Whether you love or hate Sierra point-and-click adventure games, they are the gold standard for storytelling and world-building for this genre. Although many games struggle to overcome the typical issues of the genre, we can often overlook them for their other remarkable achievements. The game boasts a captivating narrative, well-developed characters, impressive voice acting, and a captivating atmosphere, complemented by intriguing visuals and music. Kathy Rain is a modern-day recreation of what made Sierra games so great, and I’m not sure I wanted a decade to discover it.
You play as the titular Kathy Rain, a troubled college student in the mid-90s who ends up stumbling upon a murder mystery involving her family. The game does an impressive job building this up from just a weekend curiosity to an all-out paranormal investigation. While 75% of the game is the build-up to the paranormal part , there’s an underlying question that I could never shake. Is Kathy completely sane? She had a troubled childhood, and there are a few scenes depicting her past, but the sudden death of her grandfather sparks a murder mystery that involves the entire town. I would rather not talk too much about the story and spoil a lot, but the story is the majority of what makes this game worth sticking to.
There are some usual adventure title issues that pop up. For one, players often find themselves unsure of what to do half the time. Without a walkthrough, you will be clicking around on every object like a mad man, trying to figure out what to do. At least the UI is well designed. Each item is labelled on the screen with simple white text, and you can click on it, and Kathy will talk about it. If there’s more than one action, a few icons will pop up around that object. There ‘s inventory at the bottom. Like all games in this genre, you can use the object with anything else to make things happen, but the object hunting can get really tiresome, stretching out unnecessary playtime. Occasionally what seems logical in real life doesn’t work in the game. For example, one scene has Kathy making a homeless person perform a play in front of someone to distract them. You need to zap him with a taser to feign a seizure for the distraction. Having to literally use every object on everything in every single screen can get really tiresome, and Kathy Rain is terrible about managing it. This game would be difficult to enjoy without a walkthrough, and that’s a shame.
Because this is a detective game, you have a list of topics to talk about with certain people, and to advance the story, you need to trigger the correct sequence of events. If you don’t talk to someone about a topic and miss it, you will get stuck often. It’s almost like this game wasn’t designed to be played without a walkthrough at all. Outside of that, Kathy Rain has a great atmosphere with some cool visuals and world-building. As you discover new locations in town and talk to people, you get a backstory of the town and Kathy’s family, and it really pulled me in. The voice acting is pretty impressive, and unlike Sierra games, there are adult themes here with cussing, as it’s not trying to capture a teen audience. There are some captivating visuals towards the end of the game, and the music is very atmospheric and surreal-feeling. Sometimes the game feels too grounded in reality, and the paranormal side feels like a striking contrast and actually stands out too much.
Overall, Kathy Rain is a pretty good adventure title if you follow a guide. I feel the most interesting parts of the story and the twist start to crescendo into something weird and exciting, but the climax is never really focused on. It fizzles out before things truly start getting odd and crazy, and I feel a sequel could really drive that home. While Kathy Rain has neat visuals and they look good, the resolution is pretty low, and it’s difficult to read in some spots. However, anyone who loves adventure games will really get into this game. I feel like being more adult-focused and less teen-driven can bring a layer of intensity to the game and story that most don’t go for in this genre, allowing for deeper themes and more complex character development that resonate with an older audience.
There is a certain moment in our lives that everyone is always chasing or trying to recapture. We don’t know it when we’re in this moment, but it’s one of the biggest draws of nostalgia, especially for Gen X and Millennials. That moment is the first major turning point in our lives. Where we go from a teenager to an adult. It’s both exhilarating and incredibly frightening at the same time. This jarring shift happens faster than any of us want it to, and we are always trying to cling on to that childhood just a few moments longer, but for reasons we don’t understand. Maybe we don’t want to go to college; we want to pursue dreams or hobbies, or some of us just end up with the wrong crowd and can’t find a way out. That turning point is graduating high school, turning 18, and becoming an adult. A million social and economical responsibilities are thrust upon us and against our will, with many of us not ready for it or prepared for what society has to give us. This is that single fleeting moment that Mixtape is trying to capture, and this is probably the only game that I’ve played that has done it right.
Some of us may have had friends in high school, and after graduation we fell apart. Either by choice or unknowingly, just due to life and the way that current pushes us. Some may have gone away to a college in another town. Some may have got three jobs and are working constantly with no more time for fun. Some may have got into trouble and wound up in jail. Sometimes our parents move away after high school and we start a brand new life. Mixtape does a fantastic job of bringing you into this fleeting moment and the emotions behind each of those singular and granular events. From running away from a house party to finding a hangout spot and cleaning it up. Mixtape follows three high school friends, Cassandra, Stacy, and Van, as they try to prepare for the last major house party before graduation. This sounds cheesy and like something out of a mid 2000s teen movie, but it’s not that at all. That’s the end goal, but it’s everything in between that sweeps us up emotionally and keeps us glued to the screen.
The only other game I can compare this type of emotional depth to is Life is Strange. While that game is capturing a very different feeling of this age group, it’s similar in both aesthetic and tone. The game starts out with you skateboarding to a licensed track down a long hill. It seems overly long, the autumn leaves crunching under your wheels, the sun close to setting, and you don’t have a care in the world. Stacy is the main protagonist, and she breaks the fourth wall to talk to the player and introduce each track to her mixtape of life, if you will. She’s a music nerd and is trying to make her last and final mixtape to capture that fleeting moment, but she just doesn’t say it. This overly long downhill skate through a rural town in Northern California captures the first of those granular moments. You may remember doing things like this, but just the colours of the time of day, the orange and yellow leaves, the cool air, and laughing with your friends. The game overexaggerates each of these moments that Stacy is in while she’s listening to these tracks. It visually represents the feelings you have and probably remember. It’s truly magical.
