part, my opinion hasn’t changed but playing on the Nintendo Switch last year led to a myriad of performance issues. Now something we’ve come to expect from third parties on the Switch, No More Heroes III rectifies these performance issues by making the jump to other platforms. Make no mistake, this is the same game, but one with better performance and, without a doubt, the best way to play.

No More Heroes III takes place nine years after the events of the second game and two years after the events of Travis Strikes Again. Travis Touchdown is once again the star and takes it upon himself to protect the planet as an alien ship descends on Earth. Onboard is an intergalactic alien prince known simply as FU, who has brought with him a troupe of other aliens who want to conquer the planet out of sheer boredom.

No More Heroes III continues the story of Travis Touchdown from previous games. Still, as a standalone game, it is easy enough to follow. The history of the characters is rich – some of which spanning over a decade of games – but I wouldn’t be put off if you haven’t played the first two games or even Travis Strikes Again. Certainly, the direction that No More Heroes III takes might seem a bit out of the left field, but it naturally progresses from where Travis Strikes Again left things.

Regardless of your experience with the series, there’s no denying that No More Heroes III is a stylish affair. An endearingly potent love letter to video games, it’s clear that this is a product that auteur director Goichi Suda had every hand in creating. This isn’t just a tribute to No More Heroes as a series; it’s a celebration of Suda and his distinctly endearing style of game-making. It’s self-aware and fantastically written. That being said, one or two characters definitely didn’t need to make a return and aren’t entirely developed as much as the others, but overall, No More Heroes III is Suda’s stylish best, easily.

No More Heroes III plays closer to the original game than its sequel. You play as Travis Touchdown as he works his way up the Galactic Superhero Rankings. Essentially, you have to kill ten different bosses to save Earth from destruction. But this competition is run by the UAA, so in between missions, you’ll have to scrounge the open world for jobs and money to pay for each of your ranking battles. It’s a simple premise held together by the strength of its set pieces.

Speaking of simple, the combat inherits aspects from previous games while adding its twist. Travis will now fight with the identical beam katana from beginning to end but still retains his wrestling move repertoire. In addition, the death drive device on his arm can now be equipped with skills that are a little wackier – including installing turrets, teleporting dropkicks, and telekinetic throws. These do a great job of keeping the combat fresh without completely overhauling it – which is great as the combat in No More Heroes III is the smoothest the series has ever had.

Such streamlining has been applied to the structure of the game too. In previous games, you’d enter a level, fight through enemies and then battle the boss. In No More Heroes III, you’ll be treated to some scenes detailing the boss and their relationship with FU before being thrown straight into the battle. This revised structure has proven to be divisive between fans in the past year, but I feel that it results in a much better-paced experience with little to no downtime – a common issue that I found with both of the previous mainline titles.

But don’t fret – this doesn’t mean there is less “game” on offer. Between missions, Travis can explore five districts of an open world. To progress, you’ll find preliminary qualifying battles to take place in or pick up odd jobs to make money to pay for his entry fees. The battles are all single-room affairs that have you fighting all kinds of unique enemy types. These admittedly feel super game-like in how separated they are from the story, though it also, once again, means that No More Heroes III feels immaculately paced.

I say this because No More Heroes III commits to throwing new stuff at you regularly. I can probably count around ten unique enemies in the game, but mixing those battle encounters with other activities keeps things fresh to the end. These other activities include collecting scorpions, shooting crocodiles off the coast, going into space to defeat flying space peacocks with a mech suit, and mowing the lawn. It’s a wide variety of activities that never force themselves onto the player excessively but never feels like grinding if you want to go for extra resources.

But what would a No More Heroes game be without boss battles? Absolutely nothing – so it’s a boon that pretty much every single one on offer here is fantastic. Where previous games would throw ten battles at you and rely on the uniqueness of each boss to shake things up, some of these battles can even be described as genre-bending. I’m not going to ruin any of them here – that would be cruel – but every one of them has a uniqueness to them that can’t be understated.

Regardless of which difficulty you play on (though I warn you – Spicy is HARD), using extra resources allows you to improve Travis and his abilities however you want. You can invest in some pretty standard upgrades to health, damage dealt, and the like. But you can also craft chips that will improve some aspects of Travis while reducing others. I favoured wrestling moves more during the later battles, so I equipped chips that would enhance my wrestling damage while dropping damage of moves I never used. It’s a system that never feels one hundred percent necessary but is there to tinker with to get that extra edge on harder difficulties.

Most players will get twelve or so hours out of No More Heroes III depending on how much you do, though my first run took around fourteen. But there’s so much more to it than running through and doing all the battles. All kinds of collectibles are strewn throughout the open world. While they’re unnecessary, they will help those who want to finish the more formidable difficulty modes on New Game Plus. There’s, of course, a bunch of shirts and collectibles to find too.

In my original review, I was a massive fan of the artistic direction of No More Heroes III. It’s a bright style that pops with vibrant and numerous colour, though different from the previous two games in the series. It’s never dull to look at, and the bump in both resolution and framerate with this updated port only helps the game’s presentation. Where the original Switch version performed well during battles, there were still some pretty noticeable framerate drops during more intense battles and when exploring the game’s open world. Thankfully, with these ports, these performance issues are almost non-existent. They’re not rock solid, mind you, but the faster load times and better performance make this version of No More Heroes III the best you can buy.

The soundtrack is bold, brash, and vibrant on the other side of the presentation coin. An eclectic mix of electronic, industrial, and even some reggae-tinged pieces permeate every battle and every menu to give the game a vibe like no other. The voice work is similarly fantastic – and it’s such a joy to see everyone return to voice their respective characters, no matter how small their roles might be. As expected, Robin Atkin Downes is the standout here, lending Travis a cocky bravado like never before. Other highlights include Noshir Dalal, who voices FU with so much charm and intensity that I want to be mates with him, even if he wants to conquer my planet.

As I played No More Heroes III again, I continued to be enamoured with just how engaging an experience it is. At first glance, it looks like a retread of the things that No More Heroes has done before – a bunch of boss battles with some kooky direction and a cringe-worthy protagonist. But No More Heroes III is so much more than that – it subverts all your expectations to offer some of Suda’s best work. And this updated port makes things only better.

THE XBOX SERIES X|S VERSION WAS PLAYED ON A XBOX SERIES X FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

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Overwatch 2 Review – A Solid Foundation But Lacking in New Content https://press-start.com.au/reviews/ps5-reviews/2022/10/05/overwatch-2-review-solid-foundations-lacking-in-content/ Tue, 04 Oct 2022 18:59:20 +0000 https://press-start.com.au/?p=139625

There’s a lot of confusion surrounding what Overwatch 2 actually is. Is it a fully fledged sequel? A glorified update? Is it worthy of the 2 appended to its title in a seemingly desperate fashion? Even after its proper reveal in June of this year, many were left wondering that the game would actually entail. The answer lies somewhere in the middle of all the discourse and conversation surrounding the sequel to Blizzard’s seminal hero shooter. Fundamentally, Overwatch 2 is […]

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There’s a lot of confusion surrounding what Overwatch 2 actually is. Is it a fully fledged sequel? A glorified update? Is it worthy of the 2 appended to its title in a seemingly desperate fashion? Even after its proper reveal in June of this year, many were left wondering that the game would actually entail. The answer lies somewhere in the middle of all the discourse and conversation surrounding the sequel to Blizzard’s seminal hero shooter.

Fundamentally, Overwatch 2 is a reworking and revamping of the original experience, made free in an age where live service games are becoming more and more accessible to the masses. With a shift to 5v5, an increased emphasis on teamwork, and thoughtful new hero designs, Overwatch 2 makes a good first impression, but ultimately, it feels incomplete and lacking in content.

Overwatch 2

A vast majority of the changes in Overwatch 2 come with changes to its core foundations and overall structure. The change to 5v5 as opposed to 6v6 is one that feels thought out and deliberate, placing more emphasis on the role of tanks and teambuilding for particular playstyles. It ultimately makes way for a quicker, more frenetic moment-to-moment experience that feels different from its predecessor but not to the point that it abandons its core identity. It’s clear that Overwatch 2 is going in hard on being a team-focused game, which comes with it’s own set of pros and cons.

While it’s relatively fun to solo queue into quick play matches, the real satisfaction comes from playing with friends, regardless of whether or not you want to coordinate and play seriously, or just casually and for fun. Being able to communicate and play as a team always was core to Overwatch’s core gameplay loop, but it feels even more paramount here, and is all the more rewarding for it. The downside to this is that the game just isn’t as fun playing solo, often feeling somewhat mindless and mundane outside of a competitive setting.

Overwatch 2 Review

To adjust for the shift to 5v5, a few of the original heroes have been tweaked, adjusted, or straight up reworked to fit better into the new team sizes. Each role has their own passive abilities now to help them further, from support heroes gaining passive healing after a set amount of time or tanks taking less knockback and generating less Ultimate charge for healing and received damage.

Overwatch 2 Review

Heroes like Orisa and Bastion have had their skills changed for the better, placing stronger emphasis on their roles and gameplay loops, giving them more identity in what’s grown to be a large roster. A special shoutout should go to Doomfist, who’s been entirely reworked into the Tank role, functioning as a sort of hybrid between offensive and defensive heroes. He’s loads of fun to play and balancing high-speed aggression with trying to stay alive was constantly entertaining and engaging. There are definitely some heroes who feel lost in translation, such as Widowmaker and Symmetra, who haven’t been adjusted to work better within a 5v5 framework, which is made even more noticeable by the heroes who did get brought forward.

The three new heroes coming at launch, Sojourn, Junker Queen, and Kiriko are all a resounding success as well. Each one has a kit that feeds into itself and flows with clear strengths and weaknesses. Sojourn, for example, is a high speed damage dealer with a rail cannon that’s charged up by its primary fire. She also has a projectile that functions as a vortex on impact, making for easy headshots with said railgun. Junker Queen and Kiriko have similarly coherent designs that feel like a definitive step up from some of the stuff we saw in the first game – especially at launch.

Overwatch 2 Review

Not all is so consistent on the game mode front, unfortunately, and it’s made even more apparent here with the core changes made to Overwatch’s foundation. The new game mode, Push, sees teams going head to head over the control of an endearing robot, who will push a barricade towards the enemy’s spawn when in control of either team. It makes for a dynamic and ever-shifting battlefield where you constantly have to adapt to new terrain and evolving team compositions, and often results in some tense tie-breakers. The downside to this is that some of the other objective based game modes like Escort feel archaic in comparison, especially when the core gameplay has potential for so much more.

Map design is similarly untouched, with a few of the old ones fitting into the changes and others not so much. The six new maps coming with launch feel tailor designed for it, though, so I often found myself more excited to play on those than a majority of the returning maps. These maps are also set in new and interesting locations that hadn’t previously been explored before, including the likes of Rio De Janeiro, New York City, and Rome.

Overwatch 2 Review

If all of that sounds bare-bones in regards to new content, that’s because it is. Overwatch 2 is launching with one new game mode, three new heroes, and six new maps, which feels decidedly lacking for what is meant to be a whole new sequel. The most glaring omission is the lack of the new PVE mode due for release sometime next year, which one can only assume is the reason things are so content-light on the multiplayer side of things. Still, though, it’s hard not to feel like Overwatch 2 is more of a glorified content update as opposed to a whole new beast at launch.

As with any live service game, Overwatch 2 is adopting the seasonal model, with roughly nine-week long seasons introducing new heroes, maps, game modes, and a season pass. While every new hero is automatically unlocked upon purchasing the season pass, players who choose to stick to the free track can only unlock them upon reaching tier 55, which is another strange decision given the already lacking number of brand-new heroes. Battle pass progression is also noticeably slow, even for those who pay for the premium track.

Overwatch 2 Review

There’s also some baffling decisions that have been made in regards to the new player experience. As a first time user, you have to unlock the original cast of heroes from the first game over roughly 100 matches, limiting the potential pool of playable characters for new players right from the start. While I can understand the amount of options might be overwhelming for some, it’s a strange decision given the emphasis on teamwork and teambuilding, especially with competitive play unlocking at 50 quick play match wins.

One thing you can always count on with Blizzard, though, is production values and polish. Overwatch 2 is yet another outstanding showcase of attention-to-detail with characters that are positively bursting with emotion and personality, a timeless art style that’s quality is only emphasized by the engine upgrades, and fine-tuned optimization that leaves every aspect of the game feeling smooth and seamless. The new heroes, maps, and design reworks are particularly inspired, but even if some aren’t for you, there’s the option to opt for their Overwatch skins as well. Thankfully, all of your cosmetics also carry over to Overwatch 2 here, so there’s no need to worry about any precious skins or gold guns.

THE PC VERSION WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

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Grounded Review – Going Outside Has Never Been So Fun https://press-start.com.au/reviews/xbox-series-x-reviews/2022/09/26/grounded-review-going-outside-has-never-been-so-fun/ Mon, 26 Sep 2022 12:57:31 +0000 https://press-start.com.au/?p=139469

Grounded is finally finished. Is that even the right word? When the unexpected project from a small team at Obsidian hit Xbox in the form of early access two years ago, I was shocked at just how much I enjoyed it. While it’s firmly in a genre that I generally don’t enjoy, the premise and the setting were just unique enough to really grab me. But that was two years ago. Now, Grounded has expanded in so many ways and […]

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Grounded is finally finished. Is that even the right word? When the unexpected project from a small team at Obsidian hit Xbox in the form of early access two years ago, I was shocked at just how much I enjoyed it. While it’s firmly in a genre that I generally don’t enjoy, the premise and the setting were just unique enough to really grab me. But that was two years ago. Now, Grounded has expanded in so many ways and finally branded itself as finished with the much coveted 1.0 release. The backyard has changed a bit two years on, but the general vibe has remained the same. So, is Grounded great with more to do and see as well as a proper story to play through? Mostly.

The crux of the Grounded story surrounds four kids who wake up having been shrunken down to the size of ants. Or slightly smaller. I’m not sure. The story takes place in the early 1990s, offering up a tone and atmosphere, not unlike comic sci-fi films from the same era as Honey, I Shrunk The Kids. The kids must investigate the backyard they’re in to discover just how a shady corporation is involved in their predicament and, hopefully, return themselves to normal.

While it’s a reductive comparison to make, Grounded plays most similarly to games like Minecraft. The kids start with nothing and scavenge the world to retrieve ingredients and resources, which can then be used to craft weapons, armour, and items that help you survive in this world. The premise of Grounded really separates it from its contemporaries – you’re exploring what is undoubtedly a version of your own backyard. Usually this would be boring, but when you’ve been shrunken to the smallest thing in the yard, everything is terrifying.

There’s a nice variety of enemies here too. From something as small and unassuming as an aphid to something as terrorising as a spider or praying mantis, there is always something to either hunt or run away from in the backyard. Slowly, as you spend more time in the world, you’ll come to recognise the friendlier creatures versus the aggressive ones. And, similarly, it’s incredibly rewarding to hunt creatures that, at the beginning of your journey, you couldn’t best. All in all, this incredibly enemy variety comes together to make Grounded feel like a real living breathing ecosystem, well beyond the state that it was in when it first launched years ago.

Grounded can be played as a focused story game or a more open-ended survival game, no matter your preference. But a lot of the story elements that have been added do their best to play like other Obsidian games you might have played. While it liberally borrows crafting aspects from games like Minecraft and even The Forest, I can’t help but look at the map and quest logs and be reminded of games like Fallout: New Vegas or even The Outer Worlds. It’s a lot of this interstitial material – like a bestiary filled out with kids cupping their hands to their eyes as if to be playing with binoculars – that gives Grounded a signature sense of charm that separates it from its contemporaries.

But it’s not just the enemies. It’s the entire backyard. It’s a joy to explore, and you’ll come across so many structures like you would in an Elder Scrolls game or a Fallout game, except they’re often just rubbish. A discarded soft drink can serve as a fantastic shelter from big spiders. A Battletoads figurine just smooshed into the dirt, abandoned by the children playing with it. A packet of mints. A juice box. All boring things normally, but coming across them with the same sense of wonder as I would coming across a daedric shrine in Skyrim is a testament to Obisdian’s worldbuilding here. It’s just a really, really good world to explore.

The most talked about aspect of the final release is the story mode, which feels welcome in a genre that usually doesn’t bother. The general flow of the story is good – the kids will travel from different areas in the garden to uncover the truth about their predicament. Along the way, they’ll encounter better equipment and even some boss battles with some more menacing creatures. I enjoyed playing the story mode, but I often ran into some difficulty spikes that made me think Grounded would be better enjoyed with friends.

I say this because Grounded is, from the get-go, a pretty tricky game. You will have to manage your hunger and thirst fairly regularly, which can often take you off the critical path of the story. In doing that, you might even be attacked or killed on the way and face an even greater setback in terms of both time and physical distance. Having other players with you just feels like the way the game is meant to be played. Being able to split up and delegate tasks between yourselves feels like not only the spirit of the game but the spirit of the story too.

That being said, you can adjust the difficulty to be whatever you want it to be. Whether you want to manage your resources less or remove thirst and hunger entirely. The accessibility options in Grounded are some of the best – letting players have the experience they want and even giving options to tone down the appearance of spiders for those with arachnophobia. In a first from me, I’d recommend playing Grounded on the Mild difficulty initially and adjusting from there – you’ll get the most out of the game this way, especially if you’re playing it solo.

Presentation-wise, Grounded is similarly strong. While the cynic in me thinks Grounded is trying to riff off of the popularity of series similar to Stranger Things, the presentation is still excellent. The whole experience is soaked in upbeat and synthy tracks, alluding to the high-tech nature of the situation the kids find themselves in while successfully calling back to the era that the game is trying to hard to emulate. The visuals are similarly beautiful – seeing the sunshine through the blades of grass on newer hardware gives a sense of depth and place to the surface of the backyard. It’s, all around, a great-looking game.

So, Grounded is finished. Or at least it’s ready for prime time. Looking at Obsidian’s plans for the game, I’m excited to see they’re not quite done with it yet. What’s here is already fantastic and feels complete, but the potential to keep on expanding is also quite exciting. For now, there’s never been a better time to jump into Grounded and, even better, jump in with friends and discover all of the mystery the backyard offers. Literally, go touch grass.

THE XBOX VERSION WAS PLAYED ON AN XBOX SERIES X FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

 

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NBA 2K23 Review – A Solid Step Forward https://press-start.com.au/reviews/xbox-series-x-reviews/2022/09/19/nba-2k23-review-a-solid-step-forward/ Mon, 19 Sep 2022 01:56:02 +0000 https://press-start.com.au/?p=139269

Visual Concepts has finally found its groove with this year’s NBA game, knuckling down on the fundamentals while improving on a range of modes both new and old. It’s still not without its shortcomings, but there’s never been a better reason to jump back into the series than now.  A lot of this comes down to the gameplay, which has seen significant improvement across the court. New animations make the game look and feel more like the real thing, while […]

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Visual Concepts has finally found its groove with this year’s NBA game, knuckling down on the fundamentals while improving on a range of modes both new and old. It’s still not without its shortcomings, but there’s never been a better reason to jump back into the series than now. 

A lot of this comes down to the gameplay, which has seen significant improvement across the court. New animations make the game look and feel more like the real thing, while a welcome refresh to passing, in particular, provides a sense of freedom for players on offence. All players now have adrenaline boosts, too, which has been implemented to stop players from overdribbling. Each player has three boosts, which are consumed by performing explosive sprints. When you’ve consumed these boosts, your player will be noticeably slower until the shot clock is up or possession changes. It’s a welcome change, though it’s a bit odd that every single player has the same amount of boosts, no matter their experience or rating.

NBA 2K23 REVIEW

Defending has received a notable uplift, with well-needed refinements to shot blocking, steals, and ball strips, allowing for a range of different defensive maneuvers to call on throughout the course of a game. Similarly, match ups across the court are closer to what you see in the real world, with the game actively rewarding you for stacking the right player up against a dribbler and making the right decision when electing to block or steal. It’s a well needed refresh that injects a better sense of reward when taking risks, whether you’re on offence or defence, and it’s something that the series has desperately needed of late.

A refined focus on the court allows for NBA 2K23’s returning mode to shine, too. The Jordan Challenge, which looks at 15 of the biggest moments in Michael Jordan’s career, is a fantastic trip down memory lane of one of the all time greats of the game. The mode walks you through moments that defined Michael Jordan’s career, from his early college days to the iconic Bulls vs Jazz 1998 NBA Finals game.

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Throughout each of the games, you’ll be asked to complete a range of tasks. These range from relatively basic requirements like winning the game to scoring a certain amount of points or getting a particular amount of rebounds. This, combined with the excellent presentation package on offer, makes the Jordan Challenge one of the standout modes in 2K23 by some distance. Whether you’re an avid fan of the game or have dabbled in the sport every now and again, there’s something on offer for everyone in the mode.

NBA 2K23 REVIEW

MyNBA has seen a welcome refresh this year with the introduction of MyNBA Eras. Rather than focus on just the present, the mode now allows you to jump back to defining eras in the sport. Whether it’s the Magic vs Bird era from the early 80s to the Modern era, MyNBA Eras gives you the reigns to play through (and potentially change) iconic moments that changed professional basketball as we know it. Presentation packages, commentary, kits, courts and players are all expertly recreated here, making for one of the deepest modes in a sports game by a mile.

The Jordan Challenge’s visual presentation packages also make their way to MyNBA Eras, adding a nostalgic flavour to the mode. Jumping into the early 80s, for example, brings all of the classic presentation packages over while fuzzing up the visuals to look like you’re watching the game on a much older screen. While the filter can be turned off, it definitely adds to the immersion of playing those classic match ups and is a nice option to have.

NBA 2K23 REVIEW

I was particularly happy to see a bigger focus on the WNBA in this year’s game, with the inclusion of the Commissioner’s Cup a notable highlight. These inclusions are positive steps forward for the series, and there’s no doubt the mode is well above anything else seen in any other sports game right now, with a raft of options available for those wanting to play through The W or a WNBA season. 

NBA 2K23’s MyCAREER mode includes a range of improvements across the board, opening up a range of new ways to carve out your own story as an up and coming NBA star. Whether you want to dominate the paint or dip your toes into the world of a modern basketball star – where fashion, business and music are also huge parts of a player’s career – there’s more than enough content here to keep you entertained for a long while.

NBA 2K23 REVIEW

That said, the game’s story still finds itself going a bit too over the top for my liking and is filled with lots of grinding for those that don’t want to cough up some money to improve stats. Because of this, I found myself gravitating towards the more rewarding modes, like MyNBA Eras and the Jordan Challenge, rather than getting bogged down in the MyCAREER grind. Microtransactions are littered throughout MyCAREER, unsurprisingly, making the mode feel like it’s more keen to grab your money than it is about rewarding you as a player.

NBA 2K23 REVIEW

It’ll come as no surprise to hear 2K23’s MyTEAM mode continues to be the weakest mode of the bunch. Filled with predatory microtransactions, I found myself bouncing off of this mode relatively quickly. That said, there are some nice minor additions, with the single-player focused Clutch Time mode a particular highlight. Looking past this, though, it’s still easy to see the litany of issues I have with the way the microtransactions are structured and pushed. Your time’s better spent elsewhere in 2K23. 

While it still has its issues, Visual Concepts has done a good job in setting the NBA 2K series up for a positive future. The Jordan Challenge is excellent, and the improvements across almost all of the main modes are well appreciated. The game’s core gameplay has seen some well-needed revitalisation, too, coming together to form one of the most enjoyable basketball sims in many years.

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Wayward Strand Review – Everybody Needs Good Neighbours  https://press-start.com.au/reviews/ps5-reviews/2022/09/15/wayward-strand-review-everybody-needs-good-neighbours/ Thu, 15 Sep 2022 06:59:59 +0000 https://press-start.com.au/?p=139165

I don’t think I’m alone in being more conscious of time these days. These past couple of years haven’t been our collective best, a daily reminder that very little can be taken for granted. Likewise, we have witnessed our national healthcare system pushed to the limit and then some, another unavoidable example of who we are and what we stand to lose. What this nationwide freefall has left me with is a keen awareness of time and the indispensable nature […]

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I don’t think I’m alone in being more conscious of time these days. These past couple of years haven’t been our collective best, a daily reminder that very little can be taken for granted. Likewise, we have witnessed our national healthcare system pushed to the limit and then some, another unavoidable example of who we are and what we stand to lose. What this nationwide freefall has left me with is a keen awareness of time and the indispensable nature of human kindness. Wayward Strand is a game that fundamentally understands this too. The ways we use and waste time, the passage of it, the warmth of memory and the pain of an old wound. It achieves this vision while being earnestly Australian too, with a familiar vibe that encompasses this simple but effective narrative experience.  

Wayward Strand sees you fill the shoes of Casey Beaumaris, a young teenager trying to make the most of her school holidays in the summer of 1978, Australia. Bored and restless, Casey has thrown herself into her writing and is looking to pen the ultimate expose for the school paper. Her subject is the magnificent airborne hospital that floats gently above the red earth, filling the blue skies with its lavish and omnipresent design. Joining her mother for the long weekend aboard the ship, Casey must use the three days to both investigate the ship and try to help the elderly patients who occupy its aesthetically rich halls.

Wayward Strand REview

Melbourne based developers Ghost Pattern have been open about the intentional limitations of Wayward Strand’s narrative design. Aboard the ship are over a dozen folks to interact with, but as Casey’s three days march forward, she won’t have time to discover everyone’s stories. The game wants you to make choices and make your peace with what you may miss, a built-in hook for replayability and a nice mechanical riff on the game’s thesis on time itself. To help you keep track of all these threads, Casey comes equipped with a journal for noting routine times, locations and points of interest. You can also be quickly directed toward a resident by clicking on their portrait in the journal and following an arrow.

Guiding Casey through the ship is a smooth experience, requiring no more than basic inputs to move about and interact with the game’s many friendly faces. Using simple arrows at the bottom of the screen, Casey will either walk or jog left or right, stopping to allow contextual options like going up or down stairs, entering a patient’s room or talking to a passerby. Casey can also be a bit of a snoop, hiding behind walls to eavesdrop on conversations and overhear clues or hints as to where to go next. It’s all very open, a freeform experience that allows the player to dictate their own path and pace.

Wayward Strand REview

Once you’ve chosen who you’d like to spend some precious time with, Casey enters into a charming conversation wheel system with them. Baseline options usually allow you to start a chat with branching dialogue, have a bit of a nosey around their belongings, leave or simply sit a while and allow the air to settle. Which of these you lean toward will vary based on the person you’re trying to talk with. Some patients prefer a slower-paced conversation, the silence you leave allowing them to bring up topics of their own choosing. Others will gleefully answer your questions, even if it’s with polite bemusement. Others still will tell you to bugger off if they’re too tired.

Wayward Strand does a terrific job of situating you in Casey’s reality thanks to its writing. Every single one of the people you can meet on the good ship feels unique and fully realised. By the end of my first day onboard I had already fallen in love with the kindly, slow talking Mr. Pruess, and promptly decided to walk the other way when Esther Fitzgerald would be moseying down the hall. You’ll undoubtedly find your own favourites, your own stories and worlds that appeal to you and make you compelled to spend your time in your own manner. The collision of the game’s Australian nature and its gorgeous writing results in a feeling not too dissimilar to visiting your grandparents when you were a child. A luxury so few of us have these days.

Wayward Strand REview

The writing is in turn elevated by Wayward Strand’s amazing cast of voice actors who bring their respective quirky characters to life. Nancy Curtis plays Casey with pitch-perfect youthful earnestness, a layered portrait of a young woman confused, intrigued and frustrated by the world around her. Elsewhere a litany of Australian stars grace the halls, including familiar faces from iconic shows such as Neighbours, Blue Heelers and more. All of these performances go a long way to realising Wayward Strand’s unique Aussie world, a place that manages to capture the light, and grit, of people just trying their best.

Wayward Strand is also obviously a game with things on its mind. The heightened reality of its airborne hospital is something of a cosy trap. A warm and vaguely familiar glow obscures some deeply meditative words on medicine as a system, the power of people, war, and of course, death. Ghost Pattern’s public decrying of crunch culture in game development feels of a piece with the commentary in the game. A definitive and gently amusing riff on how certain systems can steamroll good people and the damage caused in turn. It never shies away from the harsher truths of the human condition but is always ready to offer a shoulder when it all feels a bit overwhelming.  

Wayward Strand REview

While the game is a visual delight and a moving meditation on emotional subjects, it can sometimes waver in its ability to grasp the player. Wayward Strand is a strikingly slow experience in ways I often adored but its pacing being player-driven can lead to some slumps. The inability to save is the real killer here, as the game only autosaves after the completion of a full day at the hospital, approximately an hour and a half in real time. I can appreciate that this is done to avoid save scumming the narrative but in practice, it can lead to some tiring pushes or even lost progress.  

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Metal Hellsinger Review – Hell’s Bells https://press-start.com.au/reviews/pc-reviews/2022/09/12/metal-hellsinger-review/ Mon, 12 Sep 2022 12:00:59 +0000 https://press-start.com.au/?p=139062

Metal Hellsinger is a heck of a time. While the game’s core story and premise don’t offer up anything relatively new, there’s something completely wonderful in the way it delivers its head-banging, visceral gameplay. Combining fast-paced demon slaying action with a beat to stick to, Metal Hellsinger has some of the most unique first person shooting you’ll likely ever experience. As someone who absolutely adores rhythm games, I couldn’t have been more delighted with how developers The Outsiders nailed the […]

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Metal Hellsinger is a heck of a time. While the game’s core story and premise don’t offer up anything relatively new, there’s something completely wonderful in the way it delivers its head-banging, visceral gameplay. Combining fast-paced demon slaying action with a beat to stick to, Metal Hellsinger has some of the most unique first person shooting you’ll likely ever experience.

As someone who absolutely adores rhythm games, I couldn’t have been more delighted with how developers The Outsiders nailed the feeling of slaying demons to a rip-roaring soundtrack that’ll make Mick Gordon proud. Composed of eight hells to venture through, the soundtrack, which lends vocal talents from well-known metal artists like Matt Heafy from Trivium and Serj Tankian from System of a Down, is brutally metal in all the right ways.

Metal Hellsinger REview

I found myself enamored with the way the game seamlessly blends the audio mix with what’s happening on-screen, too. As you play through the game you’ll be tasked to match your actions with the beat of the song – doing this will net you a higher score per kill, while also increasing your score multiplier. As your score multiplier increases, more elements of the song will come into play, culminating with the introduction of the song’s vocals. Performing finishers on enemies also has to be done on the beat, in turn giving you a big dose of health to allow you to keep slaying away.

With that said, while the sound mixing and rhythm-focused gameplay mechanics in Metal Hellsinger are excellent, don’t expect much else in the way of game-changing surprises. You’ll slowly unlock new weapons and face new enemies as you venture through the various hells, but the fast-paced, reaction-heavy combat has been seen (and perfected) before. The big draw here is how that’s all mixed in with the game’s soundtrack, and how that sense of beat really adds some punch to the game’s enemy encounters.

Metal Hellsinger REview

The game’s story is fairly forgettable, unfortunately. Acting more as a means to justify your rip and tear-induced journey across Hell, there’s just not a lot of spine to it. You play as The Unknown, a Hellsinger who’s had her voice taken from her by The Red Judge. Throughout the game, you’ll make your way through eight hells taking on aspects sent by The Red Judge in a bid to reclaim your voice. Performances from Troy Baker and Jennifer Hale certainly help raise the quality of the story a notch or two, however I didn’t really take much interest in it at all – especially when I was more keen to hear the next song I’d be slaying demons to.

Throughout the game’s five-hour campaign, you’ll unlock side levels called torments. Completing torments will award you with sigils, which act as a way of upgrading your character. Successfully completing them will give you a new ability to add to your loadout as you enter a level, with abilities ranging from never dropping below a 2x multiplier to doing more damage when low on health. 

Metal Hellsinger REview

Torments were a nice distraction from the game’s main levels, though they were the only real piece of side content in the game. After you finish the game’s main campaign and the 21 or so torments, there’s not much else to really do. Unless you’re keen to battle it out on the leaderboards on the three difficulty levels offered, there’s just not a lot of replayability available in the game which is disappointing. 

I also found the environments to be fairly indifferent throughout my time with the game. Each of the hells you venture through all have the same basic style to them, with areas locking off every now and again and inevitably pushing you into similar-styled fights. Because of this, it all started to feel a bit repetitive after a few hours. 

Metal Hellsinger REview

The highlights within each level, though, were the aspect boss fights. Even so, I was disappointed to hear the same boss fight song start up every single time aside from the final fight in the game. That said, these encounters were really enjoyable and varied up the gameplay enough.

The Outsiders have come up with an interesting gameplay formula within Metal Hellsinger. The moment to moment gameplay is strong, yet it’s let down by an uninteresting story and quite a bit of repetition across the board. That said, if you’re after an FPS with some flavour and style to it, there’s nothing quite like its rhythm-focused demon slaying out there. 

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Madden NFL 23 Review – Back to Basics https://press-start.com.au/reviews/xbox-series-x-reviews/2022/09/07/madden-nfl-23-review-back-to-basics/ Wed, 07 Sep 2022 10:40:57 +0000 https://press-start.com.au/?p=138476

Madden’s lost its way a bit of late. Having suffered a brutal opening few weeks last year, it’s no surprise to see the team dial things down a notch this time around. The result is a Madden game focused on the fundamentals rather than flashy new modes and mechanics. Thanks to this refined focus, funnily enough, Madden 23 actually nails the essentials of the game, making for one of the more enjoyable (and stable) footy games in recent memory.  The […]

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Madden’s lost its way a bit of late. Having suffered a brutal opening few weeks last year, it’s no surprise to see the team dial things down a notch this time around. The result is a Madden game focused on the fundamentals rather than flashy new modes and mechanics. Thanks to this refined focus, funnily enough, Madden 23 actually nails the essentials of the game, making for one of the more enjoyable (and stable) footy games in recent memory. 

The team at EA Tiburon’s pushed some small but significant changes to Madden’s gameplay this year, with passing a major part of the focus. You’re now offered up three different passing control schemes, dubbed skill-based passing.

Each of the options for skill-based passing comes in a different form. One, called placement + accuracy, gives you visual feedback for specific control over passes as well as control over ball placement. The other, known as placement + power, places a heavier focus on the power of your pass. These both offer different incentives for players, allowing you to pick the one that suits your play style best. If you want particular control over where your pass will land, go for the former option, whereas those that prefer to dictate the power of a pass will find the latter the better option for them.

madden 23

Of course, you’re also able to go back to basics and not use either of these. Much like legacy and tactical defending in the FIFA games, skill-based passing can be turned off for the classic style Madden’s used for many, many years. I do think this change is a fantastic one, though, as it gave me a lot of control over how I wanted my receivers to receive a pass and where to place the ball to avoid any potential interceptions. 

On the topic of interceptions, defenders in Madden 23 have seen a significant upgrade. My first few matches saw opposing defenders pick passes out of the air with ease and put an end to any momentum I’d gained. And this is where skill-based passing becomes important on the harder difficulty levels – you really do need to spend some time practicing, because the classic passing scheme will see passing plays torn apart fairly often.

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Even so, general gameplay in Madden 23 feels fun to play. And that’s something I haven’t been able to say over the last couple of years. Rather than load the game with unnecessary features, it feels like the team’s just looked at the basics and made subtle improvements. Whether it’s the new skill-based passing system or the way animations now feel more weighty and interact with one another more fluidly, there’s just something about the way Madden 23 plays that recent entries have lacked. 

Madden’s Face of the Franchise mode continues to find itself in an identity crisis, though. The mode, which sees you joining a club of your choice on a one-year contract in an attempt to become one of the greats, has its fair share of visual bugs and cringe-inducing moments. It’s still got some way to go before it can reach the heights of other sports sims that do modes like this.

madden 23

Face of the Franchise gives you a handful of positions to choose, though Quarterback is still the most enjoyable to play – allowing your player to get more time on the ball and deliver those spectacular moments in-game. That said, the mode meanders more than it does move at any enjoyable level of pace, and as such becomes more a borefest than anything else. 

Enter Franchise mode, by far my favourite mode in Madden. Franchise mode continues to provide the most entertainment for new and veteran Madden players, offering up a range of options to customise and suit your experience with the game to a t. Want to just play games each week and not stress about transfers and training? You’re free to do that. If you want to dig deep into the simulation, you’re also free to tell Madden to take the training wheels off and leave you to your own devices.

It’s a fairly deep mode that really does encapsulate the drama of Madden. There’s a solid amount of new smaller additions for those seeking a deeper and more meaningful experience in Franchise, too, like player motivations that dictate a player’s keenness to join your team and draft class changes.

Madden Ultimate Team continues to be one of the weaker pieces of the puzzle, though it’s also seen some refined focus in this year’s entry. Better set management and the introduction of a Field Pass, effectively a battle pass for MUT, certainly help make it a more enjoyable experience. That said, it’s still the same old, same old for Ultimate Team as it continues to be filled with predatory microtransactions and unnecessary grinding.

madden 23

Before jumping into the modes above, you’ll also be treated to the Madden Legacy Game. And it’s a great way of honouring one of the absolute best in the business. Madden 23’s a celebration of the late, great John Madden, and the legacy match sees teams composed of some of the players Madden adored the most going against one another. It all comes together nicely and is presented in a really beautiful way, filled with interesting bites of commentary and video packages. Don’t miss it.

With all that said, this year’s Madden game isn’t a revolution but it does do a lot right in terms of necessary gameplay improvements. The modes, while a bit thin, offer up enough for NFL fans to engage with and enjoy, though there’s definitely more room for improvement in future entries. I do wish there was more to do here, but Madden 23 feels like a course correction more than anything else. I can only hope that we see even more improvement in subsequent entries. 

The Xbox Series X|S version of Madden NFL 23 was played primarily for the purpose of this review.

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Steelrising Review – Automat Aristocrat https://press-start.com.au/reviews/ps5-reviews/2022/09/07/steelrising-review-automat-aristocrat/ Wed, 07 Sep 2022 07:59:18 +0000 https://press-start.com.au/?p=138812

Yes, the Souls-like genre is bloated, to say the least, but by no means does that suggest that developers shouldn’t attempt to carve out their slice of the challenging action game pie. It does mean, however, that a new game in this stacked genre needs to innovate to stand out. While Steelrising, the latest title from French developer Spiders, doesn’t quite manage to break the mould in any lasting fashion, its creative premise and historical setting allow it some room […]

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Yes, the Souls-like genre is bloated, to say the least, but by no means does that suggest that developers shouldn’t attempt to carve out their slice of the challenging action game pie. It does mean, however, that a new game in this stacked genre needs to innovate to stand out. While Steelrising, the latest title from French developer Spiders, doesn’t quite manage to break the mould in any lasting fashion, its creative premise and historical setting allow it some room to breathe away from this exceedingly crowded market.

In an alternate 1789, France has been thrown into turmoil by the inadequate rule of King Louis XVI. The people have revolted, the monarchy is on the brink of destruction, and revolution is looming over Paris. So far, so historically accurate, but I did mention that this is an alternate 1789.

steelrising review

In the king’s madness, he turns to the enigmatic oculist Cagliostro and the acclaimed inventor Jacques de Vaucanson, commissioning an army of unfeeling automatons that purge Paris of those who oppose the crown…and just about everyone else. At the height of the Clockwork King’s delusion, queen consort Marie-Antoinette tasks her mysterious personal guard Aegis, the only automat with the capability of speech, to end the mechanised violence.

Leaving the safety of Saint Cloud, the player will control Aegis, the brass ballerina turned brawler, as she makes her way across fractured France. Despite her dancing background, Aegis can do far more than pirouette and plié.

Without being too reductive, Steelrising’s combat is more or less what you would expect from a Souls-like RPG, with a few minor tweaks thrown into the mix. Aegis’ basic manoeuvres consist of a light and special attack, a dodge and a jump, all of which are tied to a stamina bar. If depleted, you’ll have a brief window to press a face button to regain your stamina early, though it comes at the cost of ice build-up that could potentially have you frozen in place.

Strewn throughout the city are Vestals, mechanical cages that Aegis can access to refill her health and upgrade her gear. This is done by using Anima; a resource dropped by defeated enemies. As is expected, you lose all collected Anima Essence upon death, wherein you can regain it by returning to the spot you fell.

steelrising review

The fundamentals are similar to Bloodborne or Elden Ring, as Aegis is nimbler than the lumbering knights in the Souls series. Steelrising does an admirable job emulating this combat style, though it feels clunky in places. Aegis was programmed to move with the grace of a dancer, and some of her animations portray that well, but the timing of attacks, blocks and parries often feel a bit sluggish and occasionally non-responsive.

After making a few cosmetic decisions during the game’s opening, you’ll be given a choice between four starting classes: Bodyguard, Soldier, Dancer or Alchemist. Though your choice here won’t lock you into a particular play style, it will determine your starting weapon, item and stat buffs.

The weapon variety is impressively wide, from fans, chains and claws to maces, wheels and dual swords. Each weapon type offers a different fighting style, whether heavy and hard-hitting halberds or fast fans. Expanding on this are the special attacks that can be used to block incoming attacks, parry enemies or infuse your damage output with an elemental effect of ice, fire or fulmination. Ranged weapons and some special attacks use Alchemical Capsules, a type of ammo gained from killing enemies or purchased from a Vestal. You’ll never be too strapped for Capsules, but balancing when and where to use this resource can lead to tense moments.

