Nobody wants to die. That’s a statement that anyone can understand. What if you had the ability to purchase a new body and continuously inject your conscience into a new one? This is the premise of Nobody Wants to Die. A detective noir game set in a dystopian New York in 2239 where flying vehicles exist, we are now in a caste system, and capitalism has won. As suspended detective James Karra, you embark on an investigation into the suspected murder of a large corpo boss. Your partner, Sarah, is in your earpiece.
There isn’t much exploration in this game, and it’s not a first-person shooter. Although the entire game takes place in first person, it remains a pure adventure title. The game masterfully constructs this dystopian future, immersing the entire experience in the art deco Americana of the 1930s. James has a lot of internal problems, and due to being on his fifth body, he has a lot of problems from his 100 years on this planet. The better shape a body is in, the more it costs. However, there’s something dark happening. The game also does a fantastic job explaining how you can recreate crime scenes and explains a person’s ichorite, which is what’s used to transfer a person into a new body.
That’s the majority of the gameplay. The crime scenes are pieced together like mysteries through the Replicator. This allows you to fast forward and rewind scenes as you piece them together. You have to walk around and find the prompts to advance the puzzle to the next piece. There are also other tools like the X-ray wand and UV lamp. You use these to see through objects and then detect fluids. You are always swapping back and forth between the two. However, the puzzles are very linear and don’t require any brain power to solve, but they are still fun. Many of the crime scenes are really interesting to solve, as you can draw your own conclusions and see what the outcome ends up being. There are three main crimes in the game, and they take quite a bit to go through. It’s a lot of fun seeing everything kind of come together and hearing Sarah and James analyze everything to come to a conclusion. When you get back to your apartment, you can put down objects that are in place for clues that you found, and you need to string everything together to come up with a final conclusion. Moreover, it’s a straightforward process.
Outside of the main crime scenes, there are a couple of moments in James’ apartment. It gives you a glimpse of how awful living conditions are in the future. Everyone shares bathrooms and the government logs everything they do. You have to see a psychologist for life after transferring to a new body for the first time. The ads, propaganda, and everything in between are done so well for how little you can explore this game. While the characters aren’t very deep or memorable, they help carry the story along enough to stay interested. I’m sorry, but the story is too short to remember. The setting and world are more interesting. The game also has dialogue choices that determine which ending you get. Some options will have locks on them, meaning you need to have changed your path prior to the current option. The way you respond to Sarah or act at a crime scene (like deciding to steal something for yourself) can get you in trouble if you’re not careful. The execution of the story is commendable, and as the story progressed, I found myself grateful for the choices I made that allowed me to navigate through certain scenes.
The visuals are rather appealing for an indie title. Lighting is great, art deco is beautiful, and vehicle and object designs are fun. The game is at least well paced, and I didn’t want to put it down. The voice acting is outstanding too, and there are just enough little twists and turns to keep you glued to the screen. There isn’t much to hate here outside of easy puzzles and lack of exploration. I honestly wouldn’t mind another game in this world and have the lore expanded upon.
The idea of DLC for Mortal Kombat was an exciting prospect when it started with Mortal Kombat (2011). You paid $5 for a new character, and this felt fine. Mortal Kombat X introduced the character pass system, which was also well liked. You paid $20 for four new characters that were spread out over a few months. Mortal Kombat 11 introduced a terrible monetization feature that required too much grinding for unlockables and customization items. This trend sadly got worse with Mortal Kombat 1, with entire outfits and sets being stuck behind a paywall. One of my favorite features of any MK game was the alternate outfits, and being able to customize them was a dream come true, but Neatherrealm went the evil route and locked most of it away.
The same appears to be the case for single-player content. While I don’t mind paying a few dollars for more of the fantastic story mode and more characters, make sure to make it worthwhile. The Aftermath expansion for MK11 was awesome and was a great ending to that story. This epilogue has a lot of problems with it, mostly being the terribly written dialogue. Everyone is angry, growly, and so much “GRRR!!!” in their voice that it is laughable. Everyone seems to be delivering one-liners rather than cohesive dialogue. Trying to throw in bits of story exposition into single lines of dialogue is so stupid and elementary. The main campaign had pretty good writing with some characters delivering full speeches and emotional depth. This just feels like a 5th grader reading a bad comic out loud. The entire Khaos realm invading the current timeline is a cool concept, and Titan Havik makes for a great villain, but it’s just so badly written, and the fights are monotonous and boring. You get four more chapters, but each fight is just a recycled and uninteresting Khaos version of other characters. These seem to have some sort of Mad Max vibe to them, but it just looks like a group of terribly dressed punk rock fans.
Let’s talk about some truly awful characters. Sektor and Cyrax seriously suck. Not because they are gender-swapped. Oh no, no, no. They are no longer cyborgs, which means their uniqueness is gone. Netherrealm could have made these female cyborgs, and it would have been awesome still. Even if these were human males, they both would have been lame. I don’t understand the push to humanize Cyrax and Sektor lately. This means their cool moves and deadliness feel off. We don’t need them to have in-depth dialogue and feelings. They are killing machines and reminded me a lot of the Predator. Because these are lame exo-suits, you no longer get the cool gadgets like the Cyrax’s chest blade or net, and Sektor’s missiles just don’t look cool. The missile launcher is a giant, oversized shoulder pack that just doesn’t look right. The characters are also poorly written and feel generic, so there was no saving them there either.