Each room you end up in (each of the three friends) has objects you can examine, and Stacy will narrate with her inner voice, similar to Max in Life is Strange. There’s a similar vibe with the way sketch lines dance on screen and harsh sunlight filters through the room. The characters move in a stop-motion animated way, and this helps invoke that feeling of remembering your past. The game is set in the late 90s, so only those who grew up then will remember this specific time period. Internet was scarce, and there was no social media or smartphones yet. While I wasn’t in high school yet at the time, I was in the 4th grade when this game was set, so I have similar memories of playing outside with friends without a care in the world. Laughter echoing in my mind as I think back to those innocent days of youth where the only thing I had to worry about was how my hair looked. These are clearly also some of the only concerns with Stacy and her friends. They want to party and drink beer, and Stacy wants to be off to New York to chase down a music producer to show her a mixtape she has made to start a new career, school be damned.
When you select the orange highlighted items in each room, you will fall back to a memory. This is how each character is introduced and their personalities unfold. The developers did a fantastic job of giving us these three new characters in just a few hours and making you care about them. The writing is sharp and tight, and there isn’t a single scene wasted. The voice acting is fantastic, and I really got sucked into this game and never put it down. Each memory consists of a mini-game or some sort of simple gameplay element. That’s the only major drawback to this game. There isn’t much gameplay here. Some of the mini-games, such as flying through the air and doing jumps, can be fun, but again this is an exaggerated feeling. Maybe you’re just walking home from a friend’s house but feel so high with endorphins that it feels like you’re flying. This euphoric state is the type of emotion that is evoked from the player. Every feeling is visually represented rather than just talked about.
Most of the scenes are bonding experiences each person had with each other, but the overarching story involves trying to get to that beach party and the unaddressed feelings of Stacy leaving for New York and possibly never coming back. It’s pretty emotional and moved me quite a bit towards the end. Cassandra’s overbearing parents and Van’s underbearing mother both get thrown in, and it all just worked. I’ve played so many short indie games that just can’t do a story or character arc right in such a short time because it requires sharp writing because you can’t waste a single scene. Running through a local abandoned dinosaur exhibit and taking photos on a crappy digital camera, trying to rent videos while drunk, etc. The music is also a huge part of stirring up emotions, and it feels like each track is set just right. We’ve all heard these songs before, and I recognised most as I grew up with my parents listening to these songs. Most are set between the late 60s through the 90s, ranging from rock to post-punk and grunge metal.
Overall, Mixtape is such a nice surprise and a treat for those who grew up in the late 90s. The analogue media that floats around the game’s mechanics and vibe is something that a lot of us miss. It just reminds me how much smartphones and social media have destroyed creating intimate moments with friends and the feeling of discovery. We aren’t forced to go outside anymore and make memories but instead can create them digitally. While I understand the benefit and convenience that this tech has brought us, there is also an ugly and dark side to it that can’t be ignored. Between Mixtapes‘ fantastic visual style, licensed soundtrack, and the very specific way of invoking emotions, there’s so much crammed into this 3-hour game. The three characters are well-written and surprisingly memorable, and I feel like this game is something I might go back to someday.
Cyberpunk games that are good are far and few between. They either nail the aesthetic but don’t have a good story or gameplay. Even fewer have interesting lore wrapped around their particular flavour of cyberpunk world. Cloudpunk does this part right. Building interesting lore on top of a compelling story with interesting characters, but sadly not getting the gameplay part right. Despite this caveat, the game is worth playing if you love stories and interesting worlds to explore. Cloudpunk pits you as a delivery driver, Rainia, who migrates from the Eastern continent to the city of Ravalis to escape her past. You end up doing delivery work for the titular Cloudpunk black market service. What unfolds is Rainia getting pulled into a crazy plot with interesting characters and the fate of the world itself.
Cloudpunk does a great job trying to make you feel small in its oppressive overworld. The lore for how this world has come to be is pretty deep, and there is a lot of NPC dialogue and quests surrounding this. The game is set hundreds of years into the future in which few cities remain and most of the world’s population are inside those. There is a class system where capitalism has taken over the world for good, and CEOs live on top of the clouds with better air and water, while the poorest live in the duct systems, farming algae and surviving cold storms from the massive city ventilation system. It’s a really fun world to be a part of, and hearing all of these stories helps build all of this up. Like the best RPGs out there, from The Elder Scrolls to The Witcher, the small parts are what matter the most. You get a large map, and each part of the city is broken down into burroughs. When you land in a part of the city that is walkable, you can see faces on the mini-map. These are optional NPCs to talk to that either give side quests or just some lore to fill you in on the everyday life of people. The morality about androids and them having rights like humans as well as the abuse they go through and how they are implemented into society is very detailed here and sucked me right in. Phillip K. Dick and Isaac Asimov are clear inspirations here.
Outside of walking around and talking to people, you can pick up items scattered around that are just junk parts. Either sell them or keep them, and they might be useful for someone, but most of the time it’s just for cash which is needed for gas, repairs to your HOVA, and adding optional cosmetic upgrades to your apartment. You spend most of the game in the HOVA cars, and as you zip around, you can easily damage the car and have to repair it. You can buy a few simple upgrades and eventually get to pick a much better car halfway through the story. The HOVA feels fine to drive, but navigating this game gave me Jak II vibes, and that’s not super great. The game’s world feels like it was built in the PS2 era. Very small maps that are cut up between loading screens. The same “whooshing” sound effects as you pass by cars. Many of the neon signs repeat often, and while the scale of the city is grand, it’s all an illusion. The foggy sky, distant neon buildings, infinite skywalks and buildings. None of this is explorable just like older games from 20 years ago. When you do land on a walkable area, it’s mostly just sidewalks to run around to the next navpoint. There are no puzzles or combat in the game, so it’s just a vehicle for an enjoyable story and interesting lore.
I wanted Cloudpunk to be more. I really got invested in the characters. There are a few plot twists in the story and the character arcs that got me hooked. I kept coming back to the game wanting to know what happens next. The writing is incredibly sharp and intentional. The voice acting is a bit different from many other games. It sounds like real-life dialogue. A lot of emotion and nonchalance from Rainia over life-or-death situations. There’s depth to all of the characters. The game forces you to struggle with feelings about androids and whether they should be treated like machines or humans. This is all just in the dialogue. I can only imagine if this game had a larger budget with a more detailed world to explore, this could be something huge. Deliveries are also all the same. Pick this up and drop it off. Sometimes you get a choice to decide the fate of certain characters, which is nice, and you really do sit there and think of the consequences.