As extensions of Aegis’ own body, these damage-dealing devices more than look the part as well, with my personal favourite being a heavy axe that took the form of three parchment scrolls that could be unfurled to create a shield.

steelrising review

While the arsenal at Aegis’ disposal is varied and unique, the same can’t reasonably be said for the environments she traverses. On route to overthrow the Clockwork King, you will travel through eight regions across France, including Luxembourg, Invalides and Bastille. Mechanically-altered France is an ideal setting in theory, but, save for the final area, none of the locales manages to feel distinct from the rest. Cobblestone streets adorned with crumbling buildings are interesting enough at first, but the appeal fades when you’re walking those streets, again and again, no matter the level.

Once again, similar to the Souls games, levels become interconnected by unlocking passageways and gates that lead to previously visited areas. Furthermore, the levels feature a degree of verticality and incentivise exploration by employing three upgrades that Aegis obtains by defeating certain bosses. A grappling hook, a dash and a ram allow the player to reach previously inaccessible areas in hopes of discovering secrets, though these diversions more often lead to an item or two that you’ve seen before. Though I enjoy the added dimension to levels, the often-stiff controls made platforming a chore, leading to all too frequent backtracking.

Standing, rolling and floating between Aegis and her goal is the king’s army of automatons. The design of the enemies you encounter is intricate and exciting, with plenty of moving parts and period-appropriate flourishes that make them feel believable in this fictional retelling of history. In particular, the design of the bosses is fantastic, drawing inspiration from the location you encounter them. A clear standout is a bible-wielding machine, propelled by a huge sphere, whose weak point is a tiny statue of a bishop where a head would typically sit.

steelrising review

Regarding gameplay, the clockwork combatants are serviceable, with clearly telegraphed attacks and move sets that allow you to watch, learn, and act. Unfortunately, I feel like I had seen everything there was to see in combat upon leaving the first main area. Travelling to a new level means battling the same few automats, the only difference being their elemental damage output. There’s no point in comparing this aspect to the Souls series, but a deeper variety of enemy types would’ve made a world of difference.

Exempt from this criticism are the bosses. Just as they stand out aesthetically, so too do they in a combat sense. The fights against these gargantuan gearheads are challenging and fulfilling, feeling like an actual test of your abilities. As you whittle away at their health, their attack patterns and movements will devolve, causing them to become less predictable and more dangerous. Though it’s possible to load up on bombs and other damage-dealing items to try and cheese your way through these battles, I never felt compelled to do so.

The destruction of these tin titans is compelling while you’re taking part in it, but the narrative behind your actions is decidedly less intriguing. As I’ve said, the setting is interesting, but the story is largely forgettable. You’ll meet plenty of notable historical figures, but none of them manages to feel alive or meaningful. This is mainly due to some stilted writing and rather wooden voice acting. Bafflingly, all characters speak in either a high English or cockney accent, regardless of the French setting. I would assume this is down to budget, but it seems doubly odd, considering Spiders is a French developer.

steelrising review

While the visuals aren’t outstanding, the art direction does manage to carry most of the weight. Vaucanson’s mechanical creations are complex and detailed, with animations matching their robotic nature. However, I ran into several technical troubles, ranging from funny to frustrating. Enemies had a bad habit of T-posing post-mortem, and a fair share of missing audio made for some awkward cut scenes that should’ve been dialogue-heavy. Worst of all, I had an issue with a boss clipping through the environment and not returning, moments before I landed the finishing blow. Not ideal for a game built around challenging combat, that’s for sure.

The tough-but-fair gameplay that’s made the Souls-like genre so popular is undeniably excellent, but it’s not exactly inclusive. Looking to change that, Steelrising includes a number of assist options that aim to make the experience more accessible for everyone. Choosing whether or not you lose Anima upon death, reducing enemy damage and improving stamina regeneration are all options that keep the experience intact while allowing more players to enjoy the game. The accessibility conversation has been growing over the last few years, and it’s great to see Spiders bringing these options to a genre known for being devoid of them.


The PS5 version of this game was played for the purpose of this review.

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Pac-Man World RePac Review – A Platforming Relic https://press-start.com.au/reviews/ps5-reviews/2022/09/06/pac-man-world-repac-review-a-platforming-relic/ Tue, 06 Sep 2022 00:03:26 +0000 https://press-start.com.au/?p=138790

It’s been a long time since mascot platformers dominated the gaming landscape. 20 years ago when the original Pac-Man World was released platform games were king of home consoles, and the king of arcades wanted in on that action. For better and for worse, playing Pac-Man World RePac took me right back to my weekends playing random platformers I rented from the video shop on my PlayStation back then. I t feels dated in level design and general gameplay but […]

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It’s been a long time since mascot platformers dominated the gaming landscape. 20 years ago when the original Pac-Man World was released platform games were king of home consoles, and the king of arcades wanted in on that action. For better and for worse, playing Pac-Man World RePac took me right back to my weekends playing random platformers I rented from the video shop on my PlayStation back then. I

t feels dated in level design and general gameplay but as someone who enjoyed games like these growing up I definitely developed a soft spot for the way it so faithfully recreated a style of game that isn’t much in fashion anymore.

PAC-MAN WORLD REPAC

RePac opens with Pac Man returning home to a party in his honour, only to find that his entire cast of family and friends have gone missing. So begins our spherical hero’s quest across a bunch of themed platforming worlds to collect letters, waka-waka some pellets and defeat the forces of Toc-Man to save his friends. It’s not exactly an inventive story, but it only really ever intends to be set dressing for the main focus of the kid-friendly platforming so I won’t hold it to too high a standard.

PAC-MAN WORLD REPAC

The platform gameplay on offer feels pretty ancient, which makes perfect sense when you consider the original game that forms the mechanical basis for this one is over 20 years old. The platform game was on top of the world, but was still very much designed the way it had been in the 2D age – just with some extra depth to play with.

Pac-Man World RePac faithfully recreates these old worlds with a layer of modern paint, without changing the way it plays in any significant way. You’ll need to play through a series of mostly side scrolling levels, maneuvering your way to the end of the level using Pac-Man’s jumps, butt bounces and charge moves, dodging or dispatching of enemies to progress. A range of optional collectibles add a fun and necessary twist to the otherwise pretty dull A to B.

PAC-MAN WORLD REPAC

Collecting fruit adds to your score and can unlock some doors, finding floating letters to spell P-A-C-M-A-N unlocks a bonus round after the level, and you can even find special classic style Pac-Man mazes which give some extra variety to play. Collecting all of these things will require some back tracking to doors that are now unlocked. None of it feels particularly interesting, but I will admit that it tickled the collector in me. Knowing there’s an A sitting somewhere in the level that I’ve missed was enough to make me want to explore every crevice of the levels to find it even if it felt like a cheap way to extend your time in a level sometimes.

Boss levels add some welcome variety to proceedings, as well. It’s a relic of the past where games seemed to pack in seemingly random gameplay one-offs but much appreciated here. Cute touches like a Galaxian-esque shooter boss and a grand prix kart race against a line-up of circus clowns are surprisingly fun. Fleshed out just enough to be fun for their quick one-time levels, they make for a nice break from the regular platforming levels.

PAC-MAN WORLD REPAC

While the game plays very much like the PlayStation original did, the presentational overhaul makes a huge difference for the game and brings it much closer to modern expectations. Everything is presented in lovely high resolution graphics, environment and character models completely overhauled while staying mostly faithful to the original game. Visual design stays pretty similar as well and as a result looks really nice at times (the beach area comes to mind) but can be horribly garish at others like the Funhouse area. I found the funhouse maze levels particularly bad, the garish colours and unclear design made it difficult to see what was a maze wall and what wasn’t.

Music too has been fully re-created and for better and worse is fully based on the original compositions. Expect some very short repetitive loops that will, if you’re anything like me, slowly drive you batty.


The PS5 version if this game was played for the purpose of this review.

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Immortality Review – A Truly Compelling Mystery To Explore https://press-start.com.au/reviews/xbox-series-x-reviews/2022/08/30/immortality-review-a-truly-compelling-mystery-to-explore/ Tue, 30 Aug 2022 07:59:29 +0000 https://press-start.com.au/?p=138623

A note: Immortality is an experience that is best enjoyed entirely blind. To that effect, this review contains zero spoilers and will not ruin the experience. It’s been a long time since I’ve found myself so deeply drawn into the world of a game as I had with Immortality. The third game from the minds that brought us games like Her Story and Telling Lies, Immortality successfully builds on the unique mechanics in those games to tell a complex and engaging tale. It’s a shining example […]

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A note: Immortality is an experience that is best enjoyed entirely blind. To that effect, this review contains zero spoilers and will not ruin the experience.

It’s been a long time since I’ve found myself so deeply drawn into the world of a game as I had with Immortality. The third game from the minds that brought us games like Her Story and Telling Lies, Immortality successfully builds on the unique mechanics in those games to tell a complex and engaging tale. It’s a shining example of interactive storytelling that can only be done through games, and it’s such an attractive and intriguing experience that I struggle to find much fault with. It’s a truly engaging experience and one of the most fascinating that I’ve played in years.

Immortality follows the model-turned-actress Marissa Marcel, who was fortunate enough to shoot three films over the course of almost three decades. The kicker here is that none of those movies were ever released, and the actress herself is missing. These components alone form a compelling enough mystery – what happened to this actress, or even why did she participate in three projects that were never released? But there’s so much more to Immortality, such a solid and intricate web woven throughout the premise, that it’d be utterly remiss of me to spoil it.

Immortality Review

Suppose it wasn’t for this review or the advertising surrounding the game. In that case, none of the central premise is relayed to you directly. You play as someone looking at the footage from the scrapped films that Marissa has shot. There’s also behind-the-scenes footage and footage from the media circuits promoting the films. You simply begin your investigation into Marissa’s disappearance by watching a single clip. From that point, the game will explain how to play, and the actual intricacy of Immortality comes to the surface.

At any point in any clip, you can pause and choose to focus on a particular item in the frame. The game then zooms in, matches it to another clip that’s visually related, and zooms out to another clip. In my first instance, for example, I examined the face of a TV host as he interviewed Marisa. The system then showed me another clip of the same host interviewing someone else a decade later. Sometimes it’s incredibly specific – the faces of particular people will lead to clips that contain those same people. Other times it’s looser – highlighting an ashtray will show literally any other clip where an ashtray also appears.

Immortality Review

It’s a natural progression from using keywords in games like Her Story and Telling Lies. Like those games, it feels immaculately constructed to ensure that you don’t uncover the core of the mystery too early. What I find incredibly endearing about Immortality is how non-linear it is. It feels like an open-world videogame experienced in a way we’ve never seen before. Every person will experience Immortality differently from another but ultimately come to the same conclusion. And what an unexpected and yet satisfying conclusion that is.

But you won’t just jump between clips. Using the controls, which have been set up to resemble an old-school moviola device, you can manipulate the clips to rewind or go through them frame by frame. Once again, without ruining anything, there is more to these clips than meets the eye. Other answers can surface by adjusting the controls to change their speed or playback. While I enjoyed this mechanic, once I worked out how to do it, there was little variation in how they played out. Listen out for a cue, perform a specific action, and watch the results of your work.

Immortality Review

It’s a minor thing to draw attention to in a game that’s otherwise so immaculately crafted, but given how much Immortality already does a fantastic job of justifying its existence as a game on top of a killer story, it would’ve been nice to see more “game” to this game.

While it’s hard to properly quantify, Immortality contains a lot of content to sift through. A majority of the three movies that Marissa Marcel shot are included here, as well as a lot of surrounding footage shot of behind-the-scenes footage. It’s hard to definitively say whether there is three movies worth of content here, but your experience with Immortality will easily take at least six to eight hours. Given how diligent you are with jumping between scenes to discove what actually happened to Marissa Marcel, your time may be shorter.

Immortality Review

But what really impressed me about Immortality is how engrossed I was in the whole thing. How, the day after “finishing” the game, I longed to return to it and continue to look through the compiled footage of the missing actress. How I could continue to find hours of content that I’d previously missed that explained either the central mystery or added more context to the events surrounding her disappearance. Even now, as I write this review, I’m sure there’s footage I’ve missed, but it does feel as expansive as ever.

What really brings together Immortality with great fervour is the presentation. Presented entirely with filmed live-action footage, each film is shot in a way that immaculately recreates the eras they’re from. Even the behind-the-scenes footage has been treated with care to not only visually look like it was shot in the past, but the audio has similarly been treated to give the sense that this footage has truly been unearthed from an archive that time has long forgotten.

Immortality Review

What contributes to this strong sense of presentation is the performances too. Relative newcomer Manon Gage shines as Marissa Marcel, offering up a performance that is equal parts captivating and alluring. It’s genuinely fascinating to watch through the films of Immortality and the behind-the-scenes footage and see her develop as an actress in this in-universe setting. Almost the entirety of the supporting cast turns in great performances too. However, I can’t speak about the standouts in great detail without spoiling things.

Just trust me. It’s fantastic.

THE XBOX VERSION WAS PLAYED ON AN XBOX SERIES X FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

 

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Destroy All Humans! 2: Reprobed Review – Cosmic Carnage https://press-start.com.au/reviews/ps5-reviews/2022/08/27/destroy-all-humans-2-reprobed-review-cosmic-carnage/ Fri, 26 Aug 2022 14:59:08 +0000 https://press-start.com.au/?p=138523

Released back in 2006, Destroy All Humans! 2 expanded the scope and scale of the original in almost every way, so it only seems fitting that it would get the same remake/remaster treatment that the first game did in 2020. Destroy All Humans 2!: Reprobed brings the vastly superior sequel into the modern age with several welcome advancements and an attractive coat of paint but, for better and for worse, beneath that veneer is still a game that hit shelves […]

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Released back in 2006, Destroy All Humans! 2 expanded the scope and scale of the original in almost every way, so it only seems fitting that it would get the same remake/remaster treatment that the first game did in 2020. Destroy All Humans 2!: Reprobed brings the vastly superior sequel into the modern age with several welcome advancements and an attractive coat of paint but, for better and for worse, beneath that veneer is still a game that hit shelves in 2006.

Picking up 10 years after the events of the first game, Cryptosporidium-138 (the clone of the first game’s Cryptosporidium-137) is sitting pretty as the President of the United States and, even more impressively, is in possession of “the package,” a trait that no Furon has been gifted with for millennia. Yes, Crypto-138 is sporting a penis. This naturally infuriates the KGB, so Crypto is forced to leave his comfortable post and pursue the Russians across the world.

DESTROY ALL HUMANS 2 REPROBED REVIEW

Does the premise make sense? Not really. Does it need to? Absolutely not. The ludicrous plot is a vehicle to move Crypto from one location to the next in a fictionalised 1969 Earth, providing an occasional laugh along the way. Beginning in the satirical version of San Francisco that is Bay City, DAH2 unshackles itself from the strict US setting of the original game to go global. During the 10–12-hour campaign, you’ll visit this universe’s equivalents of England, Japan and Russia, as well as a fifth location that I’ll keep top secret, despite the game being almost 17 years old.

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Each location is a decently sized sandbox environment, filled with vehicles, buildings and pedestrians to throw about and disintegrate. While each of the areas is functionally the same, acting as little more than set dressing for destruction, they each have enough character and personality to feel unique. The London-inspired Albion level, for instance, is covered in thick fog, and its tea-drinking populace are all driving Aston Martins. It’s not accurate, nor is it always politically correct, but it’s a nice change of scenery from the first game.

As with almost all remakes and remasters, the visual overhaul is the most prominent element. Built from the ground up in a new, modern engine, Reprobed has seen less of a renovation and more of a teardown and rebuild. The stylised, almost cartoony art style is brimming with colour and personality, bringing the locations to life. Though I found myself bumping into the same hippie, ninja or KGB agent all too often, the character models have seen the most significant leap forward, with every NPC and, of course, Crypto himself looking mighty fine.

DESTROY ALL HUMANS 2 REPROBED REVIEW

Graphically, Reprobed is a winner, but the game’s performance was less than stellar. Despite being relatively stable during downtime, the framerate would take a staggering dive during larger set pieces, and I even experienced a number of crashes during a specific boss encounter. That’s without mentioning the NPCs and vehicles that would frequently move through other objects and audio bugs that would leave cutscenes without ambient noise or dialogue. These technical issues are hard to excuse as commendable as the upgrade is.

Though impressive, it’s not just the visuals that have significantly improved. Controlling more like a modern third-person action game than some modern third-person action games, Reprobed is easy to pick up and play and is satisfying to do so. Whether moving through the world, flying the saucer or utilising Crypto’s extensive arsenal, the way everything controls feels tight and responsive.

DESTROY ALL HUMANS 2 REPROBED REVIEW

While the visuals and controls have been rebuilt, the voicework remains almost entirely intact. This isn’t to say that the voice actors don’t deliver, but the original audio comes with it the original script, which may divide the audience. I can’t say I ran into anything that I found outwardly offensive, but some of the content has aged rather poorly, and certain jokes won’t land anymore.

With 11 alien weapons flanked by a range of telekinetic abilities, Crypto’s combat capabilities are far from limited. The reasonably straightforward Zap-O-Matic and fire-flinging Disintegrator are mixed in with the Dislocator, a gun that causes enemies and objects to bounce violently, and, naturally, the Anal Probe, among others. Combined with the ability to pick up and fling enemies and objects into the stratosphere with your mind, cause bystanders to break out into dance and disguise yourself as any nearby human, the offensive options become decently robust. It may seem par for the course by today’s standards, but the combat is old-school fun.

DESTROY ALL HUMANS 2 REPROBED REVIEW

One aspect that could’ve done with some tweaking is the saucer gameplay. While the ground combat is refined, the saucer feels clunky and unresponsive, even with the novel weapons onboard. As great as the notion of flying around, abducting unsuspecting pedestrians and razing buildings sounds, the spacecraft doesn’t quite live up to the concept.

Where the gameplay is entertainingly retro, the missions and objectives are less entertaining and more retro. The opening few levels that have you narrowing down the play area, finding a McGuffin and fighting a wave of enemies are solid, but it gets a bit tedious when you’re going through those same motions 8 hours in. Winding back the clock also means dipping into tropes that have been left in the past for a reason. I find fetch quests to be generally acceptable, but the repetitious escort objectives were a step too far down memory lane. If you played the game back in the day or simply want to switch off your brain and blast away at hapless hippies, then you’ll have fun, just don’t expect modernised mission structure.

DESTROY ALL HUMANS 2 REPROBED REVIEW

Each mission has a few side objectives that, if completed, award the player with Furotech Cells that can be used to upgrade your ship and weapons. Though the perks are usually an increase in damage or range, it does add a bit of progression and a reason to reach for higher than a passing grade.

One of the more notable changes made between the original and DAH2 is the addition of co-op. A friend can join your game locally at the press of a button in the in-game menu. The fun of causing chaos is multiplied once you introduce a mate, with your partner’s gear matching your own in every way. The only drawbacks are the performance being strained further, and the saucer controls being shared between the two of you, which is awkward.

THE PS5 VERSION OF THIS GAME WAS PLAYED FOR THE PURPOSE OF THIS REVIEW.

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Saints Row Review – An Enjoyable Reboot https://press-start.com.au/reviews/ps5-reviews/2022/08/22/saints-row-review/ Mon, 22 Aug 2022 13:59:03 +0000 https://press-start.com.au/?p=138328

Saints Row didn’t make a great first impression in its opening hour. I found it difficult to care at all for the protagonists of this new outing, and the game didn’t feel as polished as I’d hoped it’d be. However, the hours following the first were a huge improvement. If you’ve played a Saints Row game before, don’t expect revolutionary changes. That said, this year’s reboot has been built on the foundations of the stronger entries in the series and […]

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Saints Row didn’t make a great first impression in its opening hour. I found it difficult to care at all for the protagonists of this new outing, and the game didn’t feel as polished as I’d hoped it’d be. However, the hours following the first were a huge improvement. If you’ve played a Saints Row game before, don’t expect revolutionary changes. That said, this year’s reboot has been built on the foundations of the stronger entries in the series and I ended up having a really good time with it.

THE CHEAPEST COPY: $78 WITH FREE SHIPPING FROM AMAZON

Those opening moments in Saints Row establish some of the key groups and crews you’ll be dealing with throughout the game, and after things inevitably take a turn for the worst, it’s time for you and your ragtag crew to build up the Saints.

Saints Row Review

With four specialists as the co-heads of the Saints (one of which is particularly adverse to wearing a shirt), you’re tasked with building a criminal empire that’ll take every last penny from Santo Ileso, the new setting for this year’s reboot.

Spread throughout the city are a bunch of vacant lots, and to build up the Saints’ criminal empire you’ve gotta buy them. Lots are disguised as run of the mill businesses, however beneath these businesses are a range of money laundering schemes that help fill the pockets of you and your crew members. This, in turn, allows the team to bring in more members, upgrade the Saints base, as well as allowing you to purchase more lots to make even more coin.

Saints Row Review

Businesses, otherwise known as criminal ventures, have their own sets of side missions to complete in order to fully take over districts in Santo Ileso. By completing these missions, you’ll rake in more cash to continue to create a monopoly on the city. Some of these side missions will be very familiar among series vets, with insurance fraud a particular highlight. 

Each venture has its own type of side mission, and they don’t really change as you progress. This makes for a relatively repetitive slog if you’ve got to complete a certain amount to progress in the story (which does happen), and it slows the pace of the game’s story down a little bit. 

Saints Row Review

Criminal venture missions aren’t to be confused with side hustles, either, as they’re their own separate thing in Saints Row. Some of these will have you protecting drug dealers, while others will see you making use of a helicopter to transport vehicles across the city. There’s also cool little history lessons you can engage in, gang threats to scupper and photos to snap of notable locations throughout the world that you’ll then be able to add as props inside Saints HQ.

If that wasn’t enough, hitman missions return in the form of the wanted application on your phone, giving you a list of bounties to complete to get more cash.

Saints Row Review

Every activity you do in Saints Row reaps some sort of cash reward, which you can then inject back into more criminal ventures or into the litany of customisation options for your character. I was really impressed with the sheer amount of customisation on offer. From vehicles, to weaponry to customising the Saints HQ, there’s an unprecedented amount of things to tinker with in Saints Row and it’s a big step up from earlier games in the series. 

Co-op play is available in this year’s game, however my attempts to give it a whirl during the review period didn’t work. The game refused to send a final confirmation notification to the host player, so I wasn’t able to test out how it worked and performed. A shame, too, as these missions seem tailor made for some great co-operative fun.

On that subject, I did have my fair share of issues throughout my 15 or so hours with the game. Most notably, the lack of any cover mechanic felt like a bizarre omission as it seemed like enemies had plenty of space and ability to take cover from my character’s shots.

Saints Row Review

The newly introduced instant takedowns became my go-to during intense firefights because of this, with these rewarding you with a well-needed health boost when executed correctly. The new special abilities, which are earned as you level up, were also extremely useful in clearing out enemies. Some of the abilities available were particularly fun to use, like the powerful limited-use sniper rifle and a grenade that would send enemies hurling up into the air.

Another gripe I had was the game’s general background noise, which felt very low and lifeless at times. Santo Ileso isn’t a bad location by any means, however it lacks any real sense of identity. Compared to Stilwater, this was a major disappointment for me. And this goes hand in hand with the game’s general graphical presentation – it’s not bad, but it isn’t great. For a game that’s released a few years into the current-gen, it certainly won’t turn heads.

Saints Row Review

During my time with the game I experienced a myriad of graphical, UI and gameplay glitches. From vehicles spawning in at random to not being able to use the weapon wheel or enter vehicles (and having to restart a checkpoint or save), it’s clear the game still has some kinks it needs to iron out.

Something I really liked about Saints Row, though, was its mission variety. The sense of creativity sprinkled across the 10-hour campaign was an absolute joy to play through. And while the story itself felt relatively mediocre when compared to series highlights like Saints Row 2, it’s certainly a step up from Saints Row 4 and Gat Out Of Hell. I just wished I liked the characters more, and that there were any sense of stakes whatsoever. 

Saints Row Review

It’s a good time though, but setting expectations is key. If you like the Saints Row games, you’ll like the reboot. Volition’s done a great job bringing this series back from the depths, and I’m keen to see where they go next. It has quite a few stumbling blocks along the way, but the sheer insanity and fun you get from it is exactly what I want from a Saints Row game.

The Xbox Series X|S version of Saints Row was played primarily for the purpose of this review.

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Cult Of The Lamb Review – The Kids Are Alright https://press-start.com.au/reviews/pc-reviews/2022/08/10/cult-of-the-lamb-review-the-kids-are-alright/ Wed, 10 Aug 2022 13:40:47 +0000 https://press-start.com.au/?p=138094

Massive Monster’s Cult of the Lamb has all the makings to emerge as the Death’s Door of this year. It has an anthropomorphic animal lead and dynamite combat that, in a lot of ways, feels like an homage of sorts to a title of old. But Cult of the Lamb also feels like a game of two very distinct halves, and they’re halves that are exceptional individually but never seemed to complement each other throughout twelve wholly enjoyable hours of […]

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Massive Monster’s Cult of the Lamb has all the makings to emerge as the Death’s Door of this year. It has an anthropomorphic animal lead and dynamite combat that, in a lot of ways, feels like an homage of sorts to a title of old. But Cult of the Lamb also feels like a game of two very distinct halves, and they’re halves that are exceptional individually but never seemed to complement each other throughout twelve wholly enjoyable hours of preaching and plying my trade as a false idol to an impressionable flock.

Cult of the Lamb casts you as the titular lamb, sacrificed by bishops of an old, ancient faith in an effort to thwart a tired prophecy that told of a woollen warrior that might overturn the status quo and free the grim spectre known as “The One Who Waits” from his exile. In exchange for a second chance at life, you must build a cult in his name and crusade against countless eldritch nightmares and rival cults. Cult of the Lamb divides your time pretty much straight down the middle between crawling through dank dungeons and tending to your twisted settlement, which really is like a cute Animal Crossing village plagued by shit, sickness, and ritual sacrifice.

Cult Of The Lamb Review

I’m not one to gravitate toward the micromanagement of erecting a settlement and pandering to the every need of your devoted followers, but Cult of the Lamb keeps things engaging and chugging forward by tying everything under together under the guise of a Midsommar-like murder cult full of woodland critters. With the flock at your disposal, often monotonous busywork, like gardening and custodial services, can be streamlined through delegation, leaving you to focus on the more enjoyable things on offer.

Whether you’re putting the finishing touches on your temple, or declaring doctrines to help you further exploit the cult’s devotees, Cult of the Lamb’s upgrade paths and economies are all accessible and straightforward—though they’re all driven by maintaining the faith of your flock. If their belief in you wavers, it could be a bit of a slog to see all of the game’s more imaginative rituals—which range from Pagan bonfires and group psychedelic trips to marriage and a barbaric bloodsport that sees followers battle to the death—unless you’re a merciful idol.

Cult Of The Lamb Review

Your gathered resources aside, managing your flock and the moral decisions made don’t ever really seem to have an impact on your holy crusade. It really does, at times, feel like two separate games.

Not only does Cult of the Lamb borrow its cutesy juxtaposition of sweet and savagery from The Binding of Isaac, much of its roguelike combat feels inspired by it too. While Binding of Isaac is for all intents and purposes a shooter, Cult of the Lamb feels more like Death’s Door or Hollow Knight, opting for an up close and personal brand of combat that emphasises timing and dodging. It’s tight and well-crafted, it’s hard to fault the game’s grittier portion. Similar to Inscryption, you carve out a path through four or five levels, opting for either physical challenges or levels that might offer a cache of resources or even a would-be follower in need of rescuing.

Cult Of The Lamb Review

Each crusade begins with a random weapon and curse—a supernatural secondary fire that often deals area of effect damage. Throughout a run you’ll pick up tarot cards that buff your lamb’s powers, which further emphasises the game’s roguelike prowess and keeps each crusade feeling relatively fresh. Cult of the Lamb has four distinct areas, each with its own theme, safeguarded by a pious bishop. Before you meet them, you’ll need to run any given area four times and leave all heretics in your wake.

The side content is ultimately limited by the game’s indie sensibilities. With only a couple of worthwhile extracurricular activities in fishing and Knucklebones—a surprisingly riveting game of chance—it doesn’t always seem worthwhile veering from the main path to venture out and spelunk Midas’ golden caves or trudge through the mushroom grotto. With plenty to unlock, including gaudy decorations for your village and wearable fleeces that toggle modifiers, the game does a fine job to encourage replayability. My village is full of flower arches, all that’s missing is Florence Pugh’s triumphant grin in the face of death.

Cult Of The Lamb Review

Cult of the Lamb’s art direction is certainly one of its great triumphs. It’s so bright and exuberant, delivering the same blinding brand of daylight horror as seen in Ari Aster’s subversive film. Of course, it’s even more disarming to see a cute bunny sacrificed to the gods, but that’s what is so clever and memorable about Cult of the Lamb. The game’s world is presented almost like a pop-up book, it really is a sickly sweet diorama of hand-crafted critters. While it can be ethereal and moody when required, River Boy’s score can be a bit of a bop.

The theme for “Knucklebones” is an earworm. Despite there only being four adversaries, I couldn’t help returning from time to time to toss them bones and jam along to a tune that’s Darren Korb-like—which I feel is decent praise given his body of work.

Cult Of The Lamb Review

Ultimately, I think Cult of the Lamb is a great example of flipping the power fantasy concept on its head, framing that thrilling pursuit of all-conquering omnipotence through the eyes of a once-hapless lamb is a stroke of genius. The dissonance I felt between its colony simulation and dungeon-crawling halves is unfortunate, though it doesn’t keep said halves from being brilliant in their own right. You’re getting an exceptional roguelike hack-and-slasher and an adorably dark and dramatic settlement-builder that will test your moral compass more than once.

THE PC VERSION OF THIS GAME WAS PLAYED FOR THE PURPOSE OF THIS REVIEW

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Two Point Campus Review – A New Twist On Management Sims https://press-start.com.au/reviews/ps5-reviews/2022/08/04/two-point-campus-review/ Thu, 04 Aug 2022 13:59:07 +0000 https://press-start.com.au/?p=137988

Two Point Studios made a name for itself when it came careening into the emergency ward with 2018’s Two Point Hospital. That game did incredibly well by recapturing sim fans’ love for the Theme Hospitals of old while injecting its own prescription dosage of charm with tongue-in-cheek humour and making things super-accessible for curious newcomers. Now comes Two Point Campus, a follow-up effort with an entirely new hook that puts players in the virtual shoes of an omnipotent university administrator […]

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Two Point Studios made a name for itself when it came careening into the emergency ward with 2018’s Two Point Hospital. That game did incredibly well by recapturing sim fans’ love for the Theme Hospitals of old while injecting its own prescription dosage of charm with tongue-in-cheek humour and making things super-accessible for curious newcomers. Now comes Two Point Campus, a follow-up effort with an entirely new hook that puts players in the virtual shoes of an omnipotent university administrator with a goal of offering the finest and highest education that money can buy. And hopefully that’s a lot of money.

If you’ve played a management sim game in the vein of Theme Park or Planet Zoo or certainly Two Point Hospital, you’ll pretty much know the score here. It’s your job to take the bare bones of a functioning campus and grow it into something spectacular via careful management of your space, your staff, your incoming and outgoing funds and most importantly your students. Where this game differs from a lot of what’s out there is that last bit – the students. Rather than paying customers frequenting your park/zoo/hospital, these people are here for a good time and a long time. Retaining them, catering to their base needs and ensuring they have the support to score high marks is key to getting the best financial return and increasing the prestige of your school to attract even more new students.

two point campus

It’s this new twist on the management sim formula that’s the most interesting and compelling part of Two Point Campus. On a surface level it’s all relatively simple and accessible but, as you’ll grow to learn throughout its dozen or so campaign levels that throw in all manner of unique twists, spinning the right plates at the right time takes a particularly humanistic approach. Yes, your campus needs to look good and you need to be turning a regular profit, but if you’re not properly taking care of your student body and campus faculty you’re going to wind up fighting an incredibly uphill battle. Creating spaces for people to live, to relax, to seek support and to socialise is just as important as creating ones to learn but as we all know full well there’s little money to be made in looking after people. So what you end up with is a very tight balance between your reputation, your results and your coffers, and it’s an intoxicating challenge if there ever was one.

The best place to start in Two Point Campus is in its campaign, which takes you across a spread of bespoke scenarios in which you’ll take over established or semi-established campuses with their own hurdles or idiosyncrasies to navigate. The first few are basic enough and mostly there to show you the ropes, but eventually you’ll be doing things like helping rebuild a copyright-skirting wizard school after it’s been attacked by an angry witch, trying to strike rich at an archaeological campus built amongst ancient ruins or selling your students’ souls to a creepy orb-obsessed cult at an arts school that otherwise doesn’t charge tuition fees. It’s a great mix that’ll see you spend at least 10-12 hours just bringing your campuses up to a one-star rating with plenty to do and improve beyond that.

two point campus

Once you’re done with being gently told what to do in the campaign, you can also delve into the game’s Sandbox mode which comes complete with multiple ways to play. You’re able to fire up a standard-difficulty game on any map of your choosing, challenge yourself to a harder mode with fewer starting resources, customise your own difficulty or just go for broke in a creative mode with everything open and free for the taking. Thankfully there doesn’t seem to be any ties to your campaign progress in terms of which maps you have access to, you’ll just need to re-unlock any in-game items or research per map. As fun as the campaign is, Sandbox is a great way to give yourself room to really sink your teeth into the nitty-gritty of campus management without being semi-directed by level goals. There’s a lot to get into and tweak beneath the surface level so hardcore sim fans should get a lot out of the game in the long term.

If it wasn’t already obvious, part of Two Point Campus’ appeal is its tongue-in-cheek approach to its subject matter and general air of silliness. With course offerings like Knighthood, Virtual Normality and something called “Money Wangling” this is far from serious stuff, and the background noise of Two Point Radio serving up nonsense talkback and irreverent advertising further drives the point home. Best of all, the flippancy of its attitude towards any degree of success means that even the most dire situations you’ll find yourself in are routinely hilarious. Case in point, the time that I blew all of my reserve funds on decorating my campus before the school year (and thus, tuition income) had even started. That resulted in me falling so far behind that I wound up selling my school’s fancy fountain to pay for a start-of-the-year student party, which I used to keep everyone occupied while I quickly spent their fees on my unfinished lecture halls.

two point campus

For all the good that Two Point Campus does I do have some reservations. For a wacky game about the joys of higher education there are relatively few antics to witness. Students from rival schools will occasionally “invade” your campus until your staff run them out, and your own flock are prone to the odd sweeping craze, but it’s all pretty tame. There’s also a notable lack of fanfare for anyone’s individual achievements bar a basic slideshow that plays after each school year.

More genuinely frustrating were a bunch of issues that plagued my time with the game on a PlayStation 5. The control layout itself is mostly okay, an achievement in itself given the very controller-unfriendly genre, but there are a few specific menus and situations where things become finicky or too easy to mess up – especially when building rooms. Worse than that were a host of bugs that brought the experience down, things like inputs not responding or menus getting stuck to the screen, and an especially annoying issue where items I placed would report their positions as invalid until I picked them up and set them down again in the exact same spot. Hopefully these things are ironed out either at launch or shortly after, though.

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MultiVersus Review – A Strong Start With Some Earnest Effort https://press-start.com.au/reviews/ps5-reviews/2022/08/01/multiversus-review-a-strong-start-with-some-earnest-effort/ Mon, 01 Aug 2022 03:05:02 +0000 https://press-start.com.au/?p=137933

It’s bizarre to think that just nine months ago, MultiVersus leaked. A seemingly random collection of characters from Warner Bros. wide range of properties, it was hard to not write it off as a cynical Smash Brothers cash-in. Following several leaks and an early preview several months ago, MultiVersus is finally here. And while I was wrong about quite a few things from my initial impression of the reveal, it’s easily one of my most played games this year. At […]

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It’s bizarre to think that just nine months ago, MultiVersus leaked. A seemingly random collection of characters from Warner Bros. wide range of properties, it was hard to not write it off as a cynical Smash Brothers cash-in. Following several leaks and an early preview several months ago, MultiVersus is finally here. And while I was wrong about quite a few things from my initial impression of the reveal, it’s easily one of my most played games this year.

At first glance, you’d be forgiven for assuming MultiVersus was a clone of Super Smash Bros. The premise is remarkably similar – four players enter an arena and battle it out until nobody is left. The damage system is identical, too, with higher damaged enemies flying further when attacked. Flying out of bounds of the arena results in death and a point scored to the other team. But that’s where the similarities to games like Brawlhalla and Super Smash Brothers end – there’s a wealth of options in MultiVersus whether you’re playing with someone or solo.

Multiversus Review

When I previewed the game a few months ago, I was taken aback by how similar the game was to other successful service games like Apex Legends, Fornite and even Fall Guys. I even expressed some concern about the pace that you progress through the game. There are heaps of tasks to undertake to unlock currency, which can be used to purchase characters and cosmetics. As someone who lived through the first six generations of gaming, I will forever be skeptical about games that hinge their progression on lengthy time commitments from the player. But after two to three hours with the game, I had enough to unlock another character which felt reasonable given that the game is free to play.

Now that I’ve clocked over thirty to forty hours of the game across multiple platforms, I’m inclined to say that MultiVersus is a pretty good time and value for players. So far, there are around sixteen characters, and each has had so much love and care put into them that I can’t help but be excited to see who the team brings to the fold next. My favourite is still Velma, who fights with speech bubbles, calculations, and idea light bulbs. But other characters like Bugs Bunny play true to their Looney Tunes origins with over-the-top, brash cartoony special moves that add to the chaos of the fight. It’s a well-varied roster with a surprising amount of depth that I absolutely adore.

Multiversus Review

Similarly, the game still plays as well as I played it several months ago. It’s incredibly fast-paced, but at the same time, the controls are tight enough that it doesn’t feel slow or floaty. While not as tactilely satisfying as Smash Brothers, the heft of the attacks makes the game feel expensive. That might be a bizarre term to use. Still, the dedication to ensuring MultiVersus has a solid fighting engine and mechanics to build upon by the developer will surely pay off in the long term. It, quite simply, is one of the best-feeling platformer fighter I’ve played.

But perhaps the only barrier to my enjoyment was my initial expectation with MultiVersus. It’s most definitely not to be played or experienced like Smash Brothers. Whereas Smash Brothers has a shallow skill floor and mechanics that mean you can achieve basic competence with any character, MultiVersus almost demands you pick a main and stick with them for a bit. The depth of each of the characters’ move suites is so vast that, like other competitive fighting games, you’ll get the most out of it if you learn the ins and outs of a single character.

Multiversus Review

The most unique thing about MultiVersus is that the game is ostensibly designed around it’s primary mode – 2v2 teams. The characters in the game all have moves that usually have some kind of benefit to the team. Velma can buff her teammates she hits with her attacks but similarly debuffs an enemy if those attacks land on them instead. The all-original character Reindog can tether themselves to their teammate and pull them in should their teammate be in peril, though anyone touching the tether in the meantime still takes damage. Wonder Woman can even shield her partner from attacks. They’re all great touches that make this game feel like something more than the other platformer fighters on the market.

Multiversus Review

It’s the sense of team that really brings MultiVersus to life. The best matches I’ve had are the ones I play with friends – and while they’ve not all been well versed in how to use the buddy abilities – it’s been a real joy to either be saved or save them from danger at the end of a very dicey match. Other modes are on offer here, including a free for all mode that introduces items, but given how chaotic things get during 2v2, I found just throwing something else into the mix makes things even more so. Still, it’s an excellent option and one that I’ve especially enjoyed playing locally. I have and will continue to enjoy 2v2 when playing online, personally.

I’ve briefly touched on the nature of character unlocks, but everything else operates slightly differently. While I think the progression required to unlock characters feels adequate, the progression for everything else feels slow. To compound this, there doesn’t look like a lot to unlock or work towards in the current season pass. This is something that I’m almost certain will improve with time, but right now (besides characters themselves), things unlock slowly, and there isn’t a whole bunch to unlock. Skins are expensive too, but this is no different from other games of this ilk – they offer nothing of value in terms of gameplay and can be easily ignored.

Multiversus Review

A word of advice is that you can access any of the characters in The Lab offline. Think of it as a try before you buy system and one that I implore you to engage with before spending your precious gold., especially for some less conventional fighters like Arya or Tom & Jerry.

From a presentation aspect, MultiVersus is a great-looking game too. It boasts some rock-solid performance, and the art direction is similarly fantastically consistent. I’m genuinely excited to see how the developers will bring in other characters from more realistic franchises and match them to the art style of the roster here. If Arya Stark and LeBron James are indications, it’ll be incredibly executed. While the characters and art direction are great, the same can’t be said for the levels. While they’re all different locations, MultiVersus definitely has a variety of problems with its arenas that I can only hope will be fixed with future updates.

Multiversus Review

But perhaps the most prominent aspect that sticks out as being incredibly lacklustre is the music. Where there are so many fantastic franchises to pull some incredible music from, MultiVersus instead offers up dull and generic music that does little to inspire or motivate. It feels like the music you’d hear at a low-rate theme park rather than an inspiring medley of themes or motifs. Once again, I can only hope it improves as time goes by, but for now, it’s sorely lacking.

While it’s clear that some things need work on MultiVersus, it’s encouraging to see that the things that truly matter – the unlocking of characters and the core gameplay systems – are the things that have received the most attention. These are easily the two strongest tenets of MultiVersus’ offerings thus far. With time, I can only hope that the lack of variety in levels, lacklustre music, and slower cosmetic offerings can be remedied.