Then that brings us to the DLC characters, which at this time of writing, T-1000 and Conan are not available yet. Ghostface is one of three guest characters, and he looks great with these flowing robes, having great physics effects, and the goofiness from the series as well is fine. I don’t enjoy his power moves, which just have him use various knife moves. His fatality is funny, so there’s that, but his animality is weird. Noob Saibot is the only character here that I enjoyed playing. He looks cool, and his backstory actually makes sense in the epilogue. Noob Saibot is the only saving grace for the entire package, but it still doesn’t justify the price tag.
And honestly, these guest characters are getting old. It was cool back in MK (2011) with Freddy Krueger and Alien, but it’s becoming too much. Spend the money on the licensing to bring back characters people love or create new ones. There are also no Kameo characters this time around either, which is a real shock. We could have at least gotten a few more of those. That also doesn’t help justify the price tag. $40 for a 2-hour, terribly written epilogue and three new characters. At launch, Ghostface was not available at all. The only redeeming part of the game at launch was Noob Saibot. What is Netherrealm Studios thinking? They aren’t.
And that brings me to the fact that this is my favorite game series of all time, and it’s becoming live-service garbage. The entire series needs to take a few years off, reboot, and come back with what fans loved. More content, less grinding, and more unique characters with fewer guest ones. As it stands, Khaos Reigns is worth maybe a $10-15 purchase on sale, but that’s it.
Call of Duty has culminated in becoming a standard yearly event with the series alternating between Black Ops and the mainline Modern Warfare series. While some entries try to incorporate new ideas into each new game in the series, more obvious now than ever, it needs a long break and has to go back to the drawing board. While they are all entertaining in different ways, they are trying to please everyone rather than a select crowd. Bloated multiplayer modes, mediocre maps, and entertaining albeit short and contrived campaigns are keeping the series back.
Black Ops 6 has a pretty entertaining campaign. Although it surpasses Black Ops III in terms of gameplay, it maintains the innovative concepts from Cold War, a feature I truly appreciated. The story itself is fun, but nothing memorable or anything well written. This won’t be winning anyone over in that department. This is the first Black Ops game to pick up the story from the second game, which is the only one to actually matter. It also incorporates events from Cold War, and it’s pretty cool to see characters like Frank Woods return. Those games came out so long ago that the new generation of gamers probably won’t even know or care, but fans of the series will.
There is a main hub area that all the characters hang out in. This is a house in the woods and eventually plays a role as a level itself towards the end of the campaign. Treyarch tried making something out of this house by adding an in-depth puzzle that incorporates running around the house and finding clues. I find it ironic that the core gameplay of this game requires players to not think, but wants them to think critically and solve puzzles. Call of Duty has always been the opposite of thinking or lack thereof. The reward is pretty decent, but I won’t spoil it, and the puzzle itself takes the entirety of the campaign to solve. I found the whole unlocking of benches kind of unnecessary for how short the game is. You can buy benches to upgrade weapons, such as more ammo and health, or increase melee damage. I really wouldn’t have noticed if I had never used them here. These are unlocked with the cash you find in the game.
There is also a large open map that is a new experiment for the series. It’s not like the terrible levels from Modern Warfare III that copy the Warzone maps. You get a vehicle that is stocked with ammo, and you can go around completing side objectives for more XP, such as clearing out camps or saving scouts. You can then fast travel back to the truck via the map and go back to the main campsite to swap weapons and get more ammo and equipment. It was a refreshing change of pace, and that’s kind of the pattern I was seeing with this campaign. There are more options for pacing, rather than relying solely on mounted vehicle segments to change the pace. This time around, the design of a few stealth missions has improved. I felt I could get through them without having to be perfect with my route. I could jump into the water and swim close to the objective, get out, kill a few enemies, and kind of worm my way to where I needed. The stealth missions are also not stealthy all the way through like in Modern Warfare II and become a chore. At a certain point in the game, it might be acceptable to go guns blazing.
There was also a reconnaissance level that involved a political party for Bill Clinton, which was cool. It felt fresh, broke up the pace of constant shooting, and helped slow things down so we could see the story build more. What I wasn’t a fan of was the Zombies mode-inspired level in which you become intoxicated with a hallucinogen, and you must find four key cards and fight four zombie bosses. The level felt cramped, reminiscent of an office building, and it was not particularly enjoyable. Hey, you can’t win them all. At least they tried something different. It also felt completely out of place compared to the grounded realism of the main story.
The overall feeling and gunplay have minor tweaks and adjustments, but it mostly feels the same as Cold War or any other Call of Duty game. Sadly, these games are conjoining and starting to all feel the same outside of features and modes. The gunplay is still top-notch and hasn’t been beaten yet by any other AAA arcade-style first-person shooter. It feels good, and the weapons have a good amount of weight and realism to them. The details on the weapons, from dangling keychains and decals to smoke blowing around from the barrel when you run to shell casings dropping on the ground, are all things most players will take for granted, but these minor details are something the series doesn’t get enough credit for. I also didn’t find too many bugs outside of some post-launch crashes. I ran into an issue where I had to turn off my overclocking on my GPU because it would crash the game every 10–15 minutes or in specific areas. By now, most patches have addressed these issues.