Driving around the same areas for nearly 10 hours gets tiring quickly. I wound up ignoring everything else in the game, such as stopping at food vendors and merchants, as they served no purpose. The only truly grating issue was that lengthy dialogue would play out with nothing to do. There’s no navpoint given to you so you can drive while listening to the dialogue. Many times I just sat there staring at the screen for many minutes. Outside of this, the voxel art style is to be desired. I didn’t care for it, but the overall style they go with is passable. I feel like the game’s world isn’t done justice with this art style, but the neon-soaked blacks and greys work well enough to invoke emotion when streaking through the sky to the next destination. The music is really good, with retrowave-style synth and techno music as well as the never-ending rain. There’s a lot of potential here in a sequel or something, but there are a lot of reasons for someone not to care for this game. The game features up to 7.1 surround sound. With my 5.1 system the world came to life. HOVAs whizzing by, characters walking around, rain pattering on buildings, sirens going off behind me. The soundscape is half of what drew me into the game.
Overall, Cloudpunk has sharp writing and well-written characters with enough lore and a unique take on a cyberpunk setting to be worth your time. I feel a lot of the extra stuff is a waste of time, and the map design is very early 00s feeling, and that can be both good and bad. There’s nothing to do outside of driving around and doing deliveries minus a timed mission here and there. The art style, while quite good, has a voxel style that doesn’t do the overall art direction justice, but what’s here is pretty good and worth your time if you love stories and lore.
1940s cartoons have slowly grown in popularity, but especially their art style due to copyrights running out mostly from Disney. This had led to many horror projects or inspirations from these shows (Bendy, Cuphead). Mostly stemming from Steamboat Willy and his ilk, Mouse: P.I. for Hire doesn’t just take inspirations from the cartoon era it replicates but also other first-person games like Doom. Mouse is a first-person shooter that is very similar to the first two Doom games with some obvious elements of the newer reboots. First and foremost, P.I. for Hire is a fantastic game to look at. It’s not easy to make a black-and-white game due to the lack of colours that are used to give visual clues to gamers. Clearly the developers used white on black contrast to deliver basic video game language to players, and that’s quite tricky.
While I would love to say that Mouse is a fantastic Doom clone and is basically Doom: Steamboat Willy Edition, there are some glaring issues that kept this game from greatness. While the shooting mechanics feel really good and every gun has it’s own purpose and style there are some balancing issues with Mouse. You start out with the Mouser (haha), which is a semi-automatic pistol, and that’s totally fine. However, you get stuck with this single weapon for way too long. In fact, the weapons are spread so far apart it makes you want to stick with just a single gun. Like the newer Doom reboots, there are tons of pickups in every area. You rarely run out of ammo, so this doesn’t encourage mixing things up. That goes hand in hand with enemy design. Doom has a very distincft design that forces you to switch weapons for different enemies and their distance. Mouse desperately wants to be a close-quarters arena-style shooter, but these areas just aren’t big enough. There also isn’t enough multi-layering to give you breathing room or strategies. Most levels all play out exactly the same, which is multiple corridors bookended by an area with monster closets and almost no verticality. Some act as hubs, and as you come back around throughout the level, more monster closets will open, but this becomes very tedious.
There is a main hub that has your office where you pin clues you find in each level. You can also upgrade weapons with found blueprints and buy ammo and collectibles as well as play a baseball card-style poker game, which I didn’t find very interesting or fun to play. Maybe because I’m not a baseball fan. Money is accumulated incredibly slowly, so you have to be mindful about what you buy. If you don’t care about collectibles, you only use it to buy ammo so you’re stocked up before each mission. I wish there were more uses for money; again, this is part of the balancing issues in this game. When you upgrade weapons (up to three times), you get a cool visual added to the weapon but also a secondary fire option which harkens back to Resistance or Ratchet & Clank, but they aren’t as clever. The shotgun lets you charge up a double shot; the double-barrel shotgun lets you fire both barrels; the James Gun lets you shoot a burst of ammo; the mouser lets you do 3-round bursts. It’s not very diversified, and despite the amount of weapons you get, there are still more balancing problems with these. The pump-action shotgun and double barrel are mostly repetitive. The double-barrel is slow to reload and doesn’t let you carry much (12 rounds), and there are no long-distance weapons. Everything is short- to medium-range, but there are no long-range areas. There is only one explosive weapon (cannon) and one throwable (TNT), which make another pair of weapons repetitive. The brain gun is fun but doesn’t do much outside of exploding heads but requires constant contact. There’s a freeze gun, which I didn’t find useful, as it only freezes one enemy at a time and takes too long. I can go on.
I mostly stuck to the pump-action shotgun and the James gun, as those two complemented each other. Close-quarters damage and being able to shoot many enemies at once. I rarely touched the Mouser after unlocking those two. There’s a paint gun that does a bit more damage, but what I wanted were weapons that do splash damage or another type of fast-firing weapon. The enemies also always repeat. There are enemies with shields, melee enemies, big melee guys that take a lot of damage, and flying enemies, and that’s about it. This gets old really fast as there are nearly 15 levels in the game. Many levels look the same, with several set in swamps, warehouses, movie lots, etc. With everything being black and white, I wanted to see more diversity in scenery. You can unlock passive abilities like hovering, double jump, wall run and climb, but these are rarely used and felt like afterthoughts. There are no puzzles in the game either. The only puzzle is technically tail-picking, which is a nice change from The Elder Scrolls style of lock-picking. This consists of pins and a maze-style lock. You have to push the pins while moving through the maze. Some are timed and some have hazards, while others have limited moves. The problem is that once you do a few, they are all the same with zero challenge. This compels you to skip optional safes and doors in order to progress.