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High On Life Review – Prattling Guns https://press-start.com.au/reviews/xbox-series-x-reviews/2022/07/22/high-on-life-review-prattling-guns/ Thu, 21 Jul 2022 23:00:06 +0000 https://press-start.com.au/?p=141506

Update 22/7/2023: High On Life is now also available on PlayStation 5, and while my below review and the recommendation to give this a go on Game Pass to decide if it’s your thing or not still stands, a second playthrough on PS5 has definitely given me mixed feelings. On the one hand, it’s a touch awkward to hear so much of Justin Roiland’s voice post-everything-that-happened and his unceremonious exit from developer Squanch Games. Obviously it would’ve been an expensive endeavour with little […]

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Update 22/7/2023: High On Life is now also available on PlayStation 5, and while my below review and the recommendation to give this a go on Game Pass to decide if it’s your thing or not still stands, a second playthrough on PS5 has definitely given me mixed feelings.

On the one hand, it’s a touch awkward to hear so much of Justin Roiland’s voice post-everything-that-happened and his unceremonious exit from developer Squanch Games. Obviously it would’ve been an expensive endeavour with little return to go back and retroactively replace him, but I reckon if anyone could have pulled that off with a clever, meta spin it would’ve been the folks at Squanch.

On the other hand, this is still a pretty fun little first-person adventure with splashes of the design chops of the games it riffs on. It can be grating and exhausting, especially on Round 2, but that’s (at least, I hope) a mostly intentional vibe choice that I’ll respect even when it misses more than it hits.

The only downer on the whole PS5 release? Unlike on Xbox and PC, it’s not a part of PlayStation’s subscription service. Instead, it’s a whole $90 – which, whatever your tastes are, feels shockingly steep. Maybe if only by comparison to the value proposition that is Game Pass, but $90 certainly isn’t chump change. If you’re currently rocking Rick and Morty bed sheets and can’t start your mornings without yelling something about being a pickle, you might be fine with forking out for this one. For everyone else, try it out on a different platform or if you can’t do that, wait for a sale.


Comedy must be a tough thing to pull off in video games. When something as crucial to a joke as timing is left almost entirely in the hands of the people consuming it, that’s a challenge. Some of the funniest games I can remember, like The Secret of Monkey Island, Portal 2 and even Katamari Damacy, work by keeping things relatively simple and playing within their respective wheelhouses. High On Life, the latest effort from Squanch Games and led by Justin Roiland of Rick and Morty fame, attempts a kitchen-sink approach to humour and gameplay, throwing high-frequency, high-intensity gags at players with reckless abandon amid a surprisingly solid Metroid-esque action-adventure shooter.

high on life review

High On Life begins on Earth, casting the player as a regular, human teenager who finds themselves at the centre of an alien plot to kidnap all of humanity and turn them into space drugs at the hands of a group called the “G3 Cartel”. After attempting to call on the help of an alien bounty hunter named Gene, and subsequently discovering that he’s washed up and immobile, it falls on you to become the bounty hunter and take down a growing list of G3 Cartel leaders and save Earth. You won’t be doing it alone either, with the support of Gene and your sister at your home base and an increasing number of sentient, extra-terrestrial guns called “Gatlians” at your side, this is an adventure where you’ll almost always have someone to talk to. Or talking to you, rather. All. The. Time.

In case there was any doubt to be had, this is a game that revels in exactly the kind of humour that Squanch/Roiland are known for. If you’ve ever caught an episode of Rick and Morty and thought, “This isn’t for me”, the same will no doubt apply here. It’s a mixed bag of video game parodies, gross-out sight gags (so many things look like buttholes in this game), profanity, clever subversion of storytelling and gameplay mechanics, more buttholes, and constantly being yelled at.

high on life review

There are definitely times where the constant grabs for “edginess” manifest in unfunny and mean-spirited gags or toilet humour, but it’s more often than not the delivery that drives the gags home more than the punchlines themselves. Hell, there’s an achievement for buying alien cum from a shady street dealer and finishing the game with it in your inventory (therefore carrying said load to completion). If that crosses your threshold for good taste, good humour or both then you’re probably safe to skip this one.

That said even when High On Life was doing bits that comedic video games coined yonks ago (an intro that parodies early 3D PC shooters, really?) or making me look at yet another weird alien butthole, it’s rare that it didn’t elicit at least a chuckle from me, and there were plenty of genuinely laugh-out-loud situations and one-liners to balance out any duds.

high on life review

Plenty of players will be reaching for that toggle that lowers the frequency of the chatter of your Gatlian weapons, especially after listening to Roiland’s classic, whiney Morty/Lemongrab voice for hours on end, but a clear stand-out character for me comes in the form of Creature – a Gatlian whose unique ability is to rapidly birth weird, little dudes who can attack enemies or activate switches before quickly dying. Creature doesn’t seem to mind one bit that they’re creating and subsequently ending life with a pace that would make the good Lord blush, mostly praising the joys of never-ending child birth and incredibly short-lived parenthood.

It’s these Gatlians that really make the game unique and interesting from a gameplay perspective, as well. Laid out across a handful of bounties that take players to a variety of biomes from slums to forests and desert towns, High On Life presents players with an eight-plus-hour adventure that offers plenty of opportunity to explore off the beaten path and return to previous areas with new Gatlians and Bounty Hunter Suit upgrades to traverse previously-inaccessibly areas.

high on life review

It’s familiar territory but it works well in the context and gives Squanch a lot of room to play with genre conventions in their signature, absurdist style, like giving every Gatlian a “Trick Hole” secondary fire mode that matches their personalities. Oh, and a foul-mouthed knife with a thick Aussie accent that loves stabbing. Level designs make good use of the abilities these sentient weapons offer like slowing down time, creating platforms or slingshot-ing to new heights, and it’s genuinely satisfying to puzzle out some of the more well-hidden caches of currency to spend on further upgrades.

Other than exploring, you’ll also spend a lot of your time in High On Life engaged in combat with an admittedly-small selection of generic alien baddies. There are some ant-looking guys, some yellow guys and the odd flying guy, but it really doesn’t amount to much more than the standard shooter enemy fare. Still, there’s some fun to be hand in popping alien heads (complete with a very gratifying sound effect). Playing on the standard difficulty, I was disappointed to realise that strategic use of my entire cohort of Gatlians wasn’t especially necessary, as the pistol-esque mainstay, Kenny, was usually more than enough to take care of all of the standard mobs. Boss fights are a different story, and a definite highlight, with their big personalities and unique and exciting attack patterns making them a ton of fun to take down.

high on life review

One thing that’s clear when looking at High On Life in comparison to Squanch Games’ older titles like Trover Saves the Universe and Accounting+ is that the production values here are far and above what’s come before. It’s a handsome-looking game, no doubt helped along by the stylised and mismatched design choices that are expected of the studio but still impressive overall for a game of this scope. There’s a nice amount of detail packed into every scene, and it all runs nicely on the Xbox Series X aside from the odd, harmless bug here and there. The game’s voice work naturally features a heap of Roiland, but also ropes in some recognisable voices from across games and TV/movies, including some fantastic cameos.

The only sore spot in the overall package is the game’s background music, which is routinely dull as hell and may as well not feature at all in a lot of places.

Overall, High On Life is a very competent action-adventure shooter that feels good to play and doesn’t ask for too much of your time. The real consideration will be whether or not its specific brand of humour appeals to you. If it does, I would absolutely urge you give the game a go – it’s available through Game Pass on both Xbox and PC, after all. If the answer is a resounding no, on the other hand, then don’t waste your time. This is Squanch firing on all cylinders and that can be… a lot.

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As Dusk Falls Review – A Decades-Spanning Crime Thriller https://press-start.com.au/reviews/xbox-series-x-reviews/2022/07/18/as-dusk-falls-review-a-decades-spanning-crime-thriller/ Mon, 18 Jul 2022 12:59:35 +0000 https://press-start.com.au/?p=137698

Quantic Dream’s two-plus decades of pioneering interactive storytelling has undoubtedly served as inspiration for studios like Telltale, Int. Night, and others, to place the story first while empowering the player with enough agency to go their own way, making difficult choices that help to shape the stories told.  While I felt titles like Beyond and Detroit: Become Human were rooted heavily in sci-fi and seemed rather elevated, As Dusk Falls feels far more grounded and steeped in a mysterious and […]

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Quantic Dream’s two-plus decades of pioneering interactive storytelling has undoubtedly served as inspiration for studios like Telltale, Int. Night, and others, to place the story first while empowering the player with enough agency to go their own way, making difficult choices that help to shape the stories told. 

While I felt titles like Beyond and Detroit: Become Human were rooted heavily in sci-fi and seemed rather elevated, As Dusk Falls feels far more grounded and steeped in a mysterious and intoxicating Americana that’s far more engaging than I ever expected it to be. In a story spanning both decades and state lines, As Dusk Falls feels like ‘Fargo meets Boyhood’. What begins as a routine burglary devolves into the hostile takeover of the Desert Dream motel that’ll change the lives of two families forever, while cracking open a can of worms that might upend the power hierarchy of Two Rock, Arizona for good. 

As Dusk Falls Review

At the heart of As Dusk Falls is the chance, unfortunate collision course the Walker and Holt families find themselves on. The former are on a cross-country odyssey to relocate and sow new seeds, while the latter are in search of a fresh start of their own as they try to wrestle free from their father’s debt. The weaving narrative does a beautiful job of fleshing out each of the characters and making even the most despicable shit heels like Dale, the middle Holt brother, likeable. 

As Dusk Falls deals with all of life’s heaviness like few games tackle—loss, grief, and trauma are all central to the story as what’s left of these families after their fateful encounter drag the weight around. The way it tackles the cause and effect of choices is tremendous—the first act is set up while the fallout is earned and truly felt through the game’s writing. Although I’m sure there are countless permutations I’ve not seen—and my mind is racing considering the what ifs I opted against—my particular journey through As Dusk Falls was great. Although it didn’t wrap up absolutely every thread, As Dusk Falls felt complete and so wholly considered front to back like an unforgettable limited series. And then the cliffhanger left things on an uncertain note, somewhat diminishing the sense of finality I’d felt. It seems there’s still a history to Two Rock that the team longs to explore, but even if they don’t, I believe the story told has the legs to really stand on its own. 

As Dusk Falls Review

Like contemporary efforts like Detroit: Become Human, As Dusk Falls is a myriad of narrative tendrils that, despite branching off in several directions, ultimately come to rest at the same resolution time and again. Although the details might differ, they’re woven deftly into the larger narrative so that you could discuss it with a friend despite having starkly different experiences. 

It’s going to be an undertaking and a half to try and see everything in As Dusk Falls, but they do try to make it easier by picking key story beats that precede branches to let players drop in and “explore” other possibilities, or even overwrite their master save entirely. While not exactly a new idea, it’s a pretty key one for a game like this and I’m thankful it is present. 

As Dusk Falls Review

The UI, which ties most of the “game” aspects—dialogue trees and quick-time events—together in As Dusk Falls, is simple, stripped back and, honestly, kind of ugly. Whether due to budget restraints or not, the game’s menus and in-game prompts scream placeholder assets. And while I expect the game’s presentation at large will be divisive, with its animated storyboard aesthetic, I found it quaint. We’re so used to seeing performances rendered in high fidelity, where every pore and wrinkle is recreated faithfully, that I worry Int. Night’s earnest approach to deliver drama through gorgeous, digitally-painted slides might go unappreciated. It’s a style that sells the sombre, contemplative moments but struggles to hammer home the dynamicity of anything remotely pulsating, it’s just the unfortunate trade-off that occurs with something akin to a breathing graphic novel. 

It’s unsurprising that a game like As Dusk Falls, which is driven by the relationships and stories of its characters, would live and die by its performances. Thankfully, most of them are pretty good. If you can look past a few of the more suspect line readings that crop up from time to time, you’ll find some terrific performances from actors who, until now, I’d call relative unknowns. Ryan Nolan steals the show as Jay, the more kind-hearted Holt boy, and while most of the performance bleeds through the largely static comic-like panels, I do feel some of the nuance of each performance is lost in translation somewhere. 

As Dusk Falls Review

If the aim of As Dusk Falls is to deliver an engrossing narrative about the strain and sacrifice of family then I’d say it succeeds. It’s understandable that the game’s presentation isn’t perfect, but it’s a match for the folksy setting and sensibilities. What ultimately amounts to a story about two people–Jay and Zoe–being chased by ghosts gave me a nice sense of closure. 

But if Int. Night wants to explore the deeper, darker history of Two Rock, I’d be lying if I said I wasn’t going to ride shotgun on that one. 

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Cuphead: The Delicious Last Course Review – A Cup Half Full https://press-start.com.au/reviews/ps5-reviews/2022/06/30/cuphead-the-delicious-last-course-review-a-cup-half-full/ Thu, 30 Jun 2022 12:59:35 +0000 https://press-start.com.au/?p=137438

I praised Cuphead when I reviewed it five years ago because it, unlike most of its contemporaries, trimmed the filler to deliver a super stylish boss rush platformer tailor-made for sadists. The Delicious Last Course—a cute name for the game’s downloadable content, no doubt—has been a long time coming and I do worry people’s expectations might need checking at the door.  Thanks to its meticulously hand-crafted art, Cuphead itself took an age to develop. This expansion, which delivers one new […]

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I praised Cuphead when I reviewed it five years ago because it, unlike most of its contemporaries, trimmed the filler to deliver a super stylish boss rush platformer tailor-made for sadists. The Delicious Last Course—a cute name for the game’s downloadable content, no doubt—has been a long time coming and I do worry people’s expectations might need checking at the door. 

Thanks to its meticulously hand-crafted art, Cuphead itself took an age to develop. This expansion, which delivers one new isle housing six new bosses, might have taken a handful of years to pull together, however, it’s worth remembering what has been endured throughout that time. MDHR has been vocal about its culture being free of crunch, and it’s clear that the effort poured into The Delicious Last Course is painstaking. 

Because of this, as well as the content’s exceptionally reasonable price point, it’s easy to overlook the fact that the expansion is fleeting.

The expansion places a focus on the returning Ms. Chalice, who debuts as a playable character after numerous appearances in both the original game and the Netflix series. Her hope to escape from the astral plane and return to her golden-lipped corporeal form hinges on Chef Saltbaker’s infamous Wondertart, a legendary dish capable of turning Ms. Chalice into a real chalice. However, it’s not that simple as the ingredients for the mystical pastry are all under the safeguard of the isle’s bosses.

It’s an adorable jaunt, and The Delicious Last Course delivers a surprising amount of content and changes for its short stay. Ms. Chalice herself brings exciting new abilities including a double jump, an invincibility roll, and a dash parry with an extremely generous hitbox, it’s definitely fun relearning the game of Cuphead through this new lens. Beyond that, there’s an entire fourth isle to explore, cool weapons, and new charms including the Heart Ring—a handy trinket that restores a hit-point for the player’s first, third, and sixth parries of the level. This one, in particular, was a game-changer for me in surviving the toughest of the new stages.

These new additions not only make The Delicious Last Course a delight of its own, it completely changes how the original Cuphead can be enjoyed. There’s value in simply going back with a new character, along with the abilities she brings to the table and taking down the devil to task all over again. With only a handful of levels, it mightn’t deliver the most content, but the quality of life improvements can’t be overlooked.

Obviously, the main event of The Delicious Last Course are its larger-than-life boss battles that punctuate each biome of the isle. Although the Run ‘n Gun levels are absent here, the big battles are a mix of regular fights and shoot ‘em ups. Unsurprisingly, all of the bosses are wildly imaginative from a speakeasy housing a gang of criminal bugs to Esther Winchester, a bovine cowgirl who transforms mid-conflict into a chain of sausage links—a comical and cartoonish commentary on the meat packing process.  

As if the development time wasn’t evidence enough, the care and consideration are clear in these new levels and not one of them feels like something half-arsed or pulled from Cuphead’s recycling bin. They’re rock solid from a design standpoint with each phase—no matter how outlandish—rolling seamlessly and logically into the next. I do think a couple of The Delicious Last Course’s levels were among the toughest Cuphead has offered so far, but I never once felt I’d died cheaply or unfairly and I think that’s an exceptionally tough balance to strike in a game like this. 

Regular difficulty is essential to making progress towards the much-required tart, but it’s also essential to not experiencing a watered-down version of Cuphead’s glorious, multi-stage encounters. 

Don’t get me wrong, these levels can be hard. But practice makes perfect and it’d be an enormous shame to settle for scraping through the easiest option and not seeing the journey out in full. 

The isle also has a few little side dalliances and non-playable characters to occupy your time with as you explore. There’s a whimsical cactus sat by a campfire waxing lyrical about past deeds, a podium of anthropomorphic mining gear, and a ghost detective seeking aid to solve a graveyard riddle. It’s hard not to get drawn in by Cuphead’s fanciful world when untold personality is piled into each and every point of interest. 

As someone who adored Cuphead, The Delicious Last Course scratches that persistent itch I’ve felt since exhausting myself of that game five long years ago. The price is certainly right for a new isle, a new hero, and a host of cool charms and abilities. Although it’s painful to consider that we might not see our porcelain pal again for some time—if ever—and if this serves as his last playable adventure then what a bloody treat it has been. 

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Capcom Fighting Collection Review – Another Storied Celebration https://press-start.com.au/reviews/xbox-one/2022/06/30/capcom-fighting-collection-review-another-storied-celebration/ Thu, 30 Jun 2022 01:05:14 +0000 https://press-start.com.au/?p=137416

Capcom Fighting Collection brings together ten titles from the arcades between 1994 and 2003. Each game is brought together with arcade-perfect parity and other features of modern fighting games like training modes, spectator modes, and rollback style online play. It’s a collection of firsts for the Japanese publisher. The first time Capcom has touched Darkstalkers in almost ten years, the first time that the RPG-tinged Red Earth has been released on home consoles, and the first time the entirety of […]

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Capcom Fighting Collection brings together ten titles from the arcades between 1994 and 2003. Each game is brought together with arcade-perfect parity and other features of modern fighting games like training modes, spectator modes, and rollback style online play. It’s a collection of firsts for the Japanese publisher. The first time Capcom has touched Darkstalkers in almost ten years, the first time that the RPG-tinged Red Earth has been released on home consoles, and the first time the entirety of the Darkstalkers games have been made available outside of Japan.

Much like the Street Fighter collection before it, Capcom has made an effort to ensure this is a collection that fans will appreciate. These games have all been modernised to be playable today – including with the aforementioned online play – and a slew of extras are included as well. Every game has save state support, which is nice, but also a heap of concept art and design documents to pore over. It’s interesting stuff, especially if you’re into game development, with some of these materials having never seen the light of day. It’s always interesting to see how a game begins and how it comes out at the end of development.

The games are all largely fantastic – though this is arguably a Darkstalkers collection with five extra games thrown in. Besides the five Darkstalkers games, you also get Red Earth, Cyberbots, Hyper Street Fighter II, Super Puzzle Fighter II and Super Gem Fighter Mini Mix. Besides Puzzle Fighter, all the other games are fighting games with distinctly different styles.

The crux of the package is dedicated to Darkstalkers, and for a fantastic reason. The series has always been in the shadow of Street Fighter despite offering a faster and more fluid flow to combat and a, by comparison, even zanier cast. I’d often thought that these games were just Street Fighter but gothic. The latter might be accurate, but these games feel more like precursors to the more fast and frenetic games like Marvel vs. Capcom. They still play as smooth as ever today, and I’m kicking myself for not having dived into them sooner.

Besides the Darkstalkers games, the other arguable standout here is Red Earth. First released over two decades ago in arcades, it has you picking one of four heroes to battle a gauntlet of eight bosses. The twist here is that your character gains experience with each hit to level up and discover new moves. A password system saves your progress (much like it did in the arcade), and each character has multiple endings. It’s a simpler game than others – especially with such a small playable roster – but it’s one of the stronger single-player offerings from this era of fighting games, and the sprite work is just gorgeous.

The other three games are great but not ones I rush to play. Hyper Street Fighter II is a souped-up port of Super Street Fighter II Turbo, but easily the best-looking Street Fighter II version that wasn’t included in the anniversary collection from 2018. Cyberbots is interesting – it has you choosing a pilot and a mech and then doing battle – but lacks the personality or the thrill of the other games in the collection. Puzzle Fighter feels like Capcom’s take on Puyo-Puyo, similar to Tetris and games like Columns. Super Gem Fighter is great fun, if a little ridiculous, and sees chibi versions of Street Fighter and Darkstalkers characters battling it out.

Online modes are included and are fantastically implemented. Each game has casual and ranked matches available to players, but you can also switch which games you want to find while matchmaking rather than just matchmaking for a single game. It’s more minor touches like these that help contribute to the online health of a game. However, other more significant missteps like the lack of crossplay seem like a major missed opportunity here. Thankfully, the online works fantastically despite all of this, though I still hope there’s some way to make things crossplay in the future.

There’s also a bit of an issue with the Darkstalkers games. There isn’t a single game that features all eighteen characters playable. Instead, the full roster is scattered across the three later games in the collection that players will have to jump between. It seems like something unreasonable to complain about but a definitive version of the latest Darkstalkers game with all characters already exists. The home port of Darkstalkers 3 for the original PlayStation was originally released in 1998 with the full roster, so the choice to exclude this more “definitive” port over dedication to arcade perfect emulation irks me a little. Still, the menus are snappy, and it’s quick to get around the collection, which somewhat makes up for this.

Besides the slick menus, an excellent level of production value holds this collection together. You can adjust the size of the screen and the background surrounding the screen and apply filters that alter the game to look like the screens you might have played these games on back at the arcade. Viewability aside, the sprite work on many of these games is still fantastic. Red Earth is easily the standout here – though the character that each of the Darkstalkers characters has with their expressive and over-the-top animations is genuinely something to behold. These games don’t look photorealistic, but they’ve aged fantastically over two decades.

Capcom Fighters Collection brings together some great games you couldn’t play until now – the cornerstone of a good collection. They play fantastically, the online functionality is more than welcome, and they all still hold up visually. Despite there being no crossplay and no singular definitive Darkstalkers game, it’s still a well-rounded package that any self-respecting fighting game fan should try.

THE XBOX ONE VERSION WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

 

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Sonic Origins Review – A Blast (Process) From The Past https://press-start.com.au/reviews/ps5-reviews/2022/06/24/sonic-origins-review-a-blast-process-from-the-past/ Fri, 24 Jun 2022 06:26:20 +0000 https://press-start.com.au/?p=137326

Few video game franchises have endured as long as Sonic the Hedgehog, but those that have typically haven’t had as rocky an existence as our spiky, blue friend. Where his rivals have gone from strength to strength, Sonic’s catalogue of releases has become more and more mixed over time. It makes sense then, that SEGA is keen to continue reviving and re-selling Sonic’s earliest outings. Sonic Origins is the latest example of those efforts, and it’s a surprisingly decent package […]

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Few video game franchises have endured as long as Sonic the Hedgehog, but those that have typically haven’t had as rocky an existence as our spiky, blue friend. Where his rivals have gone from strength to strength, Sonic’s catalogue of releases has become more and more mixed over time. It makes sense then, that SEGA is keen to continue reviving and re-selling Sonic’s earliest outings. Sonic Origins is the latest example of those efforts, and it’s a surprisingly decent package overall.

Sonic Origins serves up the SEGA Mega Drive/Genesis versions of the original three Sonic the Hedgehog games as well as Sonic CD, all recreated in the same “Retro Engine” used to power 2017’s Sonic Mania. On top of the games themselves, there are a handful of extra modes and a museum of unlockables spanning the blue blur’s most historic years. It’s not quite the all-encompassing collection that we’ve seen in the past, omitting games like Sonic Spinball and Sonic 3D Blast, but the trade-off is these are faithful and pristine ports. Each game also has its own animated intro and ending sequences, which look fantastic.

There are also multiple new ways to play the four included games, with everything tied into a central ecosystem of collectible coins. You can play the games in their original, 4:3 forms in Classic Mode if you like, but the new Anniversary/Story modes are where it’s at. Playing any of the titles in Anniversary Mode gets you essentially the same game, but with widescreen support and the ability to choose Sonic, Tails or Knuckles as the playable character (no Lock-On technology needed!) as well as the removal of lives. Yep, no game over screens here – with unlimited lives everything instantly becomes a lot more accessible than before. 

Story Mode, on the other hand, puts all four games and the new animated sequences in chronological order (Sonic 1, Sonic CD, 2 and then 3) in one long run with Sonic as the only playable character. Then there’s also a Boss Rush option available for each game as well as a Mission Mode that offers up a series of objective-based versions of levels where you’ll need to meet goals in order to unlock harder missions and earn plenty of the all-important coins.

Those coins, which you earn across the extra modes as well as Anniversary/Story in place of life pick-ups and are carried across every game, are useful for two things. Firstly they’re used to unlock everything in the Museum, which is stacked full of a bunch of pretty cool memorabilia from covers to manuals, never-before-seen art and documents and of course a ton of music. More useful though is the ability to cash them in to restart any of the bonus stages across the games, which have always been a bit of a pain point given they’re incredibly easy to fail and crucial to seeing the true endings of each game. If you’re keen to finish all of the titles in Sonic Origins you’ll definitely want to hang onto your coins for that purpose.

All said, this is a decent little package with a few neat wrinkles to make playing these games more enjoyable than ever, and I’d be lying if I said I wasn’t thoroughly impressed with the way it’s all presented. The games themselves look razor sharp and run impeccably, though it’s a bit disappointing that there aren’t any extra visual options or filters made available given these have been rebuilt from scratch. I also really wish a “rewind” feature not unlike those included with previous emulated Sonic collections was available in at least the Classic mode to further mitigate frustration. The front end menu, which presents each game as a gorgeously-rendered 3D island, is totally unnecessary but looks great, and you can even zoom into and inspect each one – provided you paid for the privilege.

Yep, the one real blight on this whole collection is that SEGA has seen fit to nickel-and-dime fans out of a bizarre selection of extras that are locked to its “Digital Deluxe Edition”. While only $7 or so more expensive than the base version, the fact that the more expensive version contains stuff like camera controls and animations in Sonic Origins’ menus feels a bit gross. It’s also a touch jarring to play Sonic 3 & Knuckles with what’s seemingly a very early iteration of its soundtrack, included here in place of what’s long been suggested was a soundtrack composed in collaboration with Michael Jackson, but that likely couldn’t have been helped if there’s any truth to those rumours.

We’ve had plenty of retro Sonic compilations before, and the cynic in me wants so badly to see this as just another in a long line of nostalgia grabs amid the continued futile attempts at modern franchise entries. The thing is, for the first time in ages this feels like a genuine celebration of the blue blur’s beginnings, made with care and a reverence for the source material. Weird Deluxe Edition choices aside, anyway.

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The Quarry Review – An Enjoyable And Tense Cliché https://press-start.com.au/reviews/ps5-reviews/2022/06/08/the-quarry-review/ Wed, 08 Jun 2022 12:58:42 +0000 https://press-start.com.au/?p=136686

Despite drawing inspiration from the best horror of the eighties, The Quarry takes place in the modern-day. You take control of a group of camp counsellors who decide to stay on for an extra night at Hackett’s Quarry, following their duties as camp leaders during the summer. A lot of bad stuff goes down, and things eventually unravel as alliances are tested, and things aren’t quite all that they seem. As with other Supermassive games, you’ll have to do your […]

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Despite drawing inspiration from the best horror of the eighties, The Quarry takes place in the modern-day. You take control of a group of camp counsellors who decide to stay on for an extra night at Hackett’s Quarry, following their duties as camp leaders during the summer. A lot of bad stuff goes down, and things eventually unravel as alliances are tested, and things aren’t quite all that they seem. As with other Supermassive games, you’ll have to do your best to try and keep everyone alive and, as always, sometimes doing nothing is just as valid as a response as making a choice.

THE CHEAPEST COPY: $81 ON AMAZON WITH FREE SHIPPING

You’ve probably already got an idea of what to expect from The Quarry. Suppose you’ve played any of Supermassive’s previous output, whether it be Until Dawn or The Dark Pictures games. In that case, there’s not a lot that’s changed here. An interactive drama of sorts, you’re tasked with making decisions and guiding your characters (ideally) through to the credits of the story. Every decision you make, no matter how innocuous, will usually affect how things play out. Like those that came before it, The Quarry tells a completely self-contained story, so you don’t have to play Until Dawn or any other games to appreciate it. It’s a very simple-to-play experience that I adore sharing with friends, no matter their skill level. 

While the story is the focus here, I’m wholly divided by it. Last month I was able to play a segment of the game and was excited to see how each character played into the mystery and just what the mystery was. I think that mystery wraps up nicely in the end – there’s nothing I was unclear on as the credits rolled – but I’d felt like I’d seen this story so many times before. That’s not to say it’s a bad story, I enjoyed the journey it took me on, but given Supermassive’s pedigree, I can’t help but feel they’d played it safe. I found beauty in the simplicity of Until Dawn seven years ago, but in the time since then, so much has happened in the genre. Even in the wake of Supermassive’s own Dark Pictures games, The Quarry feels almost pedestrian.

The most remarkable aspect of The Quarry that no other medium can ever accurately reproduce is how choices affect how the story plays out. As I mentioned previously, seemingly innocuous choices you make throughout the story may have instant consequences or latent ones much later in the game. Choosing to break into a cabin to get your belongings early on out of pure laziness might mean that same door won’t lock later on. Choosing to defend yourself in a fight (rather than run) might see your character mess up and die or cause a chain of events to get another character killed.

The choices you make aren’t ever visually documented in a way as simple as games like Detroit: Become Human did it, but I’d argue that’s because the consequences are so much more multi-faceted. A nice touch is that, at any point, you can pause and browse each of the “paths” you’ve chosen. They’re styled as old-school VHS horror films, and while they don’t show you the path you didn’t take, they do give some clues as to how each of your choices might have interacted with each other.

There were so many moments in The Quarry where I’d have this moment of realisation. This mental backtracking is where I realise how my actions have affected the result I’d come to. None of them ever feel unfair or unwarranted. Still, hindsight is always 20/20, so it’s perhaps I’m overcompensating for my own biases.

The main collectible in The Quarry is Tarot cards. At the end of each chapter, you’ll be able to give them to Eliza. She’s a fortune teller played by Grace Zabriskie, who plays a similar role to the psychiatrist from Until Dawn or the Curator from Dark Pictures. You can give her a tarot card on each visit, and in exchange, she’ll give you a short vision of the future. You’ll see a small piece of vision play out that’ll show you a character potentially dying in a future chapter. Of course, armed with this knowledge, you can attempt to avoid it, though the right way to do so isn’t always the obvious one.

I talked previously about how I felt that The Quarry was playing it a bit too safe, and I think that way, especially with the quick-time events. They’ve been grossly oversimplified in The Quarry (compared to Until Dawn and Dark Pictures). Most of them involve either moving the stick in a direction, mashing A, or holding A. There’s no mix-up to the buttons you have to press. Just putting these words to paper, I realise some might prefer that, but it meant that I almost knew what was coming whenever a more tense sequence started playing.

This is a shame because the accessibility options that The Quarry provides do a great job at adjusting the experience so that everyone can enjoy it. The difficulty and timing of the quick-time events and other aspects of the game can be adjusted to ensure that those who are naturally slower to react can still enjoy the game properly. I can appreciate this move towards accessibility, but at the same time it feels like, as a result, almost all of the challenge evaporates.

The breadth of multiplayer options returns from previous Supermassive games and, as always, is a welcome addition. Couch co-op is a blast and allows you to add as many characters as you want to each player in the room with you. While I will continue to enjoy this mode, it feels like each character has a different amount of screentime so some players might naturally be left playing less. I don’t know what the perfect solution is – but even a percentage indicator to indicate how much each character appears in the script, or something, would do wonders. In my session, I found myself selecting two characters who got the most runtime, so it felt like I was playing for most of the time.

Other ways to experience the story are also appreciated. Movie Mode allows players to just watch the story play out as film but choose whether everyone dies or lives. There’s another third option here – where you can adjust the individual personality of each character and just watch things play out too. This mode is a nice touch for those who want to see how things might play out without committing to a full playthrough, but it’d be so much better if (like a movie) we had ways to fast-forward it.

Of course, there is an online mode coming too, so if your current situation prevents you from catching up with your mates physically, hold out until that functionality is patched in sometime next month.

So is The Quarry scary? I’m hesitant to say so. While I derided Little Hope for incessantly throwing jump scares at the player, I adored House of Ashes for its restraint and the way it built tension. The Quarry doesn’t really do either – it feels more like a mystery thriller with a psychotic third act rather than a full-blown horror experience. That being said, some incredibly Gorey (and notably tense) sequences play out here, so it’s most certainly not for the squeamish. Stylistically, I adore how the creatures in this game “appear,” though I won’t say much more so as not to give away. So is it scary? Not outwardly, but it sure is tense.

As a whole, the entire cast turns in a decent performance. There were so many standouts here that I couldn’t possibly list them all, though my favourite was easily Lin Shaye as Constance. She plays so against type here that it felt a shame to see her relegated to so little screentime in the big scheme of things. I get it – this is a big cast – but so many of the older celebrities especially were more or less glorified cameos who showed up and then disappeared for a while. In particular, David Arquette is just playing a slightly savvier version of Dewey from Scream. However, this might be intentional given that a very similar tune plays when he’s on-screen in The Quarry as when he’s on-screen in Scream.

The Quarry

It doesn’t have to be said either. The Quarry is a stunning game and easily the best looking out of the Supermassive catalogue. So many times, I’d pause and be shocked that I was watching a game rather than a film. A few characters, especially Laura, have some facial animations that cross the uncanny valley a little bit too often. Still, on the whole, The Quarry is immaculately presented.

THE PC VERSION WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

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Kao the Kangaroo Review – A Mediocre Blast From The Past https://press-start.com.au/reviews/ps5-reviews/2022/05/27/kao-the-kangaroo-review-a-mediocre-blast-from-the-past/ Fri, 27 May 2022 13:00:57 +0000 https://press-start.com.au/?p=136386

As something of a platformer aficionado, I’m surprised that it’s taken me this long to play a Kao the Kangaroo game. The series first found life on home consoles with the Dreamcast original in 2000 before seeing a sequel on the PS2, Xbox and Gamecube, but neither game or any subsequent spin-offs did particularly well with critics or audiences. It’s interesting then that some 20-odd years later we’re getting a brand new Kao game thanks to Polish studio Tate Multimedia, […]

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As something of a platformer aficionado, I’m surprised that it’s taken me this long to play a Kao the Kangaroo game. The series first found life on home consoles with the Dreamcast original in 2000 before seeing a sequel on the PS2, Xbox and Gamecube, but neither game or any subsequent spin-offs did particularly well with critics or audiences. It’s interesting then that some 20-odd years later we’re getting a brand new Kao game thanks to Polish studio Tate Multimedia, but unfortunately it seems Kao is destined to live in obscurity a little longer.

Kao the Kangaroo starts off much like any of its genre peers – a dark power has invaded Kao’s (pronounced K-O) world and spirited away a loved one, in this case his sister, Kaia. Armed with a pair of magical boxing gloves inherited from his equally-lost father, Kao decides it’s up to him to go and rescue Kaia and bring peace back to his world. I’ll admit, that’s about as much as I remember of this game’s plot despite how simple it is in theory, and that’s because as soon as the game’s events kick in it stops making any sense at all.

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It’s probably a bit much to ask of a B-grade platformer to have any kind of compelling narrative, but Kao the Kangaroo’s writing is frankly dreadful. Plot points are introduced and dropped without warning or context, and at no point did I feel like I knew exactly what Kao was actually meant to be doing. Dialogue wavers between nonsensical and woefully unfunny, relying on borderline offensive stereotypes and punchlines based on horribly outdated memes. Worse still, in a world populated by kangaroos, koalas and plenty of cheap Australiana there isn’t a single Aussie accent to be heard.

All of this would be easily forgiven if Kao’s platforming was more interesting than its world or story, but gameplay here is unfortunately just as derivative and uninspired. Kao controls well enough and the game at least attempts to create a point-of-difference with its melee combat that grants its hero a scant few combos and a finishing move but it’s all bound to tepid level designs with annoyingly missable collectibles and boring puzzles. Kao’s gloves can be powered up with three different elements (fire, ice and wind) that allow him to manipulate different parts of the environment but every single one of the game’s puzzle sequences simply throws the necessary elemental power-up at you as it’s needed which takes away any and all challenge.

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That’s not to say I never enjoyed the 7-8 hours I spent completing everything that Kao the Kangaroo has to offer, it’s still a classically-styled collectathon platformer so it’s sure to please long time fans of the genre even if it does nothing surprising. This is definitely a game better suited to young children who might want a Crash Bandicoot-inspired experience without so much challenge and who won’t balk at the middling boss fights and forgettable characters. Each of the 15 levels and 4 hub worlds at least looks nice as well, with plenty of striking and lush environments to explore. The game’s voice acting and music on the other hand are… decidedly average, and so I wound up switching them off in lieu of listening to my own music while I played.

Less forgivable are the constant bugs I experienced, everything from getting stuck in geometry to objects not disappearing, enemies wigging out, audio playing incorrectly, sound effects looping and UI elements lingering on screen. I didn’t experience anything that broke the game entirely or halted my experience but there were far too many times where I got stuck and wasn’t sure if I was doing the wrong thing or the game was behaving incorrectly. Usually it was the latter.

One particular issue, which isn’t a bug but as the game’s developers told me directly is intentional design, is that the game has no option to invert its camera controls. Such a basic feature being omitted with no plans to add it in after the fact is downright bewildering and sure to alienate a whole bunch of players – as an inverter myself I had to push on for the purpose of this review but I struggled with the camera throughout my entire playthrough.

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Sniper Elite 5 Review – Slightly Short Of The Perfect Shot https://press-start.com.au/reviews/ps5-reviews/2022/05/25/sniper-elite-5-review-slightly-short-of-the-perfect-shot/ Wed, 25 May 2022 10:58:31 +0000 https://press-start.com.au/?p=136323

It’s been almost five years since we’ve had a new Sniper Elite game, and it’s safe to say it’s what developer Rebellion does best. They’ve dabbled in other experiences like Strange Brigade or even Zombie Army, the spin-off of this game. Still, none feel as slick or as polished as Sniper Elite. That being said, Sniper Elite 5 represents a major turning point for the franchise. It’s easily the best the developer has put out, but it’s also an indication […]

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It’s been almost five years since we’ve had a new Sniper Elite game, and it’s safe to say it’s what developer Rebellion does best. They’ve dabbled in other experiences like Strange Brigade or even Zombie Army, the spin-off of this game. Still, none feel as slick or as polished as Sniper Elite. That being said, Sniper Elite 5 represents a major turning point for the franchise. It’s easily the best the developer has put out, but it’s also an indication that the series is perhaps in need of a bit of a refresh. And that all starts with its setting.

Sniper Elite 5 continues to follow hero sniper Karl Fairburne a year following the events of Sniper Elite 4. The US Rangers have tapped Karl to assist in weakening the Axis defense. It’s about a year after the events of the fourth game, and most of the major events take place around D-Day in France. Eventually, Karl contacts members of the French resistance before uncovering a secret Nazi plot – Operation Kraken – which he must both investigate and ultimately destroy.

There are some great attempts here to make Sniper Elite 5 more attractive, including introducing some more memorable supporting characters than ever seen before. Still, the truth is that the game’s plot is a little bit too pedestrian. We’ve perhaps had too many games take place during this conflict, and there’s really only so much you can do with it before it all feels like a retread. It’s a story rife with stereotypes and tired war conventions that I struggled to empathize with.

Thankfully, Sniper Elite 5 as a game is much better than the story it’s trying to tell. While it’s a fairly typical third-person shooter at a glance, there’s a lot to be found in each of the game’s wide-open levels. Continuing the design philosophy that I really appreciated in Sniper Elite 4, every level feels like a mini open-world. Large, sprawling and most importantly – alive. Each level is filled with things to uncover, whether main objectives or smaller optional objectives that provide greater experience rewards. There’s a lot to do in each level and they’re clearly built for replayability to, as each one has multiple entry points that must be unlocked and heaps of intel and collectibles to uncover.

Sniper Elite 5

Intel is the most interesting aspect here. In my first run of the first level, I found a radar tower that I had to destroy. The most obvious way the game led me initially was to scale it and use satchel charges to destroy it. Another way, however, came up on a repeat playthrough where I grabbed some intel from a dead body (or maybe somewhere else, I can’t be sure) and was instead given the location of a breaker box that would short the radar entirely without the need to collect explosives or scale it. It sounds minor, but it feels like a more natural progression from what Sniper Elite 4 offered and clearly highlights that there’s a lot more freedom in how you can approach your objectives.

Of course, the game is called Sniper Elite, so it would be remiss of me not to talk about the sniping. One thing I really appreciate about Sniper Elite 5 is how it allows you to customise the realism of how everything works. There’s an incredibly robust custom difficulty system that allows you to adjust how enemies behave, how much damage they’ll take but also other things that offer a more realistic sniping experience. The world is designed so that you’ll have to handle aspects such as bullet drop distance and wind into account, but if you want a more arcade-like experience, all of these features can be turned off. The result will appease both those wanting a more simulation-like experience with the game’s shooting or those who just want to line up the perfect shot and worry about nothing else with a less realistic, more game-like experience.

The X-Ray kill camera returns, too, as do options to either decrease or increase their frequency if you so wish. I thought I’d grown tired of this aspect, but it honestly never gets old. To line up the perfect shot and watch the bullet shatter the bone of your opponents or rupture their organs is a bit macabre but endlessly satisfying. The X-ray aspect has been expanded now, too – so sub-weapons can trigger them, too – but I’ll never get tired of watching a bullet pass through an enemy’s brain before splattering out the other side of their skull. I probably sound a bit unhinged talking about this, but it’s one of the most simple yet effective ways to make the kills in Sniper Elite 5 so gratifying.