As for the multiplayer mode, there isn’t much to talk about if you already are familiar with the series. The typical modes are all here, from Team Deathmatch to Hardpoint. I actually love Call of Duty’s multiplayer mode, and I have my favorite mode types. I always rotate Team Deathmatch and Kill Confirmed. I might throw a Hardpoint in there sometimes, but it’s the maps that always make or break the game, and Black Ops 6 maps aren’t amazing like Modern Warfare (2019), but they’re not nearly as bad as Modern Warfare III or Cold War’s maps. They all feel fairly generic, and I’m tired of the constant cop-out of using stripped-down campaign maps to make multiplayer ones. Let’s make unique maps that work just for multiplayer for once, please.
Of course the returning Zombies mode is the only reason why a lot of people will buy this game. This is the most robust mode, and it feels unique to Black Ops. There are a bunch of new additions, such as the Gumball perks that allow you to equip a specific gum pack, and then you can randomly get a ball from a machine on the map. There are also Cola cans that give you perks such as superpowered melee attacks, but these can stack. On top of that, there’s the usual overly grind-heavy weapon progression system. I honestly hate this so much in the entire series. I can never stay invested long enough to unlock a good amount of items, as the XP grind is unfair and needs to really change. While the skins and other cosmetic items look great, to actually get them is another story. This is for people who only play the game online and can put 6–10 hours a day into it to actually unlock things and feel like they are making progress.
The same goes for the monetization system of weapon packs, blueprints, operators, and cosmetics. I want to be able to use these cool-looking items by unlocking them by playing, not paying money. I’m guilty of buying the odd pack here and there, but the insanity of the Battle Pass on top of buying $15-20 item packs is absurd and needs to really change. There is so much to the multiplayer mode that is locked away behind a paywall. While you can still enjoy the game itself without paying anything, you never feel like you are making progress and get stuck with the same basic weapon sets for dozens of hours that most people will not want anything to do with. Additionally, the inconvenient launcher system necessitates launching the most recent Call of Duty in order to access modes from earlier games. We need to overhaul and change the entire Call of Duty ecosystem. The ecosystem is experiencing a state of bloating and internal degradation.
With that said, the visuals and audio in the game are fine. The graphics aren’t terrible, but they also need an update as they are starting to feel a bit dated. This is in part due to still needing to be playable on 15-year-old hardware and scale accordingly. Call of Duty needs to abandon previous-generation consoles, or the series will seriously fall behind. While the graphics don’t look awful, you can tell they are dated. There’s no ray tracing, no advanced lighting effects, and the textures up close look a bit grainy and blurry. I also think that the series needs a gameplay overhaul. While the gunplay feels good and has a fun factor to it, how many times do we need to play the game like this? Let’s try to make Black Ops feel a bit different from the mainline series again. Black Ops 6 is probably the best game in the series to date, but the short campaign (about 4 hours) and the uninspired maps might put a lot of people off for the high price tag.
When you think of Tomb Raider, Uncharted, or most treasure hunters, you think of Indiana Jones. Harrison Ford’s iconic character is considered the grandfather of all video-game spelunkers. It’s only puzzling when you realize nearly every Indiana Jones game was mediocre to terrible at best, and none got the fancy high-budget treatment that his copycats did. Thanks to MachineGames, who are masterclasses; with their pedigree being in the recent Wolfenstein reboots, there’s no one else more qualified for a WWII-set adventure title in the first person.
The Great Circle focuses on major monument sites like the Sphinx and Machu Picchu that hold a stone that, when combined with the rest, can allow instantaneous travel. This seems a bit far-fetched for a series so grounded in reality, but MachineGames pulled it off. The game starts out very serious and realistic in tone. You get to play the opening sequence based on one of the scenes from an Indy movie, Raiders of the Lost Ark. This is your basic tutorial on how to play the game and what to expect gameplay-wise. This platforming and climbing is mostly played in first person, but it’s used sparingly and works well for the character. The titular action hero is also voiced and acted by Troy Baker, of Joel from The Last of Us fame, and you would swear Indy’s voice is actually Ford’s or some sort of AI. He does a fantastic job getting all of Ford’s mannerisms and quips just right. MachineGames, in turn, did a stand-up job with his facial animations and expressions. The digital form embodies the essence of Indy.
I greatly appreciate the gameplay loop here, as it breaks up quite a bit and never feels stale. The first two “maps” of the game are large and open and give you side quests on top of the main adventure. You can ignore these, but they provide you with Adventure Points, which you can use to unlock abilities from the Travel Books you acquire. They also hold a lot of fun adventuring, great scripted events, and puzzles. Running around the map can unlock fast travel points, but don’t worry. These maps are significantly smaller than those found in games like Grand Theft Auto or Assassin’s Creed. You can easily run from one side to the other in a couple of minutes. The challenge here is that the Nazis have camps and barricades set up all over the maps. As long as you maintain your disguise, you can access some restricted areas and avoid others. Usually the disguise is similar to the local flavor of the working class. Indy will auto-equip disguises as needed, such as his iconic leather jacket, hat, and trousers, when you get to a tomb. You can easily get away with a lot, and thankfully the enemy AI can’t detect you from miles away. The yellow alert symbol above their heads is fairly generous and gives players plenty of time to hide and move out of the way.
