Adventure games are always hit or miss, as they have many classics to live up to. There are the occasional crazy and interesting adventure games like Neverending Nightmares that are quite fascinating. Bulb Boy is one such game where you play as a, well, bulb boy who must defeat a monster to save his grandfather. There’s not much of a story here, as it’s all about atmosphere and visuals. The game is rather short, and it’s not the most cerebral adventure game out there, but it’s worth a purchase.
Like in a typical adventure game, you can tap on areas for the character to move to and examine items. Bulb Boy is very straight-to-the point so there’s not much exploring here. There’s only so much to click on and very little inventory. The game has bosses on each stage that you must defeat, but the puzzles are very easy and not really puzzles. You find an object, and it can only go in one direction, as there’s no backtracking or exploring involved. I would love to see this universe expand, as Bulb Boy is grotesque, beautiful, and full of atmosphere. It’s a horror adventure with a cartoon flair, guts, and everything disgusting all over the screen.
There’s a lot of green in this game, and the cut-out art style is just fantastic. I enjoyed playing through the whole game, despite only taking a couple of hours. Bulb Boy’s death animations are brutal, there’s a lot of variety, and the game has a nice, quick pace to it. Some of my favorite things about this game are the extreme closeups of areas, as they show the sickly detail of everything around this character. It’s nightmarish for sure and definitely one of the most artistic games this year.
It’s a crying shame that this is an indie game and won’t get much attention. I hope for a sequel that’s more expanded, but we’ll see. In the meantime, just feast your eyes on the beautiful art, despite how straightforward and simple the gameplay is.
Surreal adventure games are the next generation of the adventure genre, and if they are done right, they can be quite memorable and mesmerizing. Journey was one of the first of this kind of new adventure title. With minimal UI, gameplay, controls, and story, you are swept through a linear journey of emotions, visual beauty, and auditory bliss. Some of the people from Journey are back at it again with Abzu, an underwater cinematic adventure.
You play as a character that swims around the ocean, exploring and trying to stop some sort of mechanical infestation from destroying all ocean life. The story plays out similar to Journey, in which you figure out what’s going on contextually as you progress through the game via images and scenes. If you played Journey, then you know what to expect with Abzu. What this game does differently is that it focuses more on an exploration of this beautiful world than pushing the player through a short journey and telling a quick story.
Right off the bat, you will notice how gorgeous this game is. Using Unreal Engine 4, Abzu is bursting at the seams with color and saturated with detail. As you push through each large exploration area (there are about a dozen), your main purpose is to find hidden shells, activate various switches to open doors, and activate little pools that will add various new creatures to the game. While I mainly feel this was filler content to extend the game another hour, it forces you to explore the ocean floor and look around a bit. Seeing all sorts of marine life and plant matter float around you is just amazing. This game really makes you feel like you’re swimming in the ocean and exploring what’s under the sea.
The game’s pacing is similar to Journey, with an explorative area and then a cinematic on-rails section that shows off the visuals that this game nails. Having your character leap out of the water to a stunning vista or romp around with whales in the murky depths is something not seen in any other game. Not a single area is the same, and I never saw the same sea creature twice. It’s the little things that count in games like this, and the amount of detail packed in Abzu is triple that of Journey, and I loved every second of it.
Now, that’s not to say that exploring these cinematic moments is the best thing for this type of game. I thought Journey’s pacing was spot on, but Abzu feels like a bumpy roller coaster with these cinematic scenes spread too far apart. There are only so many switches, chains, and doorways I can go through before I want something else. When you give the player very little to do, you have to rely on the senses and visuals to keep the player entertained. I feel this could have been an underwater journey if the pacing was a little better.
Overall, Abzu is a fantastic adventure game, and any fan of Journey must own it. The visuals are absolutely stunning, and Austin Wintory is back with another beautiful soundtrack—one of the best this year. It’s just a shame that the game suffers from poor pacing and exploration elements that are just there to force the player to look at everything. I feel like I’m getting my face rubbed in beauty rather than being allowed to soak it in as it passes by me.