Progression is similarly handled quite well. You are given a player level that raises with the completion of objectives and the achievement of specific kills that award you skill points. Points can then be invested in three (very modest) skill trees to improve how your character plays. Guns are also very customisable, and rather than obnoxiously tie these to grinding or levelling up, customisation parts are unlocked by finding gun workshops located on each level. Progression is fairly typical on the multiplayer side of things – level up to unlock load-outs, skins, and perks from one of four specialist classes.

While the open-level design is to be admired, and the kills are always so satisfying, some aspects of Sniper Elite 5 feel like they’re still stuck in the past. For a game that emphasizes exploration and openness, I can’t count how many times I’d go to run through a bush or past a fence and for it to be an invisible, impassable wall. This kind of game design feels, quite frankly, quite dated and is what’s really holding Sniper Elite 5 back. Too often, I’d be running from vantage point to vantage point, in a rush, and be stopped by a barrier that simply feels like it shouldn’t be there. I was frustrated with this in Sniper Elite 4, and it’s a shame to see it hasn’t been rectified here.

That being said, it’s admirable to see how many different ways you can play Sniper Elite 5. The whole campaign can be played with another person in co-op. The open nature of the level design lends itself nicely to splitting up and getting stuff done if you want to be efficient. I find it more fun to have one player on the ground and another spotting from a distance as a sniper – but that’s what makes Sniper Elite 5 so fun – the choice really is yours. More interestingly, another player can also invade your game at any point as an enemy sniper (though this can be turned off if you want a traditional experience), and it adds just another element to the already layered campaign.

Sniper Elite 5

There’s a suite of competitive multiplayer modes available too – though I didn’t spend much time with them during the pre-release period – they’re bound to appeal to series traditionalists as they return from previous games. Survival mode allows up to four players to take on waves of enemies and feels weirdly similar to Rebellion’s spin-off series, Zombie Army, sans Zombies. The other typical modes are here – free for all, team deathmatch, squad match and no cross modes. Squad match is the newest and has four teams of up to four players, whereas team deathmatch has two teams of eight battling each other. No-cross returns from Sniper Elite 4 and has two teams battling it out across long distances, separated by an impenetrable barrier to keep things fair and ensure its truly snipers only.

Sniper Elite 5 is easily the best looking of the series thus far in terms of presentation. The team at Rebellion has used photogrammetry to bring many of these locales to life, and the result is something that looks both realistic and crisp. The game runs at a very smooth sixty frames while looking beautiful on the PlayStation 5. While the original score is quite pedestrian, I appreciated the subtle accordion added to the music to really sell the idea that you’re shooting Nazis in France, even if it does feel a little on the nose.

THE PLAYSTATION 5 VERSION WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

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Evil Dead: The Game Review – A Surprisingly Robust Multiplayer Experience https://press-start.com.au/reviews/xbox-series-x-reviews/2022/05/20/evil-dead-the-game-review-a-surprisingly-robust-multiplayer-experience/ Thu, 19 May 2022 23:42:08 +0000 https://press-start.com.au/?p=136161

So many horror franchises are being adapted into the asymmetrical, four versus one multiplayer format. It makes sense – so many of those games often have groups of people running from a more powerful but solitary killer. Dead By Daylight is especially impressive for the licenses it manages to bring into its world, but none of these experiences has ever had the production value or competent gameplay to back it up. Evil Dead: The Game bucks this trend. Not only […]

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So many horror franchises are being adapted into the asymmetrical, four versus one multiplayer format. It makes sense – so many of those games often have groups of people running from a more powerful but solitary killer. Dead By Daylight is especially impressive for the licenses it manages to bring into its world, but none of these experiences has ever had the production value or competent gameplay to back it up. Evil Dead: The Game bucks this trend. Not only does it play remarkably better than its contemporaries, it is without a doubt the most fun I’ve had with a horror adaptation in a long, long time.

THE CHEAPEST COPY: $59 ON AMAZON WITH FREE SHIPPING

Evil Dead: The Game doesn’t so much as tell a story as it celebrates one. A multiplayer game at its core, it brings together the best of the revered franchise. It fittingly adapts it to the ubiquitous asymmetric multiplayer experience that so many horror films seem to be co-opted for. Evil Dead feels quite appropriate for this setup – the franchise has previously been adapted into a Resident Evil-like horror experience and Dead Rising-like action adventure to average reception. For now, I’m confident in saying that this is the best adaptation of Evil Dead so far.

The premise for Evil Dead: The Game is simple. Four human survivors must rally together to defeat the Kandarian Demon. This unseen force can possess and manifest beings called “deadites,” which are creatures pulled from the franchise’s history. It’s a simple premise, though it feels more like an action-adventure style of game rather than the hide-and-seek style seen in games like Dead By Daylight, Friday The 13th and presumably the upcoming Texas Chainsaw Massacre. The twist here is that players can step into the role of the survivors or the demon, though you can play against an AI demon if you so wish to.

While it’s only been a week since launch, there is clear debate on which side of the battle is easier. My first instinct was that it was much harder for the survivors to be victorious, but playing the amount that I have for the past week, it’s been clear that a good team of well-coordinated survivors can easily beat the demon. Perhaps that’s what sets Evil Dead apart from its asymmetrical contemporaries – the fact that good teamwork is almost essential to survive. You’ll rarely be able to “wing it” by going solo.

Regardless, the survivors have a bit more to do than the demon. In each match, your team will have to explore a (rather large) area to find three pieces of a map. They’ll have to defend two points against waves of enemies for a certain amount of time before heading to an area to vanquish a demon and then protect another point. It’s a simple set of objectives that could get old quickly, but playing with different groups highlighted how dynamic the game could be. This fed into a set of new challenges to face every time I would play.

The survivors themselves are all uniquely tailored – each of them has a unique ability and unique stats that affect how they play. Your character’s stats can be boosted temporarily, like a MOBA, and are wiped at the end of the match. The other, more expansive skill tree gives you the ability to increase more permanent traits about your character. The latter can’t be completely filled but can be changed at any time, so you’ll have to really dedicate your points to a specific build of your character rather than just work towards maxing everything out entirely. I like this approach – it means that even though everyone might get to a max level with a specific character, their specific builds on the skill trees might ensure the player pool doesn’t all play the same.

Obviously, the demon plays solo but can summon a wealth of AI-controlled creatures to assist them. Each of them plays differently, too, but the demon’s gameplay emphasizes attempting to separate and pick off the survivors. The demon can do this by setting traps for the survivors and possessing certain inanimate objects to instill fear in the survivors. Raise their fear enough, and you’ll be able to possess the survivors themselves to either create in-fighting amongst the team or just waste precious resources. It’s well and truly griefing, but it’s so fun to mess around with players that it cleanses me of any guilt I feel.

Games like these will live and die on how they’re supported in the future, though, and that’s where it becomes difficult to predict Evil Dead’s longevity. At the moment, there are only really two maps with the same sets of objectives. Although there is great effort to make them feel different with weather effects and time of day, it feels a little light. Upcoming updates promise to bring at least one new map to the fold, and there’s potential to introduce content from the 2013 soft reboot. It’s much too early to make a call, but if the content keeps coming and things continue to be balanced, Evil Dead could have longer legs than any of the asymmetric multiplayer games.

I say this because there is one thing that’s absolutely obvious about Evil Dead: The Game, and that’s the fact it feels very well put together. Combat is responsive and fast whether you’re fighting with a gun or a melee weapon. There’s an Alan Wake-esque dodge, which is remarkably powerful if you learn to use it properly. So even under insurmountable odds, it’s possible to escape dicey situations. There’s no doubt that this game flows and plays better than, say, Dead by Daylight or Friday The 13th, so the foundation is well and truly there to overtake those games with enough future support. It’s just whether Saber will capitalise on that is to be seen.

There are also some single-player missions and options to play against the AI for those who don’t want to play against other people. Though they’re reasonably short, the missions offer up vignettes inspired by the films and recent television series. There’s also little to no production values here – expect to see some text with some (admittedly very nice) artwork to push the story along while you run between objectives and fight waves of enemies. To put it bluntly, even if you’re a fan of the franchise, these missions are well and truly not worth picking the game up for.

Overall, Evil Dead: The Game offers up a rock-solid foundation upon which I hope the developers will continue to build. While I’m getting close to spending thirty hours with it, I’m still having a lot of fun and do not want to stop anytime soon. Some little niggles that will no doubt be fixed, such as certain button prompts not working immediately, are outshone by what is an otherwise robust and cross-play enabled netcode.

THE XBOX SERIES X VERSION WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

 

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Trek To Yomi Review – A Wellspring Of Style https://press-start.com.au/reviews/pc-reviews/2022/05/05/trek-to-yomi-review-a-wellspring-of-style/ Thu, 05 May 2022 13:00:24 +0000 https://press-start.com.au/?p=135236

At its reveal, I felt a stirring inside of me that assured me that Trek to Yomi might be one of those special experiences. A transcendental game that mirrors a mood or feeling lost to time, and a perfect art piece that adapts the central pillars that inspires its very existence. I think Trek to Yomi succeeds in being something that, were he born several decades later, Akira Kurosawa might be proud to call his own. However, because it lacks […]

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At its reveal, I felt a stirring inside of me that assured me that Trek to Yomi might be one of those special experiences. A transcendental game that mirrors a mood or feeling lost to time, and a perfect art piece that adapts the central pillars that inspires its very existence. I think Trek to Yomi succeeds in being something that, were he born several decades later, Akira Kurosawa might be proud to call his own. However, because it lacks nuance and is so boxed in by its limitations as a game, Trek to Yomi is a hollow, albeit gorgeous, title.

Trek to Yomi’s tale feels like a road well-travelled. Hiroki’s tale is one of a tortured samurai so bound to duty, and so grief-stricken from his past failures, that not even death frees him. It’s a simple narrative that is driven forward by the traditional tropes of the genre, but is made more engrossing by the game’s determined dedication to authenticity, Japan’s culture, and mythology. 

Trek to Yomi plays almost like a classic Prince of Persia, except obviously set in feudal Japan and without a jump button. Inspired by near-century-old silent films, Trek to Yomi plays out like a gorgeous stage play where every set Hiroki visits, by moving left or right through the world, is more stunning than the last. The game, set in a 2.5D plane, burdens the pretty rudimentary combat systems with carrying the entirety of the gameplay loop. Unfortunately, when a simple parry, counterattack, and occasional finisher, gets the job done, Hiroki’s grocery list of combos isn’t likely to resonate with most people. I had hoped that the game’s decent variety of enemies might force me to adopt particular postures and engage in some elegant swordplay, but it wasn’t to be.  

Even as the game takes a turn for the supernatural, it becomes evident that even those not composed of flesh and bone fall easily enough to Hiroki’s blade. And even when the blade doesn’t do its job, you’ve got enough arrows, daggers, and ballistics to defeat a small army. I never felt underpowered in Trek to Yomi, it does a good job of keeping the drip-feed of new abilities and upgrades—more health, stamina, and more room on the hip and quiver—provided you’re prepared to stray from the path to spot them. 

Despite the game’s best efforts to be accessible and cater to all crowds with a wealth of difficulty options, including a story mode that is a literal breeze, I feel like this works to the game’s detriment. While there’s minutiae to the game’s combat that can be unearthed, I feel most will look past it and take the reductive approach to combat—especially once it’s proven that most enemies fall to a heavy hit or two. The skeleton of the game’s combat simply isn’t exactly dynamic enough to make whacking away at the easiest difficulties interesting, nor the hardest difficulties fair.

It’s this same combat that does a lot of the heavy lifting for Trek to Yomi, although the team tries desperately to shake things up in the later chapters by serving up an attempt at environmental puzzle-solving. I appreciate them trying to change gears, but I’m not sure playing ‘I Spy’ with iconography within the game’s carefully curated frames and translating it to a path-clearing spin-wheel is the answer.

It is hardly surprising that the game’s visual identity is its shining accomplishment. Leonard Menchiari, the game’s lead designer, established the game’s striking monochromatic look early on, eventually tying it to an idea to honour classic samurai cinema. Trek to Yomi is truly a breathtaking game at times, it might go down as the most screenshots I’ve ever taken in a game—and the fact that Trek to Yomi is only around six hours makes that feat even more astounding. By taking camera movement out of players’ hands, Trek to Yomi achieves a standard of cinematography not seen in most games.

As one-note as it is, the balletic nature of the swordplay is quite smooth. It’s kind of everywhere else where the animation looks a little stiff and constrained by budget. Hiroki doesn’t feel fleet of foot, enemies ragdoll like spent elastic, but it doesn’t prevent Trek to Yomi from being one of the most striking games I’ve played this year. The lighting is beyond gorgeous, even if the bloom near certain light sources—crackling fire for one—could be toned down a tad. It won’t take combing through to notice the obsessive detail poured into each frame of this Edo Japan, and every sweeping expanse—be it the limitless fields bloodied by invasion or the literal ruins of hell—had me awestruck.

Trek to Yomi achieves an even greater immersion and authenticity through its use of traditional Japanese instruments. Even greater are the well-directed, powerful performances from the native voice actors, which the game rightly places front and centre as the default option. 

It’s hard to argue that the vision of Trek to Yomi has been left wanting here. It’s a cinematic tour de force that honours a samurai’s call of duty through the lens of Kurosawa, one of the all-time legendary directors. It’s just such a shame the combat doesn’t rise to meet the standard set by the team’s impossible-to-fault artists.

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LEGO Star Wars: The Skywalker Saga Review – Feel The Co-Op Within You https://press-start.com.au/reviews/ps5-reviews/2022/04/05/lego-star-wars-the-skywalker-saga-review-feel-the-co-op-within-you/ Mon, 04 Apr 2022 13:58:36 +0000 https://press-start.com.au/?p=134717

In my household, the expectations for this LEGO game have been built up. Bigger than a UCS Millennium Falcon #75192. My two sons, Luke and Ben, are budding master builders of actual physical bricks and TT Games’ full catalog. And when it comes to Star Wars, well, they were sired by a Sith who covertly manipulated events to get them named after his favourite Force users. By the time anybody caught on, it was way too late. So yeah, we’re […]

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In my household, the expectations for this LEGO game have been built up. Bigger than a UCS Millennium Falcon #75192. My two sons, Luke and Ben, are budding master builders of actual physical bricks and TT Games’ full catalog. And when it comes to Star Wars, well, they were sired by a Sith who covertly manipulated events to get them named after his favourite Force users. By the time anybody caught on, it was way too late.

So yeah, we’re a triumvirate of veterans who really wanted LEGO Star Wars The Skywalker Saga to be a new hope, not another half-baked clone. You can imagine our surprise, then, when we played a fully armed and operational reimagining that represents a Force-jump in evolution for this franchise.

LEGO STAR WARS

It’s important to manage expectations on Skywalker Saga from the get go, however. For starters, it’s not simply an up-rezzed, level-for-level remake of 2007’s LEGO Star Wars The Complete Saga. Obviously, that game only covered six films as opposed to the full complement of nine movies here. And though you’ll spot a tiny handful of similar gameplay sections and reused cutscene gags, this is very much a page one rewrite of the greatest Star Wars piss-take this side of Spaceballs.

For seconds, you’re getting full VO this time around (calm down, there’s a mumble mode for you purists). With a few exceptions, the soundalike actors they went with are excellent. They nail the little inflections your brain expects when hearing those classic movie lines for the umpteenth time.

LEGO STAR WARS

Lastly, when we talk of mechanical upgrades, what’s been done isn’t the equivalent C3PO getting a red arm after ten years—somebody has taken a serious hydrospanner to the combat and class systems. They’ve even bolted on a universe scale sandbox—24 planets with three or so settlement areas apiece, orbit arenas encircling each world, and an absolute bantha load of collectables.

Honestly, what’s here makes the 2000s games look like LEGO DUPLO Star Wars.

If you’ve somehow never played one of TT Games’ titles, you should know that they’re best consumed in 2P split-screen co-op. (Online would have been nice, but it’s somehow gotten the saber chop.) Play this (Han) solo or with “another” as a Force-dyad, and the experience will be relatively the same: slapstick melee/pew-pew combat, mass destruction of property, some class-specific puzzling and simplified jumpy-jump platforming. However, with two people, you can have these emergent, low-stakes frenemy fights along the way.

LEGO STAR WARS

Understanding that everybody Stans a particular trilogy, TT has wisely opted to let you kick off at the three generational entry points of Phantom Menace, A New Hope or The Force Awakens. If you stick to the breadcrumbed objectives markers and ignore the many, many opportunities to go off track, you can clock a single movie in roughly an hour and a bit.

That runtime is roughly in line with the prequel and OG LEGO Star Wars titles which spun their respective trilogies out into four hour campaigns each. Mind you, when you consider we got a 6-hour story from a single film, LEGO Star Wars The Force Awakens, Skywalker Saga feels like it’s paced like a pod race.

LEGO STAR WARS

On a more positive note, there are the many enhancements I alluded to earlier. There’s now a four-button combo system that thwarts button mashers while monetarily rewarding speed, consistency and timely counter presses. Gunplay includes a cover system, body part damage, gun crate “trade-up” weaponry, and a third-person cam that requires some recoil control. Though it has to be said that the latter frequently reduces you to squinting through an X-rayed version of your avatar to get a good shot off.

As you’d expect, your fisticuff capabilities are determined by the unique class-type of your current minifig—Jedi, Hero, Scavenger, Scoundrel, Bounty Hunter, Villain, Dark Side, Astromech, Protocol or ‘Extra’. Including DLCs there are 380 characters, each of them offering a means to circumvent specific environmental obstacles, decipher new quests or just fold in a cool combat skill. Case in point: using Jedi to fully possess enemies.

LEGO STAR WARS

Oh, and it’s also worth mentioning that there’s a sprinkle of stealth in here, too. You can slowly acquire stormtrooper armour to go incognito or stay out of enemy vision cones in these My First Metal Gear sections. Like most of the game, there’s not a huge amount of depth or challenge to any of it, but TT earns solid points for mixing it up.

If your pants piece ever gets tired of legging it everywhere, you can always whip out your holoprojector and take to the stars. While this game is no danger of being mistaken for Rogue Squadron IV or a mini No Man’s Sky, the dogfighting and level of freedom impressed me quicker than the mishap had in the droid assembly line level.

LEGO STAR WARS

You can get nice little space battles going with your favourite starship, each of them with the ability to roll, boost and lock on with homing torpedoes. The orbit areas around every planet are decently populated with asteroid fields, multi-ship dogfights, spawning aces, Capital ships to board, and stud comets to vaporise.

Even though I had to finish this on a deadline tighter than a mynock’s embrace, I got led astray by the side-opportunities in Skywalker Saga. Let’s do this by the numbers: if you want to earn the mysterious 100% completion reward, you need to tick off 225 minikits, 135 level challenges, 140 side missions, 731 puzzles, 38 trials and 10 challenges. One of the latter is my personal favourite, a Wandering Wookie who repeatedly Where’s Wallys his furry butt around this colossal universe.

LEGO STAR WARS

Double—possibly triple-digit—hours of quality gameplay aside, Skywalker Saga isn’t without some misses. In the movie retellings, some barely significant parts in the series are given altogether too much screen time. Quick example: you have to physically hop in an X-wing after exploding Jabba to fly into orbit, go through a light speed load, land on Dagobah, and do an uneventful slog through the swamp to Yoda’s place to watch him die. Level complete.

Conversely, some cracking setpiece moments in the films can get lip-service in a cutscene, even though they’re fertile ground (read: a nice flat green piece) for gameplay. Quick example: the TIE escape with Poe and Finn gets a five second nod. That was a 10-minute affair in LEGO The Force Awakens.

LEGO STAR WARS

It also has to be said that the new upgrades system is thicker than a Hutt but roughly about as useless in places. The four odd perks for every class are heavily weighted towards making the incredibly simple combat even easier. I honestly forgot all about it until the end credits of Rise of Skywalker. You’ll probably invest in the perks that reward you with extra studs for doing [class-specific menial task here], then ignore the rest.

Oh, and if you’re playing co-op, may I suggest you quickly secure the significantly higher ground that is your first controller. Often will be the time when a climactic 1v1 boss battle reduces player two to that of an awkward extra. Typically that’ll be a droid who’s about as useful as a poodoo-flavoured lollipop.

LEGO STAR WARS

Be that as it may, the positives more than outweigh the negatives with this game. Genuinely humorous games are in painfully short supply in our medium, and Skywalker Saga is one of the rare few that can make you chortle like Salacious Crumb on red cordial. When it comes to mission titling and Easter Eggs in the sandbox, this game has clearly been made by a bunch of super nerds whose meme game is utterly on point.

Likewise, the slapstick antics in the mid-mission movies are brilliant. Quick example: Han telling his co-pilot to punch it, whereupon Chewie misinterprets and hauls off into C3PO’s face. We’ve all wanted to do it at some point. Let’s be honest.

LEGO STAR WARS

The good times elevate even more when you factor in the stupid fun of co-op, particularly if you do literally Force lift your friend over a chasm and let them drop. Even better, there are a host of ludicrous bonus modes to chase, like “pew pew” sound effects, baguette sabers and a universe-wide rave dance. These are the rewards that make the blue milk worth the massive bantha squeeze.

THE PS5 VERSION WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL REVIEW CODE WAS PROVIDED BY THE PUBLISHER.

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Tiny Tina’s Wonderlands Review – More Than A One Shot Adventure https://press-start.com.au/reviews/ps5-reviews/2022/03/23/tiny-tinas-wonderlands-review-more-than-a-one-shot-adventure/ Wed, 23 Mar 2022 12:59:09 +0000 https://press-start.com.au/?p=134262

When looking back on Borderlands 2 and the way that it influences the games industry today, its hard to omit its fantastic slew of add-on content that released in time after launch. One of the most well received packs was Tiny Tina’s Assault On Dragon Keep, where players are plunged into Tina’s Bunkers and Badasses campaign, which is Pandora’s equivalent to Dungeons and Dragons. Its success can be attributed to so many reasons; an entirely unique setting, a funny narrative […]

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When looking back on Borderlands 2 and the way that it influences the games industry today, its hard to omit its fantastic slew of add-on content that released in time after launch. One of the most well received packs was Tiny Tina’s Assault On Dragon Keep, where players are plunged into Tina’s Bunkers and Badasses campaign, which is Pandora’s equivalent to Dungeons and Dragons. Its success can be attributed to so many reasons; an entirely unique setting, a funny narrative with a surprising emotional pay-off, its sporadic and off the wall nature, and more.

Almost 9 years on from its release, we have Tiny Tina’s Wonderlands, a spin-off of the main series that takes the ideas brought to the table by Assault On Dragon Keep, and extrapolates them into a full game. While Tiny Tina’s Wonderlands is a Borderlands game through and through, it manages to carve out its own identity among the pack, bringing new and interesting ideas to the series while still retaining the core elements that hooked players in to begin with. It’s not without its own drawbacks, but Wonderlands is an enjoyable experience from start to finish – especially with friends.

One of the main things people took issue with in the long awaited Borderlands 3 was its main narrative, and villains – the Calypso Twins. Most of the humour didn’t land, weird story decisions were handled poorly, and it was an all-around uninteresting plot that lacked a lot of the charm from the first two games. Gearbox Software seem to have taken that criticism to heart because Tiny Tina’s Wonderlands is mostly a step in the right direction in this regard, bringing with it a different kind of humor better suited to today’s world, well-written characters, and side quests that have no right being as entertaining as they are.

After crash landing your ship on Pandora, you join Tiny Tina and her group of friends as they embark on a new campaign in Bunkers and Badasses, with Tina at the helm as Bunker Master. After creating your Fatemaker, you’re dropped into the Wonderlands with the task of stopping the Dragon Lord. Its a simple, and easy to follow story that excels not in its premise but in its writing and characters.

It leans heavily into the themes and trappings of DnD, but much like Dragon Keep, the Wonderlands are ever-changing and unpredictable thanks to Tina’s explosive personality. It provides meta commentary on not only DnD, but video game design in general, with fourth wall breaks and constant prodding at tropes we’ve all come to expect. It’s brought together by another excellent performance from Ashley Burch as Tiny Tina, as well as a solid supporting cast with Andy Samberg as Valentine and Wanda Sykes as Frette.

While a lot of Borderlands 3’s jokes ended up falling flat for a lot of players, I found myself always entertained by the bickering and back and forth between these characters, as well as the occasional one-liner from Tina here and there. There’s a deadpan delivery to a lot of the humour here that feels much more suitable compared to the often cringe inducing monologues of the Calypso Twins. A lot of this is also carried over into the side quests you’ll find scattered about the Wonderlands, making each one worth investigating to see what kind of ridiculous situations they confront you with.

The core appeal of Borderlands has always been the progression, loot, and customization, all of which are retained in Tiny Tina’s Wonderlands, and in some instances, improved. Instead of choosing a class based on a preset character, you’ll create your own Fatemaker from scratch with an extensive character creator. Leaning heavily into DnD, you can tailor almost every aspect of your character to your liking. From physical traits to choosing an upbringing that affects your base stat spread, there’s a startling amount of control here that allows for a more personal attachment to your character and class.

Speaking of which, there’s a whopping six classes to choose from in Tiny Tina’s Wonderlands, each with two Action Skills, a passive ability called Class Feats and one skill tree to invest points into. While each one has its own unique playstyle and incentivizes you to use particular weapons for maximum effect, they’re not as fleshed out as previous offerings, but for one reason. In true DnD fashion, Wonderlands eventually opens up the option of multi-classing to you, allowing you slot an additional class, giving you access to that class’s respective Feat, Action Skills, and skill tree. Every time you level up, you also gain a point to allocate into your stats, which influence things like weapon damage, spell cooldown, action skill cooldown and so on, allowing for even more flexibility.

It goes without saying that there’s so much here to experiment and play around with in regards to class synergies and build crafting. My main class was the Spore Warden, sporting a poison-farting mushroom companion and an affinity for applying elemental status effects. Combine that with the Clawstrider, which also has a companion, with a focus on dealing lightning and fire elemental damage through various means, and you have one of many lethal builds you can use in throughout the Wonderlands. The ability to respec all skill and stat points, alongside changing your secondary class means this system gives the player plenty of breathing room and agency in regards to trying new things, which is refreshingly flexible and can alter your gameplay loop quite a bit.

The other big new addition in Tiny Tina’s Wonderlands comes in the form of the overworld, which connects all of the areas you’ll explore for actual quests. As you traverse it, you’ll come across random encounters, dungeons, collectibles, side quests, optional areas and more. Each major segment of the board has a Shrine that can be activated by collecting all of the shrine pieces in the area. These can be found in overworld challenges, dungeon encounters, or even backtracking, and they permanently boost things like loot quality and experience gains once unlocked, making them well worth the effort.

It’s a great inclusion that adds more depth and personality to the Wonderlands, providing an explorable hub world to move throughout as opposed to a standard hub that you teleport to levels from. There’s a lot here to be found for those who love secret hunting, and while dungeons rarely do much to change up their encounters, the enemy and location variety is enough to keep things feeling relatively fresh.

As expected with anything Borderlands, there’s a metric ton of guns and loot to be found that improve your character in a myriad of ways. There’s a lot of returning weapon archetypes here that behave how you’d expect, but some of them are more than meets the eye. There are assault rifles that will fire cross-bow like bolts, or submachine guns that fire out homing balls of pulsating energy. It all fits nicely with the overall setting and theme that Tiny Tina’s Wonderlands establishes, and this extends further to the Spells and melee weapons.

Funnily enough, grenades aren’t really a thing in the Wonderlands, but Spells most definitely are. Spells are abilities you can slot that are also on a cooldown alongside your Action Skill, but each one behaves differently and has varying fire modes. From Fire and Forget Spells to Hold and Charge Spells, there’s plenty here to choose from and they drop just as often as guns do. Melee weapons also add an extra wrinkle onto combat, allowing you to customize your build even further and placing more emphasis on a typically mundane and one note action – especially if you’re playing the Stabbomancer class.

Once you reach level 40 and you start working out the finer details of your class and build, you unlock Mythic Ranking. Similar to Badass Ranks in previous games, Mythic Ranks are an extended progression system where levelling up nets you tokens you can use to slowly increase your stats to the highest they can be. The core difference in Wonderlands, though, is that Mythic Ranks are in the form of constellations, each one correlating to a particular playstyle. If you put a point into a particular tree, you have to move to a tree clockwise to the one you just invested in for the next point, which makes it feel rigid in comparison to the flexibility of other systems.

Where Borderlands has always allowed players to truly flex their build, is in the end game content. Tiny Tina’s Wonderlands main end game comes in the form of Chaos Chamber, a randomly generated run through encounters that you can make easier or harder for yourself depending on how handsomely you want to be rewarded. As you clear waves, you can opt to activate modifiers that increase how many crystals you get as you complete a run, which are eventually used in the final room to chase certain weapon archetypes. The catch is that if you use up all of your lives in any given run, you’re booted back to the world and have to start fresh, making it a sort of rogue-lite mode.

It’s an addictive risk versus reward loop that incentivizes you to challenge yourself in the never-ending chase for loot, and it can all be played with friends or matchmade with strangers. Couple this with the Chaos Levels unlocked upon beating the campaign where you can increase enemy difficulty for more loot akin to Mayhem Levels, and you have plenty of reason to come back to Wonderlands after the credits roll. One weird omission that I couldn’t find was the option for new game plus, a staple in previous Borderlands games that’s seemingly absent here. I’m not sure if Gearbox want to pivot to a different kind of end game or if it’s being added in at launch, but its definitely disappointing that it’s missing here.

That’s another thing that Tiny Tina’s Wonderlands should be applauded for, the cooperative play available at launch is mostly comprehensive. Aside from the disappointing lack of local PC coop, there’s almost everything else you could possibly want from a Borderlands game. Both the campaign, and Chaos Chamber are fully playable in coop, and both can be matchmade for those looking for people to play with. On top of that, all platforms will support cross-play on launch, meaning players can venture through the Wonderlands together, even if playing on different consoles.

If there’s one thing that never seems to get old about Borderlands, its the tried and true cel shaded art style that defines the visual aesthetics of these games. Tiny Tina’s Wonderlands is no different, but there’s something special about the way this world has been translated into this art style. These are some of the most diverse locales we’ve seen in a Borderlands game yet, from sand swept Sunfang Oasis to the lofty Tangledrift, there’s so much to see here within the trappings of fantasy that wasn’t explored in Assault On Dragon Keep. I’m also happy to report that the game feels very polished aside from one crash and some odd frame drops I experienced in one particular area.

THE PC VERSION OF THIS GAME WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

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Grand Theft Auto V PS5/Xbox Series X Review – A Decent Upgrade https://press-start.com.au/reviews/ps5-reviews/2022/03/21/grand-theft-auto-v-ps5-xbox-series-x-review-a-decent-upgrade/ Mon, 21 Mar 2022 08:39:36 +0000 https://press-start.com.au/?p=134272

Competing with Skyrim for the award of most re-releases possible, Rockstar Games’ brilliant Grand Theft Auto V has made its way to PlayStation 5 and Xbox Series consoles. And while the game was initially promised as an ‘Expanded and Enhanced’ edition of one of gaming’s true masterpieces, the end product still manages to tidy up some of the last-gen version’s notable shortcomings. That comes by way of a welcome visual and performance upgrade across the board. It might not look […]

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Competing with Skyrim for the award of most re-releases possible, Rockstar Games’ brilliant Grand Theft Auto V has made its way to PlayStation 5 and Xbox Series consoles. And while the game was initially promised as an ‘Expanded and Enhanced’ edition of one of gaming’s true masterpieces, the end product still manages to tidy up some of the last-gen version’s notable shortcomings.

That comes by way of a welcome visual and performance upgrade across the board. It might not look as good as what we’re regularly seeing from new titles these days, but Grand Theft Auto V still looks downright gorgeous at times. The world’s packed with things to see and do, and that’s further improved in the current-gen port.

Three visual and performance options are available in this outing if you’re playing on PlayStation 5 or Xbox Series X – Fidelity, Performance RT and Performance. The former caps the framerate at 30fps, delivering a 4K image and making use of ray traced shadows throughout, while the latter two options target 60fps at a 1440p resolution.

Fidelity, while delivering a crisper image and better detail, immediately felt slow to me. Having been spoiled with fantastic 60fps modes on console games of late, I couldn’t stand the thought of working my way through the many action sequences in GTA V’s story mode in this way again.

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Performance RT, however, was my preferred way to play. This mode felt like the best way to go for those wanting a snappier frame rate while still experiencing some level of ray tracing. Playing GTA V at 60fps on console makes a resounding difference to the general experience, and while I know some will happily sacrifice frame rate for quality of visuals, I found it hard to justify such a massive cut to performance. The input lag, while rough in each mode available, is incredibly cumbersome at 30fps – especially during on-foot sections. It’s worth mentioning Xbox Series S does not have any ray tracing options available and is restricted to 1080p 60fps in Performance mode, while Fidelity mode sees the Series S support upscaled 4K at 30fps.

The visual jump between PlayStation 4 and Xbox One versions of Grand Theft Auto V and the current-gen versions seemed significant enough. Again, the game looks fantastic for the majority of the time you’re moving through Los Santos and Blaine County, and the higher quality textures used from the PC version of the game make enough of a difference to recommend to players wanting the best GTA V experience on console.

The biggest change in the two versions, though, is the load times – it’s a monumental improvement over what’s come before. It’s finally time to bid farewell to the tediously long load times (two minutes plus) seen on the older version of the game, which have now been replaced with load times that are around 6x faster. Huge. Whether you’re cold booting the game from your console’s main menu, switching to a different character in story mode or switching over to Grand Theft Auto Online, there’s a significant load time difference to enjoy. If anything, this is exactly what I was hoping to see and I’m happy to confirm the super-fast SSDs in the PlayStation 5 and Xbox Series consoles deliver.

While it’s never been my cup of tea, Grand Theft Auto Online’s new streamlined introduction sequence and Career Builder allows you to jump relatively quickly into the mode from scratch, which was nice to see. That said, cross-play between console generations isn’t available right now, so do take that into consideration if you’ve got buddies who play that are still on last-gen platforms. As soon as you make the transfer to the current-gen version of GTA V your save will be wiped from the last-gen version.

As I alluded to earlier, the notion of this version of Grand Theft Auto V being ‘Expanded and Enhanced’ is long gone. There’s very little new content to experience here, so if you’ve done it all before don’t expect any surprises. That said, GTA V’s story mode is still one of the series’ greatest and is well worth a revisit if it’s been quite some time since you last stepped into the shoes of Franklin, Michael and Trevor. Similarly, if your buddies have made the move over to the current-gen versions of the game it’s worth kickstarting or continuing your crusade on Grand Theft Auto Online. It feels a lot more welcoming than it ever has.

Is it worth the paid upgrade? I’m not so sure. We’ve seen updates like this for many games over the last few years that have released and cost nothing. As such, it’s a bit disheartening to see this launch as a paid upgrade (even though it’s currently discounted for a couple of months). It’s still a fantastic game though, and well worth revisiting if it’s been a while or if you’ve somehow never managed to give it a crack.

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Ghostrunner: Project Hel Review – Altered Carbon Copy https://press-start.com.au/reviews/xbox-series-x-reviews/2022/03/19/ghostrunner-project-hel-review-altered-carbon-copy/ Sat, 19 Mar 2022 01:08:35 +0000 https://press-start.com.au/?p=134159

In a year that promised the second coming of cyberpunk Jesus, the only game that came close to that lofty ambition was Ghostrunner. It was a sleek and stylish action game where parkour, lightning reflexes, and mastery of the blade were key to surviving its dystopian world. It was like Mirror’s Edge met Katana Zero in a harmonious, ultraviolent cocktail, and part of its allure was that it was hard as nails and hosed with style.  Project Hel mostly serves […]

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In a year that promised the second coming of cyberpunk Jesus, the only game that came close to that lofty ambition was Ghostrunner. It was a sleek and stylish action game where parkour, lightning reflexes, and mastery of the blade were key to surviving its dystopian world. It was like Mirror’s Edge met Katana Zero in a harmonious, ultraviolent cocktail, and part of its allure was that it was hard as nails and hosed with style. 

Project Hel mostly serves as a prequel to the base game, though by the end it does run concurrently to Jack’s story. If the title wasn’t a giveaway, the expansion casts you as Hel, the original game’s second boss and an absolute nightmare of clinical machine menace. Unlike Jack, whose sentience shone through almost instantly, Hel’s harsh, logical nature serves as a scary foil to Jack’s optimism. Although I feel Project Hel tackles a lot of fascinating existential ideas within its dialogue, the story itself feels a tad inconsequential in the grander scheme of things – as is often the case for a lot of prequels. 

The biggest selling point for Project Hel, as it was in Ghostrunner itself, is the seamless mix of laser speed traversal and combat which has seen some evolution from the base game. Parkour is clearly still one of the game’s big focuses and Hel’s capacity to move swiftly through the tightly-designed maps is immense, even greater than Jack’s was. Not only can Hel cover greater ground with her leap, being able to home precisely on a landing point makes a lot of the platforming, which felt more brutal and plentiful in the original campaign, a lot more manageable here.

With the eponymous cyborg serving as a literal killing machine of Terminator-like persistence, Project Hel rightly places a greater emphasis on the game’s combat. There’s still a slick blade in hand that can be used offensively and defensively, but the overhauling of the battle systems for Hel is perhaps her greatest departure from Jack. With a Rage metre that ticks over with each kill and parry, it can either be used to power an energy burst or kept in reserve as an over shield, capable of absorbing what would regularly be a kill shot. One of the things I liked most about Ghostrunner was the rinse and repeat nature of the one-hit kill combat. Jack felt fragile, the encounters felt insurmountable, and the inevitable relief was palpable. To say an over shield completely discards that sense of reward would be hyperbole, it just feels different.

It certainly allowed One More Level to create larger and more elaborate arenas to fight in. I certainly felt as though Project Hel had much bigger encounters where the odds are stacked firmly against Hel, with up to twenty enemies to dispatch at times. The enemy variety is still pretty serviceable for an expansion only seven levels long, with a couple of new variants, like the cleverly named Hammer guards, among returning headaches like the long-leaping Sluggers. The moments in between these frenetic fights are the same deftly designed routes that made the original’s ceaseless movement such a joy, so even if the combat feels like a deviation I’m glad they stuck to the playbook for getting around Dharma City. 

The other area One More Level resisted reinventing the wheel is in the skill upgrades, which remains the same tactical exercise players went through with Jack. Each of the tetrominoes, for want of a better term, on the grid has a skill assigned to it, and it’s up to you how you build your character. It’s still a great risk-reward system and it’s fun tinkering with builds depending on what the encounter demands. 

Ghostrunner, for all of its gaudy neon signage and contrasting grimdark alleys, was a gorgeous game and Project Hel does little to dispel that. It’s the same stunning cityscape, suspended in the indeterminable and incomprehensible space of the cybervoid. The game’s fictional ads still adorn this middling rung of the Tower’s societal ladder and while it was nice to be back and see old stomping grounds among the many new levels, I hope we venture elsewhere the next time we see Ghostrunner.

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Shredders Review – Far From A Wipeout https://press-start.com.au/reviews/pc-reviews/2022/03/16/shredders-review-far-from-a-wipeout/ Wed, 16 Mar 2022 12:59:23 +0000 https://press-start.com.au/?p=134166

There’s an audience of people out there who are hoping Shredders might see a return to wholesome, tricked-out, arcade carving like the Amped series delivered literally decades ago. To get to the point, while it doesn’t not deliver on a fun, never serious trip to the snow, Shredders ultimately feels like snowboarding’s equivalent of Session before anything else. It might be confident in its systems that deliver fleeting yucks, it’s an overly basic offering that’s lacking in polish and, once […]

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There’s an audience of people out there who are hoping Shredders might see a return to wholesome, tricked-out, arcade carving like the Amped series delivered literally decades ago. To get to the point, while it doesn’t not deliver on a fun, never serious trip to the snow, Shredders ultimately feels like snowboarding’s equivalent of Session before anything else. It might be confident in its systems that deliver fleeting yucks, it’s an overly basic offering that’s lacking in polish and, once it’s evident what’s actually in the box, starts to slope downhill when considered for too long. 

One thing I didn’t necessarily expect from a sandbox, open-world snowboarding game was a full story mode right out of the box. It’s goofy, it’s absurd, but it’s the player’s escalation of chaos with his or her partner in crime, the very Australian-sounding Scotty, that pushes the ‘story’ along. The name of the game is pressing the flesh with world-renowned boarders and getting up to all kinds of hijinx, it’s definitely cheesy and it’s full of cringe. It does feel as though the story tries to stay out of its own way at times and never wants to pull focus from the cooler things the game does, like hijacking someone’s fireworks show over Kings or crashing down cliff faces with Jamie Anderson. 

There’s a relaxed vibe about everything Shredders does that’s almost endearing. It reminds me a little of how OlliOlli felt like a satirisation of skater culture, except Shredders attempts it without a hint of irony and it all feels a bit goofy. The humour, which ranges from certifiably insane to awkward gaffs worthy of Larry David’s second cousin, doesn’t really ever land. 

The story is a mix of main and side missions, though they’re hard to differentiate. With a handful of regions to work through, it doesn’t take long for a pattern to emerge with Shredders. You’ll meet a pro—and I’m taking the game’s word for that here—and learn their discipline, tail them for a line or two and ultimately end up doing something spectacularly over the top. It’s a fun enough core loop that keeps things mildly interesting but the most profound changes come with the terrain as Shredders has you master parks, backcountry, and good old pow. There are enough missions to sustain the story mode for around ten hours, but any fun to be had within the game’s open-world from that point is going to be player-made. 