Most restricted areas are fairly large and open, and your objective has multiple ways of entry. Either go in bashing everyone down or shoot your way through, but realize that some early areas don’t really have guns, and you will run out of bullets quickly. Sometimes it’s better to not be seen, as you can be greatly outnumbered. The main combat mechanic here is melee weapons of everyday use that you can pick up, such as brooms, tire irons, bottles, brushes, batons, frying pans, or anything else you fancy. These have degradation bars and can only be used a few times. Sneaking up behind an enemy and whacking them will get an instant knockout. Guns can also be turned around and used as melee weapons if you want to go a more pacifist route.
If you break your main revolver, you can use repair kits, but bullets are very rare. It’s not recommended to go in guns blazing until later levels when you can pick up a shotgun, sten gun, or other pistols. These also have a single clip, and then you have to discard the weapon. You also can’t carry any weapons up ladders. If you climb out of an area, the weapon stays behind. While you do at least get your revolver at all times as a backup, I rarely used guns. I must commend MachineGames for effectively dissuading players from using guns, despite their potential convenience. I always searched for a melee weapon and sometimes avoided combat in entire areas thanks to the many ways to get to an objective.
I did find navigating the areas a bit annoying, as the menu and inventory system are kind of a mess. All of Indy’s notes are in a notebook, and you hold this in real-time; the navigation icons only appear when the book is out. I had to run around with a book in my hand to see my player icon move in real time on the map. I would have liked an optional compass on the HUD. I also found flipping around to notes for solving puzzles to be a nuisance. The overall design of the menu system is subpar, resulting in a cumbersome experience. Some optional puzzles require you to snap photos for hints, and these documents and photos need to be referenced a lot, so flipping through multiple pages each time is a chore.
Adventuring itself feels grounded and used sparingly, so it feels like a real Indy adventure. You use your whip to pull things down, swing across gaps, and disarm enemies in combat. The whip is slow, and you can’t just run full tilt down a hallway and expect Indy to whip beams and fly across the levels Prince of Persia style. You have to stop and aim at the beam; Indy then whips it, and then you swing across, but Indy’s speed isn’t that of a superhuman adventurer. It feels real and believable. Indy doesn’t climb up his whip against walls quickly either. There’s a weight to his movements ; he’s struggling just a bit and always on the brink of exhaustion. To be honest, it’s a refreshing shift in pace. My favorite parts of the game are the final tombs you explore before the final bosses, as they are full of fun puzzles and scripted events. MachineGames broke up the game by adding three heavily scripted linear levels after the first two open maps. It’s so well paced, and I couldn’t put the game down.
The RPG system seemed a bit forced and unnecessary to me. The Adventure Points rack up, and you will end up with more than you need, but buying more books requires medicine bottles, which must be hunted and searched for in the level. You can use your camera to snap photos when an icon appears for some quick Adventure Points. Then you have coins, which you mostly use to buy the three main gadgets you use throughout the entire game. These gadgets include a camera, a lighter, and a re-breather. These are quite expensive and will require you to go finish side missions and scrounge for money in chests and on shelves. Travel books help you gain stamina, health, and damage while knocking out enemies faster. All three currencies are underutilized. You can also eat pastries to increase your “armor,” use bandages to heal, and eat fruit to increase your stamina “armor,” which just allows your stamina to reduce at a slower rate. Stamina is vital to combat, as fisticuffs is so heavily relied upon.
The game itself looks absolutely gorgeous. It is undeniably one of the most visually stunning games to date. The game boasts an extensive range of diverse locales, including a desert, dense jungle, the Vatican, a college, and a snow level. The game is constantly changing things up, and it just never feels boring. The story, while elementary, is captivating enough to keep me going, but the characters feel like they almost stand out but still feel a bit too cliché. The main antagonist, Dr. Voss, has a wonderful personality that you really despise, but there’s something about him that makes him forgettable, as well as your female companion Gina. The overall adventure itself is memorable, however, and I had a blast with the 20 hours I put into this game. I don’t feel the urge to find all the hidden collectibles, as this part of the game felt like a chore. I preferred the scripted events that made me feel like Indy rather than sneaking around collecting things like a Thief game. Overall, I believe this is the finest Indiana Jonesgame ever created, and I look forward to future releases.
The level of intertwinement between Control and Alan Wake is somewhat surprising. Control is the explanation for what is happening in the Alan Wake games. It serves to ground the series, transforming it from a purely psychological horror to something more paranormal and believable. Here, you play as the FBC agent Kiran Estevez. You are exploring the Lake House event in this short 2-hour DLC, and the game is more combat heavy than previous DLC entries. The game also features a significant increase in horror elements. A new enemy and weapon have been introduced, which is always enjoyable.
Kiran controls and plays just like any other character in the game. She doesn’t have any special stats, abilities, or weapons. You use your handgun and shotgun here. Kiran is battling a new entity who loves painting it seems. You must unravel the mystery behind the Lake House and who opened the portal. The game is very linear and feels more like Control than Alan Wake. You play in an FBC facility, so it’s very linear and not very interesting to look at. There aren’t any beautiful vistas or open areas here. There are numerous spacious office rooms and hallways in this area. This kind of brings the game down a bit as well. There are five floors you must descend, and the main goal is upgrading your security key card to get to the next level.