That’s what you will do through most of Mouse. Moving forward just to get to the next thing. The story is mildly interesting, but poorly told. It feels very disjointed, and half of the time I don’t know what was going on. There are multiple cases going on at once, and a lot of them cross over. There are typical noir-type stereotypes in the game, and they just were not clever or interesting. The voice acting is good, and I like some of the mouse-related puns, like ‘fondue’ being alcohol and ‘cheese powder’ being drugs. The boss fights are probably more interesting, but the final boss fight is an absolute pain due to the cramped arena with not enough room to move around. Despite all of this, the game is fast-paced, and I did enjoy just shooting everything in sight. That feeling from Doom does come across in the game, but the only truly interesting area was the “hallucination” level in which you jump around a fantasy area and go to hell and find the chainsaw. Most of Mouse’s problem is that it takes itself way too seriously.
The rubber hose animations and art style are fantastic to look at, and the game feels good to play. The weapons are great to shoot, but the levels feel way too similar to each other, and many of the game types of areas repeat. There’s no deviation in design, and the same few enemies repeat forever. There are no puzzles, and tail-picking becomes easy way too quickly. Passive abilities aren’t used much, and the weapons are poorly balanced with both alt-fire modes and overall use against enemies. Many weapons serve the same function, causing you to stick to the same few throughout. That doesn’t make the game unenjoyable, just repetitive, and many players may quit early on. The story isn’t very interesting and the characters are dull, but it’s still a great shooter at its heart, and I kept blasting my way through the game, having fun despite how serious the game took itself.
The coverage of mental health in games is growing both in respect of the disease process and the way it affects everyday lives. This would have been laughed at 20 years ago (and still kind of is in a small sect of a specific gaming crowd), but seeing it take an art form is very interesting here. Hellblade was well known for depicting different forms of psychosis in a character and projecting that onto a game. Schizophrenia, visual and auditory hallucinations, multiple personality disorder, and many others. Hellblade takes Norse mythology and grounds it with real-world mental health issues. Senua is the main protagonist you play as. Her trauma manifests into these hallucinations, turning what you are seeing into visual symbols of her past. As you play along and solve puzzles, you can also find hidden faces and totems to learn about the Norse mythology by a man named Druth.
Hellblade is mostly a walking simulator mixed with some simple combat and geometry illusion puzzles. This sequence is the main gameplay loop. Solve puzzles, do some combat, walk a bunch, and listen to dialog. It’s a fine loop that many games do right, and Hellblade is no exception, but it’s the pacing of this loop that wears thin really fast. The combat is the weakest aspect of the game despite looking cool. Senua isn’t a strong character, but she is fast. You can kick, run, and do heavy and light attacks. You can also block and parry. Sadly, these are attached to an almost quick-time event-feeling game with canned animations. This is a challenge of timing rather than pure skill. Enemies repeat often with just a few types. Heavy hitters with two-handed axes and spears, some with shields, and lighter enemies with a single sword or axe. They will spawn in on you until the fight is over. Sometimes this can be overbearing with 5-6 enemies on top of you. Thankfully, you have a focus mirror that stores energy with every successful parry and attack. This slows down time and allows you to whack away at enemies.
Sadly, the combat crescendos into much more whack-a-mole by the end. Some combat sequences throwing two dozen enemies at you. It gets tiring as there’s no change to it. No leveling up, no new moves learned, no nothing. It would have been nice to spread these out more, but with the short play time, it wears things pretty fast. The puzzles are the only things breaking up that monotony of combat. You will get blocked by a door and have to find symbols hidden in the environment. This requires you to see highlighted objects at a certain angle and line them up by climbing or moving around to a new area. These are mostly fun but rarely offer any type of challenge. Some players may actually get bored with how simple the game can be, especially on easier difficulties. There’s one caveat to the entire game, and that’s the fact that Senua has a darkness climbing up her arm. Every time you do, it gets closer to her face. If you die too many times, it’s game over, and you have to start the game over again. I don’t quite understand why this is here. The game is already easy enough, and the game’s not short enough for this to not be a problem. This is easily a 4-6 hour game. You have to repeat many scripted events and dialog, and anyone who does die will easily just throw the towel in and move on.
With that out of the way, the game’s main attraction is the story and the visual effects. This was one of the best-looking games of the previous generation, and with new graphical enhancements that have been added over time, such as ray tracing, it looks fantastic. The production values are very high here, and you can see some of Ninja Theory’s other projects influencing the game here. The animations are fantastic, and the voice acting is superb. Sadly, many gamers will mistake this game for a God of War-style game, not realizing it’s mostly an adventure game with light combat and easy puzzles. Thankfully, the environments are varied and change all the time, with some great-looking vistas and monuments. I had this game installed on my PC for years and never got around to actually getting very far into the game. You need to be in the right mindset to play this game. It’s very dark and heavy emotionally and can be a lot to take in but can be finished in a single sitting.
Hellblade’s new graphical features are worth the price of entry on PS5 Pro and PC alone. This game is very unique, and there’s nothing else quite like it. There may be other games that do what Helblade does better when it’s broken down to its core, but don’t let that steer you away from this game. Go in not expecting much outside of a good story and entertaining production values and you won’t be disappointed.
The House of the Dead is one of the kings of the arcades. This co-op light gun game is a classic with great gameplay, cool monsters, and cutting-edge visuals for the time. The House of the Dead 2 is considered one of the best and was one of the first games in the series to be ported to consoles. There was also a typing version of this game for Dreamcast and PC that is considered great as well. With the original assets being lost, Forever Entertainment had to recreate the game from the ground up, and they did a pretty decent job. It’s not perfect, but it does the game justice and, with some patches, could be even better. The content is bare bones, there’s little extra, and there are some bugs and issues with the camera here and there, but it can be fixed or patched in.