Shredders definitely built itself from the Skate blueprint and, like Skate, you’ll get out of it whatever you’re prepared to put in. Although its control scheme is similar to Skate’s in that it’s all about fine, calculated stick control, at the end of the day it’s easy enough to cruise down a line and make short work of the level’s most primary objective and move onto the next one. Despite being accessible in a lot of ways, without a trick guide of sorts it can become a real mammoth task remembering everything. The pause menu often has objective-specific tips that remind you how to do that 180° Rodeo, but it doesn’t always. 

That being said, I think the act of snowboarding and all of its intricacies is the one thing Shredders does nail. The game feels really fluid, considered, and confident in its representation of what is a pretty nuanced sport. When you’re not flubbing launches and undercooking your rotation, the game can look super fluid and it flows really nicely. It’s when you’re beginning that it can look a tad clunky as you’re nutting it out.  

The game isn’t at all punishing if you stuff up a line, though. Like many racing games have done, there’s a packed-in rewind function that places you several seconds before whatever disaster you shred into. As someone who’s far more familiar with skateboarding and its many forms, I found the visual language of snowboarding to be rather unreadable during this game. Parks felt routine and straightforward, but leafing down a snow-white mountain while trying to call to mind an encyclopedic move set wasn’t a walk in the park. As snowboarding is clearly a momentum sport and gravity does its best work downhill, I appreciate the developer adding outlandish features like a snowmobile to drag my sorry butt back uphill, a tow winch to give myself a little speed boost heading into a ramp, and even a drone that’s great for not only taking in the gorgeous backcountry sights but it serves as fast travel for the player within reason. 

It’s all little things like this that speak to a developer respecting the player’s time, and I’m all for that. 

It’s either fortuitous that snowboarders are clad head to toe in layers pretty much all of the time, or the team was wary of their limits because the character models have all been obfuscated by baggy protective gear and goggles. It doesn’t take away from how lifelike and crisp the animation can be, or how stunning the scenery can be as the sun breaks over the horizon and the cool orange glow hits the pow, but it did feel like I was hearing disembodied voices the further I made it. 

Like a cool breeze, the game’s rather nondescript synthwave tracks wash in and out, and, as forgettable as they are, it’s a relief they’re more prevalent than the game’s voiceover work. It seems nothing was learned from hearing the stilted, wooden performances throughout a decade of Tony Hawk’s Pro Skater titles as pro athletes—like, but not limited to, Jamie Anderson—lend their voices to give the game a dash of authenticity, which never seems like a worthwhile trade-off for quality.

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WWE 2K22 Review – Head Of The Table https://press-start.com.au/reviews/ps5-reviews/2022/03/15/wwe-2k22-review-head-of-the-table/ Tue, 15 Mar 2022 04:51:02 +0000 https://press-start.com.au/?p=134127

WWE 2K22 is a shining example of what taking a year off to reassess can do for a series. Following one of the worst WWE games to ever see the light of day in WWE 2K20, Visual Concepts has done an extraordinary job in executing the ultimate babyface turn – delivering one of the best wrestling games in years. This starts with 2K22’s gameplay. What used to be one of the worst elements in recent 2K wrestling games has now […]

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WWE 2K22 is a shining example of what taking a year off to reassess can do for a series. Following one of the worst WWE games to ever see the light of day in WWE 2K20, Visual Concepts has done an extraordinary job in executing the ultimate babyface turn – delivering one of the best wrestling games in years.

This starts with 2K22’s gameplay. What used to be one of the worst elements in recent 2K wrestling games has now become one of the best. The redesigned gameplay engine allows newcomers to pull off awesome-looking moves while being deep enough for veterans to seek their teeth into. Animations are less janky when compared to recent entries as well, making every move look closer to the real thing. The camera’s positioning, now much closer to the ring, plays a big role in enhancing the moment-to-moment action and is another welcome change to the game’s general presentation. This all comes together to form a more cohesive presentation package that kept me captivated throughout the many matches I played.

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The control system’s revamp is a particular highlight this year. Light attacks, heavy attacks and grapples are assigned to individual face buttons and can be chained together to form devastating combos against an opponent. Reversals can still be performed through the assigned reversal button; however Visual Concepts has added a ‘breaker’ option – a new type of reversal that can quickly put you on the front foot. These are executed by guessing what the opponent is about to press – whether that’s the light attack, heavy attack or grapple button – and pressing the corresponding button at the same time. This will put an end to whatever move they’re trying to execute – whether it’s a chained combo or a few basic attacks – allowing you to then start going on the offensive yourself.

When executed correctly, breakers can change the entire flow of a match. On harder difficulties, these become necessities and ultimately make matches in 2K22 feel more fluid and enjoyable to play. They add an extra element of strategy to the mix, taking a step closer to what we watch on television each week all the while adding to the fun of the experience. After many years of the same old formula each year in these games, 2K22’s gameplay feels as fresh and exciting as a wrestling game ever has.

This year’s Showcase Mode covers the long-running career of one of my favourite wrestlers of all time, Rey Mysterio. Most of the matches included in Showcase Mode are pivotal matches in Mysterio’s career, like the Wrestlemania 21 match against Eddie Guerrero and his match for the World Heavyweight Championship against JBL at Judgment Day 2006. It was great to revisit these with commentary from Mysterio himself, as it provided a deeper insight into the importance of each match. Given Mysterio’s long-running history in the brand I was disappointed that only one WCW match was included, and the recent matches included were all relatively insignificant. It seems like a lot of the classics – like the Wrestlemania 22 triple threat match and his match against Chris Jericho at The Bash in 2009 – weren’t included due to the opponent either leaving WWE and/or joining up with rival brand AEW. All-in-all, it’s a nice look back at one of the most storied careers in WWE history, but it could have been done more justice.

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On that subject, WWE 2K22’s roster is the weakest in some time. Neither good nor bad, there’s an odd mix of wrestlers in this year’s entry. A surprisingly large chunk have now either departed WWE or have been released, yet still made it into the game. In some ways this is great, as still having access to wrestlers like Jeff Hardy (one of my other all-time favourites) and Samoa Joe gives the roster some depth. Yet legends of yesteryear and notable up-and-comers are few and far between. Lucky those omissions can be downloaded through the rather excellent creation suite, huh?

MyGM suffers a bit because of this, but that still doesn’t take away from what is one of the best modes in WWE 2K22. Taking the reins of a WWE General Manager and battling it out against a rival with the goal of becoming the top-rated show, MyGM sparkles by shining a light on a different side of wrestling than what’s offered in the game’s other modes. Here, you pick which brand you’re going to take to the top, draft superstars to your chosen show and schedule matches and rivalries that will captivate the crowd.

Throughout the mode you’re able to directly control superstars in matches or simulate to your heart’s content – whatever you do, success is determined by examining wrestler types and setting matches up between wrestlers who can produce exciting matches with each other. This is where MyGM can get a bit confusing, though, as dream matches you thought would be instant classics – like Drew McIntyre vs Goldberg, for example – can earn underwhelming one-star ratings for being too boring. Drew McIntyre vs Riddle, though? Potential gold. It’s a bit bizarre, and it most definitely feels a bit wrong to pit superstars like Rey Mysterio up against Brock Lesnar, but there’s enough offered up in the mode to make it feel unique.

WWE 2k22

Throughout the MyGM season you’re able to sign free agents (as most of the big hitters won’t be available in the draft, weirdly enough) on either timed or permanent contracts as well as legends. You’re also able to use power cards, which can be earned by achieving a goal set by your commissioner each week. These give you bonuses to use on your superstars, on your own show or against the rival brand and play an important role in coming out on top.

You’re also given a budget in MyGM and need to keep a close eye on it as you progress. You’ll earn money for well-received shows which can be then used to buy more power cards, put on a better show (with a bigger arena, better lighting and pyros) and/or sign superstars to join your brand. MyGM rewards strategy first and foremost, and I enjoyed carving out different rivalries with wrestlers and having them crescendo at PPVs.

It’s a shame MyGM maxes out at 50 weeks long and only allows you to have two titles per brand (alongside a limited amount of match types), though I’m hopeful that this is a starting point for future iteration. I’d love to see more than just one rival brand to take on at the same time, while a long-winded schedule would call for some proper strategic planning. There’s certainly a lot of potential with the mode.

WWE 2k22

MyRISE takes a solid step forward this year, throwing away the wackiness seen in 2K20’s MyCAREER mode. Starting out at the WWE performance centre, MyRISE takes your created superstar through the ranks of the WWE, ultimately carving a path toward winning titles and achieving ultimate glory as a legend of the business. The voice acting here is still a little bit wonky, but it’s a more refined, grounded take on wrestling this time around. The sheer number of things to do gives the mode more than enough staying power and is a marked improvement over previous iterations.

The well-loved Universe Mode returns in WWE 2K22, too, allowing you to play through as a superstar or control all facets of the WWE in Classic Mode. There’s not a whole lot that’s changed here, but it’s the go-to option for those that want to dive deep into the business, controlling the many different storylines that run each week. Superstar Mode bakes that down to just playing as one superstar, forming rivalries, competing in a variety of different matches and attempting to win championships along the way. I found Classic Mode to be more rewarding than Superstar Mode, given the sheer number of options available in the former. It’s another solid option to sink your teeth into — just don’t expect any shiny new changes.

2K22’s MyFACTION mode, a single-player collectible card game that focuses on building a strong faction and competing against other factions, is rather dull. You earn points for completing objectives, earn tokens to spend on WWE superstars and, of course, buy virtual currency if you so desire.

I found MyFACTION to be the weakest mode available in 2K22 as progression felt slow and I have a particular disdain for 4v4 matches. They’d go on for far too long and I didn’t feel like I was really achieving anything by going through the mode’s proving grounds or towers. Progression in the game’s other modes will give you tokens to use in MyFACTION, but again I couldn’t help but feel like it was the least interesting mode of the bunch by some margin – especially when there’s so much fun to be had elsewhere.

It has its issues, but there’s no doubting WWE 2K22 is the best 2K wrestling game in many years. The new modes on offer, the gameplay revamp and the reworking of controls makes for an immensely engrossing experience. There’s still some way to go in making MyGM feel truer to its strategic aim and the Showcase Mode is missing some major matches in Rey Mysterio’s career, but there’s no doubting this is a significantly better product than what came before it.

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Destiny 2: The Witch Queen Review – An Immense Payoff https://press-start.com.au/reviews/ps5-reviews/2022/03/15/destiny-2-the-witch-queen-review-an-immense-payoff/ Tue, 15 Mar 2022 04:21:16 +0000 https://press-start.com.au/?p=134053

It’s no secret that Bungie has had innumerable ups and downs with Destiny over the last 8 years, but never has this been more evident since 2018’s Forsaken. Shadowkeep and Beyond Light, while bringing plenty to the table, often felt like expansions built to lay new ground for the core of the game to build itself upon. Expectations for the next major expansion were high, touting a long awaited villain in the form of Savathûn, a renewed focus on campaign […]

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It’s no secret that Bungie has had innumerable ups and downs with Destiny over the last 8 years, but never has this been more evident since 2018’s Forsaken. Shadowkeep and Beyond Light, while bringing plenty to the table, often felt like expansions built to lay new ground for the core of the game to build itself upon. Expectations for the next major expansion were high, touting a long awaited villain in the form of Savathûn, a renewed focus on campaign design, and weapon crafting. It’s not without its growing pains, but after some time exploring what The Witch Queen has to offer, I’d argue that The Witch Queen isn’t just the best Destiny 2 expansion, but the best piece of content Bungie has put out since The Taken King, if not better.

If you aren’t familiar with the happenings of Destiny 2’s world, the last few months have been tumultuous to say the least. In the aftermath of exorcising Savathûn’s worm, Mars is suddenly returned to the solar system from the clutches of the Darkness, with Savathûn’s very own ship in tow. Upon boarding it, our guardians quickly discover that she has somehow stolen the power of the Light, gifting it to her very own Hive, and is using it to rebuild her Throne World. What follows is a 6-8 hour investigation into how Savathûn and her underlings came to gain this power, and how we can take it back.

Without spoiling too much, this is undoubtedly the best campaign Destiny has ever seen. Bungie had stated multiple times that there was a renewed focus on campaign and storytelling, but I don’t think anyone was quite ready for what we actually received. Eight extremely high quality missions, all superbly paced with engaging boss encounters, thrilling set pieces, and plot twists that even the most die-hard lore fans couldn’t have seen coming. Savathûn is more than just a typical antagonist – there’s merit to what she’s trying to achieve here, and what we find out about not only her and her Hive, but also the true nature of the Darkness is truly gripping from beginning to end.

There’s also the inclusion of a Legendary difficulty, which caps your power level below the mission’s recommended level, and will really put you to the test for those extra rewards as you play through the campaign. The cherry on top of all this is the option to replay any of the missions on either difficulty, meaning you can go through again on a higher or lower setting to see how it differs. For the longest time Destiny has struggled to turn its fantastic lore into immersive storytelling, and it feels like The Witch Queen – much like the last few seasons of content – is a real turning point for the franchise and a true return to form for Bungie.

While The Witch Queen doesn’t bring something as pivotal as all-new subclasses, it does mark the start of something much more important – the reworkings of the old Light subclasses, starting with Void 3.0. Those familiar with the way Stasis works will be right at home here. Each class can pick between different Super abilities, Grenades, Class Abilities, Aspects, and Fragments to allow for more customization and control over your builds.

The end result is truly remarkable, breathing new life into subclasses that felt ancient in comparison to the flexibility and adaptability of Stasis. Each class has a lot to play around with, and while there’s definitely some tuning needed for certain classes, there’s more reason than ever to be excited for Arc and Solar to receive the same treatment over the coming months.

There’s also the long awaited weapon crafting, which as of now feels like it’s going through some growing pains as Bungie works out how they want to implement it properly. A huge part of Destiny is the loot – chasing the rolls you want on all the new weapons that come out with each content drop.

It’s clear that weapon crafting isn’t supposed to replace this chase, but compliment it instead, allowing players to craft the roll that they covet for a particular weapon, and make it theirs. Unfortunately there’s quite a small pool of weapons to craft right now, and the caps for crafting materials are slightly too small, resulting in a lot of wastage as you earn other essential materials. While the core of it works and it serves its purpose, it’s clear that crafting is going to grow and change quite a lot over the next few seasons, which leaves it feeling like more of an experiment as opposed to a concrete addition to the game.

Weapon crafting is also the means by which we create the new weapon type: Glaives. A ranged/melee hybrid, the Glaive is unlike any other weapon type we’ve seen in Destiny before, boasting an energy blast, combos, and a shield that’s recharged by dealing damage with the projectile, it’s all about carefully weaving these actions together to become a lethal killing machine at close to mid range. While it remains to be seen how this archetype will fit into the broader  scope of content – especially endgame – there’s no denying that Bungie are still creating some of the best feeling weapons in first-person-shooters today.

The post-campaign content is also some of the most enjoyable we’ve had out of an expansion thus far as well. Wellspring is a 6-man matchmade activity that rotates between Attack and Defense everyday. Attack sees players launching an assault on the Wellspring to take it from the Hive, whereas Defense sees them protecting it from hordes of Scorn, eventually resulting in a chase against a Hive Lightbearer. Weekly Story Missions make their return here, allowing players to play specific story missions at a higher level for gear and weapon crafting materials.

In terms of more unique content, there’s also an all new Exotic Mission called Vox Obscura, which involves sieging a Cabal fortress under the cover of night to stop rogue transmissions from reaching their ominous receiver. This mission is a thrilling race against the clock as players blast open the doors to the Cabal installment with hijacked tanks, culminating in a boss fight and an all new Exotic weapon, the Dead Messenger. There’s so much variation in what The Witch Queen’s activities have to offer, and plenty of reason to engage with them, and that’s without mentioning the raid.

If there’s one day that the Destiny community comes together like no other, it’s during the first 24 hours of an all-new raid release. After a number of completions, both with the day one Contest modifier and on its normal difficulty modes, I think its safe to say that Vow of the Disciple is my new favorite raid in all of Destiny.

Without spoiling too much, the atmosphere and theme fits exceptionally well into the coming war between the Light and the Dark, and there’s a palpable sense of foreboding and dread that emanates from every major encounter in the raid. The boss fights in particular are undoubtedly some of Bungie’s best, bucking typical trends we’ve seen with bosses from previous raids that were becoming tired and overused. A special mention should go to the final boss, Rhulk, who is not only a spectacle to fight, but also has the lore and narrative chops to give the encounter meaning and context within the broader scope of the universe.

The final piece of the puzzle is the new season: Season of the Risen. While I can’t comment on its quality entirely as it hasn’t concluded yet, what’s here now continues the trend of challenging the beliefs of pre-established characters and throwing them into unforseen conflicts to gauge new perspectives and opinions, namely Lord Saladin and a vulnerable Crow, still reeling from the shock of Savathûn’s impersonation of Osiris.

This season is largely focused on working with Empress Caiatl and her legion to further uncover how the Hive came to posses the light. This is done through PsiOps Battlegrounds, a new 3-man matchmade activity that retains the trademark enemy density and fast paced gameplay we’ve seen from past seasonal activities. We’ve yet to see if this season will reach the heights of Season of the Chosen or Season of the Splicer, but Risen is off to a promising start, and I’ll be logging in every week to see how it develops.

It goes without saying that the state of PvE in Destiny 2 is arguably the strongest its ever been, unfortunately, the same can’t be said for Crucible, Gambit, and Trials of Osiris. While Bungie have been very transparent about the current state of Crucible and Gambit, the efforts made in The Witch Queen to help them maintain relevancy aren’t quite enough to bring them up to the same level as the PvE content. Crucible is still in dire need of maps, modes, and matchmaking adjustments, while Gambit is still largely uninteresting and frustrating despite the changes made at launch.

Trials of Osiris is its own bucket of worms. While a major shakeup in Season of the Lost saw player populations shoot up to an all time high in the playlist, it quickly becomes clear to anyone who engages with it that matchmaking is fundamentally flawed, and high-skill players abuse certain systems to get matched with low-skill players and promptly mop the floor with them. It’s not quite as bad as it was this time last year, but there’s still more work to be done to make Trials a much more healthy competitive experience compared to the luck-of-the-draw nature it currently suffers from for most players.

Bungie have always been praised for their excellent art direction, skyboxes and environments, and The Witch Queen is no different. Savathûn’s Throne World is distinctly divided between boggy swamps and Dark City ruins and a risen luminescent fortress built in the image of Savathûn’s newfound light. There’s a stark visual juxtaposition here that also communicates her developments as a character, further accentuating the themes of deception, and light versus dark. Once again, a special shoutout goes to the raid, which will constantly have you in awe as you ascend through one of the most visually unique raids we’ve seen so far.

While launch was surprisingly smooth, The Witch Queen wasn’t without its technical issues. Numerous weapons were disabled due to bugs over the last few weeks, certain activities can soft-lock players forcing a restart, crafting materials couldn’t be purchased, and the raid also suffered from various error codes on launch. While Bungie should be applauded for jumping on most of these in quick fashion, a few of them still plague the game today, and occasionally rear their heads to hamper the experience.

THE PC VERSION OF THIS GAME WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

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Stranger of Paradise: Final Fantasy Origin Review – Deep Chaotic Action https://press-start.com.au/reviews/ps5-reviews/2022/03/14/stranger-of-paradise-final-fantasy-origin-review-deep-chaotic-action/ Mon, 14 Mar 2022 10:58:59 +0000 https://press-start.com.au/?p=134070

I’ll waste no words here. It’s remarkable that Stranger of Paradise: Final Fantasy Origin is actually fantastic. The first trailer was so misguided as a first impression that I’d argue it’s become a meme in and of itself. The demo wouldn’t work for several days following its upload. So many people I’d speak to have even forgotten this game exists beyond that first trailer. So much was against this game, and I was ready to be too. But now, having played from […]

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I’ll waste no words here. It’s remarkable that Stranger of Paradise: Final Fantasy Origin is actually fantastic. The first trailer was so misguided as a first impression that I’d argue it’s become a meme in and of itself. The demo wouldn’t work for several days following its upload. So many people I’d speak to have even forgotten this game exists beyond that first trailer. So much was against this game, and I was ready to be too. But now, having played from beginning to end, while still a bit rough around the edges, Stranger of Paradise is a fantastic Final Fantasy spin-off and perhaps even one of the best.

Stranger of Paradise: Final Fantasy Origin is essentially a retelling of the original Final Fantasy game, though told through an alternative “what-if” kind of scenario. You play as Jack, a man thrown into the world from another reality who barely remembers anything of his past. He meets up with four other similarly forgetful people. They set off on their merry way to restore four crystals in a bid to finally defeat Chaos, the evil being and final boss of the original Final Fantasy game.

There’s no sugar coating it – Stranger of Paradise’s story is the greatest most concentrated example of “so bad it’s good” that I think I’ve ever experienced in a video game. Jack himself is comically overwritten, and most of the game events occur with little connection between them. The opening scene where the major characters meet feels like it’s missing dialogue and context. It’s entirely cringe-worthy, but to the point where it was incredibly entertaining. I can see the plot and characterisation of Jack, especially being divisive amongst players. However, despite the fact this is abhorrently bad in terms of video game storytelling, it’s still remarkably entertaining.

It’s extremely fortunate, then, that Stranger of Paradise is a fantastic action game underneath it all. Much like Nioh before it with Dark Souls, many have been quick to compare this game to Nioh. While both are action RPGs, Stranger of Paradise carves out its own niche to offer something entirely its own. However, it’s similarly structured to Nioh. Each level is selected from a world map and offers a dungeon to crawl and a killer boss at the end. Some locations have more than one mission to offer too.

This means that Stranger of Paradise is comprised mainly of what it does best – combat. It’s without a doubt one of the fastest Team Ninja games I’ve played (second only to Ninja Gaiden itself) and has all the bells and whistles you’d expect from a game of this ilk. There’s parrying, evading, and blocking, and there are regular attacks and special attacks too. The most unique aspect is Soul Shield, a special block that depletes your stamina meter but recovers your MP.

The crux of the combat is around managing your MP pool, which powers both magic and special abilities that you’ll learn as you level up. Stranger of Paradise isn’t like other games in its genre – dying won’t lose you any experience. Instead, as you finish off enemies, you’ll be able to expand your maximum MP pool. Dying in Stranger of Paradise merely resets your maximum pool to its base levels, with an opportunity to return where you died to restore it too. It’s a much gentler way to punish players than games like Nioh, Dark Souls, and even Elden Ring did.

It’s all pretty standard stuff for an action game, though Stranger of Paradise does its best to fold Final Fantasy into that mix to offer up something much cooler.

Enter the jobs system. There are over twenty-five of them in Stranger of Paradise, and any Final Fantasy fan will be familiar with how they work. The job you choose for Jack governs what weapons he can use and what abilities he has access to. Most of these are pulled from classic Final Fantasy games – think the warrior, dragoon, or black mage. Each of them has their own skill tree that improves their abilities and grants bonuses no matter which jobs you have equipped. It’s a friendly system that encourages you to change things up, and, even better, you can hot-swap between two jobs at once on the battlefield.

What I really liked about the jobs system in Stranger of Paradise is how much flexibility it gives you in combat and how much depth there is to it. I’d often spend my time with the Sage – a master of both black and white magic – but also switch out my second job with one of the games many physical options too. Dragoons are masters of spears and can use the series signature “jump” move, while the Monks can buff themselves to deliver more damage per hit, as an example. There’s a heap on offer here, and being able to mix and match from a pool of over twenty jobs means there’s bound to be something here for everyone.

Similarly, while some abilities are tied to your job selection, others are bound to whatever weapon you have too. Learning one of the weapon-based abilities in one job unlocks it for any other job as long as you have that same weapon type equipped. These abilities are great, too – they can be slotted in between your regular attacks to alter your combos and create combos that best suit your playstyle. Top this with abilities that you can absorb from certain enemies and throwback at them, and you’ve got an excellent pool of options at any point in combat to pull from.

If I’ve not made it clear – the combat in Stranger of Paradise has greater depth and scope than I could have ever hoped for, and it’s why it’s such a joy to play no matter your playstyle or skill level.

The enemies and locations are similarly pooled from classic Final Fantasy lore. It’s fun to see all these classic creatures be tweaked to better suit the faster paced gameplay in Stranger of Paradise, and the boss battles can get especially hectic. Locations are similarly, while not exactly as they appear in other games, inspired by the classic games’ locations. It’s a bit of a shame then that about two thirds of the way through the game, the enemy variety is stifled considerably – you’ll fight pallet swapped versions of enemies you’ve already seen, though with different abilities.

Most would quickly take the mental shortcut and assume that Stranger of Paradise is as hard as games like Nioh or Dark Souls. While Stranger of Paradise can get pretty tough – it not only has selectable difficulties but even a casual mode that does a lot of the heavy lifting for you. I’m all for more people playing this game the way they want – even though I switched to Hard about a third of the way through to give myself more of a challenge. That being said, I never found myself stuck on any of the games’ numerous boss battles for more than an hour at a time. If you’re not as stubborn as me, you can lower the difficulty on the fly on a per-mission basis at any of the save points in the game.

Following completion of the game, there’s a brand-new mode called Chaos Mode, which feels like a new game plus mode of sorts that’s more difficult and tuned more with end game progression. Similarly, your job trees can be “mastered” to improve their benefits. So even though Stranger of Paradise will take most players between twenty-five to thirty hours to complete, there’s more to keep coming back for. Even cooler, two other players can tackle the game’s numerous main or side missions. Those who join their friends’ game will earn more than usual EXP through a consumable called anima shards, so there’s a nice incentive there to do so too.

The game isn’t without its faults, though. While it’s fantastic to be able to see all your collected gear appear on your character, Stranger of Paradise does fall victim to the dreaded looter-shooter mentality. I picked up over fifty pieces of equipment once, all with marginal stat differences in one level. To the game’s credit, it’s effortless to select multiple and discard them or dismantle them for components that can improve other weapons. But it feels pretty unfocused and, without a doubt, is one of the game’s weakest aspects. I rarely ever selected my equipment and just used the series-standard “optimise” option instead.

The game’s biggest downside is also the most obvious – its presentation. Stranger of Paradise looks great at times, but its production values feel remarkably low for the most part. I opted to play the game in performance mode, which meant an apparent reduction in resolution to get the game running as smoothly as it was. The worlds themselves are beautiful and well realised, as do most cinematics; it’s just that the game is lacking some kind of shine or polish to make it look as good as it can be. Mind you, it’s come a long way since the demo, with clear changes in lighting in an attempt to make it brighter and colourful, but it’s still a bit of a strange-looking game. It’s good that the music is great Final Fantasy fare, consisting of entirely original pieces and joyfully remixed pieces from older games.

THE PLAYSTATION 5 VERSION WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

 

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Martha Is Dead Review – Dead On Arrival https://press-start.com.au/reviews/xbox-series-x-reviews/2022/02/25/martha-is-dead-review-better-off-dead/ Thu, 24 Feb 2022 13:59:42 +0000 https://press-start.com.au/?p=133708

Martha is Dead is a rather unconventional psychological horror game that takes place primarily in broad daylight, beneath the beating Tuscan sun. It seldom lures you into unlit corridors for cheap scares and instead resorts to an intense and unflinching brand of body gore that saw it recently endure a rather public censoring at the hands of PlayStation. While Martha is Dead captivates in these fleeting moments of grotesque discomfort, the sum of its parts is a rather disjointed, incoherent […]

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Martha is Dead is a rather unconventional psychological horror game that takes place primarily in broad daylight, beneath the beating Tuscan sun. It seldom lures you into unlit corridors for cheap scares and instead resorts to an intense and unflinching brand of body gore that saw it recently endure a rather public censoring at the hands of PlayStation. While Martha is Dead captivates in these fleeting moments of grotesque discomfort, the sum of its parts is a rather disjointed, incoherent shambles of a game.

Taking place in Italy during World War II, Martha is Dead follows Giulia and how she comes to terms with the death of her twin sister. As a narrator, Giulia isn’t what I’d call reliable. This should make for a compelling deep dive into grief and how a mind suffering loss can unspool but Martha is Dead ultimately feels messy and lacking a central focus. After Giulia drags Martha from the lake and steals her life, leading her entire family to believe it was she that died—represented by a gruesome flaying scene that punctuates the game’s unforgettable opening salvo—the confusing manner in which everything else unfolds ultimately feels like a waste of both the compelling concept and the ripe wartime setting that grounds some of the plot’s more fantastical elements such as The White Lady, the childhood folklore that starts to manifest as the mystery of Martha’s death deepens.

Unlike some of the better Studio Ghibli films set during conflicts, like Howl’s Moving Castle, Martha is Dead doesn’t really have much to say about war—it’s just kind of there. Ideas of revolution are floated but the threads don’t really serve the sisters’ plot at all and feel sort of inconsequential even as a subplot.

Despite the intention to do so, it’s hard to know whether this game says anything worthwhile about mental health. There are red herrings aplenty and while our true actions in the game are spurious at best, but from the jump, I felt like Giulia’s perceived doings—and motives—were wholly irredeemable. Perhaps the effort to demonise Giulia was to serve the game’s commentary about the public perception of mental health, but it seemed lost in translation. Martha is Dead ultimately feels more pointlessly disturbing than it does cerebrally challenging—to say the face-flaying scene is one of the least fucked up scenes should say plenty.

The plot might be a bit of a hot mess, but the most frustrating part of Martha is Dead is how confused it is about what it’s trying to be. It’s a psychological horror game with a handful of challenging scenes peppered between four hours of wandering about an admittedly stunning Tuscan countryside taking photographs. If you’re not developing photos in the darkroom—a surprisingly cathartic experience which does lead to some of the game’s more unintentionally chilling moments—you might find yourself vexed decoding rebel telegraphs, an honorary doctorate from Samuel Morse in hand. It’s such an unfocused onslaught of mechanics, I would have sooner hoped for an all-out ‘walking simulator’ because wandering the villa and taking in the sights really is when Martha is Dead feels most confident.

I took issue with a lot of the game’s control scheme, some items asked for a single button input while other actions required a held input, which led to a bit of indecision whenever a prompt would appear on screen during events. Similarly, sightseeing in this small slice of Tuscany felt arduous. With a decent patch of woods separating the villa from the lake, there’s a bit of ground to cover in Martha is Dead and, sadly, Giulia isn’t exactly fleet of foot. I’d sooner walk from one end of Italy to the other than ride her bloody treadly, though. Aside from the map not really being big enough to warrant a faster mode of transport, I’m glad we were spared frequent on-bike jaunts because the one forced upon us in the game’s finale was egregious enough.

For all of my disappointment with the story Martha is Dead tries to tell and how flat the gameplay falls, it really is quite a nice-looking video game. With the exception of when it booted back up out of rest, where it’d stutter and struggle for a moment, it performed well. With your time divided between a stunningly recreated villa—full to the brim of lived-in detail—and the equally arresting Tuscan acreage. I expect a couple of Martha is Dead’s scenes in particular to shock its audience, but those buying into the experience expecting some of the most confronting, interactive scenes put to screen won’t be dissatisfied. The soundtrack might play it safe throughout the remainder of Martha is Dead but the cacophonous scratching and scraping of strings punctuate these troubling, bone-chilling moments to make them easily the most memorable of the game’s four hours.

For an authentic experience, I got through Martha is Dead using subtitles with the Italian performance. While the English dub pales in comparison more often than not to a game’s native language, I think there’s quality to the dub that’s otherwise missing in the original voice-over. Coupled with the fact that dialogue was constantly obscured by achievements—a customisable feature within the console’s UX—opting for English from the start, I feel, is a safe bet.

Martha is Dead feels like a case of missed potential. What on the surface is a collection of novel and creatively potent ideas, it executes most of them so poorly it’s hard to recommend it even to people who’ll enjoy the body horror that rears its head from time to time to shock you out of the malaise the game puts you in.

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Elden Ring Review – A Formula Perfected https://press-start.com.au/reviews/ps5-reviews/2022/02/24/elden-ring-review-a-formula-perfected/ Wed, 23 Feb 2022 14:59:21 +0000 https://press-start.com.au/?p=133656

Since the release of Demon’s Souls in 2009, FromSoftware’s titles have blown up from cult followings to some of the most pivotal cornerstones we have in the industry today, influencing hundreds of games, and even creating its own sub-genre in the process. There’s a palpable and emphatic excitement present in the lead up to the release of a new From game, and never has this consensus been more apparent than with Elden Ring. It some ways, Elden Ring is a […]

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Since the release of Demon’s Souls in 2009, FromSoftware’s titles have blown up from cult followings to some of the most pivotal cornerstones we have in the industry today, influencing hundreds of games, and even creating its own sub-genre in the process. There’s a palpable and emphatic excitement present in the lead up to the release of a new From game, and never has this consensus been more apparent than with Elden Ring. It some ways, Elden Ring is a celebration of all that came before – a culmination of everything people love about Dark Souls, Bloodborne, and Sekiro – while also elevating a well established formula to new heights with an open-world design philosophy similar to that of Breath of the Wild. The end result is one of From’s best experiences yet, positively dripping with creativity, attention to detail, and a sense of journey that will undoubtedly leave Elden Ring as one of the most talked about open-world games of this generation.

THE CHEAPEST COPY: $79 WITH FREE DELIVERY AT AMAZON

Elden Ring is set in The Lands Between, a once prosperous and peaceful land that has since been plunged into chaos and desolation after a war suitably dubbed: The Shattering. The Elden Ring, now broken into pieces is held by six demigods, each of them corrupted by the very power of their Great Runes. It falls to you as The Tarnished to journey across The Lands Between, and fell these once great heroes so that you can rebuild the Elden Ring, become the Elden Lord and restore order and harmony to The Lands Between. If it sounds similar to Dark Souls III, that’s because it is, but where Elden Ring differentiates itself is in its setting, world concept, and characters.

Elden Ring’s founding world concept is the brainchild of a collaborative effort between Hidetaka Miyazaki and George R. R. Martin. While I’m not too familiar with Martin’s work on Game of Thrones, it’s clear to me where he’s had an impact on the way this world has been built and on the rules that it abides by. This is still a FromSoftware experience through and through though, you’ll meet an eclectic cast of superbly written characters, each cemented firmly into the world by their backstories and motivations. Whether it be the joyous and jolly Alexander, a sentient warrior pot, or the ever enigmatic Patches, there’s a little something here for everyone to gravitate towards. Likewise, the environmental storytelling on display here is as good as it’s always been, and every landscape effortlessly paints a picture of what we once was. No where is this sense of world and place more apparent than when exploring one of the many regions of The Lands Between.

Where Elden Ring separates itself the most from its predecessors, is in its structure and the way you progress through its world. After a short tutorial area, you’re dropped into Limgrave, a vertically varied landscape of lush greenery, and ruins, all of it punctuated by the mighty Stormveil Castle towering overhead. From this point, you’re free to explore to your heart’s content, with only the Sites of Grace – the new Bonfires – to nudge you in the right direction via an indicator on the map. While it’s easy to get lost exploring and sidetracked by all the optional content you can engage with, Elden Ring’s open world is at its best when you’re stumbling across things, spotting structures in the distance and thinking “What’s that?”, only to be rewarded with something upon further investigation.

These optional objectives can range from small-scale dungeons and enemy patrols, to overworld boss fights and new Sites of Grace to expand your fast travel options. Each region is densely packed with things to do, and none of them feel like bloat or wasted space, not once did I ever feel like I had to engage with them to progress the main quest. What’s more telling, perhaps, is the fact that I had to rip myself away from Limgrave to move onto the next area – a testament to the quality of these optional activities.

While you can fast travel to the different Sites of Grace you’ve unlocked across The Lands Between, your main means of exploration is via your spectral horse, Torrent. After progressing through the early areas of Limgrave, you’ll be given an item that allows you to summon Torrent at the press of a button. While mounted, you can double jump and make use of geysers to propel yourself up into the sky, making traversal that little bit more seamless. You can also engage in horseback combat, which more often than not feels clunky and lacks the impact of regular combat. Fortunately, the situations that require you to use Torrent to gain an advantage are far outweighed by those that don’t, but it’s still an awkward blemish on an otherwise polished combat system.

As you’re exploring a region for the first time, you’re almost always slowly moving towards that area’s Legacy Dungeon, an intricately designed exploration area that retains From’s expert level design that intertwines its own pathways and loops back on itself in unexpected ways. A special mention should go out to The Academy of Raya Lucaria, in the second area, Liurnia of the Lakes. Without spoiling too much, it’s a school ravaged by its knowledge-maddened alumni, with a thick fog that envelopes every aspect of its outside environments. It’s a dungeon that screams Bloodborne in its concept and design, and it’s a true wonder to explore as you ascend it’s gilded halls. All of these Legacy Dungeons are bolstered by some of From’s best boss fights yet, that will test your skills, and always seem to up the ante as you move forward, providing a challenging yet satisfying difficulty curve. Some are previous concepts taken further, classic one on ones, or wholly new ideas, and a vast majority of them – especially the end game ones – are thrilling to surmount.

Now for the elephant in the room – difficulty. While I wouldn’t say Elden Ring is the hardest of FromSoftware’s world renowned challenges, it definitely isn’t the easiest either. It is however, the most accessible. It’s clear that there’s a concerted effort here to explain systems and mechanics to newer players who mightn’t have much experience with other titles of this Ilk. Similarly, the non-linear design means that if you get truly stuck on a particular boss, you can leave, level up your character, upgrade your weapons, increase your Flask charges, and come back more powerful than before. There’s also the inclusion of Stakes of Marika, which will typically spawn you closer to your death location, making the inevitable trips back to the boss room relatively painless. Still though, this won’t trivialize encounters, so if you haven’t been one for smashing your head against a brick wall until the cracks start showing, Elden Ring won’t be the FromSoftware game to change that.

Then we get to the RPG elements present in Elden Ring, and they mostly behave how they have in past games. You’ll start out by creating your character with From’s most extensive customizer yet, and you’ll be prompted to pick a background for your base stats. While this doesn’t necessarily reflect what your build will look like by the end of the game, it sets a trajectory for what to focus on in the early game. Whether it be a full strength build with focus on wielding colossal great-swords and hammers, or a combined dexterity magic build that allows you to weave sorceries into your combat flow, there’s a lot to pick and choose from in Elden Ring.

The Weapon Arts system from Dark Souls III has also been reworked into Ashes of War. Each weapon comes with its own intrinsic Ashes of War, which behaves the same as Weapon Arts – powerful attacks or buffs at the cost of FP. The major improvement in this system, though, is that Ashes of War can be assigned to different weapons, as long as the archetype matches. Certain Ashes of War will also let you assign elemental affinities to your weapons, further deepening customization and build crafting. It’s a brilliantly free-flowing system that allows for deeper player choice, and creates a more meaningful bond with your weapons.

As if that wasn’t enough to begin with, Elden Ring also introduces Rune Arcs and Spirit Summoning. The latter allows you to summon AI spirits to fight with you during boss fights at the cost of FP, and these spirits can also be upgraded to bolster their HP and damage output. There’s all kinds of spirits with different strengths, so you’ll often have a suite you pick and choose from depending on the occasion. Rune Arcs are most comparable to Embers or Human Effigies from past games, but are far more rare, and introduce an interesting risk/reward system in the way they’re implemented. Every time you defeat the demigod of any given region, you’ll receive their Great Rune, which can be activated at a Divine Tower in their area.

You can only have one Great Rune equipped at any given time, and their bonuses are only active when a Rune Arc is used. These aren’t small bonuses. The first Great Rune, for example, boosts all of your attributes, effectively increasing your character’s level by 40 until your next death. Due to how rare Rune Arcs are, there’s a lot of deliberation to be had in regards to when you use these so you don’t waste them. The boost they provide might be all you need to bring that boss down, but make one mistake, and it’s gone. This system is less of a necessity and more of a bonus buff to use sparingly, but its inclusion is welcome nonetheless.

Lastly, there’s the return of player summoning, and invasions. PVP diehards will be glad to here that the addition of anti-cheat software on the PC version should hopefully result in less compromises. On the co-operative side, things are a bit mixed. While it all works good, players can only be summoned from Summoning Pools, pre-determined spots on the map that define the explorable area when a co-op session is active. All of the dungeons are fully playable in co-op, but if you were hoping to explore the overworld with friends in limitless fashion, you might find that the implementation here is restrictive. While I can understand trying to retain the somber and isolating experience of exploring The Lands Between by yourself, I can’t help but wonder what a more freeing and open co-op experience would’ve brought to the table.

I played Elden Ring on PC, and across the almost 60 hours I spent with it, I’m pleased to report that it’s a mostly polished experience. It’s goes without saying that this game is absolutely gorgeous, maybe not to the same capacity as another big triple A title to come out this month, but still had my jaw on the floor with some sweeping vistas and landscapes to take in at every turn. I’ve already spoken about how excellent I think Liurnia of the Lakes is, but that shouldn’t taken away from the crimson covered lands of Caelid or the golden sky perpetually hanging over the top of Altus Plateau. I did experience a few hiccups on PC, though, namely some stuttering and a couple crashes due to the anti-cheat software. I’m sure this will be ironed out by launch, though, and at the end of the day they were minor stumbles in a broadly polished experience, which is impressive considering how large the game world is.

THE PS5 EXPERIENCE

Whilst the majority of our time with Elden Ring was spent on PC, we did get to also play the game on PS5. There’s two modes, one that prioritizes framerate and one that prioritizes quality. As you’d expect, the framerate mode is closer to 60FPS whilst quality mode maxes out at 30FPS. Both see drops in frames, but you’ll absolutely want to go with the framerate mode to provide the most stable performance as possible. There was a noticeable amount of pop-in with the world loading in as you look around occasionally, but on the whole it is a stable experience and does not detract from the fantastic experience that Elden Ring is.