Point-and-click adventures are becoming big on mobile platforms, which is nice. Sitting down and relaxing with a great story and exercising your brain with puzzles is a perfect fit for mobiles. Sinless is a strange game, as it doesn’t make any sense, but it is still enjoyable.
You play in a cyber-dystopian world where everyone is controlled via computer chips called “progs,” which have pre-programmed attitudes and moods. You just so happen to be someone who is immune to this control, and the government wants to kill you. You travel through a strange city trying to find your girlfriend and realize you are part of some prophecy and are some sort of messiah for this desolate world.
The strangest thing about the game is the art style. While it’s great and very stylized, it’s muddy and washed out and almost doesn’t quite work for this game. It’s very hard to see things in these images and find objects to click on. I really love the art, but I feel it’s not right for this type of game. With that said, it really gets the mood and atmosphere of being tense, controlled, and lonely; everyone is living in constant fear. My issues didn’t set in until about an hour into the game, when I realized there were no clues on what to do or where to go next. I had to resort to a walkthrough.
This is usually common in adventure games, but this is a 3-hour game at most. Yes, only three short chapters. There is so much backtracking and obscure conditions you have to meet to finish the game; it was just too damn confusing for me. I was really into everything but the way the game was played. I also didn’t like that the clickable dots only appeared if you left the screen alone for a while. With the washed-out visuals, I wanted them on screen at all times.
At least this game has some pretty cool mini-games that make you smile and appreciate it a bit more. There are also some video game references, such as Mirror’s Edge, which was nice to see. Overall, Sinless is worth the purchase price, but don’t expect much out of it after a 3-hour sitting.
Well, 2016 seems to be a great year for the comeback of shooters. First Overwatch, now DOOM (well, in reviewing order). DOOM could have gone so bad, so quickly. However, ID Software went back to its roots, updated it for 2016 technology, and gave the middle finger to all the rest of the stuff plaguing the genre. DOOM is by far one of the best FPS games I have played in over a decade. It’s fast-paced, challenging, fun, full of secrets for veterans, and just plain old shooting.
The game actually does have a bit of a story, and it’s done just right so that it won’t get in the way of the shooting. You play Doomguy, a UAC Marine who has to help a robot scientist named Hayden stop another researcher from bringing Hell to Earth. Amanda Pierce let the tech and religious aspects of Hell get to her, and it overran the advanced Mars facility. Most of the story is told through logs, which are actually the best way to keep the story from getting in the way or becoming a train wreck. There are few cutscenes in DOOM, and when they play out, they are a nice break from the challenging gunplay. It’s light and crisp and isn’t stale, which is great for the genre. Too many games—Battlefield and Call of Duty, in particular—try to do this Hollywood sci-fi script of I don’t know what the hell to impress the edgy gamers out there. It doesn’t work; it’s a train wreck, and those stories are a complete mess. The FPS genre relies too heavily on story and not enough on gameplay.
With that said, DOOM is just like you remembered all those years ago—forget about Doom 3. As soon as I took control of Doomguy, I was in heaven. It’s fast-paced, controls amazingly well, and the guns feel fantastic. The slow build-up of your arsenal makes you smile every time you acquire a new weapon. Seeing Doomguy pick up the shotgun brought a “hell yeah” smile to my face. Seeing the chainsaw rip through enemies just gave me satisfaction as a shooter I haven’t felt in years. There’s a strong arsenal, and not all classic weapons return; a majority are new. The chaingun is fun, the heavy assault rifle is fun, and the gauss rifle is just so much fun. DOOM starts bringing the series into 2016 with weapons mods and Praetor Suit upgrades. These seem unnecessary at first, but with the way the enemies are balanced and maps are laid out, you feel you need them. Each weapon has two different mods, which are incredibly helpful. The shotgun can get an exploding buckshot or a three-round burst. There’s no reloading ammo in the game, so the R key is used for switching between mods. To keep things balanced, there’s a mod switching animation, so going into combat with what you want is necessary.