Just like the original, you can play as either James or Gary (different paths) and use your trusty pistol to fight off zombies. There are a good amount in the game, with some ranging from animals to sea creatures. This is a light rail game, so you don’t move the camera, only the reticle on screen. Using the PS5 DualSense is the best way to go, as you can use the motion sensor to aim, and the trigger effect is great for recreating the feeling of the light guns in the arcade. You can customize the controls and use the sticks or switch between the two. Circle is used to reload. This allows for quick action and speed that this game needs. Even on Very Easy, I died quite a bit towards the end. Each level lasts about 10 minutes. The goal is to shoot everything before it hits you. Enemies will melee attack or throw items. Some enemies take more hits than others. You can shoot red barrels to blow some up, but there is little environmental interaction, and I would have liked to have seen more with this remake. You can shoot random items to find hidden secrets such as weapons, bullet types, or passive upgrades like double points, health, credits, etc. You can save citizens and get health kits, weapons, and other items as well, but you need to act fast.
I found an issue with shooting enemies or containers in some scenes. The camera doesn’t linger long enough or doesn’t pan in a way that you can hit these items or enemies. I knew something was there, but I didn’t have nanosecond reflexes to grab the item. This really needs to be patched and fixed. I also found most of the bosses pretty lame to kill. For example, the hydra boss is just a game of wack-a-mole with no real challenge. Bosses have weak spots, and you need to either fire on them constantly or wait for an opening. This can make boss battles drag on as they only have a few attack patterns and are bullet sponges. I understand this was made for the arcade, but this could have been improved in the remake. The levels themselves vary and look really cool, and there’s a lot of detail in the monsters, and the cheese from the original carried over. The new voice acting is bad, but in a good way. The line delivery can be pretty funny, and the story is absolutely bonkers and makes no sense. A man named Goldman is somehow letting a deity take over the world. But what does this have to do with zombies? Where do they come from? It’s never explained and doesn’t need to be. There are only six levels, and you can breeze through them in less than an hour.
Of course, the game is easier with a friend and a blast to play. There a secret lab area in the main menu where you can see what you unlocked, but there’s nothing extra here. Just a modern classic mode and an arcade mode. For the asking price there’s not a lot of content here, and unless you are a huge light gun or The House of the Dead fan, most won’t find much value in this game. I ran into some bugs with water textures being purple, slowdown, and the aforementioned camera issues, but it’s not a terrible experience; it’s just the bare minimum.
When I played Fatal Frame II for the first time on Xbox, I left both loving and hating the game. The entire series has always had faults and issues, but sometimes that’s the charm of the series. The clunky and slow controls, the cramped spaces, the linear levels, etc. Fatal Frame II Remake isn’t like Silent Hill 2. This isn’t a fully reimagined, built-from-the-ground-up experience. This is literally just the same experience remade with a third-person camera and some minor refinements. I feel like this could have been Team Ninja’s opportunity to make Fatal Frame shoot for the stars like Silent Hill has, but all we get is more of the same. That’s not completely a bad thing, but this game isn’t the remake I expected, especially since this is the second remake of this game (originally remade for Wii, called Project Zero 2, only released in Japan and Europe).
Everything visually was remade, including the cut scenes. This is mostly a scene-by-scene remake of the original for better or worse. You start out wandering into the Minakmi Village with your sister in tow and explore the first house. You pick up a flashlight, save for the first time, and get the Camera Obscura early on, and then it’s time to explore. There are a lot of items to collect that show up as blue glints on the ground; there are ghosts to capture called Specters that wander around, but you need to be quick or the shot is gone forever. Your parameter will flash the color filter you need to get certain shots. You can unlock doors and cabinets with some filters and solve puzzles with others. Film is used as ammo against the wraiths that attack you. The camera system is overly complicated and could have been redesigned from the ground up, and I don’t know why it wasn’t. The areas are exactly the same as the original but made with a lot of attention to detail. The lighting and atmosphere are fantastic here, and you always feel on the edge. There are details like Mio slowly opening a door or reaching out for an object in hopes nothing snatches your hand. Most of the time it doesn’t happen, but a rare occasion means you need to fight a wraith.
If you know how to play the original, then great. The game plays 100% like that down to a tee, with nothing changed. There are no added areas or anything we’ve grown to expect from remakes like Silent Hill and Resident Evil. Nothing was really improved, just updated for a modern audience. With that said, you do get shown where to go next on the map…sometimes. You can follow a crimson butterfly around to most of your objectives, but some will just be yellow blips on your map but not your minimap. It’s not consistent, and many times when you are exploring one of the three large houses, you won’t know where to go. This can lead to a lot of aimless wandering, refighting the same wraiths, but it does seem the difficulty is more balanced. I finished the game on normal and never ran out of film, which was a common problem in the original.
When it comes to combat, the camera hasn’t been updated or changed to be better. Just more modernized. The FOV is very narrow, and you need to keep the white circle over the wraith’s face and make the focus points turn red. The more focus points, the more damage is done, shown by a health bar on top of the screen. The health will turn from red to a washed-out red, showing the potential damage that shot will do. It’s best to shoot enemies right when they attack for more damage. This can lead to a Fatal Frame opportunity in which your film loads instantly and you can take a couple more shots. There is a white line on each health bar, and you need to get it below that line as fast as possible or the wraiths become agitated and regen health and become more aggressive. This is where the different films come into play. Type 7 is the weakest and is infinite. Type 14 does moderate damage. The Type 90 does moderate damage but loads quicker. Type 00 loads the slowest and does the most damage, and you only get a few of these throughout the game saved for bosses. Then, type 61 does heavy damage but also loads slowly. This is really confusing. Why not rename the films or put (heavy, light, etc.) next to the name? If all of that sounds complicated, the upgrade system is more bloated.