The game involves a round robin where players traverse a hallway and then engage in combat with a group of Taken. There are numerous enemies in this game, and the fights are quite challenging. Only the new Black Rock Launcher, which you acquire towards the end, can defeat the new enemy, a strange, tall, walking paint entity. Otherwise you must run from them. Towards the end, a formidable boss awaits you, testing your combat skills to the fullest. Personally, I found the excessive shooting to be enjoyable as it provided a break from the monotony of the hallways and corridors. Finding articles and reading computer emails tells a significant portion of the story here. You can backtrack to optional locked doors that contain more hidden story tidbits, but you won’t find any extra items or hidden weapons anywhere.
I personally didn’t find this DLC to be the strongest. It’s forgettable, while entertaining, and serves its purpose for the two hours you play, but that’s about it. I did think the fights were really tense and the horror elements here were great, but they were short-lived. While Kiran is an interesting character, I would have liked to explore more of her backstory and pull away from the horror and firefights of the main game. Let’s get to know these other characters’ pasts. There is a lot of lever pulling, box carrying, and elevator hopping, but it’s done in an annoying way.
Otherwise, The Lake House DLC serves its purpose and nothing more. It’s a very linear DLC full of bland environments, a couple of tough fights, and not much else. If you are seeking more action in the game, consider purchasing this DLC. However, the storyline is largely uninteresting and can be challenging to follow, unless you enjoy reading the game’s extra articles.
Contra is the blueprint for side-scrolling action games. They need to be tough as nails, have insane bosses, and usually have a lot of gore or some sort of inspiration from biomechanical art. Moreover, the Earth is under the control of a vast and formidable alien race. Iron Meat nails all of these and is a blast to play. The game can also nail all of these aspects and still fail in level design and gameplay. That’s thankfully not the case here.
As a stalwart soldier, your mission is to save Earth from an alien race that has taken over the Moon. There are nine unique levels in this game, each with varying lengths, enemies, and obstacles to overcome. The game is very pick-up-and-play friendly, as you just run forward and blast everything in sight; however, Iron Meat has a couple of things it does a bit differently. You can find ammo pickups inside objects. Occasionally, friendlies may drop them, or you may find them lying around. They are not commonly found, and if you die, you forfeit your weapon. The standard weapon is a rapid-firing machine gun that works well enough. Other weapons include different firing rates and patterns. There are also pickups to increase your score by 1,000.
In Iron Meat, you can shoot in eight directions. Another great feature is that you can hold down a trigger button to maintain your position while shooting in any direction. The game constantly presents you with enemies at a rapid pace. Some enemies, such as boxes with jaws, bugs, melee enemies, weird snakes, bats, and various other insane abominations, may be incorporated into the level itself. The enemy design is fantastic, and you get to know what each enemy does and how to kill them. Occasionally, following a specific order can also prove to be an effective strategy. You can also avoid enemy fire by lying down prone and shooting. Some levels will also test your platforming skills, featuring obstacles such as collapsing ceilings, death pits, and suspended platforms.
The bosses are really great. They have various attack patterns, and you get used to knowing when to attack. Some will chase you, while others will fly around you. Some are small, while others are massive, possessing multiple forms and phases. They all look grotesque and nightmarish, though. The game’s pacing effectively breaks up the action. There is a vertical level, followed by a level that emphasizes platforming, and then another level that presents a large number of enemies at once. You can unlock characters and swap body parts to create your own unique soldier. Once you complete the game, you can go through it again in mirror mode.
Although the game may appear to have less content compared to modern games, it truly pays homage to the classic 16-bit run-and-gun shooters. Most of those games featured a mere half dozen levels and lacked additional modes. Iron Meat does have a two-player co-op mode, which is a nice addition, but I feel there’s a lot of content here for the asking price. Going through and learning all of the attack patterns and enemies is fun, and then getting more points on higher difficulties can be a fun challenge. You can complete the game in less than two hours, but those two hours are filled with enjoyment.
Overall, Iron Meat nails pretty much everything you would want in a 16-bit run-and-gun shooter. Iron Mean boasts massive bosses, captivating soundtracks, copious amounts of gore, diverse levels, and exceptional controls. There’s not much Iron Meat does wrong outside of the occasional straightforwardness of some levels. This is one of my favorite games in the genre, and you shouldn’t miss out.
The quality of minimalist games varies greatly. Games like Gris, Planet Lana, Inside, Little Nightmares, etc. are sidescrolling titles that have a focus on one or two things. Visuals alone typically tell the story, which can be challenging to master. Neva seems to nail the story, which is rare for these types of games. The only voice acting in the game is Alba, your character, who grunts and calls out Neva’s name. Neva, a dog or wolf god, is fighting back against a blight that has swept the land. Everything has been overtaken by black goo disguised in strange white masks, and your mission is to uncover the cause of this calamity before it destroys all life on the planet.