Let’s talk enemies. The game is chock-full of them, and all the classics return. Pinkies, Hell Knights, Cacodemons, Imps, etc. They look fantastic, blow up great, and the game is so gory and full of detail. The game isn’t the most technically impressive as some textures are lacking, but the game has incredible lighting, and the game runs at a nice smooth clip at 60 FPS. It does require the latest PC hardware to run at maxed-out settings, with Nightmare textures needing a GTX 980 or higher as it requires 6GB of VRAM. If you have the rig, you’re going to be in for a visual spectacle. I also have to commend the audio. The explosions, gunfire, enemy sounds, and gory splats are fantastic. The game also has a good ‘ol heavy metal soundtrack with a techno twist. This is one of the best video game soundtracks this year.
DOOM’s level design is actually very old-school, and it works well here. Each level is made up of arenas with linear hallways in between. 50% of the fun in DOOM is finding all the secrets, thanks to the excellent map. Once you find the Auto Map, all secrets are revealed, but they are still challenging to find. You might see a collectible floating in the air, but you have to find the right switch or path to get to it. I haven’t had this much fun finding collectibles and secrets in a game in a very long time. It was done right here and was not forced. Everything you miss can be reacquired by replaying levels. DOOM also features a new Rune Trial mode, which is a super fun mini-game of sorts that is quite challenging. I was able to beat them all through the first play-through, but a few proved tough. You get timed to complete certain goals, such as killing a certain number of enemies under certain circumstances. They change up the pace and are a warm welcome to the series.
Multiplayer is a bit of a disappointment, but it’s not awful. It’s fun for quite a while, but it won’t have you coming back months later like other shooters. You have your classic modes, and it’s just plain old run-and-gun fun online. It just feels like it’s lacking something or something that needs adjusting. Hopefully, the next DOOM will address this issue, or we will get a stand-alone DOOM multiplayer suite.
DOOM is a fantastic shooter and one of the best to come out in the past ten years. It does have a few flaws; I forgot to mention glory kills, which are melee kills used when an enemy is stunned and flashing. Pressing F can launch you towards the enemy to acquire health and ammo, but it’s overused quite a bit. Thankfully, it’s totally optional, and towards the end of the game, the novelty wore off, and I only used it for health and ammo. The game does get repetitive towards the end, but not in an overly bad way. It’s just part of the genre and series and is a staple that will never go away. Outside of these issues, the game is worth a full purchase.
First-person shooters have hit an all-time slump in the past 10 years. With Call of Duty and Battlefield every year, they have kind of polluted the genre. FPS games are the laughing stock of the gaming community, and it needs to stop. Even worse, FPS multiplayer has taken an all-time low as well. I have not enjoyed online multiplayer since Team Fortress 2, and that was a long time ago. Overwatch finally fixes this problem. Yes, Overwatch is the best multiplayer game I have played in nearly 10 years. That’s not an overstatement; that’s not an exaggeration; that’s a true, hard fact.
What makes Overwatch so great? First off, the characters. Overwatch has some of the best characters gaming has seen in ages, with every single one being memorable, unique, and fun. Not once did I find myself hating a character or preferring not to play as one. But you’re also probably asking, “What is Overwatch?” A team-based shooter with 6-vs-6 with various maps, objectives, and downright amazing fun.
Overwatch does not have a story, so let’s make that clear. It doesn’t need one either, and that’s a damn miracle on its own. You boot up the game, play the tutorial, and go; that’s all you need. This is very refreshing, as I’m tired of shooters shoehorning crappy stories into games. There isn’t even a backstory for the characters, which is also not needed as it just works. I can’t express this enough; the game just works, and it’s a masterpiece.
Let’s talk about gameplay. The game is perfectly set up for this type of game and strays away from leveling up weapons and getting new gear like in other FPS games. Each character has two abilities and two modes on their weapons. Characters are divided up into class types, which are tank, offense, defense, and support. Each class has about five characters, so there are plenty to choose from. Not a single character plays the same, and this is key to balancing out matches. One feature I absolutely love is the match hints when selecting characters. It lets everyone know when there are too many offensive characters, too many snipers, not enough tanks, etc. This allows you to balance out the match and works wonders. Rarely did I play a match in which players did not follow these guidelines.