There are charms you can find throughout the game. Some of these have audio attached to them played through the spirit radio, and some are bought at the save lantern. Most of these are completely useless. This was an opportunity to revamp this system, but instead we get 50 charms with most not being effective enough. You can’t easily swap charms. You must go into the pause menu and change them. These add passive effects like more damage to certain filters, wraiths will be less aggro, stamina will recharge quicker, etc. However, most charms are just a single passive trait. Stones have two traits, but usually a positive and a negative. Most charms are things like “damage is increased when Mayu is in the shot with a wraith.” Mayu is only with you a few times in the game, and you want to keep Wraith away from her. Once you’re knocked down, you have to use your camera flash to get them off of you if you can’t shake them fast enough. A wraith can cause a game over if Mayu is attacked too many times. Switching between filters is only useful early on, but once you get the Radiant filter, you can upgrade the attack charm to level 6 and use that through the whole game. The Paraceptual Filter is good for longer range but rarely needed. You can add prayer beads to the filters and camera to upgrade them, but they are very rare, and you won’t get through many upgrades by the end of the game. It’s best to focus on a single filter (the Radiant filter) and the camera itself. You want a zoom function but want to increase film capacity and attack power on the filter. New Game+ will give you an opportunity to upgrade other filters. You can find items throughout the game to heal and recharge stamins which is needed for dodging and running in combat.
Again, I found this overly bloated and it could have easily been cut down. More prayer beads would have been nice. Once you start a New Game+, everything costs a ton of souls. Sometimes in the millions, and unless you’re playing on Nightmare difficulty, you won’t get enough souls in a single playthrough. It’s kind of a rigged game that forces you to play a certain way. Even costumes are locked behind large amounts of souls, and the original costumes are all gone, such as the Bandage, Bikini, and other more skimpy outfits. This leaves little incentive to find everything, as all the notes have to be found in a single playthrough, but the Twin Dolls (there are 47) carry across play throughs. It’s kind of a mess and makes multiple playthroughs very tedious. The linearity of the game and the fact that all of the scares are pretty much seen during chapter 1 mean playthroughs will be less fun. The game still retains the jank from the original. The slow and sluggish movement, the over complicated Camera system, and the few enemies that make an appearance are all defeated the same way. Just make the circle flash red and shoot. The bosses are more interesting, but many are fought multiple times. This is something that could have changed in the remake. You will finish the game in about 10 hours or so even if you try to find everything.
If you’ve played this game before, don’t expect much other than a more polished version of what you already know. New players will enjoy a retro survival horror in a shiny new skin, but those who come from Resident Evil and Silent Hill remakes might find this game too slow and its systems too bloated to enjoy for long. I personally like this game. The story is interesting enough, but most of it is told through diaries and journals, so if you aren’t looking for those, you will miss out on a lot. The cut scenes don’t really show much, and nothing is really explained through dialog. This is something that also could have been changed. Maybe some exposition-dumping dialog during certain scenes. I love the new visuals as well, but the claustrophobic areas will feel too cramped for some. Some may prefer the retro survival horror jank preserved, but I say what’s the point of a remake then? We can just play the original.
When you think of skateboarding, you usually think of grounded realism or arcade fun. Games like Skate or Tony Hawk’s Pro Skater come to mind. Maybe the more recent Session: Skate Sim. You wouldn’t think of fantastic music and trippy visuals, but here we are. Skate Story doesn’t just have a brand new trick system for skateboarding games that works, but it also works well within the confines of its own world. You are a glass demon who signs a contract with the devil to eat all of the moon in the underworld to bring eternal darkness, but in exchange you become full. The story kind of plays a backseat to the rest of the game, but it’s moody and dark and has enough value to pay attention to. There are some pretty dark themes tossed in like depression, hopelessness, and impending doom.
The game’s trick system uses all of the shoulder buttons for flips and the circle button for ollie. You can push with the X button to go faster, but there are no grab tricks. This is solely a street skating game. You can do flip tricks and grinds, and they feel as good as any other well-established skateboarding trick system. The animations are fantastic, fluid, and smooth and so well responsive. The game isn’t a rhythm game, but the level design is focused around the music. The game features surreal visuals similar to many indie games we are seeing on Steam. A lot of trippy colors, strange shapes, and an overall feeling of non-human presence. Nothing in the world is recognizable with everything mishappening. It’s like looking at hell through a kaleidoscope. The game does have linear levels and story progression. After each intro section, you are dumped into each level of Hell’s “city” to freely explore. Levels are set up with plenty of spots for tricks, but your goals are pretty standard. You usually need to perform a high score, maintain an ever-dropping score, or defeat a boss. Sometimes you need to perform a string of specified tricks as well. Over the first few levels you will learn new things such as manuals, nollies, advanced flip tricks (that require double tapping a shoulder button before an ollie), and grinding.
Exploring is probably the weakest part of the game. You can get more souls to buy more boards, stickers, trucks, and wheels at the gift shops, but that’s it. There are hidden stickers in the world, but you will most likely just go straight to the next story element. The levels are well built with many trick spots, but I wish there were more optional objectives that could lead to achievements or something. It’s not a deal breaker, though, as there are plenty of levels to see and experience. These are just the main stationary levels. In between objectives, you will have randomly generated linear “tracks” that you push through or trick through to the beat of electronic and trance music that verges on the border of vaporwave. The levels and pacing of them are designed around the music, including the lighting and effects. The songs are absolutely fitting and so much fun to listen to. With a great sound system, this game becomes an audiovisual treat unlike any other. It’s so good I put the soundtrack on my daily rotation for video game music. The track levels are a lot of fun and are fast-paced. They can get a bit frustrating later on when you feel like you’re restarting each track constantly because you just can’t nail a grind to get over a pit or something, but these tracks are seconds long, and when you go into the warp gate, you start another track seamlessly.
Boss fights are plentiful and sadly overused. These bosses have health bars, and you need to “stomp” tricks down to knock their health down. Larger combos and points do more damage. You can trick up a combo and “bank” the points by stomping. Not all bosses are the same, but they feature a couple of the same ideas. You either need to stomp in general or stomp in their spotlight, which is the only place they can take damage. Bosses are very visual, but overall they are the same throughout, with some bosses being back-to-back. There are also smaller “enemy” characters that can shoot at you as you skate around. It’s an interesting idea, but after the 10th boss, you get a bit tired of it. Some later levels have you rack up a combo score before a time limit, and some will decrease if you stop for too long. It’s not difficult, and while the bosses all have timers, I never died or had to start over from running out of time, but I came close. If you don’t adjust to that trick system quickly and learn to combo, you won’t do well. You can customize your skateboard with decks purchase as the shops as well as place stickers anywhere you want. It’s a neat feature.