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Cyberpunk 2077 PS5/Xbox Series X Review – A Great Foundation https://press-start.com.au/reviews/ps5-reviews/2022/02/22/cyberpunk-2077-ps5-xbox-series-x-review-a-great-foundation/ Tue, 22 Feb 2022 11:40:15 +0000 https://press-start.com.au/?p=133635

Playing Cyberpunk 2077 on Xbox Series X, when I came across a couple of downed enemies in an early mission lying on the ground with their arms and legs in a weird standing position, it dawned on me that CD Projekt Red’s Cyberpunk 2077 will forever have a dash of that Bethesda-style jank. Characters and NPCs that walk into walls, cars that behave erratically or explode into the stratosphere when physics go a little haywire. Basically the sorts of things […]

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Playing Cyberpunk 2077 on Xbox Series X, when I came across a couple of downed enemies in an early mission lying on the ground with their arms and legs in a weird standing position, it dawned on me that CD Projekt Red’s Cyberpunk 2077 will forever have a dash of that Bethesda-style jank.

Characters and NPCs that walk into walls, cars that behave erratically or explode into the stratosphere when physics go a little haywire. Basically the sorts of things we see in games like Skyrim and Fallout 4. Cyberpunk 2077 is never going to be perfect or that sort of experience where you can see and feel the polish in every little thing; from how a room is arranged through to how characters animate and react in cinematic sequences.

Cyberpunk 2077

This is a good realisation to make because the size, scope, and grandeur of Night City is nothing to sneeze at – it’ll always have glitches here and there. In terms of size and detail though, Night City is a monumental achievement. And one that still feels on the cutting edge of where in-game visuals are headed.

Even now, a year and change after the game’s initial (and very rough) debut, it’s the star of the show. A bustling future metropolis that is simply put, breath-taking. If its look, feel, and lore you can find just about everywhere grabs you, well, Cyberpunk 2077 is an immersive feast. Again, it’s not perfect by any means, but it is an experience to savour. Especially now.

Cyberpunk 2077

And that’s because the next-gen patch finally optimises the game for PlayStation 5 and Xbox Series X (reviewed here). With the results definitely giving off a “this is what it should have been” vibe. On next-gen consoles this is basically a soft reboot, gone are the countless game breaking bugs and never-ending list of quest glitches. Gone is the shitty 20-fps level performance. Now there’s a Performance Mode, and it’s a game changer in its own right. And with SSD storage the loading times are minimal too. It might not maintain a steady 60-fps at all times, but for the most part it’s pretty much always up there, even during combat. 

The fact that you can go from V’s apartment down to a bustling intersection without a loading screen or seeing texture pop-in is remarkable too. There’s a ray-tracing mode capped at 30-fps for those wanting that true next-gen feel, but being limited to ray-traced shadows it doesn’t live up to what’s possible on PC. Granted, we’re talking about a GeForce RTX 3090 powered rig where you enable a whole suite of game changing ray-tracing effects.

Cyberpunk 2077

Really though, this update brings the console release up to the performance standard experienced by many on the PC front – especially with just how smooth it is to get around town. When coupled with the level of detail and the much needed bump in NPCs roaming the streets, it feels every bit like the next-gen experience we all expected it to be. In fact, it’s so good on Xbox Series X that I went right back to what I did when I played on PC back in 2020; I walked from job to job, no vehicle, no matter if the destination was a few hundred metres or a couple of kilometres. 

It’s here where I found a number of awesome, yet subtle, additions; the ability to pet animals, watch traffic behave more like traffic, see more diverse characters go about their day or evening, check out a lot more billboards the launch version didn’t have, and watch as NPCs busted out umbrellas when it started to rain. With everything here making Cyberpunk 2077 feel alive in a way the launch version did not.

Cyberpunk 2077

Outside of impressive console performance, which is reason enough to call this a substantial update, there’s all of the other goodness that comes with Cyberpunk 2077’s Patch 1.5. If you haven’t played the game since launch or have held off until now, the difference is massive.

There’s the giant mountain of bug fixes that sort out all manner of quest-related issues and open-world glitches and bugs. There’s the arrival of player customisation, the ability to buy new apartments, the revamped enemy AI and skill-tree system, better driving physics, the aforementioned new traffic simulation.

Cyberpunk 2077

Really though it’s the effect of the improved enemy AI and much better skill-trees that is probably the most profound. In a lot of ways it makes Cyberpunk 2077 feel like the RPG it wasn’t at launch, where weapon and character stats and skills and upgrades and cyberware actually matter and become a core part of the combat experience. Having all of that there but in the midst of a shooting gallery at launch was something of a letdown. Fast forward to 2022 and the combat, both melee and projectile-based is fast, tense, and incredible.

Netrunner and stealth builds feel better catered for too.

In terms of fundamental changes players expected, well, this next-gen Cyberpunk 2077 falls short. There’s still no proper policing system and the whole completing gigs and jobs for the various gangs of Night City is still very-much a static to-do list. Faction rewards have been added, but there’s very little in the way of making a true impact on how Night City operates. Finite things to see and do with not a lot that feels emergent. Put it this way, you can cause destruction to anyone and everyone, run a block or too, and still be in the good books with cops and gangs everywhere.

Coming back to the idea that Cyberpunk 2077 will probably never be perfect, not that such a thing exists, is a nice reality check. Based on the stunning beauty and scope of Night City there’s always going to be a big list of things that I’d want to do. I want to be able to buy food from vendors, visit specific clothing stores picking out outfits off the rack, engage with NPCs in a way that makes their lives important. Join one gang and stick it to the others with a turf war.

The good news is that Patch 1.5 can also be viewed as a clean slate in terms of DLC, new features, and planned expansions. Based on the 14-months it took to get here though, it’s anyone’s guess as to where Cyberpunk 2077 is headed. That said, expanding what you can see and do in Night City is still an exciting prospect. Which might be a good as an endorsement one can give. There’s still that feeling of awe, even after all of the blowback and the poor state of the game on consoles in 2020. 

Cyberpunk 2077

In addition to Night City you’ve also got the expansive cinematic story chock full of ambitious story beats and wonderful side stories. CD Projekt Red’s bread and butter, and with a 5-hour trial available on PS5 and Xbox Series X there’s no reason not to jump into what is an amazing first few hours of narrative action. Even though the mainline Johnny Silverhand story feels a little too linear and eventually becomes completely detached from the idea of creating your own story within the world, there’s still plenty of brilliantly quests featuring Judy, Panam, River, Rogue, and many others to discover.

There’s memorable characters to find and crazy discoveries too. From a sentient vending machine through to Skippy the smart gun. When Cyberpunk 2077 launched in December of 2020, a lot of press made it clear that the game – for the most part – impressed on PC. On PlayStation 4 and Xbox One though, the memes and jaw-dropping videos and clips came thick and fast. For all of the wrong reasons.

Cyberpunk 2077

To call its launch-day stability and performance on consoles terrible is something of an understatement, and something that won’t be forgotten anytime soon. A videogame cautionary tale for the ages. Thanks to the impressive next-gen update, that’s what it’ll become. A tale, a story. Cyberpunk 2077 is now something you’d want to fire up on PS5 or Xbox Series X. Come for the incredible Night City and stay for the engaging (if messy) story, the intense combat, the improved exploration and immersion, and the newfound focus on open-world RPG action.

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OlliOlli World Review – Skate Or Die https://press-start.com.au/reviews/xbox-series-x-reviews/2022/02/04/olliolli-world-review-skate-or-die/ https://press-start.com.au/reviews/xbox-series-x-reviews/2022/02/04/olliolli-world-review-skate-or-die/#respond Thu, 03 Feb 2022 13:58:00 +0000 https://press-start.com.au/?p=133114

Although Skate is a franchise on the mend thanks to the revitalising powers of an EA realising the potential their dormant IP holds, OlliOlli has been the last decade’s most enduring skating franchise. Although it maintains the series’ accessible and fun control scheme, OlliOlli World enjoys a totally rad coat of paint that serves to completely reinvent the game’s visual identity and attitude in fitting with what most stereotypically think of when they consider skater culture. There’s plenty of lingo, […]

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Although Skate is a franchise on the mend thanks to the revitalising powers of an EA realising the potential their dormant IP holds, OlliOlli has been the last decade’s most enduring skating franchise. Although it maintains the series’ accessible and fun control scheme, OlliOlli World enjoys a totally rad coat of paint that serves to completely reinvent the game’s visual identity and attitude in fitting with what most stereotypically think of when they consider skater culture.

There’s plenty of lingo, baggy shorts, big grinds, and even bigger slams. And although the game can be hard to a hazardous degree, especially if you’re trying to clock every level’s toughest challenges, OlliOlli World doesn’t demand it of you. In fact, you’re able to experience as difficult a game as you choose as the pass mark, in most cases, is simply beating the level. In that sense, and coupled with its easy-to-pick-up controls, OlliOlli World pretty deliberately feels carefree and a perfect representation of that cruisy, laid-back skateboarding ethos that’s all-inclusive, non-competitive, and promotes growth at a steady pace. 

The point of OlliOlli World is to determine whether you, through your gnashing and shredding mastery, and with the help of a ragtag group of friends, are capable of easing Chiffon into retirement by taking over her nebulous, and apparently godlike, role as a ‘Skate Wizard’ of Radlandia. It’s an absurd premise that serves as a pretty outlandish backdrop for the game’s main event: good old-fashioned skating. 

Impressing the other, positively cartoonish, deities of Radlandia’s handful of regions is a towering task and requires you to skate through somewhere in the range of fifty levels that do certainly get tougher as the journey nears its end. Like previous entries, OlliOlli World’s levels play out in a side-scrolling fashion and require a certain aptitude for rhythm to chain together combos throughout the many obstacles you’ll face. The level design is layered, offering multiple paths that often lead to ‘gnarly routes’ that house the tougher tasks doled out by Mike, the brick shithouse dullard of the group. As they always have, OlliOlli’s controls borrow from the Skate playbook more than Tony Hawk’s. A controlled flick of the right stick determines the flip trick, grab, or grind you’ll pull off, while triggers control your skater’s rotation—a must for keeping those combos alive, along with wall rides and manuals. Quarter pipes are a new addition to OlliOlli World and, while they’re great for catching air and changing lanes, they create a certain unreadability to the level and, through constantly switching between left and right movement, makes the way forward harder to anticipate. 

Straying from the main course is a great way to unearth the side quests on offer, most of which involve tracking down the strangest of people who call Radlandia home. Although reaching them can be tricky, there’s a certain, disarming charm that comes from chatting with a buff, roided out seagull. 

While joining the Skate Wizard ranks and reaching Gnarvana is your skater’s ultimate goal, it serves as a bit of an endgame for those who reach it. Players who vibe with the chill, aimless act of skating can opt into the Gnarvana Portal and enjoy levels generated by certain parameters, like difficulty and length, by the player. It’s ultimately pointless and doesn’t quite hit like proper user-created levels might, but serves as a good means of practice. Each generated instance is given a postcode that players can share, creating a kind of competitive aspect to an otherwise meaningless aside. 

The Gnarvana League, on the other hand, could be the beginnings of a more durable reason to return to OlliOlli after the credits roll. Although it’s in its infancy and feels rather bare-bones, existing only as a daily challenge at the moment with a rudimentary ranking system, I feel as though it could evolve into something pretty cool. Being able to watch the table-topping runs through a replay is a good way to learn a trick or two. 

OlliOlli is like a rainbow-coloured fruit, now rich in colour and personality having shed its pixel art rind. As far as reinventions go, it’s hard to fault the game’s new direction. It’s a gorgeous hand-drawn approach that feels like it’s pulled from the pages of some coming of age, summery graphic novel—almost as if Bryan Lee O’Malley tried his hand at an Adventure Time, except it’s full of backwards caps and anthropomorphic ice-cream cones. The game’s soundtrack, a curated selection of warm and welcoming house music, fits the mood like a glove, including ‘Darling Gardens’ from Melbourne’s own Midflite. 

I’d go so far as to call OlliOlli World a feel-good game and it’s one that’ll catch a lot of people off guard, despite the franchise’s more than confident beginnings. I hope, through a bit of post-launch support, it continues to grow, especially when it comes to the lighter competitive aspects of Gnarvana. 

THE XBOX SERIES X VERSION WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WERE PROVIDED BY THE PUBLISHER.

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Dying Light 2 Stay Human Review – A Fluid & Frenetic Adventure https://press-start.com.au/reviews/ps5-reviews/2022/02/03/dying-light-2-review-a-fluid-frenetic-adventure/ https://press-start.com.au/reviews/ps5-reviews/2022/02/03/dying-light-2-review-a-fluid-frenetic-adventure/#respond Wed, 02 Feb 2022 14:58:27 +0000 https://press-start.com.au/?p=133018

The fact that Dying Light 2 Stay Human is even finished feels like a miracle. The game felt like it was in development hell for so long that I’d thought it’d ironically gone the same way as Dead Island 2. Now, almost six years after Dying Light, Dying Light 2 Stay Human has not only seen the light but come out swinging. And while its primary new focus – its story – falls flat, everything else about Dying Light 2 […]

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The fact that Dying Light 2 Stay Human is even finished feels like a miracle. The game felt like it was in development hell for so long that I’d thought it’d ironically gone the same way as Dead Island 2. Now, almost six years after Dying Light, Dying Light 2 Stay Human has not only seen the light but come out swinging. And while its primary new focus – its story – falls flat, everything else about Dying Light 2 is a triumph.

Dying Light 2 takes place sometime after the events of the original. You play as Aiden, an infected survivor in a world infected by a new virus variant from the original game. Aiden is lucky – he has some kind of resistance to the virus – allowing him to remain human under the right conditions. The game follows him on a quest to find his sister in the oddly non-specific “City”, while also looking to shed light on events in his past that could explain his immunity. It’s a more personal story than Dying Light ever was, but such a story comes with a significant caveat.

That caveat is pretty damning – the overarching plot of Dying Light 2 just isn’t engaging. So many times, I’d find myself quite bluntly uninterested in Aiden’s personal quest to find his sister. It’s a shame, given that this is the most significant area that the game is trying to improve upon, but it falls flat. Techland has gone on record to say that there’s so much dialogue in this game, presumably to illustrate how seriously they’re taking the story. But given how meandering the plot is, I can’t help but wonder – what’s the point?

Much like how I felt about Dying Light, the ho-hum plot is mitigated by a core gameplay loop that is the strongest that the developer has ever put out. At its core, Dying Light 2 is a first-person open-world game. The core difference between Dying Light and its contemporaries is the parkour mechanics, which dovetail beautifully with the zombie chase mechanics. Thanks to these mechanics, Aiden can run, jump, and climb across almost any surface in the game world. They’re well developed when compared to the original Dying Light.

Dying Light 2 also replaces the City of Harran and the countryside of its expansion with a completely new setting in “The City”, a non-specific European locale that’s split into two distinct regions. The first region feels similar to Harran in the original Dying Light. The second region feels more unique and more akin to a proper city – tall skyscrapers and the like create a true concrete jungle where Dying Light 2 really finds its stride.

Tools such as the grappling hook and UV light return from previous games, but the paraglider is brand new. Perfectly adapted for the new setting, it allows you to use wind currents to glide from building to building. Throwing the paraglider into the mix with the parkour mechanics gives you a lot of flexibility in how you reach your locations, bolstering Dying Light 2’s already robust traversal mechanics.

Combat has also been tweaked but still feels satisfying. There are no more guns in abundant supply, so most action is relegated to rudimentary bows and crafted melee weapons. Single-use shotguns are craftable too, but otherwise, you’ll be beating zombies senseless with your creations. Combat in Dying Light 2 feels just right – the weight and heft of your weapons feel appropriate. Quite simply, it’ll never get old to send a zombie flying with a heavy weapon.

Yes, weapons have durability and will eventually break, but resources are so numerous that it nary becomes an issue in the game. But yes, the rumours are true; the weapons in Dying Light 2 can’t be repaired – so don’t go getting attached to anything.

Weapons can be bolstered with modifications carried over from Dying Light that make them behave differently, too. Some add poisoning effects, others are given more physical blowback, and some even freeze enemies in place. It’s rather goofy but feels like a nice callback to the cheeky tone Dead Island and Dying Light had.

With a game of this breadth and size, you’d expect to see the quality of the quests falter. The main quests are filled with some fantastic and tense gameplay moments, though the final act did grow tiresome and felt like it should’ve wrapped up a few battles earlier. Similarly, while there are many side quests on offer, none of them feel like throwaways, with production values (often but not always) on par with the main ones.

Putting quests aside, there’s also a heap of activities to distract you in the City. While these peppering across the map feels a little dated, the sheer variety here really saves things. There are climbing puzzles in the form of radio towers, water towers, and windmills. There are even quarantined areas that you enter from the top, descending deeper and deeper as you open shortcuts like a small self-contained rogue-like dungeon.

The most notable are the electricity stations and water towers. Both allow you to reroute resources to a settlement. Electricity stations, in particular, are fun puzzles that require you to connect two power sources with a cable, having to find the shortest distance between them to join them. Completing either of these locations will allow you to alter the world – rerouting to the military faction creates more traps and weapons in the open world. In contrast, the other faction places more components in the world to facilitate your parkour. Think more jump pads, ziplines, and air vents for your glider.

I’ve never quite seen an open-world game reward the player by changing the world they exist in so much, and while it doesn’t quite have the far-reaching consequences you’d expect on a story level, on a gameplay level, it’s a nice touch to be able to mould the City in the way that best suits your play style.

The day-night cycle in the original game was both unique and integral, so it only feels fitting that it be improved upon here. Where you’d previously have darted for a safe house at the first sign of night, Dying Light 2 makes an earnest effort to incentivise you to stay out. Chases themselves are now tiered similar to wanted levels in Grand Theft Auto, giving a better idea of when to bail yourself out. New indoor locales are also better explored at night – as the infected won’t be inside them at night but rather on the streets. Finally, some missions can only be completed at night.

While I enjoyed the nights of Dying Light, there was little reason to stay around for too long when the sun disappeared. Dying Light 2 does a great job of rectifying that issue rather well.

That being said, there are still a few things Dying Light 2 doesn’t get right. I’ve already detailed how the story is lacking, but the dialogue system it borrows from games like Mass Effect, and later Assassin’s Creed games lack any meaningful sense of consequence. Typically, tough choices rarely branch out too much and are often met with responses that almost always can be reduced to “that’s annoying to me, but I understand why you did it!” and the story just moving on. I understand what the team was aiming for here, but it feels glaringly inconsequential with how it’s presented here.

Much has been said about just how much content there is in the game. I’d estimate my first run easily took around twenty or so hours to finish. Doing absolutely everything the game offers could easily balloon that time to over a hundred or so hours. But I struggle to see just how someone could pull the much talked about five hundred or so hours out of Dying Light 2. Thankfully, if you’re really keen to know how the story progresses, joining another players game in co-op would let you do so without having to play the game all over again (as it’s just not worth it, honestly, to do it all again yourself)

From a presentation standpoint, Dying Light 2 offers three visual options. Resolution and quality options feel like a bit of a sore point where – they feel like they run at the same level of fidelity and performance as the original Dying Light did on base hardware of last generations consoles. My personal choice – performance mode – runs flawlessly. Everything looks crisp with some breathtaking locales and buttery smooth framerates that allow Dying Light 2 to put it’s best step forward both figuratively and literally. It just lends itself better to the game’s fast platforming and pacing.

The original score is similarly uneven. Sometimes it sounds like the media it’s doing a great job of emulating – with grim orchestral pieces akin to John Murphy’s work on films like 28 Days Later. There’s enough dark synth here to similarly give the game a futuristic yet desolate feeling that it’s gunning for. But the upbeat ones feel remarkably out of place – so many of these tracks feel like they were made for a different game.

The voice work is similarly mixed, and I was surprised to find Aiden’s voice actor wasn’t the same as Kyle’s from the original game. Surprisingly, Rosario Dawson steals the show here as Lawan. While I’ve made it quite clear how much I didn’t enjoy the story, every scene she was in was bizarrely compelling to watch. She does well here, even if the script sometimes gets a bit tawdry.

It might sound like I’m being harsh on Dying Light 2, but at the end of the day, it’s a fairly remarkable game and infinitely more enjoyable than Dying Light. It’s easily, without a doubt, greater than the sum of its parts.

THE PLAYSTATION 5  AND XBOX SERIES X VERSIONS WERE PLAYED FOR THE PURPOSE OF THIS REVIEW. DIGITAL COPIES OF THE GAMES WERE PROVIDED BY THE PUBLISHER.

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Tom Clancy’s Rainbow Six Extraction Review – An Infectious Experiment https://press-start.com.au/reviews/ps5-reviews/2022/01/19/tom-clancys-rainbow-six-extraction-review-an-infectious-experiment/ https://press-start.com.au/reviews/ps5-reviews/2022/01/19/tom-clancys-rainbow-six-extraction-review-an-infectious-experiment/#respond Wed, 19 Jan 2022 10:59:24 +0000 https://press-start.com.au/?p=132658

Rainbow Six was my first introduction to the world of Tom Clancy. Subsequently, it’s also the Tom Clancy franchise I’ve more closely aligned to since the original game hit the Nintendo 64 back in 1998. That being said, the Rainbow Six games always had you tackling a terrorist threat backed by a story of political intrigue. Never would I have expected to be fighting aliens in a Rainbow Six game, let alone a Tom Clancy one. But, differences aside, Rainbow […]

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Rainbow Six was my first introduction to the world of Tom Clancy. Subsequently, it’s also the Tom Clancy franchise I’ve more closely aligned to since the original game hit the Nintendo 64 back in 1998. That being said, the Rainbow Six games always had you tackling a terrorist threat backed by a story of political intrigue. Never would I have expected to be fighting aliens in a Rainbow Six game, let alone a Tom Clancy one. But, differences aside, Rainbow Six Extraction is a surprisingly well-put-together experience that I enjoyed much more than I ever had imagined.

Keen players of Rainbow Six Siege would be familiar with the Outbreak event, which Extraction follows on from. Several years after the events of Siege, a meteorite falls in New Mexico, bringing with it a slew of deaths caused by a deadly pathogen, eventually discovered to be a parasite. Extraction has members of Team Rainbow entering areas ravaged by the parasitic outbreak, now called the Archaen, to collect intel on this new threat and save the locals. The plot is a nice bit of set dressing for the world of Rainbow Six though it ultimately plays little role in the game overall.

Rainbow Six Extraction takes the core concept of Rainbow Six Siege, flipping it from a competitive experience to a cooperative one. A purely PvE experience, you’ll tackle a set of objectives (called “incursions”) in groups of up to three people. Each of the areas you’ll be infiltrating is infested by the Archaens, and objectives are more than just killing them. Sometimes you’ll have to lure them back to a specific area. Other times you’ll have to cross an interdimensional portal to defeat a powerful boss. It’s kookier than you’d expect for either Rainbow Six or Tom Clancy, but it is something different.

There are around twelve or so objective types. They’re on such regular rotation that things rarely get as tedious as you’d expect them to.

After selecting an area to infiltrate, the game creates an incursion for you. Each incursion is divided into three phases of increasing intensity, with a specific objective being assigned to each stage. The further into an incursion, the better the rewards, but the more difficult the approach. After each phase, you can choose to progress to the next one or “cut your losses” and extract. Extracting yields the most points, but going deeper is almost always tempting to promise more points. It’s risk-reward in its purest form, and it’s addictive enough that I rarely extracted when I should have.

When I talk about risk, it’s more than just losing your progress or points. Each of your operators you take into an incursion is at risk of being injured or missing in action. If you get downed and aren’t rescued by your teammates, your character will be lost in that area until you revisit it. The next time you play it, one of the three objectives in the incursion will be a rescue mission of sorts that’ll add them back to your roster.

The kicker is that each of your characters’ won’t count towards your rank until they’re rescued. So, losing your best operator means will impact your team’s level more than if you lose one you’ve barely played with. Sometimes, it might even be more strategic to leave your partner behind during a mission as the risk of leaving the objective for rescue might be greater than the reward. It’s these on-the-fly changes in objectives and priorities where Rainbow Six Extraction really shines.

Thankfully, failure to rescue someone doesn’t mean they’re gone forever. While it could be a fun temporary twist, Permadeath isn’t a feature of Rainbow Six Extraction. Failure to rescue someone from their parasitic prison means they’ll still return to you, but with less experience points. It feels like a reasonably balanced way to punish sloppy plays without being needlessly cruel to the player. It’s so reasonable, in fact, that I’d want to jump straight back into a map to rescue an operator as soon as I lost them and try it all again.

Repetition and procedurally generated elements of games often leave me feeling short-changed or bored as things begin to repeat endlessly. Extraction does a great job at remedying this, drawing from a wide pool of variables – be it the Archaen you’ll encounter or the objectives themselves – to offer a unique incursion every time. It’s the type of repetition that fosters addiction, and it’s the reason I always kept Extraction feeling fresh, whether I was succeeding or failing.

The Archaen themselves add a lot of spice to the proceedings. Amongst all the types, they’ll alert the others and nearby nests to produce more if you’re seen. These moments, though seemingly impossible, are survivable but will often leave you crippled in some way or another. The enemy variety here is excellent – some will melee you, others take shots at you. Some might even explode when damaged, though they can damage fortifications you might set up too. Like mentioned previously, some even mimic other operators (like Sledge) in boss battle-like encounters.

When you bring together all the things that Rainbow Six Extraction does, it feels different from other PvE experiences on the market. So many of them are wave-based, action-packed thrillers that rarely require a true sense of strategy. Extraction feels more strategic in its approach. You can attempt to speed run the levels, but you’ll often be met with failure or severe crippling to the point where you’ll rarely make it to the end of an incursion scot-free. Stealth is the name of the game here, as pulling off takedowns and headshots literally clears a path through the player-slowing sludge the parasite creates, allowing you to move without hindrance through the maps.

In terms of progression, I previously eluded how the game handles your rank. The stronger your roster, the stronger your rank. Successful extractions with bigger groups also multiply the points you bring back with you. Being an entirely PvE experience, Extraction’s progression and rewards aren’t merely cosmetic. You’ll unlock new gadgets, new weapons, and other improvements that give the game an almost rogue-like sense of progression. There are still cosmetic customisations, some of which can be bought with real money, but nothing feels egregiously grindy. I’d often find myself trying “just one more” incursion to see what I’d get next. However, the lack of grind does make me wonder what will happen when players get to the end of the very achievable progression tree.

Enter the Maelstrom Protocol. Rainbow Six Extraction’s endgame mode remixes more or less everything, offering weekly assignments with specific operators that are more challenging than previous engagements. At the time of writing, it was difficult to grasp what Maelstrom Protocol looks like beyond its first week. Still, it has the potential to lengthen the replayability and replay value of Extraction well beyond what was initially expected.

While Rainbow Six Extraction does so much right, there are a few niggles I experienced during my time with the game. Less seriously, we often encountered a glitch where holding a button to revive a teammate wouldn’t work correctly. Whether this resulted from a congested connection or a simple glitch has yet to be seen. More subjectively, Extraction doesn’t really put its best foot forward when playing solo either. Perhaps this is a moot point given that this game is ostensibly designed for multiplayer, but it is worth mentioning for anyone who wants to tackle it all by themselves.

From a presentation standpoint, Extraction doesn’t break much new ground, if any. From a technical perspective, Extraction is a very dark affair. However, it uses this darkness to offer some moody lighting which is disappointingly not quite as good as it could be due to a distinct lack of HDR. That being said, the artistic direction and musical score are both fantastic. The parasite and its surroundings feel genuinely alien, and wading through these dark and infested worlds for the first time is a true treat.

All in all, we could argue about just how Tom Clancy or Rainbow Six the experience Extraction offers is, but at the end of the day it’s a remarkably strong if not modest PvE experience.

THE PLAYSTATION 5 VERSION WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

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Halo Infinite Review – A Note-Perfect Revival https://press-start.com.au/reviews/xbox-series-x-reviews/2021/12/06/halo-infinite-review-a-note-perfect-revival/ https://press-start.com.au/reviews/xbox-series-x-reviews/2021/12/06/halo-infinite-review-a-note-perfect-revival/#respond Mon, 06 Dec 2021 08:00:38 +0000 https://press-start.com.au/?p=131706

It’s best to start with the obvious and address the Pelican in the room, Halo Infinite is still the game it was the day ‘Craig the Brute’ arrived. Though it has a bit more spit and polish, it isn’t a far cry from the game that, at a fundamental level, had people optimistic for the first time in years that Halo might be back.  Halo 5: Guardians failed through its aggressive attempt at contemporisation—Cortana’s heel turn betrayed the series’ one […]

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It’s best to start with the obvious and address the Pelican in the room, Halo Infinite is still the game it was the day ‘Craig the Brute’ arrived. Though it has a bit more spit and polish, it isn’t a far cry from the game that, at a fundamental level, had people optimistic for the first time in years that Halo might be back. 

Halo 5: Guardians failed through its aggressive attempt at contemporisation—Cortana’s heel turn betrayed the series’ one pivotal relationship and the multiplayer’s play for a place on the esports pantheon missed the mark. More than anything, Infinite walks back these errors and returns the series to a place that breeds instant familiarity—a place that captivates like Combat Evolved did when first taking in the ring world’s majesty. 

While Guardians’ closing scenes promised Cortanna’s tyrannical reign would rally all of the galaxy’s rogue A.I. against humanity, Infinite’s opening salvo sees Master Chief handily dealt with and cast into the void of space by the Banished leader Atriox, which is then followed by a time jump. By the time John is fished from the vacuum of space by the character who is known for the game’s majority as ‘The Pilot,’ the war is over, Cortana is gone, and a new threat is at humanity’s doorstep. Given the vehement response to Guardians, I do feel Infinite does a good job of begrudgingly honouring the established material while trudging forward in a new direction and, ultimately, it does feel redemptive. 

Although Cortana is no more, Chief acquires ‘The Weapon’—an A.I. practically identical to Cortana whose aim it is to infiltrate her network, retrieve her, and prepare her for deletion—who, voiced again by the venerable Jen Taylor, serves as the emotional and hopeful foil to John’s battle-weary facade. There’s a quality to Steve Downes’ performance that is only possible after two decades of service to this character, and it’s fascinating that my nostalgia and the character’s overt stoicism combine to create several character moments that really worked for me.

After the initial gut-punch of The Pilot’s introduction, his role felt a bit diminished for a majority of John’s fight against Escharum and his war troop. He’s vulnerable in a way John isn’t, which helps establish stakes for a character who has already failed too many of those close to him, but I felt he was under-utilised. Especially after initial expectations that he’d serve as the emotional lynchpin of the narrative. 

The original promise of an open-world Halo game doesn’t exactly come to fruition here, as the campaign plays out in a surprisingly linear fashion. Of course, there are instances where Chief is thrown into a big sandbox but these feel rather disconnected from the game’s driving narrative. None of the activities within the world—whether it’s clearing an outpost or rescuing enslaved marines—feel of consequence when considered alongside the plot. They’re things for a hero to do, sure, but aside from the overarching notion of purging the ring of Banished forces they feel disconnected from the game’s A and B plots. 

Infinite seems to borrow bits and pieces from past Halos. Its broad, open play spaces and huge battles feel like an homage to both Combat Evolved and the franchise’s real-time strategy spin-off Halo Wars while I think the surprising amount of boss encounters, and a slightly less egregious cliffhanger ending, are ripped right from its sequel’s playbook. I say less egregious because of the expectation that Infinite will serve as a platform for future content, so it shouldn’t be a half-decade long wait to finish the fight. 

There is still a lot of fun to be had going around and working through the open world’s menial checklist because the game’s combat is so airtight. To borrow a phrase from the game’s creative lead, Halo’s regular three-legged stool approach to combat quickly became four through their greater focus on equipment. Infinite is a far more interesting game thanks to things like the Grappleshot—or as I call it, the singular reason I never bothered calling in a Warthog. It’s courtesy of the grappling hook alone that I spent as much time as I did exploring the open space of Zeta Halo.

It’s just a bloody shame that four-player co-op, a feature so bred-in-the-bone to Halo, didn’t make it to launch because I think this world, with all of its high-value targets to kill and secrets to uproot, is begging to be put to the sword by the chaos a band of four would be capable of. 

The ‘four-legged stool’ approach works tremendously well within the game’s campaign and it translates to the game’s multiplayer suite too, helping to create an incredibly fun, competitive environment. I do wish Infinite handled playlists differently, but I do appreciate that their approach will ensure all of the modes included—there are some that are missing at this stage—will remain active. And although the entire selection isn’t out yet, the maps in the beta have been some of the best the series has seen in a decade. A personal favourite of mine is Bazaar, it is reminiscent of Counter-Strike and its verticality lends itself to Capture the Flag so perfectly.  

Much has been said about the game’s progression system which has gone from ‘bad’ to ‘not as bad, I guess’ in the weeks since its surprise launch. As someone who’d constantly grind games like Destiny, exhaust challenges, and hit power ceilings within a fortnight of launch, I can appreciate why the game’s only means of measuring progression—its battle pass—might feel glacial to some. I expect a better balance will be struck down the road, and fortunately, it’s a long one ahead. I don’t think the progression is as offensive as some believe it to be because ultimately it’s all centered around player customisation and expression. The number next to your name might not tick over as often as you’d like, but it’s not as though it’s a measure of anything

If the point of the game’s multiplayer is to harness the game’s exceptional combat and let players loose into a warzone of unbridled fun—and it is—then it well and truly understands the assignment. 

It mightn’t be the best looking game out this holiday, but Halo Infinite’s art direction is rooted in nostalgia and there’s still a lot of spit and polish that has gone into getting this vast and beautiful world to where it currently stands. The most impressive thing the team has managed to achieve here is to create a game that’s so stable from front to back. The frame rate is unflinching and the resolution is up to standard, and it’s a standard the team has ensured remains consistent regardless of whether you’re in campaign or multiplayer. It’s also impressive that, in a time where other big-league shooters are experiencing their share of woes, Halo Infinite’s net code seems extremely reliable—for it to withstand the day one crush as it did is a testament to the team’s hard work. 

Without friends to wreak havoc with, the game’s open-world feels like a bit of a waste for now. That aside, Halo Infinite’s story is the franchise’s most personal yet and leaves the door open for plenty more when the time is right. With other big holiday shooters floundering at the moment, timing could be everything for what is essentially the second coming of Halo. 

Master Chief’s one-liner in the early game which sums up whether one bullet would be enough to take out an army also manages to speak to what Halo Infinite brings to the table for players this holiday season. 

“It’s enough.”

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Chorus Review – More Wrongs Than Rites https://press-start.com.au/reviews/ps5-reviews/2021/12/04/chorus-review-more-wrongs-than-rites/ https://press-start.com.au/reviews/ps5-reviews/2021/12/04/chorus-review-more-wrongs-than-rites/#respond Fri, 03 Dec 2021 14:59:22 +0000 https://press-start.com.au/?p=131651

The sci-fi fantasy of zero gravity dogfights between over-engineered fighter ships in nothingness of space has always been an alluring one, and its a thrill that video games have sought to capture since their very inception. Chorus takes the modern idea of spaceship combat and attempts to fuse it with a tale of cults, cosmic horror and personal redemption to somewhat successful results. In a galaxy under the threat of the Circle – an intergalactic cult that wears its intentions […]

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The sci-fi fantasy of zero gravity dogfights between over-engineered fighter ships in nothingness of space has always been an alluring one, and its a thrill that video games have sought to capture since their very inception. Chorus takes the modern idea of spaceship combat and attempts to fuse it with a tale of cults, cosmic horror and personal redemption to somewhat successful results.

In a galaxy under the threat of the Circle – an intergalactic cult that wears its intentions on its gold-hewn sleeves and its critical power cells on the outsides of all its best ships – a former Circle warrior turned defector named Nara takes up her old vessel to face her past deeds and prevent the cult’s ‘cleansing’. Chorus takes players on a journey through a number of distinct sectors where Nara will need to earn the trust of the residents and resistance, building a network of allies to assist her in taking down a foe that’s backed by the mysterious powers of a faceless and ancient force.

For a game full of side characters and citizens in need, cutthroat pirates and sinister cults, Chorus feels alarmingly lonely. Part of that comes from the way that most of its key players are never seen save for the ships they get around in, which might have worked if their rides were more memorable. It’s also in part an issue of perspective, where your own experience – also confined to a pulled-back view of your ship – makes the spaces around you feel like model representations of places more than a living, breathing world. Enemies especially amount to little more than the UI markers attached to them that tell you where and how alive they are.

It’s not that an indie-scale spaceship shooter needs to have a terribly deep or detailed world or ridiculous production values, but it’s clear that Chorus is trying to tell a story with nuance and depth and in these attempts it constantly comes up against itself. The writing simply doesn’t shine well enough to make the format work, exacerbated by stilted dialogue and characters whose motivations swing wildly from one direction to another with little context. Nara and Forsaken’s joint personal journeys feel hamfisted and betrayed by angsty exchanges and frequent tonal shifts. 

It’s disappointing because the dual-protagonist concept does work quite well when it works and gives the game a nice point-of-difference to the many other titles it cribs from. There are lessons taken from games like Returnal and Hellblade: Senua’s Sacrifice informing Nara’s design and arc here, but it misunderstands the important qualities of those stories and draws only from their most surface-level ideas.

That said, the symbiosis of Forsaken’s engineering and Nara’s spiritual awakenings does make for a nice twist on other spaceship combat experiences. Controlling Forsaken can get awkward in the heat of the moment, but once you get the hang of it you’ll be boosting and drifting through tight spaces like a champ. Throw in some light puzzles that use Nara’s abilities to detect points of interest and teleport short distances and you end up with a handful of genuinely cool sequences.

Combat itself makes good use of both Forsaken’s trifecta of weapon types and Nara’s Rites, offering up enemy ships that have set attack patterns and weaknesses that need to be countered with the right tools. Certain ships will shield themselves from the front for example, meaning players will need to use the Rite of the Hunt to quickly teleport behind them and unleash a barrage of missiles to break through their tough armour. The strategic play is solid, but basic skirmishes are let down by messy controls, a lack of lock-on and the constant need to dip out of the action to recharge your shields thanks to often unavoidable barrages of fire from unseen foes.

Chorus excels in its tighter, more focussed moments. Moments where the pair are tearing through the insides of huge ships, or navigating otherworldly structures touched by cosmic horrors and the sins of her past. Some of the touchstone battles across its 10-12 hour campaign can be exhilarating in spite of the awkward controls, tasking players to fly through enormous warships and blow them up from the inside out or square off against multi-stage ‘bosses’ that make effective use of Nara’s unique Rites.

These moments are too few and far between though, sandwiched amidst dull fetch quests and inane conversations with featureless NPCs in open space. When Chorus isn’t forcing you to fly dozens of kilometres to each arbitrary new mission point and listen to its one-dimensional characters prattle on about things you won’t care about, it’s drawing on open-world game tropes that died off a generation ago like escort and tailing sequences.

There are some very basic RPG elements such as weapon and armour enhancements and mods, and proficiencies that grow through use, but they muddy the allure of Chorus’ skill-based action. The game even seems to recognise this as it force-feeds you upgrades at set intervals to keep pace with its difficulty curve. There just aren’t enough opportunities for players to form their own strategies and masteries given the game’s arcade-y combat and enemies with clearly-defined weaknesses. Compared to a game like Everspace 2 with its hefty loot and levelling systems, what’s here feels too much like an afterthought.

Chorus does offer up a handsome slice of space to explore though, the handful of expansive sectors available to navigate through packed with impressive vistas and intriguing points of interest. Ancient structures birthed by old and terrible beings are among the most interesting places to behold. As mentioned it is betrayed somewhat by perspective, as the many ships and human habitats you visit tend to lack personality or detail purely because of their scale. The overall presentation is decent though, and the few cutscenes where we get to see Nara are quite nicely rendered and acted. There’s even a rudimentary photo mode to snap those gorgeous views of space or heated combat moments.

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Grand Theft Auto: The Trilogy – Definitive Edition Review – Heist Expectations Not Met https://press-start.com.au/reviews/ps5-reviews/2021/11/16/grand-theft-auto-the-trilogy-definitive-edition-review-expectations-not-met/ https://press-start.com.au/reviews/ps5-reviews/2021/11/16/grand-theft-auto-the-trilogy-definitive-edition-review-expectations-not-met/#respond Tue, 16 Nov 2021 05:00:49 +0000 https://press-start.com.au/?p=130982

My fellow GTA fans must be feeling like the “What Year Is It?” Jumanji meme today. Firstly, because it’s like we’re all laying virginal eyes on the cities of Liberty, Vice and the grand state of San Andreas again. Secondly, because these three iconic games seem to be hot button topics once more. Controversy, it seems, doesn’t have a used-by-date. Fortunately, what’s being energetically debated isn’t too big a deal – nobody’s thinking of the children and yanking this Definitive […]

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My fellow GTA fans must be feeling like the “What Year Is It?” Jumanji meme today. Firstly, because it’s like we’re all laying virginal eyes on the cities of Liberty, Vice and the grand state of San Andreas again. Secondly, because these three iconic games seem to be hot button topics once more. Controversy, it seems, doesn’t have a used-by-date.

Fortunately, what’s being energetically debated isn’t too big a deal – nobody’s thinking of the children and yanking this Definitive Edition from store shelves. A hacker hasn’t discovered a Hot Coffee 2.0. [Edit: hilariously, this has come to pass since publishing the original in-progress review – Rockstar has reuploaded a sanitized version to servers]

GTA VC

That said, everybody seems to have a fiery opinion on a few other things. The rights of unofficial, currently being litigated modders is one. What’s to be visually and aurally expected from a “definitive” product being the other.

Frankly, we’re just going to have let the Ken Rosenbergs of the world figure out the former in court. I’d much rather spend what little space I have today dissecting the latter. More specifically: you’re getting an honest, opening hours appraisal from a middle-aged-cheese who lived and breathed these titles on day of release.