Having each character play completely different forces forces everyone to either pick a few favorites or experiment. I still haven’t played all characters yet, but I stuck with Mercy (a healer) through most of my time. She doesn’t have any defense or offense abilities outside of a small pistol that does minimal damage. It’s up to other players to protect you and use your abilities to their full extent. She can fly towards another player from a good distance, and this was a great defense. If you’re out in the open, you can fly to a character, and they will usually protect you. Her secondary fire ability is increased damage dealt, so I would use this on a player until their health dropped. Every character also has a special ability that needs to be charged. Once charged, these can turn the game around and give your team an edge. Mercy can resurrect a dead player, which I have actually won matches doing.
Another character I played a lot was Pharrah. She’s a rocket launcher offense character that can fly. Her gameplay is designed for vertical play, and it’s so much fun. Her rockets are fairly balanced and bring me back to the days of the Unreal Tournament. Her abilities are a rocket pack that allows her to glide, a super jump, and her special ability is a rocket barrage, which is best used in the air as she’s immobile during this ability.
As you can see, the game is perfectly balanced. Not one single character is overpowered, causing players to use only one character. There are melee-only characters like Reinhardt, who uses a giant shield that players can take cover behind, but he also wields a giant hammer. He’s deadly up close, but he can’t do much for players far away. Then there’re characters like Widowmaker and Hanzo, who are snipers and do great damage from far away but can hold their ground in close combat if it’s one-on-one. I just love how well each character plays and each one is unique, and I haven’t had that feeling since Team Fortress 2.
Once a match is over, there’s an awesome play of the game that is picked by the winning team. You get a cool character intro screen as well as great adrenaline-fueled music along with the 10-second replay clip. Right now, there’re issues with computers spitting out outplays via numbers, so a lot of support characters get overlooked, but Blizzard is currently working on this. The whole time I played Mercy, I was only Play of the Game once, and that was because a player I was healing killed a lot of people, and then I resurrected someone, making my numbers slightly better. It’s unfair, as characters who do quick high damage get the most plays, such as Reaper, Hanzo, McCree, Bastion, Reinhardt, and D.Va. Most of the characters have huge AoEs, which the computer considers the coolest.
Once the play is over, players can rate the match and commend the players with the best numbers, and then you go to your XP bar. Every time you level up, you get a loot box, which contains four items ranging from new skins, sprays, icons, and voice lines. These are nice perks to make your character stand out a bit, but I would have loved something more robust. Maybe being able to customize the character fully would have been nice, but any weapon or ability upgrades would break the entire game. It’s perfectly balanced as it is.
The map’s design is also fantastic. I didn’t find a single map I disliked or didn’t want to play. There are about a dozen or so maps right now from around the world, ranging from Russia to the USA, China, and Mexico. They are laid out just right so every character can take advantage of something, whether it’s a sniper spot, large open area, or corridor.
Now let’s talk about visuals. Overwatch is not as technically impressive as it is artistic. The game looks fantastic; don’t get me wrong, but this isn’t going to make the latest GPU sweat. There’re some low-res texture issues here and there, and you can tell it was optimized for consoles. The lighting effects are fantastic, and everything is highly detailed, but don’t expect The Witcher 3 status graphics.
With all that said, Overwatch has been one of the best shooters in the past ten years. I recommend every shooter fan pick this up, especially if you love Team Fortress 2. The game is perfectly balanced, has memorable characters, and is a blast to play as it forces players to work in teams even without communicating.
I just played this game in one long four-hour sitting, and I’m a little emotional about it. The game is completely story-driven and not one of those shitty Steam Early Access survival games that are becoming a plague. Instead, we get a linear adventure game with no combat and just beautiful visuals and a great story. You play a man named Henry who’s suffered the loss of his wife’s mental state due to Alzheimer’s. The game starts out with just some text about how Henry came about to take this job as a fire watchman. In just a few minutes and several lines of text, you develop feelings for Henry and his wife, which is really tough to do. The words are carefully chosen and arranged in just the right way.