The story requires a lot of player interpretation, but it’s quite obvious what is going on. We don’t have names, lore, history, or anything like that, but it’s an obvious good vs. evil story, and Alba obviously has a strong bond and love for this God, Neva. There are ups and downs, close calls, and tragedies in the story as you fight your way through everything. I don’t want to spoil anything, but the story is very touching. The gorgeous animations and art mixed with the astounding soundtrack by Berlinist will wrench a couple of tears from you; it nearly did for me. Most of the game focuses on skilled platforming with triple jumps and some puzzles here and there. There are also some extras you can collect, but they require a bit of thinking, and some of the most advanced platforming in the game requiring surgical precision on distance and height.
The game uses white to indicate what you can do. Bright white lines adorn climbable platforms and walls. At times, you must solve puzzles by striking white gongs, which can move platforms in various ways. As the game progresses, these challenges escalate in complexity, yet they remain surmountable. The game consistently introduces new elements to the player, leaving me astonished each time. Just when I thought I saw everything the game had to offer, something new came along. At times, you can ride Neva and use her for combat; new enemies will emerge, surprising you with their unique fighting styles. Even some puzzles will be enemies themselves. One of my primary concerns with brief games such as these is that they reveal all their features within the initial hour, leaving you trapped in an endless loop of gameplay that quickly loses its allure. Neva consistently introduces new elements or modifies familiar elements to keep you engaged. I love this so much.
Combat is simple as it contains only a three-hit combo, but the enemies are the real challenge. You must learn their patterns and attack animations, and then dodge, jump, and attack accordingly. As previously mentioned, the game introduces new enemies in unique ways. You can roll through enemies and some of their projectiles, but some might be in the air, some might throw things, and some might be huge, including bosses. In some fights, you can use Neva to stun enemies, which can be advantageous. However, in other fights, Neva may not be available, resulting in reduced damage and a reliance on pure skill. Some fights were so tough I restarted over a dozen times because my timing was off. Multiple enemies pose a real challenge, and the game lulls you into a false sense of security early on—that the combat is simple and easy and something you don’t need to focus on.
The game never becomes dull or boring because everything, including the scenery, is constantly changing. The game is absolutely stunning to look at with so much color and vibrant displays of black. Playing with an OLED screen is a must, as the colors pop and come to life. The game’s short duration of about 4–5 hours may turn most people away, but the sheer variety of what’s changed up with so few enemies and a simple gameplay loop is superbly done. I couldn’t put the game down, as I wanted to see these two succeed and find out what caused this blight in the world of Neva. The game and its characters are truly captivating, and I eagerly anticipate more.
Disney has a long and dark history with video game studios and the entire industry in general. Many developers and studios want more creative freedom with the property, and Disney constantly holds their hand and shoots down great ideas. Warren Specter, the creator of Deus Ex and the infamous flop Tabula Rasa, aimed to explore a new genre of games and create a dark Disney fantasy game. However, the Wii version he produced was a disjointed mess. The game’s ambition exceeded the capabilities of the console it was designed for, yet its release came too late for the company. Disney wasn’t pleased with the poor sales of the game and weak reception. The biggest issue that Epic Mickey faced was the terrible camera, and this game needs constant camera work to play correctly.
Epic Mickey is a strange game still. It takes some time to fully understand the game. It doesn’t play like a typical platformer and aims to be something else. I wanted to immediately explore, collect, and paint, but the game doesn’t let you do much of this early on. The game takes place in the Fantasia universe of Mickey, where he serves as The Apprentice to the Sorcerer. The Sorcerer created a world, and Mickey got curious one night and dumped a bunch of thinner inside and went and hid. As time passed, the consequences eventually caught up with him, and now Mickey finds himself inside this world, armed with the magic paintbrush. There’s a light and dark theme that has you using Paint or Thin enemies and bosses to get a different ending. When you defeat each boss, this will also determine which side receives more tank upgrades.
Once you get past the prologue, the game opens up a tiny bit. There is a main hub town that requires Sparks to open new portals to one of the five worlds. Players can find Sparks in the world or through the completion of both side and main quests. This is where the game gets a little frustrating, as side quests are missable. Each world features a primary hub area, but once you complete that world, you can no longer access the subsequent areas. I found it annoying not knowing that part of a quest was here, and once I finished, I was told the quest can no longer be completed. Most quests are tedious fetch quests, and obtaining a Platinum trophy doesn’t necessitate collecting every item. I found this very odd as well, as it feels there’s no point to 100% the game. You only need to finish maybe 70% of the side content to get every achievement or trophy.
Navigating through the cramped levels feels strange. Areas with outlines require painting, and areas with brighter and vivid colors can be thinned. To create platforms, locate hidden chests containing pins, and navigate the area, you must undertake this task. Certain side quests require painting specific objects, a fun but underutilized mechanic. Early on in the game, I didn’t use the brush all that much. Many things appeared to require painting, yet there was no justification for it. I noticed numerous buildings and objects with missing parts, but where was the enjoyable “Paint everything for a special item” quest? Maybe for a cool outfit?