Overall, Skate Story has an intriguing enough story for what it is and plenty of levels to play in. The game is nearly 8 hours long with ten chapters, so you will get your money’s worth. The insanely unique visuals, fantastic soundtrack, and great trick system make this one of the best indie games this year and put it at the top of the best skateboarding games ever made. It’s hard to put the game down, and if it weren’t for the repetitive bosses and having more to do in the open levels, this game would be pretty much perfect. It’s okay that there aren’t any grab tricks. It doesn’t need them. Just sit back, enjoy the music and story, and have fun skateboarding.
When one of the founding fathers of modern horror games has a new release, we stand up and politely pay attention. Along with other series such as Silent Hill, Fatal Frame, and Clock Tower, Resident Evil is in the upper echelon of survival horror gaming. While the series has had multiple reboots over its life cycle, the most modern version from Resident Evil VII remains intact here. Requiem feels like a blend of VII and Village but also adds elements of what made past games great. The level design and flow of Resident Evil 4 plus the slow plodding pace of the original series. The levels with Grace Ashcroft will frighten you and make you grip your controller in anticipation and fear, while Leon Kennedy’s more action-oriented level will make you do the same, but due to the intense action and strategically pulling out different weapons for each situation that comes up. One new aspect to Requiem is the haunting atmosphere and near post-apocalyptic feeling that Raccoon City has. Yes, you do revisit some areas from Resident Evil 2. I also noticed that Requiem has a different flavor of music during Leon’s exploration areas. I got Fallout 3 vibes. You feel alone and desperate, savoring any and all moments of light, safety, and quiet no matter how brief. Requiem makes you feel desperate and alone, and that’s very hard to pull off in most games.
Another aspect Requiem shies away from is less of the campiness from previous games, even VII and Village, which is a welcome change. While there is some cheesiness from the series that eeks in from some of Leon’s lines or the personalities of a few characters, the more serious nature of the series is a welcome change and works well here. While new character Grace isn’t my favorite in the series, she has enough humanity and personality (such as her stuttering a lot when she’s scared and nervous) to help bring the game closer to something more relatable. There are subtle touches in the game that a lot of people might miss, such as Grace holding her mouth when a boss character snakes by, her fumbling a lot when desperate, and little gestures that make a difference. Her sections are played in first person (and optionally third), so you are more up front with the horrors around. Requiem plays like two separate games, and it may be jarring to some. There will be a divide with fans of the slower-paced games loving Grace’s part and fans who love RE 4-6 preferring Leon’s more action-oriented parts. I feel they complement each other. When things start to feel a little too slow, you switch to Leon, and when things might feel a bit repetitive there, or you need a break, you end up back with Grace. Both Leon and Grace have three large parts of the game each that they star in. Most of Grace’s parts are in the first third of the game, giving you brief tastes of Leon’s sections through the first third.
Grace’s sections are all about atmosphere and scares. There are no real jump scares here. Capcom did an amazing job delivering a lot of tension through the lighting and mood around you. Harsh white walls may seem like a safe haven, but just beyond the next door is complete darkness and zombies wandering around. Grace isn’t powerful, and her resource management is much tighter than Leon’s. In the first area every bullet counts, and you usually have to run away from most situations. I don’t want to dig too deep into the story and spoil anything, but Grace is investigating the hotel that you are in during the first part of the game, and while the overall layout may seem small, it feels huge when you can only advance little bits at a time. A fight with two zombies will feel like a herculean effort compared to Leon’s sections, who can battle a dozen or two at all once. Grace has a single pistol during her entire time in the game, and you have to acquire other things through crafting. You create things with scrap and blood. Blood is gathered with a tool that you acquire a little ways into the first area. You can craft healing items, ammo, Molotovs, and Hemolytic syringes to keep zombies from coming back to life. Yes, they come back here. Unless the heads are destroyed, that is, and Grace isn’t powerful enough to really do this on her own. It’s story-related, but the syringes cause the zombies to essentially explode. It’s important to craft as many as you can and get downed zombies before they even come back because they can come back stronger as blister-head zombies. These are fast-moving and tough to take down. A single blister head obliterates your ammo and health reserve and is hard to run from.
As you can see, Grace’s sections are meant for sneaking around, finding secrets (many notes with safe codes, for example), and a single area to level up. Yes, things can be missible in this game. Only the first section allows Grace to upgrade her abilities, such as weapon strength, increase storage (more pouches can be found later), blood storage, etc. It’s important you find the ancient coins throughout the first area and buy everything. I found it a bit odd that you can’t upgrade in later levels, but that’s the way it is. Doing so will make later parts of the game much easier. As for bosses, it’s best that Grace does not engage with them. Leon can later come through and take them out, but as Grace, you would waste your Requiem bullets and little ammo early on. Requiem is a powerful pistol that Leon carries (and gives to Grace in the beginning) that should only be used as a last-minute bail-out method. Later on, I saved it during boss fights. Ammo is insanely limited for this and hard to craft, as Grace (the recipe is well hidden).
The horror elements in Grace’s sections are fantastic. The introduction to each boss that stalks certain areas is so well done, and they are insanely grotesque. Zombies aren’t just plodding buffoons that make for easy targets this time around. They sway and fall around, which makes them hard to hit. Getting headshots isn’t easy, and their movements are unpredictable and require you to take your time and aim carefully. Certain scenes, such as when Grace is fighting off a zombie for the first time and it bites her weapon and breaks its teeth. The beginning of the game is mostly all about the horror while slowly opening up the first level to you and forcing you to explore. With each objective completed, you will be desperate to rush back to your safe room and save. Puzzles are not very complicated in this game. Most of them just want items that you have to fetch in different parts of the levels.