Grand Theft Auto III Definitive Edition

Straight off the (practically useless melee weapon that is the) bat, I can admit to feeling a sandbox load-in “wow” moment. 2001-me would’ve never dared to hope for this sort of to-the-horizon draw distance, object crispness, readable sign textures, dynamic lighting or frames per second.

If you gave him that back then, it’d be like handing fairy floss to a caveman. His mind would have exploded.

This will be taken for granted and lost on you younger gaming brethren, but watching stuff reflect off the duco of one’s Banshee is way more impressive than it should be. Grove Street Games has also massaged in some extra polygons here and there to make the car models less boxier than I recall. Don’t expect too much from that statement. I’m talking small degrees. Like transitioning from 1980s DUPLO to a modern LEGO set.

Like that first inhale of SPANK, I became hooked on the admittedly simplistic campaign of being a voiceless (and at the time nameless) criminal errand boy. While it’d be weird to call this “My First Mob Job” experience quaint, that’s exactly what it feels like now. Mission difficulty and complexity is low, to the point where over half the game feels like an extended tutorial mission.

Part of that is due to a lack of modern systems, though GSG has made a valiant effort to update that old, borderline unusable aiming system. You’re now getting a weapon wheel that slows time to allow tactical gun swaps, lock on aiming with better target outlining and free/strafe aiming that’s like a rudimentary version of how GTA V gets down. The downside: some heavy weapons still arbitrarily root you to the ground and throw you into a gun-less first-person mode.

While we’re on cameras: it feels amazing to have San Andreas-like free cam as you’re driving around Liberty. GTA III had this bloody awful “press a shoulder to look 90 degrees” solution that’s now gone the way of the dodo. (Note: I’m not referencing The Dodo here – that piece of crap, non-flying plane still features.)

GTA III

Is combat and driving vastly improved? Absolutely. Is it frustration free? Certainly not. Weapons are still incredibly short range, they sound like coughing typewriters, you have to tactically reload them by awkwardly flicking about the weapon wheel and “directional” drive-bys require a press of a face button. I’m still having way more fun than the OG version, but absolute newbies to these games had best curb their enthusiasm. There’s still some residual jank to forgive.

This is particularly true in the frame rate stakes (on PS5 at least). Early on, I had to swap from Fidelity to Performance mode to escape some jarring hitches. Even then I wasn’t free of the occasional chug when the screen was (literally) exploding in a heated car race, vigilante mission or desperate five star last stand.

GTA III

All of that — along with the odd floating car glitch — is pretty isolated, intermittent stuff that won’t really impede your grand thieving or autoing. However, GTG’s “new and enhanced” rain effect probably will — it’s distracting and sometimes clips weirdly through covered areas. Patch, please.

Last but not least, I would like to praise be to the person who thought to shoehorn a map into the pause screen. Back in the day, we had to unfold a physical paper one. Like some sort of clueless, Clark Griswold tourist.

GTA: Vice City Definitive Edition

Vice City is the entry in this trilogy that I have the fondest memories of. That lush, neon soaked ’80s aesthetic, the brilliant soundtrack, helis, motorcycles and an actual voiced protagonist (!!!) who waded into sexy, Scarface-esque adventures.

Mercifully, the look and feel of the era in question has not only been preserved, but chromatically enhanced. I love that GSG has gone a little nuts with the coloured lighting – cars, streets and peds wearing just as garishly coloured clothing get bathed in hot pinks and electric blues. But, once again, those low-level frame rate issues persist (though definitely not as bad as it is in GTA III).

GTA VC

Vice City is also noticeably more cutscene heavy compared to the previous title, which serves to bring these “improved” player models into more regular and closer proximity. Honestly, the results are pretty up and down. While polys have been added and textures have been improved – most notably in the now-fingered hands and slightly more expressive faces – more work was needed.

It’s also obvious that not all digital actors were recreated equal here. Main characters and secondary mission-giving folk look ok, albeit cartoonish – kinda like a bunch of Disney Infinity figurines come to life with criminal intent. However, the faces of tertiary characters, scene extras and peds can look like they’ve been run through some sort of Mii updater algorithm.

GTA VC

Interestingly, while old details can be depressingly lost on the textures wrapped around humanoids, a lot of the store signs look sharp as hell, but probably shouldn’t be. Now that we can actually read stuff, a number of typos are clear as day. The fact that they’re mostly in Comic Sans doesn’t really add much to the visual feast either.

Here’s a loose list of some other random things I took note of. Vice City is a larger playspace, so the trilogy-wide inclusion of a “restart mission” function saves a lot of backtracking hassle. I had a false memory that Tommy could swim a little – he (and Claude Speed) really, really can’t. So don’t get your hopes up there.

GTA VC

Basically, the biggest stand out thing for me is the alterations to the soundtrack. I’ve played the mobile versions and endured some painful cuts already, but it’s sad to know that my hope for the reinstatement of some key tracks has been in vain. Which piece of music you’ll miss is going to be subjective. But yeah, I think we can all agree that this package loses something iconic with the removal of Michael Jackson’s work.

Before we move on, I should say that I hit a number of weird bugs on the mean streets of VC. Genuinely amusing stuff like AI cars accelerating to ludicrous speeds, and one time a poor ped spawned inside a bridge instead of on top of it. Nothing truly game-breaking, but it sure wasn’t immersion-enhancing.

GTA: SAN ANDREAS DEFINITIVE EDITION

Let me be clear on this from the outset, the off the beaten track / wilderness areas in San Andreas Definitive look pretty amazing. Rockstar has done a noticeable amount of work on the old trees and lower lying vegetations. That aforementioned increase in draw distance can be fully appreciated so much more outside of those urban box factories.

Some other things I immediately appreciated include the GTA V-style drive-by targeting. It’s a shame that GTA III and Vice City don’t share in said upgrade, though I daresay it’d be so effective in those games it’d destroy all challenge.

GTA SA

In no time at all, I renewed my vows and fell in love with the Boyz n the Hood love letter that is CJ’s story. Since playing this as an adolescent, I’ve managed to visit LA a bunch of times and now have a better appreciation of the tone Rockstar managed to capture in its Los Santos.

It’s great to get back to some RPG-lite elements that really should have featured in every subsequent sequel. Being able to get buff in the gym (or big-boned in your local Cluckin’ Bell) is such a cool little cosmetic wrinkle.

GTA SA

Much like it happened 17 years ago, I got fully invested in the Respect system that gives you prop boosts based on your hairstyle, tattoos and clothing. I also caught myself going out of my way to be rolling in a self-modified whip that boosts sex appeal stat. A player’s gotta play, after all.

Mind you, after meeting one of CJ’s early prospective girlfriends – Denise Robinson– I felt less than amorous. Sadly, she’s become a victim of the aforementioned “tertiary characters neglect”. Her endearing, bad-ass bitch style has been replaced by a bug-eyed, expression lacking stranger. Heart container: broken.

GA SA

As for downsides, there are a few. I don’t know who pulled the wrong lever during this reissuing, but for some reason the actor characters in a cutscene can get run over or beaten up by marauding AI who are not in the scene. It happened to me once, and caused a mission fail. I’ve also had mates comment on similar incidents as well.

THE PACKAGE SUMMED UP

I’m a diehard fan of the GTA series, but I’m of two minds about this up and down port to the Unreal 4 Engine. The initial wow-factor of the visual upgrade is undeniable, but the more you play it, the more cracks appear in that pretty veneer. Some of those are legacy fissures that have not been repaired. Others are eyesore imperfections wrought by a new team of less-than-master craftspeople.

Make no mistake: every game in this package remains a touchstone moment in gaming. These are time capsules which deserve to be experienced by a new audience, and I still think there’s more than enough merit for an open-minded modern gamer to do so. Likewise, they should obviously be revisited by older fans who yearn for a version that plays and looks like what they remember (or rather the visuals their brains half-filled in with imagination). There are reasons why these masterpieces were money-earning behemoths on the best-selling console gaming ever saw (PS2). Those reasons mostly persist in Definitive Edition, despite it being a tepid celebration of yesteryear.

If you do partake, know that you’ll have fun while also being nagged by a thought more persistent than any 6-star level SWAT team — this could have been done better. These GTAs not getting the full reverence they’re owed, ultimately, feels a little criminal

THE PS5 VERSION OF THIS GAME HAS BEEN TESTED FOR THE PURPOSE OF THIS REVIEW.

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Far Cry 6: Vaas Insanity DLC Review – An Unexpected Take On The Rogue-Like Formula https://press-start.com.au/reviews/pc-reviews/2021/11/15/far-cry-6-vaas-insanity-dlc-review-an-unexpected-take-on-the-rogue-like-formula/ https://press-start.com.au/reviews/pc-reviews/2021/11/15/far-cry-6-vaas-insanity-dlc-review-an-unexpected-take-on-the-rogue-like-formula/#respond Mon, 15 Nov 2021 10:44:56 +0000 https://press-start.com.au/?p=131079

Far Cry 6 was great fun, and I was even more excited to give its upcoming season pass content a try as it revisits the thing we love most about the Far Cry games – the villains. Whilst I enjoyed Far Cry 5, the season pass was just so unremarkable that I was worried the same might happen with Far Cry 6. Thankfully, while I’ve only played the first experience – Vaas: Insanity – I’m excited to say that it’s […]

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Far Cry 6 was great fun, and I was even more excited to give its upcoming season pass content a try as it revisits the thing we love most about the Far Cry games – the villains. Whilst I enjoyed Far Cry 5, the season pass was just so unremarkable that I was worried the same might happen with Far Cry 6. Thankfully, while I’ve only played the first experience – Vaas: Insanity – I’m excited to say that it’s more interesting than anything offered up by Far Cry 5, and it’s also an interesting take on the tried-and-true rogue-like formula.

Insanity opens with Vaas waking up following his lethal altercation with Jason Brody in Far Cry 3. He’s woken up inside of his mind, however, and must follow a mysterious voice to reassemble the three pieces of the silver dragon blade to escape. From the get-go, it’s made clear to Vaas that he won’t just grab them, and that he must confront some of his past enemies and relive his most traumatic memories to be strong enough to retrieve them. It’s a very introspective set-up for one of Far Cry’s most notoriously unstable villains and perhaps the smartest way to bring Vaas back in a big way without it being too tacky or unnecessary.

That being said, I’m not entirely sure that we even needed to see this much more of Vass Montenegro. So much of Insanity is designed around the premise of better fleshing out the characters of Far Cry 3, with a focus on Citra and Vaas. But it always felt like we knew just enough about Vaas to understand him as a villain as the credits of Far Cry 3 rolled. The extra backstory and context provided here will appeal to some people, no less. Still, it felt slightly unnecessary in the big scheme of things.

We’ve all heard that age-old adage that Insanity is doing the same thing repeatedly, expecting a change in result. That seems befitting for how Vaas: Insanity plays as a game. The experience is a smaller, more contained map that sees Vaas start in the middle. He must travel to the three ends of the island to assemble the pieces of the dragon blade and escape his mind. As a player, it’s technically possible to go to each of these areas and finish up everything quickly, but without completing side missions and building up Vaas and his abilities, it’s going to be incredibly difficult.

Vaas: Insanity is a rogue-like at heart. You can use gathered cash to purchase permanent abilities for Vaas to make him more resilient and dangerous in combat. Weapons can be earned in trials scattered throughout the map (as you only start with a pistol on each escape attempt), but dying loses your guns too. Thankfully, any trials you complete adds those weapons to the armoury, which can be bought with cash without completing the trials again. Weapons in the armoury can similarly be upgraded with cash.

The permanent traits themselves are what you’d expect from a standard Far Cry skill tree. Better takedowns, more health, more healing items, and more equipment to aid in traversing the map. Certain traits can be unlocked that allow Vaas to keep larger amounts of cash when he dies, which alleviates the frustration of repetition that naturally comes with the rogue-like design.

Besides the three primary missions, which are the most difficult, there are other things to do inside Vaas’ mind. Mindfuck missions are pretty much what they sound like – impossible spaces and trippy visuals – but they offer a deeper insight into Vaas’ character and his relationships. Armoury challenges allow you to take on a group of enemies to permanently unlock weapons for your armoury. The most difficult optional content – the Citra Trials – are almost as tricky as the main missions and offer better powers to Vaas not found elsewhere.

There are other (silver) powers to be found throughout each escape attempt at random intervals. Powers take the shape of human hearts in the game world and can be equipped on Vaas for his current escape attempt. These offer a few less traditional buffs to Vaas – like refilling ammo with every headshot and the like – but can only be equipped to slots that can be unlocked with cash. They also disappear whenever Vaas dies, so getting a good run filled with powers that complement one another is helpful, and experimentation is encouraged.

There’s a running theme here, and that’s the fact that cash really rules everything you do in Insanity. You can use it to prioritise weapon upgrades or use it to bring a larger number of weapons into battle. You can even use it to unlock more power slots, potentially removing the need for arming yourself up with firearms in the first place. There’s enough flexibility here to build your Vaas the way you want to which I can appreciate.

These elements come together to offer a surprisingly enjoyable rogue-like experience that does things a little bit differently. It feels like what downloadable content should always strive to be – something in a similar vein to the main game while experimenting with concepts that might’ve been a bit too different to fit there. Vaas: Insanity does a great job at making repetition engaging, though I struggle to see why people might return to it after finishing it the first time. You can increase the “mind level” to up the difficulty and your dividends of rewards. Still, beyond that, I struggle to see much reason to replay it after uncovering all the secrets it has to offer. That being said, there are a challenging six or so hours here if you do the bare minimum, perhaps even more if you go for more or attempt to finish all the mind levels.

Of course, I can’t get through talking about this experience without talking about Michael Mando. He’s the voice and likeness of Vaas, and he slips straight back into the character like no time has passed at all. A lot of Insanity is spent inside Vaas’ mind, both literally and figuratively, so hearing Mando speak to himself so often gives great insight into Vaas’ character and a solid reminder of why fans loved him so much.

Similarly, given that the game takes place inside the mind of somebody so unhinged, it’s visually a feast to truly sit and take in. So much of the world is bright and colourful – recalling the best bits of Far Cry 3. But it’s so abstract and out there that it does a great job of really selling the idea that we’re inside the mind of someone whose thoughts aren’t as collected as ours. The map might be one of the smaller ones in Ubisoft’s repertoire, but Insanity’s world is easily one of their most interesting.

THE PC VERSION OF THIS CONTENT WAS PLAYED ON A LENOVO LEGION 7I FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE CONTENT WAS PROVIDED BY THE PUBLISHER.

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Battlefield 2042 Review – A Fantastic Blend Of Future Meets Past https://press-start.com.au/reviews/ps5-reviews/2021/11/11/battlefield-2042-review-a-fantastic-blend-of-future-meets-past/ https://press-start.com.au/reviews/ps5-reviews/2021/11/11/battlefield-2042-review-a-fantastic-blend-of-future-meets-past/#respond Thu, 11 Nov 2021 10:58:17 +0000 https://press-start.com.au/?p=130915

Battlefield games are at their best when all hell breaks loose – vehicles converging on a central point, firing on one another while you and your squad try your best not to get caught in the crossfire. It’s in these moments where you tend to find yourself fully immersed in what DICE’s long-running franchise wants to convey. That, of course, is pure action. And while it has its fair share of missteps along the way, DICE’s latest entry in the […]

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Battlefield games are at their best when all hell breaks loose – vehicles converging on a central point, firing on one another while you and your squad try your best not to get caught in the crossfire. It’s in these moments where you tend to find yourself fully immersed in what DICE’s long-running franchise wants to convey. That, of course, is pure action. And while it has its fair share of missteps along the way, DICE’s latest entry in the series, Battlefield 2042, is a solid step forward for the franchise, bringing in everything that makes the series so bloody fun while mixing it up with handful of new modes to keep the experience from getting stale.

Battlefield 2042 sets a bleak scene for players. The game takes place in a near-future setting where a majority of the world’s global powers have collapsed and two major forces have formed to oppose one another. The globe has been completely turned over thanks to devastating climate change, while the two remaining players in the game – the US and Russia – have brought in no-pats, trained soldiers devoid of any real connection with either country, to try and turn the tide in their favour.

Battlefield V

As far as the game’s story goes, that’s about all you get. Battlefield 2042 has ditched the series’ War Stories single-player mode, favouring a story told across the multiplayer battlefield instead. As someone who really liked the way War Stories were integrated into both Battlefield 1 and Battlefield V, I was disappointed about this omission. This is mainly because the game’s setting is rife with potential to tell a variety of interesting stories.

I say this because throughout my time in Battlefield 2042 I rarely felt a connection to the game’s premise or story. Squadding up with buddies and jumping into the desolated maps, plagued by destructive weather events and eviscerated locales, did well to set the scene but never went any further than that.

Battlefield 2042

It’s lucky the gameplay is spot on, though. While I had my initial reservations after venturing through the game’s beta, I was pleasantly surprised to see a lot of fixes and changes were made to 2042’s core gameplay – addressing major complaints from the community. Gunplay feels snappy, while there’s a big focus on vehicle combat thanks to the huge, sprawling maps with little to no cover. This makes for riveting vehicle chaos but little fun for players venturing on-foot – something that has been an issue in previous entries at launch, too.

That said, I do like the new additions to the game’s gunplay. Being able to actively swap attachments on the fly thanks to the ‘plus’ system works wonders as you make your way across the game’s seven maps, with each section throwing a different kind of combat situation at you.

Battlefield 2042

In a move that’s properly divided fans, the lack of classes in 2042 took some getting used to. Rather than having the faithful Assault, Medic, Support and Recon classes that define the weapons you have and gadgets to use, Battlefield 2042 has 10 specialists to choose from at launch. Each specialist has a unique ability to call upon — like a grappling hook or a wingsuit, for example – and can effectively play the role of any class you want. The benefit of this is that you’re given a fairly endless amount of customisation options, as specialists aren’t limited to the weapons they can equip. It wasn’t a surprise to see wingsuited engineer-types careening across the map throughout my time in the game, and I feel like it was a bold move from DICE. A move that tends to work, in my opinion.

Battlefield 2042 is split into three major game modes – All-Out Warfare, Hazard Zone and Battlefield Portal. All-Out Warfare includes the well-loved Breakthrough and Conquest modes, designed for players who want the classic Battlefield experience across 2042’s massive maps. While jumping into All-Out Warfare didn’t throw up any major changes bar the increase in player count on current-gen consoles and PC (128 players as opposed to 64), I did appreciate how well the game works with each of the new maps given their size. Conquest zones, for instance, are extremely spread out but you can get in on the action quickly if you jump into one of the many vehicles available or spawn in on a squadmate. The times when this wasn’t an option made for a jarring and boring run into battle, though, but that felt relatively few and far between.

Battlefield 2042

One thing I did notice was how unforgiving the spawns could be in both modes. There were many occasions where I’d think I’d spawned in a relatively safe spot only to be decimated by a vehicle or an enemy who was close by. Again, I feel this is due to the openness of each map – with sprawling open areas giving on-foot players very little cover. And while that can be a good thing, finetuning of vehicle damage will be required to make ventures across the vast landscapes a more successful undertaking.

One of the other main modes in Battlefield 2042 is Hazard Zone, a squad-focussed mode that has squads of four dropping into a map to try to secure data drives and extract before time runs out (or they’re eliminated). Unlike All-Out Warfare and Battlefield Portal, Hazard Zone is less forgiving – if your squad’s taken out, you’re eliminated from the game. Teammates can be revived and there are redeploy beacons you can pick up that’ll allow a teammate to drop back into the action, but they’re few and far between.

Battlefield 2042

Collecting data drives and successfully extracting from the map will see your squad awarded with a heap of dark market credits – Hazard Zone-exclusive currency that allows you to kit up before dropping into a match. Credits are essentially what will get you by in a successful Hazard Zone run, allowing you to equip better weapons, gadgets and items to help your squad survive.

Matches aren’t as populated as what’s seen in the game’s other modes, with 32 players entering a Hazard Zone match on Xbox Series consoles, PlayStation 5 and PC. If you’re playing on last-gen hardware, you’ll have a total player count of 24.

Battlefield 2042

One thing I really liked about this mode was that it encouraged consistent communication. Before you jump into a match, you’ll see an overview of the map with key locations to note — these locations will have a set of probability factors: uplink probability, data drive probability and enemy probability. The former two are worth taking note of, as uplinks allow you to call in teammates who have been killed alongside vehicles and the ever-handy robodog.

Data drives are scattered throughout the map, with one of the mode’s free gadgets, the data drive scanner, being your team’s ticket to locating drives. The data drive scanner will show locations where data drives could be and the amount of data drives there are in a container, yet it isn’t always accurate. There were times during my session where my squad ventured into a part of the map with confidence of finding a set of data drives, only for the signal to be incorrect. We then found ourselves in the thick of things between two other squads battling it out, having to then try and get out unscathed. As is always the case with these kinds of modes, there’s a certain element of risk versus reward. Deliberation, careful consideration and a sound strategy is key to a successful round of Hazard Zone.

Battlefield 2048

I didn’t mind my time with the mode, though I certainly found more fun in Battlefield 2042’s other modes. There’s a lot going on and players who love a good squad-focussed game will get a lot of out of it, though All-Out Warfare’s Conquest mode and Battlefield Portal were easily my picks of the bunch.

Battlefield Portal, Ripple Effect’s ode to classic Battlefield titles, could have its own separate review. There’s so much to devour, from the in-depth Battlefield Builder website to the variety of modes on offer and potential to uncover. It’s truly something that I feel every Battlefield fan will be able to get behind and enjoy.

The mode launches with the seven maps seen in Battlefield 2042 as well as six maps from classic Battlefield titles. Maps like Battle of the Bulge from Battlefield 1942 and Caspian Border from Battlefield 3 have been brought to life in the 2042 engine and playing them again brought an immense sense of nostalgia – iconic soundtracks in tow.Battlefield Portal

Classes, weapons, vehicles and general gameplay tweaks have all been brought across, too. This means you get the proper experience from each of the three Battlefield games making their way to Portal from the offset – from battling out across El Alamein with 1942 weaponry to taking on enemy forces in Battlefield Bad Company 2’s ever-popular map, Valparaiso. Each map brought back for this mode looks beautiful, while staying true to the gameplay that made these classic titles special.

The beauty of Battlefield Portal is that it’s designed to be a sandbox for experimentation. Ripple Effect will support the mode with curated playlists to venture through, bringing back classic modes like Rush while also giving players the ability to carve out their own modes to play with others. Community created modes that are popular will be brought into a curated playlist by the devs, too, but you’re also able to jump into any community-created game mode by searching for it.

Battlefield Portal

The editor itself is on another level, from being able to finetune the way characters reload weapons to making headshot-only game types. There’s an incredible amount of depth to it and it’s something I’m confident players will absolutely love digging into. And that’s the most exciting thing about Battlefield Portal — the sheer amount of potential at hand. I can see the team continuing to iterate on the mode, bringing in other classic Battlefield maps and games altogether (hopefully), making for an endless, chaotic celebration of the long-running series. It’s genuinely brilliant.

While it has its issues, the litany of modes on offer in Battlefield 2042 makes it an exceptional value proposition. Whether you want to venture through the ravaged locations of 2042 in All-Out Warfare or ply your trade in the squad-focussed Hazard Zone mode, the core offerings are great. Battlefield Portal offers an entirely different experience, though, presenting a look back at the Battlefield series in the best way possible. As has always been the case with Battlefield titles, launch is just the start for the game and I’m excited to see where it goes in the future – the potential is seemingly endless.

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Call of Duty Vanguard Review – Sticking With What Works https://press-start.com.au/reviews/ps5-reviews/2021/11/09/call-of-duty-vanguard-review-sticking-with-what-works/ https://press-start.com.au/reviews/ps5-reviews/2021/11/09/call-of-duty-vanguard-review-sticking-with-what-works/#respond Tue, 09 Nov 2021 10:23:23 +0000 https://press-start.com.au/?p=130814

Critiquing each annual entry into the Call of Duty franchise is getting increasingly difficult. A victim of its own success, each release treads treacherous ground; whilst fatigued fans want something new, millions more are content with it staying the same.  The task, therefore, falls to Sledgehammer to iterate on a near twenty-year-old formula whilst introducing new modes and mechanics that millions of players won’t openly reject. It’s a challenging balance act that I’m sure factored into Vanguard’s strangely turbulent development cycle. And […]

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Critiquing each annual entry into the Call of Duty franchise is getting increasingly difficult. A victim of its own success, each release treads treacherous ground; whilst fatigued fans want something new, millions more are content with it staying the same. 

The task, therefore, falls to Sledgehammer to iterate on a near twenty-year-old formula whilst introducing new modes and mechanics that millions of players won’t openly reject. It’s a challenging balance act that I’m sure factored into Vanguard’s strangely turbulent development cycle.

And iterating on what Call of Duty diehards know and love, Vanguard stands up alongside some of the series’ best. Whether it be a bombastic, action-flick inspired campaign, endlessly addictive multiplayer or now-staple zombies mode, the game feels like comfort food. However, I remain doubtful that the game’s new and updated modes will do enough to win over anyone that needed convinced.

Call OF Duty Vanguard

A couple of the game’s new additions come the way of multiplayer. Notably, there are two new modes: Patrol and Champions Hill. 

Patrol riffs on the Hardpoint mode, asking two opposing teams to hold and control a single zone that gradually moves about the map. Rather than jumping from point to point, it’s continually crawling about the map, moving the fight about the place. It’s a solid addition to the lineup and one that’s earned a permanent spot in my preferred list of modes. Using the new match filtering options, I kept Patrol on rotation throughout my first weekend with Vanguard.

The new filters are rather useful. Allowing you to tailor your experience, Vanguard adds the option to set your preferred pacing of the game. For a more traditional, tactical experience, you can specify a preference of 6v6, whilst the ‘Assault’ and ‘Blitz’ options allow for up to 24 and 48 players respectively. Of course, it’s never so clean-cut and depends on maps and modes, but greater preferential control is very much welcome.

Call OF Duty Vanguard

The other new mode is Champions Hill. Somewhere between round-based matches reminiscent of Counter-Strike or Valorant and a battle royale, the mode pitches teams of 2 or 3 against each other. In a short match on a close-quarters, Gunfight-esque map, you’ll fight one opposing team and eat away at a limited pool of lives.

Survive the match with some lives left, you’ll progress to another game against another team, continuing to whittle away at their respawns as they chip away at yours. Collect currency each match to buy extra lives and upgrades at ‘buy rounds’ between matches. Eventually, only two teams remain with the last one standing crowned champion.

It’s a decent mode that results in some tense fights — and is indicative of a tilt towards an esports space dominated by other first-person shooters — but I can’t see it pulling people away from the core multiplayer experience, or Warzone which has taken on a life of its own outside of each annual release.

Call Of Duty Vanguard

Of course, that is largely because the multiplayer experience is as rock-solid as we’ve come to expect from recent releases. With customisation and progression abound — and one of the more impressive lineups of maps I can recall in a Call of Duty game of late — the same addictive gameplay lives on.

With each release, the balance feels more refined too. A wide palette of weaponry seems perfectly viable; no one weapon seems dominant. Drop-shotting is seemingly non-existent, killstreaks don’t rain death from the sky, and spawn points aren’t easily pinned down. Of course, experience may vary, but in my time playing the game as a somewhat average Call of Duty player, the things that usually frustrated me seemed sparse.

Of course, you shouldn’t spend all your time with Vanguard in multiplayer; skipping the campaign would be a shame. Opening with a train heist in the pouring rain on the outskirts of Hamburg, the story starts with a bang. Impossibly detailed, spectacularly lit and running a smooth 120Hz, it feels like next-gen Call of Duty has arrived.

Call Of Duty Vanguard

Following a handpicked bunch of Allied soldiers, the story sets a similar tone to Tarantino’s Inglorious Basterds; you play as some of the German’s most feared adversaries out to seek revenge. With unique abilities that alter gameplay, I had a ball getting to know each specialist. It’s a shame these abilities don’t translate in any substantial way to multiplayer.

The Russian sniper, Polina, is among the best of these characters. With an ability to move quicker crouched she move through levels that have clearly received more design work, she stalks enemies through combat arenas.  I’d gladly take a standalone Polina game. With two standout missions before you meet other characters, I reckon it was obvious to the devs too that they were onto a winner. 

As an Aussie outlet, I’d be amiss not to mention the campaign’s rather faithful portrayal of a couple of Aussie larrikins, right down to the quote, “we’re not here to f*** spiders.” Although it’s starting to feel like an unfairly crass representation of Australians, I did take offence at a British superior remarking, “typical Aussie: no loyalty, no honour.”

Shout out to the Melbourne-based arm of Sledgehammer, who I’m sure had a major role in making Lucas Riggs a somewhat likable rogue.

Call Of Duty: vanguard

Ultimately the campaign is short but sweet, taking me roughly three hours to play through, if that. Indeed, it doesn’t overstay its welcome and serves as a neat introduction to everything else the game has to offer now, and into the future as more content is drip-fed to players. You’d be forgiven if the formula is feeling a little tired and uninspired, but the game is enough mindless fun I keep coming back for more.

All that leaves left to mention is the ‘zombies’ mode, which I’ll say is a pleasantly more simple package this time around. Featuring just the one map at launch, you spawn in and explore a hub-world encircled with portals. 

Go through a portal and you’re transported to another location where you must complete a certain task. It might be to survive a period of time, kill zombies and load runes they drop into crystals, or escort a glowing yellow orb to a certain location, with each challenge you complete rewarding hearts you can trade for perks.

Completing challenges allows you to level up your perks and weapons and increase your odds at surviving longer until you eventually exfil, in an almost roguelike, run-based fashion. 

Call Of Duty Vanguard

But that’s about all there is to it at the moment. It does feel like a victim of the games rockier development. In continuing the Dark Aether saga that started in Cold War, I’d have hoped there was more to it at launch, but no doubt more will come over time.

And that’s just it. Vanguard will continue to evolve and expand over the course of the next year, but at the moment it amounts to ‘just another’ solid entry into the Call of Duty franchise. If you still love Call of Duty, you’ll no doubt play and enjoy this game. You’re probably already doing so.

If you’re on the fence, however, I’m not sure if I could convince you to give it another shot. Yes, aspects of the multiplayer that’d infuriate me have been stripped back, and yes, the campaign is a fun next-gen experience, but I cannot, with confidence, tell you Vanguard could win you back.

THE PS5 VERSION OF THIS GAME WAS PLAYED FOR THE PURPOSE OF THIS REVIEW.

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Forza Horizon 5 Review – An Interactive Postcard https://press-start.com.au/reviews/xbox-series-x-reviews/2021/11/04/forza-horizon-5-review-an-interactive-postcard/ https://press-start.com.au/reviews/xbox-series-x-reviews/2021/11/04/forza-horizon-5-review-an-interactive-postcard/#respond Thu, 04 Nov 2021 06:58:15 +0000 https://press-start.com.au/?p=130660

After becoming the household name for arcade racing with Burnout 3: Takedown, Criterion Games released Burnout Paradise and it became what is considered by many to be the definitive open-world racing game. That is until today. And, of course, snatching this mantle is a considerable burden to bear, but it’s one Playground Games is capable of as they not only shoulder such comparisons, but also the weight of hope held by an Xbox player base who can’t help but shield […]

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After becoming the household name for arcade racing with Burnout 3: Takedown, Criterion Games released Burnout Paradise and it became what is considered by many to be the definitive open-world racing game. That is until today. And, of course, snatching this mantle is a considerable burden to bear, but it’s one Playground Games is capable of as they not only shoulder such comparisons, but also the weight of hope held by an Xbox player base who can’t help but shield their eyes from the blinding light at the end of the long tunnel they’ve been in for so long.

With their conquest of Great Britain in the rear-view, we’re whisked off to Mexico for the titular series of festivals. In this way, this fifth iteration sticks to the tried and true formula and takes few risks. That being said, you wouldn’t rush your car in for a service before due which is a laboured analogy that totally applies here. If it ain’t broke, and so on. It might not surprise you, but Forza Horizon 5 is a very confident game that’s bloody good at what it does.

Forza Horizon 5 Review

Your meteoric rise to the Hall of Fame aside, there isn’t a lot of story to take in here, which isn’t a bad thing. After the game’s thrilling Initial Drive, a brief overview of what’s to come, and a showcase race against a couple of wing suited dirt-bikers, Playground throws you the keys and lets you plot your path through the game’s five scattered festivals which each focus on a certain racing discipline. A focus on varying styles isn’t new, but I’m not sure it has been done with such care before. 

While its contemporaries might pay greater focus to the more gimmicky disciplines because of the fun appeal, plain old road-racing is given the same respect as stunt-racing here and the game, as a whole, benefits because all of the content is brilliant. It’s almost expected from the team at this point, but all of the expeditions and showcase events are outrageous and over-the-top, while each discipline’s final check-box is a marathon race from coast to coast that serves as a love letter for all that came before it. 

Forza HOrizon 5

Horizon Stories make a return and, despite some of the game’s woeful line-readings, these bite-sized helpings that see our racer take time out of sight-seeing to help someone put a restored Vocho through its paces, or stand-in for an incapable actor who perhaps lied on his résumé about being able to perform his own stunts is yet another nice cherry on top of an already hearty helping of racing.

Through the Super7, the game lets players try their hand at creating their own small curated events that follow the same formula. I do find the difficulty in these tended to be rather inconsistent, they were either blindingly difficult or they could be cheesed by driving in a straight line—cacti be damned—to the endpoint. While the user-generated content can be graded and filtered out, we’re kind of stuck with the in-box content as-is unless patched. 

Forza HOrizon 5

As a very casual racing game fan—and as someone who knows nothing about cars—Forza Horizon has always managed to be everything I want it to be. It doesn’t take itself seriously, and it suits my arcade leanings well. That said, the apple doesn’t fall far from the tree and, with its lineage, the game can be as technical as you like. Spending an hour fine-tuning a car and sharing it online with enthusiast rev-heads isn’t my idea of a good time, but the fact it’s there for people who want a little more than other arcade racers offer is a nice touch. 

During my review period, I managed to amass a formidable garage of cars. With over five hundred cars in the game at launch, I’ve clearly got a ways to go. What I did notice was how most of the ones I got to drive felt really unique. It’s typical of a supercar to max out its handling, launch, and top speed, but obviously it’ll lose ten out of ten times off-road against a bog-standard, commonplace Mitsubishi Lancer. I did enjoy how the event variety, paired with a ‘horses for courses’ mentality, had me actually driving newly found cars while collecting them. 

Forza Horizon 5

Talk about a developer living up to their name, Forza Horizon 5 is a literal playground offering up countless hours of fun. There’s an achievement for driving on every road in the game and, given fast travel is a paid luxury, I think this is a spirited team who want you to explore every square inch of their distilled Mexico. Once you’re in the swing of things, the game almost ambushes you with how much there is to do. If there’s not an event on a road, you bet there’s a speed trap, a drift zone, or a danger sign waiting. To describe it as dense is an understatement, and connectivity within the game’s world only serves to broaden that experience. 

With drop-in and out functionality, it’s going to be the game’s ease of access that keeps convoys together. It’s the best kind of service game in that friends aren’t essential, but when they do come your experience will be enriched because of them. Most of the game’s events are built with co-op in mind, and the game’s Festival Playlist—which serves as a battle pass of sorts—points to a number of team-focused challenges that’ll keep people returning. 

Forza Horizon 5

However you approach it, Forza Horizon 5 is a stunning game. While both graphics and performance modes have their benefits, I felt the blistering and stable framerate outweighed the small sacrifices made in a game that doesn’t offer ray-tracing, to begin with. The character models aren’t much to write home about, but they’re genuine afterthoughts when you consider how faithfully over five hundred cars have been recreated.

And that’s all before you stop to take in the world. 

All I can hope is that the committee heading up tourism to Mexico pops the team at Playground Games on their Christmas card list this year because I’m sure I’m not the only one with a knee-jerk compulsion to pay a visit to this beautiful, picturesque land. Whether I was looking down on the world from La Gran Caldera or getting it sideways going past sacred temples in La Selva, every second I spent in this world was a genuine treat.

Forza Horizon 5

Some of the aforementioned poor dialogue aside, Forza Horizon 5’s sound design is generally really great. The use of ray-tracing to have the car’s output bounce realistically around their surroundings, whether it’s within a small township or at the beginning of a desert void, it sounded believably rendered and, as a compliment to the game’s striking visuals, served to sell the idea I was actually tearing through Mexico in a sports car I couldn’t afford if I lived two lifetimes. 

What I didn’t love is how the game handled its licensed soundtrack. I had no issue with the track selection, in fact, there were a lot of groups I was pleased to hear. Whether it was a condition of the licenses themselves, but it seemed that many of the songs were edits that were cut-up, looped, and stretched into exhaustingly long remixes of the original cuts. 

Forza Horizon 5

It wasn’t generally noticeable on sprint races, but after hearing eight straight minutes of “Caution” by The Killers and wondering how it hasn’t ended yet, it became apparent.  

I’ve played a few open-world racers in my time, but I’m not sure I’ve ever come across one so feature-rich. It really is comprehensive, nailing the scope of its world while filling the world with meaningful things to do, offering a suite of multiplayer and co-op possibilities, and free-roam of a boiled-down vision of Mexico that’s begging to be explored. 

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Riders Republic Review – Master of None https://press-start.com.au/reviews/ps5-reviews/2021/11/03/riders-republic-review-master-of-none/ https://press-start.com.au/reviews/ps5-reviews/2021/11/03/riders-republic-review-master-of-none/#respond Wed, 03 Nov 2021 07:46:40 +0000 https://press-start.com.au/?p=130632

Riders Republic sets out to accomplish a lot, a tour-de-force of extreme sports and multiplayer-focussed insanity. And while the moment-to-moment gameplay can be as riveting as the game’s excellent premise, it misses the mark a bit too much through inconsistencies in the sports on offer and the plethora of frustrating bugs and glitches that plague its gigantic map. Divided up into five major careers — Bike Race, Bike Tricks, Snow Race, Snow Tricks and Air — Riders Republic offers up […]

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Riders Republic sets out to accomplish a lot, a tour-de-force of extreme sports and multiplayer-focussed insanity. And while the moment-to-moment gameplay can be as riveting as the game’s excellent premise, it misses the mark a bit too much through inconsistencies in the sports on offer and the plethora of frustrating bugs and glitches that plague its gigantic map.

Divided up into five major careers — Bike Race, Bike Tricks, Snow Race, Snow Tricks and Air — Riders Republic offers up a smorgasbord of extreme sports to sink your teeth into. Taking place on a huge map filled with other real-world players, you’re given the freedom to dive into three of the five careers from the outset. In the mood for SSX-style skiing or snowboarding? Hit the slopes and check out the Snow Tricks events. All about that Descenders lifestyle and want high-octane bike races? Jump into the litany of Bike Race events on offer.

Riders Republic

As you play through each event, completing side objectives and earning stars that go toward your overall ‘level’ in the game, you’ll unlock XP and level up careers. Levelling up each of the five careers nets you better gear to use, more events to participate in and sponsors that’ll give you some coin for doing specific objectives. Each career has a handful of big events, too – marquee-level events that culminate in one major event to cap off the career.

While there’s a bit of build up to the bigger events in each career (in the form of some cringe-worthy character monologues), they feel mostly akin to what you play through in the game’s regular events. I would have loved to see more of a story weaved into these big moments in the game, and they’re usually over before you know it. With licenses like the X Games in tow, it’s a surprise to see these dazzling moments thrown to the side so quickly.

Each major sport feels noticeably different from one another, however that’s both a good and a bad thing. Skiing and snowboarding, for instance, feels fantastic – easily the best in the game by some distance (and unsurprising coming from the Steep developers). Bike controls took some getting used to, but I’ve generally come to like how it feels even if it is a bit slow. The air racing is easily my least favourite of the bunch, though, offering controls that feel more imprecise than anything else on offer. It just doesn’t feel quite right to me, and nailing those sharp turns in air events became more frustrating than anything else.

Riders Republic

As such I spent most of my time in the slopes and careening down mountains on a bike, with the game doing just enough to make each event feel somewhat different to the other. Whether that’s by a major change of scenery, through a variety of secondary objectives to meet or courses to nail, there’s enough here to keep someone who has a vested interest in raking up high scores entertained.

Navigating the landscape does taking some getting used to due to the control schemes on offer. Racer, the control scheme the game encourages you to use to begin with, has a handful of automatic assists in place like evening you out to land a spin or flip easily and being able to control the camera with the right thumbstick. The other, dubbed Trickster, is more focused on creativity, taking the training wheels off and letting you go all-in on manual controls while allowing tricks to be performed with the right thumbstick. The former is a great way for starting off in the game and coming to grips with what you can pull off, however the manual mode is where Riders Republic really shines.

There’s no doubt it took some time to get used to, but the game feels like it’s meant to be played with the trickster control scheme – especially for those wanting to rack up the highest score possible. Being able to nail those perfect landings and play around a bit more with spins and flips gives you an unparalleled amount of freedom when executing tricks, whether you’re out on the slopes or on the dirt.

Riders Republic

Aside from the tried-and-true career events, there are also a handful of other things to get involved in with Riders Republic. There are Shackdaddy events, which put you in the driver’s seat of a ‘funkie’ vehicle (something that’s a bit more whacky than the average bike) and complete a set of objectives. Some of these races had me ploughing through the map on an automobile with jets attached, while others had me cycling about on a pizza delivery bike. It’s bizarre but lends well to the overall tone and theme of the game.

Stunts are littered around the map, too, with each giving you a time limit to get from point a to point b in a specific vehicle. Stunts tended to be a lot harder than the regular events, forcing you out of your comfort zone and pushing you through races that require a lot of precision in controlling the vehicle you’ve been given.