Due to its sparseness and the ability to avoid most enemies, combat is incredibly easy in this game. Depending on the ending you want, you can paint enemies to make them fight for you or thin enemies to make them disappear. If you paint enough, you can send sprites out to “possess” enemies to fight for you, but I never used this feature. The game solely presents challenges in the form of boss fights and animatronics, which necessitate thinning before a physical attack. You can save caged Gremlins to simplify certain aspects of the game, like stopping enemy generators, but the game’s simplicity makes this unnecessary. I found most of the enemies to be annoying and a hindrance to platforming, especially since many would respawn later.
Another puzzling gameplay element were the E-Tickets. These were completely useless. Every so often someone will offer to make something easier to allow you to purchase a spark or something similar for e-tickets. You can purchase items from shops like hearts, tanks, and permanent upgrades, but the availability of these items is limited. Most of the E-Tickets are for concept art, and I always had more E-Tickets than I could ever want. They are scattered throughout the game and have the ability to reappear. At the start of the game, I devoted a significant amount of time to collecting every single one in sight, only to discover that they would reappear upon my return or even upon my death. I would have liked to spend more tickets on outfits or customization options like paint color or brush type.
For the most part, Mickey’s momentum and physics feel good. He’s a bit floaty, especially in the 2D levels, but it works. Mickey can do a jump and slam move, a spin move, and a triple jump. The more advanced platforming sections present the biggest challenge in the game, but they also offer the most enjoyment. You can complete the 2D levels, which are transition levels, in around 30 seconds. Each level features concept art and two film reels. You use these to unlock items at the cinema, with approximately 64 available throughout the entire game. However, you only need half of these for the achievement, and permanent upgrades aren’t really necessary. Halfway through the game, you receive various items such as a TV to distract enemies, a clock to slow down time, and an anvil to crush enemies, among others. I never used these except on rare occasions, as combat is mostly avoidable. With the exception of a few puzzles and boss fights, I rarely used these.
The visuals are fantastic, with some of the darkest for a Disney title to date. There are numerous melancholic landscapes in black and white, blending dark hues with sporadic bursts of brightness. Everything appears perilous and gloomy, yet it maintains a striking beauty. Unfortunately, most of the game’s content is forgotten much like its characters. Platforming takes precedence over combat, painting, and a cohesive level design. Only boss fights and a few puzzles provide occasional challenges. Navigating levels is a bit of a nightmare due to their haphazard design and layout. Purple Lamp did a great job fixing what they had to work with from the original game, but it needs more, and I doubt we will ever get it. The story isn’t even enough to bring the game up a notch or two, as it’s elementary and childish, which is in stark contrast to the tone of the entire game. It feels like a Saturday morning cartoon story that would put a toddler to sleep, which is a crying shame. Overall, it’s well worth a playthrough for platformer and Disney fans. If you hated the original, this might just be enough to change your mind.
I finally made it around to the last of the trilogy. This latest entry is a huge step up for the series, but if you zoom out and look at the game in comparison to others at the beginning of this generation, it still feels and plays dated. Right off the bat, the game is a massive boost in visual fidelity. The game boasts improved textures, models, and lighting, all of which contribute to its impressive visual appeal, particularly considering its modest budget. The game also has a more cohesive timeline to play through rather than a few random set pieces. There are eight acts in this game, so it’s about as long as the two previous games combined. There is a large hug area you can run around in, and then you can branch off to the different acts as the story progresses.
Right off the bat, while this all seems nice, it’s superfluous. The main town, where you wander around, offers only a few hidden urban legends to photograph and two side quests. A chapter unlocks each of the game’s five locations. Linda looks much better, but she has no personality. This was a great opportunity that the developers could have used to make Linda a memorable female horror protagonist, but they didn’t really give her a voice or any character. In fact, everybody in this game feels like a generic JRPG NPC. The ghosts and monsters have more character than they do. This also leads to the same stupid story that makes zero sense. While you can view a “Previously on DreadOut” video, the game doesn’t do anything with this story. I was hoping for an explanation of Linda’s past and the curse that haunts her, but the explanation fell flat, leaving me with a shrug at the game’s conclusion. I can’t delve deeper into it without revealing the limited plot, so don’t expect too much.
Combat comes in two forms. In the original form, which uses the Irisphone 2.0, you aim at a ghost, and when a “glitch” appears, you can snap a photo to inflict damage. There’s a new feature that lets you hold the shutter button longer to do extra damage. The second form is only available in the “alternate” realms, where Linda can use her phone’s flash to stun enemies and wield a melee weapon. These realms do not allow you to take photos, and there is a greater emphasis on solving simple puzzles. I honestly found the Irisphone combat in the “real” world to be atrocious and frustrating. The ghost’s face has to be perfectly centered in the phone for the glitch to appear, and it only happens for a split second. This time, the game features a greater number of bosses, each with their own unique gameplay style. However, a significant number of these bosses can be so frustrating that many players may abandon the game and never return. Some of the problems include knockback animations that are annoying and there’s still no health meter. The screen slowly turns black and white, and you can hear a heartbeat, but that’s about it. There’s a particular boss in Act Two that had me screaming. Some of these ghosts take 20-30 shots to take down, and Linda has no dodge, parry, or block button.