Leon’s sections are very similar to Resident Evil 4. Even though he’s older, he’s still tough but very much experienced. Your loadout is larger than any other RE game he stars in, and you can easily carry up to five weapons with room to spare. Leon’s first major area you explore eventually opens up to upgrades via a tracker that gives credits for kills as well as finding bonus tracking with different rarity. You can upgrade your weapons similar to Resident Evil 4. You can buy various attachments, sell weapons and items, and buy new ones. You can upgrade your armor as well. It will take quite a while to get enough credits to upgrade your favorite weapons, but by the end of the game it’s doable. Leon feels a bit heavy to control here, and his sprint is pretty fast. Melee combat is a bigger focus. Leon has a hatchet he can use to parry melee attacks. Sometimes when a zombie is staggered, you can chop off their head, do kicks (similar to RE4), and even throw melee weapons that enemies drop. It’s imperative that you switch weapons for each situation at hand. If you’re dealing with a couple of tougher enemies, grab your shotgun. If there are a lot of smaller zombies from afar, use your sniper rifle. If you have a bunch up close, whip out the SMG and spray them down. Your pistol eventually just becomes a backup weapon. Just like in RE4 you’re constantly balancing weapons and ammo to stay alive. You can craft items just like Grace, but the focus is more ammo and grenades and healing items than anything else. Weapon attachments aren’t really a thing in this game, so you end up finding a few hidden charms that can be attached to weapons. Leon’s areas are less scary and more intense during combat, but like I explained earlier, the exploration is haunting and eerie. You might enter a dark building not knowing what’s inside while searching an optional area for supplies only to get ambushed. One of the more fun moments is Leon being able to wield a chainsaw and cut everything down, but there are only a few scenes in the game that allow this.
Overall, Requiem is a fantastic Resident Evil game mixing multiple elements of what makes the series great. The evolution of the best zombies in any game that started with Resident Evil 2 Remake, the slower pace of the original games, the fast-paced action and great level design of the more modern games, and the visuals are mind-blowing. At least on PS5 Pro, Capcom’s use of PSSR 2 and ray tracing is incredible. Grace’s areas have halls with lots of white walls and light that look sterile and hopeless, with areas that are barely lit making you run for any light you can. This is one of the best-looking games of this generation, and it runs incredibly well. Requiem might feel bipolar with these two different takes on action, but it’s a refreshing take. The game isn’t too long either, only lasting about 20 hours if you get all optional items. You can easily blow through the game in about 15 hours.
Fairy tales can be both charming and downright eye-rolling depending on how they are told. In this case, The Liar Princess is a charming story of trust and truth. One day a prince hears the singing of a girl at night, and over the course of months, he finally ventures out to find this voice. He climbs a cliff only to get slashed by the wolf who is singing to the moon. He ends up blind, and the wolf is so upset that she maimed someone who genuinely enjoys her singing that she brings him to the forest witch, who can let them be together by turning her into a beautiful princess, but at a cost. She must give up her singing voice. That’s the premise of the fairy tale, and it can be quite charming. There are cut scenes after every level and even a couple of plot twists. Sadly, that’s kind of the only thing worthwhile in this entire game outside of the art.
The game is incredibly sluggish, floaty, and hard to control with controls and mechanics that feel half-baked. If you hate escort missions in games, then you will truly loathe this one. The entire game is an escort mission. You must lead the blind prince around to solve puzzles…and do platforming. Yeah, that just doesn’t work out. With this awful physics you will constantly die and have to restart levels not even of your own doing. You can switch between the Princess and the Wolf at will, but you can not switch to the Princess if there is moonlight on you. This only occurs a couple of times in the game, so I think the developers forgot about this. As the Wolf, you can jump higher, are invincible to damage, and can attack enemies and “swipe” at objects to move them. As the Princess you can lead the Prince around by hand, and that’s pretty much it.
Where the frustration comes from is the awful glitchy physics and platforming. A lot of puzzles just don’t work because of this, and even the developers knew this, as after 10 minutes you can skip the level. For example, you will have two switches that need to be stood on, but a third one is behind a small wall with an opening to toss a heavy object through and onto the switch. You must swipe at an object to knock it over into the hole, and it takes dozens of swipes to get it just right. Sometimes the objects get stuck and you have to restart; sometimes they disappear. Sometimes you will drop down onto a mushroom pad (mushrooms are safe to land on), and you will scout ahead only to die from fall damage and respawn, and the Prince has disappeared and you need him for a puzzle.
Another frustrating scenario is swiping at plants that shoot balls at enemies, and these rapidly move from left to right. There are situations in which platforms will move underneath you, and you have to get the Prince onto them by timing everything. These plants move too fast, and getting them to hit enemies is all luck-based. I restarted an end level a dozen times only because I could not get these enemies to die fast enough, so I skipped the level. This happens all the time, and it gets worse as the game moves on. The Princess controls like she’s moving through mud, and it doesn’t help that on the Vita the game runs at 20 FPS. With my system fully overclocked, it can barely hit 30. This is a very poorly optimized game as well as all the other issues.
Combat is just as aggravating. You swipe at enemies, and because you’re invincible, there’s no challenge. I just wish combat would have been removed from this game. Enemies don’t attack either; they just move back and forth in a line. All this does is slow things down and make certain sections impossible to get past. There’s another mechanic where a Yeti can toss both of you up onto ledges, but he moves back and forth and throws you behind him. Timing this is maddening, as he has to have his back to the ledge you need to be on, but you need to be in front of him. There only way to control the Prince without holding his hand is telling him to move forward, backward, or pick up an object, and this is really slow. The Princess has to go through whispering animation, the transforming animation is also slow which leads to many deaths. The only parts I enjoyed were anything that didn’t involve combat, puzzles, or platforming, and that was most of the game.
With that said, the game is atrocious to play and a chore to try and finish. It feels like the game was half-finished and they released it anyway. The visuals are great, and the story is quite charming, but I would have preferred a short walking simulator (which this game feels like it originally was) to shoehorned, half-baked gameplay. I honestly can’t recommend this one to even the most curious players, as most won’t even get halfway through before giving up.
Super, thank you