Riders Republic

This is where the best and the worst of Riders Republic really came to the fore. Being able to cruise through the often-gorgeous landscape on a jetpack weaving around canyons was a thrill, however small bumps and inconsistencies in the map would send me flying – forcing me to ‘rewind’ back to a point and continue from there, losing time in the process. Bike races are plagued by these kinds of problems, with tiny bumps and rocks in the terrain sending you off in a completely different direction than you were anticipating.

I found similar inconsistencies trying to execute grinds while in the Snow Tricks career. Grinds I’d think were guaranteed to land easily would send me flying into the snow, whereas I’d pull off grinds that came off the back of two front flips and a tricky grab. These kinds of weird glitches and annoyances plagued my time in Riders Republic.

This was also a problem I noticed in the game’s Mass Races – huge events of 50+ real-world players that has you venturing across the map, using a variety of vehicles to try and earn that coveted top spot. While the premise here is excellent, I found it frustrating that one simple mistake (or unavoidable knock from another rider) would send you hurtling to the back of the pack, unable to make up any ground. And while Mass Races are a test of skill across all facets of Riders Republic, it’s a shame that the game can be the one to let you down – taking away any potential reward you might have rightfully earned.

Riders Republic

Customisation is a big part of Riders Republic, though I was surprised to see how expensive most items in the store are and how limited the customisation options can be. You’re able to deck out your rider in separate gear for each of the main sports and careers on offer, though don’t be surprised to see lots of players donning the same gear for some time given how expensive even some of the most basic bits of kit are. As well as this, you can’t change the colour of the gear you’ve equipped – it’s all pretty stock standard. Unless you’re inclined to spend real-world money to make your rider look suave, expect to grind out lots of events in order to afford new threads.

Turning attention to the game’s map, in its best moments Riders Republic looks gorgeous – the scenery on offer in the game is striking. It’s unfortunate the game doesn’t quite hold that candle up in moment-to-moment gameplay, though, as some textures and graphical glitches completely take away from the experience. The same can be said for the game’s music, which is better left off. For a sports game that is heavily dependent on immersion and exhilarating moments, it felt like the music choices here do everything to pull you away from that.

Riders Republic shows promise, there’s no doubt about it. At the moment, though, there are a lot of small issues that completely derail the experience (sometimes literally). The sheer variety of extreme sports on offer is impressive and I’m excited to see it grow with the addition of BMX Sport in the future, however between the lines there’s just not a lot to get too excited by. That, combined with the lacklustre soundtrack and graphical inconsistencies, makes for a game that will likely need some time to bring it all together.  I am hopeful, though, as there’s definitely something special hidden underneath all of the problems.

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Unpacking Review – A Pixel Tells A Thousand Words https://press-start.com.au/reviews/2021/11/02/unpacking-review-a-pixel-tells-a-thousand-words/ https://press-start.com.au/reviews/2021/11/02/unpacking-review-a-pixel-tells-a-thousand-words/#respond Mon, 01 Nov 2021 17:00:05 +0000 https://press-start.com.au/?p=130571

Though I’ve been vocally excited for Unpacking since first trying it out at the last “irl” PAX Australia back in 2019, it wasn’t until finally sitting down and playing through the finished product that I truly understood exactly how special it is. The team at Brisbane-based developer Witch Beam hadn’t been shy about the gorgeous, zen pixel art puzzle game they’d been cooking up all this time, but they sure did a good job of downplaying just how unique and […]

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Though I’ve been vocally excited for Unpacking since first trying it out at the last “irl” PAX Australia back in 2019, it wasn’t until finally sitting down and playing through the finished product that I truly understood exactly how special it is. The team at Brisbane-based developer Witch Beam hadn’t been shy about the gorgeous, zen pixel art puzzle game they’d been cooking up all this time, but they sure did a good job of downplaying just how unique and unmatched a narrative experience it would be.

At its core, Unpacking tells a story that spans 21-odd years, focussing on a character as they move from place-to-place from their childhood to adult life. This story is experienced through a simple gameplay loop that has players removing the character’s possessions from their moving boxes, one by one, and placing them into each room in each new location that they move to, from single rooms to shared flats, studio apartments and whole houses. 

The gameplay mechanism for the “unpacking” part of Unpacking is devilishly simple – playing on PC is a matter of just clicking on a packing box to remove the next object and then setting it down with a second click. Objects can be rotated manually and also naturally align themselves to structures and other objects, like books standing themselves up on shelves or stacking on top of each other when laid down. Cupboards and drawers can be opened for storage and things like towels and clothes hang where they should.

At the beginning, the goal is as simple as fitting everything into the given space in a way that makes sense, but as you progress through the game and the locations become larger and more complex, your story also starts to take a more deliberate shape. Blank canvases of rooms turn to half-finished compositions, where the game’s unseen main character and their story are shown with more intent than implication. It’s here that things get a little more puzzle-like and players need to not only find a home for their possessions but satisfy some unseen conditions that can be inferred from the environmental storytelling.

There’s an unmatched cathartic joy to the simple act of freeing an object from its paper-packed prison and setting it down in the room. From the cheerful little leap it does into the cursor to the sound effects of the packing materials rustling as well as the unique sounds each thing makes when it’s placed down, including the type of surface it’s placed on. Everything clicks together in a really satisfying manner. Objects interact in all the ways you’d expect – towels hang on racks, brushes sit inside containers and so on.

Though most things can be placed with a certain degree of freedom, within the bounds of logic and reason, the odd moment where something has a more specific placement can often have the biggest narrative payoff. These ingenious sections where the game takes the reins away from the player and tasks them to puzzle out not just the placement of an item but its meaning to the moment offer some of the purest and most concentrated notions of storytelling I’ve experienced in ages.

Anyone who’s moved enough times in their life will likely appreciate the brilliant little touches that really sell the whole unpacking experience. The stories within aren’t just about the destination, each new box holds its own tale of how it was packed – the possessions inside, the order they were placed in, the rooms they belonged to – everything has the potential to be another thoughtful introspection. 

The first time I unpacked an entire room and found myself missing one shoe out of a pair had me grinning in an uncomfortably-relating kind of way. I also had a legitimate moment of crisis in an early stage, where a graduation certificate that was obviously very important to my unseen character and that they’d carried with them to their very first co-living situation suddenly had no place on any of the walls.

There’s so much to learn about this character that’s embedded in the act of unpacking – their love for video games, their favourite books, preferred brands of shampoo and tampons. The things they carry through the years and the things that slowly disappear over time, all of it paints a picture that’s far greater than the pixelated images on-screen. There was one incredibly memorable turning point for me, something as innocuous as a new pair of socks that tipped me off to an impending change in this person’s life that came almost immediately after. That was when I knew just how special this game truly was.

Indie games and pixel art are common bedfellows, but Unpacking nails its isometric aesthetic with some gorgeous, pixelised versions of recognisable objects that remain shockingly recognisable – a special mention to the blu-ray and video game covers that I spent far too long attempting to name each time. The surprisingly-robust photo mode and exportable timelapse gifs keep things fun well after the core five-ish hours are over as well.

It’d be remiss of me not to shout out the game’s music either, which is pure perfection, the chill chiptune soundtrack complementing each new scene wonderfully. There’s even an adorable vocal track in the game’s credits.

With barely any text to speak of, an easy-to-understand interface and just enough accessibility toggles to smooth out most potential progression blockers or comfort issues there’s clearly been a lot of thought put into making Unpacking a game that almost anyone can pick up and play. Any studio that’s willing to let players circumvent the inherent challenge in their game, in this case the ability to completely switch off the puzzle element of correctly placing objects, is doing the right thing in my books so it’s great to see that here as well.

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Marvel’s Guardians of the Galaxy Review – Pure Blockbuster Entertainment https://press-start.com.au/reviews/ps5-reviews/2021/10/25/marvels-guardians-of-the-galaxy-review/ https://press-start.com.au/reviews/ps5-reviews/2021/10/25/marvels-guardians-of-the-galaxy-review/#respond Mon, 25 Oct 2021 12:59:55 +0000 https://press-start.com.au/?p=130296

Video games based on blockbuster media franchises tend to have a hard time. That was especially true of superhero games before the likes of Rocksteady and Insomniac led the charge toward something better. The success of titles like Batman: Arkham Asylum and Marvel’s Spider-Man rests entirely on the way they utilise the medium to empower players to feel like the heroes they love, to give them the hero experience. Marvel’s Guardians of the Galaxy, a fresh effort from Eidos Montreal, […]

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Video games based on blockbuster media franchises tend to have a hard time. That was especially true of superhero games before the likes of Rocksteady and Insomniac led the charge toward something better. The success of titles like Batman: Arkham Asylum and Marvel’s Spider-Man rests entirely on the way they utilise the medium to empower players to feel like the heroes they love, to give them the hero experience. Marvel’s Guardians of the Galaxy, a fresh effort from Eidos Montreal, of Deus Ex: Human Revolution and Shadow of the Tomb Raider fame, should be lauded as another great example of this.

There are things that Marvel’s Guardians of the Galaxy absolutely nails – things like the tone, humour and character work that fans expect from the property. Eidos Montreal has done an exemplary job of taking cues from the comics, and of course the globally-recognised MCU films, while forging their own unique take on the world and characters. The result is something recognisable that still stands on its own as a fresh take, a target that 2020’s Marvel’s Avengers aimed for and missed.Marvel's Guardians of the Galaxy

It couldn’t be further from last year’s ill-received Avengers title in fact, trading the multi-threaded, multiplayer game-as-a-service for a tightly-directed, single-player linear experience with a sole playable character in the form of Star-Lord, leader of the Guardians of the Galaxy. The game finds the Guardians still in their infancy as a collective, desperately trying to build their reputation one misguided con job at a time. It’s here that the decision to capture a ferocious monster to trade to a cosmically-renowned monster hunter lands the crew in multiple pots of hot water and kickstarts a twisted religious sect’s rise to power. So just normal outer space stuff.

It wouldn’t make sense for me to go into much more detail about the twists and turns of Guardians of the Galaxy’s core narrative, those are best left experienced first-hand, but what I can say is that the studio’s writing chops have never been put so confidently on display. Every single bit of dialogue in this game captures the tone, the charm and the wit of the franchise, carrying through to some truly exemplary character work. The overarching story is exciting on its own, but it’s the way it portrays its key players – their personalities, personal journeys and their arcs over the course of the game – that makes it something special.

Marvel's Guardians of the Galaxy

It’s also wonderfully goofy at every given opportunity. Though it’s a given with a property like Guardians of the Galaxy, it’s still refreshing to play a video game with this much charm, where brainwashing cults and intergalactic gods meet psychic space dogs with Russian accents and alien llamas. The full space-faring crew experience is here in full effect too, from heated strategy meetings to arguments over borrowed toothbrushes and fridge doors ajar to… sing-alongs? The Guardians franchise has a very distinct found-family vibe that hinges on comedic timing and the studio has very evidently understood the assignment.

Still, if it raises red flags to know that Eidos Montreal has put so much love and care into some of Marvel’s most unique heroes and then cast players as arguably the least exciting of the lot, well, you’re not mistaken. That said, and it’s something I’ve spoken about following my earliest hours with the game, one of the game’s most unique offerings is its ability to impart Star-Lord’s experiences as a leader through gameplay. Making leadership calls in Marvel’s Guardians of the Galaxy feels as crucial to selling the fantasy of its central character as web-swinging does in Marvel’s Spider-Man. As Quill, you’ll be consistently called on to make crucial decisions, settle arguments, solve problems and keep your teammates inspired and engaged.

Marvel's Guardians of the Galaxy

This is achieved in a few ways, depending on the context, with decision-making playing a key part. Quill is called upon often to have his say in discussions with the other Guardians, in a very simplified system of dialogue choices. Minor decisions tend to affect immediate scenes and character interactions while major ones can have major impacts on how gameplay sequences play out, but the broad strokes of the narrative remain mostly the same no matter what.

Leadership also plays a big role in combat, to the point that for a large portion of the game fights can feel oddly hands-off. Star-Lord’s an adept and valuable member of the team in a scuffle with his blasters and jet boots, but the game doesn’t ask much of players as far as shooting skill and reaction times go. With a generous lock-on and auto aim and simple movement, the focus is less on what Quill does and more on how he directs the other Guardians through a Final Fantasy VII Remake-esque strategic pause. As occasionally clumsy as it can be, combat is surprisingly fun once you understand the synergy between Quill and the rest of the team and how best to string together elemental shots, your own abilities and those of the other Guardians.

Marvel's Guardians of the Galaxy

The biggest problem with Guardian’s combat is simply that it takes too long to play all of its cards, giving the incorrect impression that it lacks depth or panache for far too long into its overall runtime. Coupled with enemies that aren’t particularly inspired or interesting and the predictable rhythm of ‘walk into a room full of waist-level cover, fight waves of enemies, move on’ it gets old before it gets good. Which is disappointing, because it does eventually come into its own in the later stages, especially once Star-Lord’s full gamut of elemental abilities are available and his contributions have more impact.

Like combat, the game’s level design in most areas goes a long way to help sell the team dynamic, but it’s also decidedly old-school in a lot of ways. It’s an incredibly linear experience, for one. That’s not necessarily a bad thing, in fact it works to the benefit of keeping the game moving at an exciting clip, but it keeps things fairly basic. Comparisons to PS3-era Uncharted and Tomb Raider games are probably unfair, but not entirely inaccurate, especially with the sheer number of times it forces Quill to shimmy across ledges, squeeze through gaps in walls and slide down long slopes. It does that a lot. “Acknowledge my velocity!” is the greatest Drax line ever though, so there’s some good to come from those.

Marvel's Guardians of the Galaxy

Every new location that the Guardians visit in-game is a stunning showcase though, from the sweeping vistas and improbable nature of alien worlds to some of my favourite sci-fi mainstays like intergalactic black markets. Likely owing to its linearity, there’s a thoroughly impressive level of variety across the many places you’ll visit that makes every new chapter fresh and exciting. It really needs to be stressed just how gorgeous the game is overall, especially in its character models that are some of the best I’ve seen in a video game in how they marry technical prowess with great design. Motion capture and animations across the board are fantastic, materials and effects have incredible presence, it’s ridiculous just how expertly Eidos Montreal has pulled together so many disparate aesthetics and principles into something so razor-sharp.

And yes, the 80s pop/rock soundtrack is absolutely killer. Not just the amped-up moments where you’re soaring through space to the opening of “White Wedding” or wrecking shop to the tune of “Kickstart My Heart”, but gleefully goofy moments where your mid-combat huddle throws out a song like Rick Astley’s ”Never Gonna Give You Up” as a backdrop to fighting hordes of cultist fanatics.

Marvel's Guardians of the Galaxy

Somehow, despite the uneven nature of both combat and general exploration, everything in the game comes together into something that’s far better than the sum of its parts. A lot of that is to do with the pacing of the game as a whole, another crucial area where Eidos Montreal has leveraged their many years of expertise in storytelling and game design for Guardians of the Galaxy, making the choice of a hard linear structure feel earned with a fantastic sense of momentum. A roaring stream of explosive set-pieces, wonderous planetary sightseeing and quieter moments of reprieve and reflection roll into each other over a packed 15-20 hours where no single moment feels needlessly drawn out.

It’s one of those titles that I fully expect players to smash out over a marathon weekend session because there’s simply never a time where putting the controller down feels like a good idea. It may take a touch too long to get there, but the power climb for both Quill and the Guardians as a team picks up to a fantastic crescendo. As the game’s closing chapters come around and your crew is autonomously solving problems and blasting through enemy waves in unison there’s a sense of pay-off that few games achieve.

Oh, and the ending is triumphantly on-brand.

THE PS5 VERSION OF THIS GAME WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL REVIEW CODE WAS PROVIDED BY THE PUBLISHER.

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The Dark Pictures: House of Ashes Review – Supermassive Surprises Once More https://press-start.com.au/reviews/ps5-reviews/2021/10/22/the-dark-pictures-house-of-ashes-review-supermassive-surprises-once-more/ https://press-start.com.au/reviews/ps5-reviews/2021/10/22/the-dark-pictures-house-of-ashes-review-supermassive-surprises-once-more/#respond Thu, 21 Oct 2021 13:59:50 +0000 https://press-start.com.au/?p=130133

The Dark Pictures Anthology is shaping up to be like any great horror series. It’s getting regular instalments, they’re all of variable quality, and each person has their own opinion on the best one. These games also remind me of the time of horror franchises like SAW and Paranormal Activity – where no matter the quality of the product itself, I can look forward to enjoying it with friends with each annual release. But with House of Ashes, that comfort […]

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The Dark Pictures Anthology is shaping up to be like any great horror series. It’s getting regular instalments, they’re all of variable quality, and each person has their own opinion on the best one. These games also remind me of the time of horror franchises like SAW and Paranormal Activity – where no matter the quality of the product itself, I can look forward to enjoying it with friends with each annual release. But with House of Ashes, that comfort is bolstered by confidence. Simply put, it’s the best Dark Pictures Anthology so far, and Supermassive is truly listening to the fans and finding their stride here.

Much like the previous games in the anthology, House of Ashes is an interactive drama similar to Until Dawn and Detroit: Become Human. You play as a group of characters collectively and must make decisions to navigate them through the story and (ideally) to safety as the credits roll. Each decision you make, no matter how innocuous, will usually have some effect on how things play out. Much like its predecessors, Man of Medan and Little Hope, House of Ashes is entirely self-contained. You don’t need to have played the previous Dark Pictures games to appreciate the experience and can jump straight into this one if you so wish.

House of Ashes takes place during the Iraqi conflict in 2003. You play mainly as a squad of US soldiers sent to investigate and procure weapons of mass destruction during the conflict. The arguable lead here is Rachel King; a CIA officer played against-type by Ashley Tisdale. She’s joined by Jason Kolchek, Nick Kay, and her estranged husband Eric King, leading the operation. Keeping things interesting, you’ll also play as someone from the other side of the war, an Iraqi lieutenant named Salim searching for his son amongst the conflict.

The plot starts to get going when the squad arrives at their mark and is attacked by Iraqi forces. In the chaos, it appears that the group has awakened strange creatures that begin to hunt the group down as they try their best to escape. Eventually, through a bizarre earthquake, they’re dropped into an underground Akkadian temple built to appease the gods during a cataclysmic event. If you’ve seen films like The Descent, you probably have an idea of the mood and atmosphere House of Ashes is going for – it’s dark, tense, and oppressive.

I’ve briefly alluded to this previously, but House of Ashes is a huge step up from Man of Medan and Little Hope. I’d had some concerns when I had hands-on with the games twice earlier this year, but so many of those concerns fell away as the story progressed. Man of Medan and Little Hope both went in unexpected directions, too. However, the way House of Ashes executes its grand finale is so much more satisfying. I’m not going to spoil anything – to do so would be neglectful on my part – but House of Ashes goes in a direction that you’ll never guess. I’m excited for more people to experience it.

As a game, House of Ashes plays better than its predecessors too. Fixed camera angles (though I adore them) have been scrapped for a complete player-controlled camera. A dedicated flashlight button also lights up the room. Still, it slows down your character – though the trade-off feels inconsequential as there’s never a moment where your character’s speed matters. Hence, we spent most of the game playing with our flashlights on anyway.

I say we because House of Ashes brings back the multiplayer options that the previous two games did. Shared Story allows you to jump online and play with a friend, just as if you were playing split-screen locally. Movie Night allows you to assign characters to each person in the room, and the game will tell you when that person needs to have the controller passed to them. You can even assign more than one character to a person if you don’t have four other people in the room with you. The only real downside to this mode is that some characters have a more prominent role in the story than others – so some people in the room might not get to play as much.

That being said, difficulty options, which can be set individually for each player, are a welcome addition to the series. House of Ashes is all about the quick-time events, as you’d expect, but being able to adjust their leniency for more casual players is welcome. Unfortunately, it still didn’t save one of the members in my group from killing their character in the final act (you know who you are). However, it’s still a welcome addition that makes the game playable for people regardless of their experience with video games.

Little Hope had a remarkably annoying habit of throwing the same tired jump scares at you until they weren’t scary at all. Thankfully, House of Ashes does the opposite. A lot of the scares are achieved the good old-fashioned way – by building tension and a sense of dread and not ending every possible moment with a loud noise. There is still some jump scares and some fantastically achieved ones, but overall the game is a lot more subdued in its approach to scaring players. Especially at the end of each act, I’ve never been so tense in trying to make sure I do all the right things to keep my characters alive at the climax of each act.

With the jump to the new generation of consoles, House of Ashes looks fantastic. There’s still the odd case of the uncanny valley in some characters – Clarice is terrifying whenever she moves her mouth – but everyone else otherwise looks and animates well. In my Little Hope review, I’d lamented that these games would never quite reach the visual fidelity of their bigger budget cousin Until Dawn, but House of Ashes comes pretty close. The lighting, the beautifully designed locales, and even the creatures themselves all come together to make this the best presented Dark Pictures game so far.

Despite being the star, Ashley Tisdale is a little bit flat here in her performance though the rest of the cast does a great job at selling the drama and tension in House of Ashes. Add to this a great and intense score by Dead Space alum Jason Graves, and you’ve got a thrilling soundscape to run away from monsters to.

THE PLAYSTATION 5 VERSION WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

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Demon Slayer: The Hinokami Chronicles Review – A Remarkable Retelling https://press-start.com.au/reviews/ps5-reviews/2021/10/14/demon-slayer-the-hinokami-chronicles-review-a-remarkable-retelling/ https://press-start.com.au/reviews/ps5-reviews/2021/10/14/demon-slayer-the-hinokami-chronicles-review-a-remarkable-retelling/#respond Wed, 13 Oct 2021 15:59:18 +0000 https://press-start.com.au/?p=129851

It’s been two years since Demon Slayer took the world by storm in 2019 with its first season of anime adapted from the popular manga penned by Koyoharu Gotouge. With the second season having just kicked off, it only seems fitting that CyberConnect2 helms a game adaptation. Demon Slayer: The Hinokami Chronicles is a retelling of the first season of the anime, alongside the Mugen Train arc that came out in theatres earlier this year. Much like CyberConnect2’s other work, […]

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It’s been two years since Demon Slayer took the world by storm in 2019 with its first season of anime adapted from the popular manga penned by Koyoharu Gotouge. With the second season having just kicked off, it only seems fitting that CyberConnect2 helms a game adaptation. Demon Slayer: The Hinokami Chronicles is a retelling of the first season of the anime, alongside the Mugen Train arc that came out in theatres earlier this year. Much like CyberConnect2’s other work, The Hinokami Chronicles doesn’t do anything extraordinary or step outside of its comfort zone, but it’s bound to please Demon Slayer fans and newcomers alike.

While this isn’t a one-to-one recount of the events of Demon Slayer’s excellent first season, it gets pretty damn close without resorting to just playing clips from the show. Much like Naruto Shippuden: Ultimate Ninja Storm 4, The Hinokami Chronicles has an Adventure Mode that’s split into the most important arcs, opting to explore the pivotal beats of Tanjiro’s journey as opposed to fleshing out the characters and world building. For the uninitiated, Demon Slayer follows Tanjiro Kamado, whose family has been slaughtered by Muzan Kibutsuji, king of the demons. His only surviving sibling, Nezuko, is turned into a demon, and Tanjiro takes it upon himself to avenge his family and revert his sister back to her human form.

Demon Slayer

It’s a simple premise that’s as typical as a shonen can get, but it’s the characters and moments of major development that shine through here alongside the excellent animation work. All the hallmark moments are treated with great respect, most of which either receive gorgeously animated cutscenes or the eye-catching quick time events that CyberConnect2 executes so well. There are also optional vignettes you can unlock throughout the levels that further flesh out the story, which work as a great way to catch up newcomers on the characters and world events that don’t get explored in as much detail. The Mount Nagumo and Mugen Train arcs in particular are handled brilliantly, and fans will no doubt enjoy reliving these moments again. It’s definitely not the definitive way to experience the first major leg of Tanjiro’s and Nezuko’s journey, but it’s all killer, no filler, and I’m positive that’s what most players will want.

If you’ve played any of CyberConnect2’s previous titles, The Hinokami Chronicles will feel very familiar. You have a standard combo which is performed by mashing light attack and can be further changed with a directional input. These can lead to air combos or hard knockdowns, and are your primary means of squeezing out damage. Each character also has three unique special attacks that have a myriad of uses. As you take and deal damage, you build meter for Ultimate Techniques, and a Burst mode. You can also call in your partner for offensive and defensive assist actions or to tag out and play as them.

Demon Slayer

It’s an extremely simple combat system that gets a little deeper with the inclusion of a high risk, high reward parry mechanic, but it’s by no means the new gold standard for fighting games. What stands out the most is the flashy animations and particle effects that really deliver an experience that looks and feels the way you would want a Demon Slayer game to present itself. It really provides the power fantasy and player experience of what it would be like to be a demon slayer, and playing your favourite characters only empowers this further.

A fighter is nothing without a good base cast of characters, and the Hinokami Chronicles is mostly great in this regard. Besides the distinct lack of any playable demons at launch, every character you could want is here. From staples like Tanjiro, Inosuke, and Zenitsu, to smaller picks like Sabito and Urodaki. There’s a little bit of something here for everyone, and while each character fundamentally plays the same, they’re visually unique enough to feel like you’re playing a different fighter. A special mention should go out to the Ultimate Techniques, which are universally stunning to look at and brilliantly recreate the moments they’re inspired by. 

Demon Slayer

Most of the story mode is played by moving through small open spaces from the series. Each area is largely linear and there isn’t much room for exploration, leaving it feeling extremely surface level and lacking any real purpose. There are some collectibles scattered about for extra unlockable content, but the areas mostly serve as a means to fight demons and progress the story. Each playable chapter takes place in these zones, as you progress, you’ll almost always fight demons and eventually partake in a boss fight. There are quite a few regular demons to fight in each chapter, and while it never gets truly stale, some repetition does set in before you get to the boss. The boss fights are easily the highlight of each chapter, each one providing a new challenge and experience different from the last. They’re more complex than just the simple hacking and slashing you get used to against regular demons and provide a refreshing change of pace. They typically end in flashy quick time events, and while I’m not usually a fan, I can’t deny that these are excellently animated and satisfying to pull off.

If there’s one thing that CyberConnect2 always nails, it’s translating the aesthetic of anime to a video game world. The Hinokami Chronicles is given the same treatment, with beautiful 3D character models, environments and cutscenes that stand alongside the quality of the anime instead of trying to live up to it. The end result is a game that’s always a treat to look at, with vivid colours and that trademark Demon Slayer flair that drew so many in to begin with. Performance is also rock solid here, and I encountered nothing in the way of bugs, making for a polished experience with great production values.

THE PS5 VERSION OF THIS GAME WAS PLAYED FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.

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Back 4 Blood Review – Feels Like A Misfire https://press-start.com.au/reviews/xbox-series-x-reviews/2021/10/13/back-4-blood-review-feels-like-a-misfire/ https://press-start.com.au/reviews/xbox-series-x-reviews/2021/10/13/back-4-blood-review-feels-like-a-misfire/#respond Tue, 12 Oct 2021 22:20:09 +0000 https://press-start.com.au/?p=129798

During our hands-on with the Back 4 Blood beta a few months ago, I spoke glowingly about the four-player monster mash that this game promised to be. It managed to be gruesomely satisfying, it handled like a dream, and held a firm connection—a must for a game like this. I’ve spent the last weekend with the full game and I’ve got to say, the results are less than convincing. The game’s core experience remains much the same and provides a […]

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During our hands-on with the Back 4 Blood beta a few months ago, I spoke glowingly about the four-player monster mash that this game promised to be. It managed to be gruesomely satisfying, it handled like a dream, and held a firm connection—a must for a game like this. I’ve spent the last weekend with the full game and I’ve got to say, the results are less than convincing. The game’s core experience remains much the same and provides a four-player co-op experience like no other when at full flight, it’s all of the other insane design choices that should have been discarded on the cutting room floor. 

As a spiritual successor to the Left 4 Dead series, Back 4 Blood adheres to a lot of the concepts those games established over a decade ago. This time around, Turtle Rock has endeavoured to shoehorn a bit more story in and, save for a few moments, it’s a largely forgettable tale. I feel having eight Cleaners was to the story’s detriment, as the personality and charm wound up spread far too thin. I would have rathered a story following Mom’s quartet, which would have allowed them to shine a little more. 

With act lengths that range from one to nine levels, as well as everywhere in between, Back 4 Blood’s campaign never hits a steady rhythm. Though chapters are segmented by set-pieces which, for the most part, are well thought out, the pacing here is kind of all over the place. The campaign tends to recycle areas a bit—albeit with minor changes to pathing—which is another spanner in the works for a story clawing for coherence. I found that constantly winding up at the gruff sergeant’s outpost was jarring and threw any hope I was getting anywhere out the window. 

Even with great moments like the Bar Room Blitz peppered throughout the campaign, I found the moments I truly hated throughout my time with the game outweighed the good moments five-to-one. 

The moment-to-moment gameplay of Back 4 Blood is as tight as it was during its beta period, the gunplay is responsive and, despite a little bit of getting bogged down in menus on console, the co-op necessities like resource-sharing are all present and accounted for. It really is a game that’s best when playing with friends you know. I noticed a significant drop-off in enthusiasm playing with strangers who’d either take it too seriously or would just lay down as soon as the horde descended, so if you’ve got a solid crew then this game is sure to sing for you. 

For all intents and purposes, this game is a reskinned and renamed threequel in the Left 4 Dead series, it’s got the archetypal enemy classes we’re all familiar with, it has hazards that’ll alert the horde when tripped. Name a gameplay beat from Left 4 Dead, and this game has an analogue for it. 

In an effort to stand out, Turtle Rock added a few contemporary tweaks to Back 4 Blood. Although I didn’t expect to vibe with it, I particularly loved the deck-building aspect of the game. Without an exorbitant amount of player input, decks manage to profoundly mess with the moment-to-moment and give each run a bit of particular flavour. I found that the director-dealt cards, which wreak havoc with the level itself, held more value in terms of mixing things up, but I certainly had a few trump cards in my personal deck I’d lean on when things got tough. 

And the game is tough.

As someone who’d frequently solo run campaigns in Left 4 Dead, I found this game, even on its lowest setting, to be quite a trial. It’s not unusual for the game to spike in difficulty during the act-closing climaxes when you’re back-to-back in a bottleneck as hordes pour at you infinitely. As a power fantasy, where you’re straddling a bar as “Black Betty” roars from a jukebox and claret is coating every surface, it’s the game at its most rewarding. But it’s so frustrating to have a run snuffed out during its closing moments because the game ratchets up the heat, it’s moments like this where the game is at its worst. 

And while I applaud the sheer volume of enemy variants, I never quite got a handle on which was which, and it all became a case of hosing it down with bullets until it toppled. Any strategic thought I had exited my body like vapour and it became desperate hope. And where it felt like a fleeting inconvenience to get ensnared by a special in Left 4 Dead, this game hurls them at you with such infuriating regularity. With a focused team, it wouldn’t be an issue, but the game’s partner A.I. is so daft that these moments quickly become overwhelming and it’s just not fun for solo players. 

But there’s a lot of evidence that suggests this game isn’t for lone wolves. 

For some indefensible reason, Turtle Rock decided somewhere along the way that the efforts of solo campaigners won’t matter. Any tangible markers of progression—cosmetics unlocked by finishing all acts on Nightmare, a dealing of new cards to help combat the horde, and even achievements—are all gated behind the online play. In response to the understandable outcry, the developer has promised they’ll fix the issue but it’s an absolutely egregious choice to begin with. 

As far as the online experience goes, Back 4 Blood is all things between smooth and a jittering mess, it all depends on who you’re paired with at the time. Obviously, playing with mates around the corner yields a pretty positive result and I’ll continue to preach that stacking four-strong against the Ridden is the only way to get the best of what this game offers. I do think it could handle matchmaking a little better, so often I was thrown into a run-in-progress only to take over the bot, who’d been flogged within an inch of its last life, and die immediately.

Though the multiplayer suite doesn’t exactly run deep, Swarm is a fun enough distraction that isn’t vastly different from the inverse Horde mode, called Beast, introduced a few Gears games ago. In comparison, Swarm is a more shallow experience but is a good alternative to switch over to, and is a part of the same package, when you’ve had enough campaign for the night. 

Although the entire game is a looker, the gore in this game is sensational and is the showpiece in terms of visuals. Seeing chunks of flesh rip from bone and seeing the layered damage models on the undead ads was a grisly treat. To this day, over a decade removed from Left 4 Dead, there’s nothing quite like having a bunch of brain-dead baddies crowd around a pipe bomb only for them to disappear into a blood mist. Selling the barbarism of survival in this world, and making it believable, is one thing the game does extremely well. 

As someone who adored the Left 4 Dead games, it shatters me to feel this way about a game I hoped would relight that torch and take me back to a time in my life I remember fondly. The bouts of fun, mindless shooting remain, it’s a shame that the mindless seeps into, and corrodes, the remainder of the product.

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Far Cry 6 Review – A Rampant And Revolutionary Return To Form https://press-start.com.au/reviews/ps5-reviews/2021/10/06/far-cry-6-review-a-rampant-and-revolutionary-return-to-form/ https://press-start.com.au/reviews/ps5-reviews/2021/10/06/far-cry-6-review-a-rampant-and-revolutionary-return-to-form/#respond Wed, 06 Oct 2021 10:58:41 +0000 https://press-start.com.au/?p=129525

It’s been almost three years since a brand new Far Cry has graced our screens and even longer since I genuinely enjoyed a Far Cry game. Far Cry 6 is a return to form in many aspects for Ubisoft. It brings back the exotic locales that I enjoyed from the earlier games while also doing its best to implement so many lessons learned from 5 and New Dawn. The result is quite possibly one of the best Far Cry games thus far. […]

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It’s been almost three years since a brand new Far Cry has graced our screens and even longer since I genuinely enjoyed a Far Cry game. Far Cry 6 is a return to form in many aspects for Ubisoft. It brings back the exotic locales that I enjoyed from the earlier games while also doing its best to implement so many lessons learned from 5 and New Dawn. The result is quite possibly one of the best Far Cry games thus far.

Far Cry 6 arguably places more of an emphasis on its plot than any other Far Cry game. This time around, you’ll play as Dani Rojas, a guerrilla soldier fighting to return their fictional, Cuban-inspired nation of Yara to its former glory. In their way is a group of lieutenants led by none other than Antón Castillo, a ruthless dictator who has assumed immense control over the entire island. It sounds like your typical Far Cry story, but Far Cry 6 does things very differently to those that came before it, and while it’ll upset some purists, I think it’s for the better.

That being said, it’s hard not to notice that two different storylines are playing out in an oddly separate way. Almost every scene with Antón and his son Diego has little to do with what Dani is doing until the very end of the story. Both Dani and Antón’s stories are interesting. However, they’re almost so separate that they could easily be from two different tales told in the same world. That being said, both are still compelling, and when they do converge, it does feel satisfying, if not a little bit predictable. I’d be remiss to not mention that both Giancarlo Esposito and Anthony Gonzales do great jobs bringing Antón and Diego to life, even if Giancarlo’s character is erring dangerously on the edge of being a typecast for the actor.

It’s no secret that I’ve been slowly losing interest in Far Cry since Primal. I was absolutely enamoured with the changes and the exotic locales explored in Far Cry 3 and Far Cry 4, but each game after that seemed to step away from what I enjoyed about the games. Far Cry 6 is a return to form. It brings back everything I love about Far Cry in droves – a compelling yet charismatic villain, an exotic locale to explore and chaotic free-form gameplay that gives me the freedom to play how I want. It’s a truly remarkable step up, but it’s not afraid to tinker with the tried-and-true formula too.

The most immediate and noticeable change is the complete removal of the skill tree. A staple in almost every open-world game of this ilk, Far Cry 6 instead offers specific skills and abilities through pieces of gear you find throughout Yara. From the get-go I enjoyed this system because it kept me on my feet – too often, I’d get to the end of a Far Cry game and be unstoppable to the point where there was no challenge. Now, I can go through my gear and choose the best set for the operation I’m taking on. I also found myself being encouraged to switch up my gear much more regularly to find the perfect combo of skills given what I had at any given moment.

I’d had mild concerns that this meant that Far Cry 6 was firmly pivoting to RPG territory in similar ways that Assassin’s Creed Odyssey did after the fantastic Assassin’s Creed Origins. I didn’t feel like this approach would work for a first-person shooter like Far Cry 6, and thankfully this wasn’t the case. Your experience and ranking in Yara will affect the gear you have access to and the strength of the enemies that’ll come after you. However, a headshot is still a headshot. If you’ve got the right equipment or ammo, it’ll still kill someone in one shot. This isn’t Borderlands or Destiny; it’s Far Cry.

The pool of equipment you have to choose from is vast too, but not to the point where it feels auto-generated or like a looter shooter. Far Cry 6 divides its weapons into Standard Weapons, Unique Weapons, and Resolver Weapons. Standard Weapons are what you expect from any game – traditional weapons. You can modify them however you see fit. Unique weapons have a unique look and often a unique perk but can’t be modified as much – though they still resemble most of the Standard weapons you’ll find in form and function.

Resolver weapons are what Far Cry 6 does differently and where a lot of the character lies. Like the Elite weapons from Far Cry New Dawn, these are more chaotic handcrafted weapons that are slightly zanier. From flamethrowers to sniper rifles that shoot cluster grenades to a gun that spins CDs that play the Macarena before launching them at high velocities. There’s a great range of weapons here, and they’ve all got a great sense of humour and are similarly quite upgradeable too. Perhaps the only bad thing about the Resolver Weapons is that they’re so good that I’d be surprised if you’d bother even using the Standard or Unique weapons after kitting yourself out with them.

The other significant new addition to Far Cry 6 is the Supremos. They’re custom-made backpacks that each have a unique ability (think an ultimate in other shooters) as well as many slots to outfit with all kinds of gadgets. Gadgets are what you’d expect from other Far Cry games – from as simple as throwing knives to something as complex as auto-turrets and proximity mines. However, the ultimates themselves are pretty fun abilities that only add to the chaos that we’ve come to expect from Far Cry games.

Some Supremos allow Dani to launch a volley of rockets at the nearest target – a boon for newer players but others are more out there. My favourite not only gives Dani the ability to lay down a loop of fire to her surroundings but a double jump that leaves behind a trail of destructive fire too. Others can emit poisonous gas to brainwash enemies to fight for you or even allow you to self-revive. There’s a wide range of Supremos to grab, and each of them is upgradeable too, once again with mods that will enable you to alter them to fit your playstyle.

If it sounds like there are many upgrades and crafting with Far Cry 6, that’s because there is. But Far Cry 6’s willingness to remain a shooter and not become an RPG means that you can engage in whatever manner you wish. I’m the first to roll my eyes at the first mention of customisation and crafting in a game, but Far Cry 6 does it in a way that feels all-encompassing without feeling intrusive or forcing itself on the player. In short, you can play around with the upgrades or crafting however much you want; if it’s your thing, great. If it’s not, there’s still a solid shooter underneath it all.

I haven’t even spoken about all the surrounding stuff in Far Cry 6 but rest assured, there’s a heap of it. Some might have thought that other Ubisoft games like Assassin’s Creed Valhalla were a bit too long, but with Far Cry 6, there’s a lot to do, but it doesn’t feel too excessive. There’s more typical side quest content – like destroying Castillo’s military installations and smaller self-contained stories from the people of Yara or hunting mythical beasts. There are kookier ones, too – including treasure hunts often framed as puzzles of sorts that lead to cool loot. Even a cockfighting mini-game plays like a legitimate fighting game, complete with ultimate attacks and a roster of ten unique roosters.

While there’s no in-game timer that I can see or reliably work off of, Far Cry 6 is easily the biggest Far Cry game thus far; it’s a solid offering that doesn’t feel too bloated but doesn’t feel like it short-changes you either. If you want to go straight to take on Antón, you can. Still, to do absolutely everything to prepare a bit better, it would easily take upwards of forty to sixty hours, depending on how speedy you are. Full co-op options are also welcome, though I wish achievement and trophy progression through the campaign would work for both players (at present, it doesn’t, similar to previous Far Cry games).

I’ve alluded to previously that I’ve wanted Far Cry to return to more exotic locales after spending two games in North America. Far Cry 6 delivers on that desire in droves. Yara is undoubtedly the most beautiful locale that Ubisoft has ever set a Far Cry in – featuring clear inspiration from the Caribbean but with a bit of a unique spin. The lush jungles, the picturesque beaches, and even Esperanza’s urban jungle are all incredibly inviting and just dying to be explored.

The soundscape is similarly inspired. At any given point, as you walk through Yara, you’ll be treated to a myriad of noises that help sell the idea of this torn nation. Afro-Caribbean music fills the streets of the local villages while loud, bold, and disruptive military propaganda is broadcast across the islands. It’s a great atmosphere, if not a little depressing, given the situation. Pedro Bronfman, who scored Narcos, provides great orchestral pieces for crucial story moments too.

As mentioned previously, in terms of voice work, the star of the show is far and away, Giancarlo Esposito as Antón Castillo. He is menacing, if not slightly typecast, at this point. But worth mentioning especially is Nisa Gunduz, who voiced my female Dani Rojas with a fiery disposition and did a great job at bringing the guerrilla fighter to life.

That’s really what sums up Far Cry 6 – it’s full of life and one of the most earnest distillations of the formula so far.

THE XBOX SERIES X|S VERSION OF THIS GAME WAS PLAYED ON AN XBOX SERIES X FOR THE PURPOSE OF THIS REVIEW. A DIGITAL COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER

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