While combat in the “alternate” realms is better because you can sling your axe everywhere, it’s still clunky and obtuse. Here, the game will throw a lot of enemies at you, and you still have no block, dodge, or parry button. Some enemies have the ability to run faster than Linda, lurching forward in a continuous loop that prevents you from moving far enough to breathe or escaping into a corner. Your health will recover if you run away long enough, but this was mostly noticeable during boss fights. While the game is clunky and cumbersome, it throws things at you, making these fights way more frustrating than they need to be. One particular boss isn’t just a single ghost; more little ghosts spawn and constantly come back. Why did these ghosts spawn? With this Irisphone, I can’t dodge or block, and swinging the axe or getting the shot just right is hard enough. These elements don’t add challenge, but frustration. They only show how flawed the combat system is.
Unfortunately, this time around, most of the game is combat. I did get lost in some larger levels with labyrinthine hallways that all seemed to look the same, which was a problem with the first game, but this wasn’t an issue on every level. Most of the time, I knew where to go because the area was either very linear or had only one path forward. I did explore the area, collected all the urban legends, and filled my Ghostpedia, but the game seemed to lack any meaningful activities. Although the expansion of Indonesian lore and the improved appearance of the monsters are commendable, I believe this series has the potential to achieve more. It wants to be the next big horror title, like Silent Hill, but it has to break through the tropes that the survival horror genre suffers most of the time. If there is a DreadOut 3, it needs better combat, better level design, and a story that makes sense, as well as making Linda a likable character and not just a voiceless generic avatar.
DreadOut 2 is really only for fans of survival horror from the 1990s and early 2000s, as well as those who enjoyed the original games. The game’s visuals have improved more than the gameplay. Combat is horrendously cumbersome, obtuse, and difficult. Some of the boss fights are victims of this mess, which can cause players to throw the game in the trash. The story lacks depth, and the characters resemble generic robotic avatars instead of evolving with an ever-growing series. The game expands upon the Indonesian lore of monsters, urban legends, and ghosts, enhancing their visual appeal, yet the open hub remains empty and bare. The game needs more attention to detail before I will bother with a fourth outing.
The series Alone in the Dark appears to have a perpetual curse. While the earliest 3D titles, such as The New Nightmare, received fairly positive scores, these last two reboots just can’t seem to get things right. I’ll grant the 2008 reboot some leeway, as it attempted to innovate and reinvigorate the series, despite its minimal connection to the lore of Alone in the Dark beyond the protagonist’s name. This new reboot is more faithful to the first game—exploring a creepy mansion, solving puzzles, and having basic combat. It did feel more like The New Nightmare and much less like the 2008 game, but it didn’t boost the series to new heights either.
You can play as either Detective Carnby or Emily Heartwood. The differences here are limited to a few different scenarios in a few levels, but you must play both sides to find all the collectibles. Emily’s uncle is living in an adult family home for the sick, and she needs to get him out. As she explores the mansion, she appears to be trapped in a paranormal dimension, alternating between what might be reality, her uncle’s reality, or her own mind. One of the first issues with the game is that the game isn’t really all that scary. The monster designs are kind of neat but not super interesting, and the atmosphere is more Haunted Mansion and Scooby Doo Fright Night than Silent Hill, but that’s not the biggest issue.
The combat in Alone in the Dark is quite boring and terrible. The melee combat just consists of wildly swinging an object around. You have both a regular hit and a power hit. Items are breakable, but you can carry one around at all times. This is fine if you’re up against a single enemy or can’t reload in time, but most of the time swinging the object causes your character to lunge forward, and it just feels awkward and stiff. There’s not a block or parry button—just a dodge button. The remainder of the battle involves firing a revolver, shotgun, or Tommy gun, with limited ammunition available. In most scenarios, I felt that there were too many enemies coming at you in the tight and cramped spaces you are in. There are some throwable objects, but the only useful ones are the Molotov cocktails. Throwing bricks is pointless because it doesn’t do any damage. Occasionally, there are stealth sections, which are incredibly short (requiring you to weave through three rows of barrels for example) or impossible to complete due to the enemies’ lack of set patrol patterns.
The game primarily consists of aimless wandering while attempting to solve obtuse puzzles with vague hints. The game features combination locks, math, and puzzles that evoke nostalgia from the year 2005. There’s an Egyptian Temple level in which you need to find three lenses to bounce light around to unlock the main door. This consists of a constant back and forth through labyrinthine hallways. You need to find the switch to unlock the lens door, but that switch triggered a collapse, so now you have to find another switch to open the shortcut door. This just feels like lazy design and prolonged play time. The mansion itself is the most monotonous, with repetitive hallways and locked routes in each chapter. Even if you manage to find a key or unlock a door, it remains bolted or blocked in another chapter. This leads me to my biggest issue. Game-breaking bugs. I rarely encounter these in games, but I encountered a bug where a door was blocked, leading to the end of Chapter 4. I couldn’t progress, and that’s where my game ended. Restarting the entire chapter wasn’t a guarantee that it would fix the bug.
The visuals are pretty acceptable for what they are. They aren’t ugly, but they don’t feel like Alone in the Dark at all. The story is pretty forgettable, with uninteresting characters, fairly lame dialogue, and average voice acting. The stiff controls, animations, and combat bring the game down quite a bit, but the game-breaking bugs, absurd level design, lame stealth, and repetitive backtracking add up to a not-so-great adventure.
Yep! The fact that I forgot about this game until you made a comment proves that.