In between this text and the segment is a mini-tutorial with Henry making his 2-day hike to his watchtower. unobtrusive and feel natural and organic, so when you take full control of Henry, you’re ready to start playing. When you do, the game starts out with simple missions from the head watchtower, Delilah. Your only communication with her is your walkie-talkie, and you never actually see her in the entire game. It’s a sense of mystery that allows the player to paint their own picture like a book would. The first missions have you setting out to stop some teens setting off fireworks, and this is where you get oriented with the map and compass. There’s a dot where you are, so there’s no need to memorize anything or do aimless guesswork.
Once you get to the site, you realize it’s two female teens who are completely naked, drinking beer, and blasting music. They get upset with you like any rebellious teenager would and threaten you. The first three days of being a fire watchman are played out; however, the game gets darker and tenser as you progress. There are little subtle things that freak you out, such as seeing a man on your way back to your watchtower, discovering someone’s watching you and listening to your conversations with Delilah, and so on. It’s all very organic, and the fact that it is subtle makes it scary and gives a tense atmosphere without using cheesy ghost stories and jump scares.
There were several moments where I wasn’t sure what kind of story this was. Supernatural? After an hour into the game, I figured it wasn’t that. Was it a slasher flick-type story? Not when I realized there’s actually no violence in the game. Was this a murder mystery? Maybe something with aliens? Not at all. It was great to go down this twisting path to finally discover what the true threat was, which I will not spoil here.
The only lighthearted nature of the game is the relationship between Henry and Delilah growing through conversation; however, I was never completely trusting of her due to certain dialogue exchanges and slip-ups on her part. Firewatch is a roller coaster ride of emotions and story-driven feelings that most games can’t get right. In fact, Soma was the last game to make me feel this way.
Overall, Firewatch actually has a few flaws that keep it from being perfect. Outside of the story, there’s a lot of aimless backtracking, as after the second hour, you have already discovered this entire area. The Metroidvania-style gameplay to recover equipment to get to new areas seems natural, but it just exaggerates how much this game relies on backtracking to extend game time. Firewatch does have some excellent visuals, though, but nothing that will make modern PCs sweat. I personally had a small connection with this game as I grew up in this area of Wyoming, where the game is based. They mention the cities of Casper and Gillette, which I grew up in both throughout a lot of my childhood. I also visited Yellowstone, so the environment is very familiar to me and made me feel like I was back at home as a kid.
Play Firewatch for the great story, but don’t come in expecting a slaughterfest, survival game, horror jump scares, or any of those cliches. The game is quite mild gameplay-wise, but the story will have you thinking days after finishing.
Borderlands is well known as a shooter-RPG hybrid, but with little to no story. There’s a lot of potential in a great Borderlands story, and Telltale Games finally delivered that. TftB is a fantastic story-driven game with memorable characters and enough Borderlands lore and quips to make a fan faint. The visuals are great, and there’s a lot to walk away from after completing it.
You start out by playing as two characters in this game, Rhys and Fiona. Rhys is a Hyperion corporate employee, and Fiona is a Pandorian con artist. The whole goal of the game is to open the Vault of the Traveler and find its hidden treasures. The entire point of any Borderlands game is to open a mysterious vault. The game is mostly comprised of flashbacks, as a man is dragging you two through the desert and having you retell your story leading up to the point of capture. This mysterious figure is well hidden, and I couldn’t guess who it was for the life of me. The unveiling was so surprising. Telltales are masters of surprise and plot twists, and TftB has plenty of them.
Like most Telltale games, there’s not much gameplay involved, just enough to make you feel like it’s a game. However, the stories are so fantastic that you won’t care much. There are a lot of quick-time events and moral choices in the game. These choices are the key components of any Telltale adventure and are what make them memorable. Some choices don’t matter so much, and some can change the course of the entire game. TftB doesn’t have as many story-changing choices as, say, The Walking Dead, but they do make a difference and can be tough to decide on. Putting your own moral compass in the game is what makes these games so memorable, and I love it.
Each episode usually switches back and forth between Rhys and Fiona, from Pandora to Hyperion and back. The game truly felt like a long adventure and was very satisfying and fulfilling all the way to the very end. The game has a large scope, and there is plenty of Borderlands stuff in here for fans. Opening loot crates can give you cash to use in-game; there are various jokes and even cameos of Vault Hunters from previous games. I also felt that the story was told at a decent clip and never got slow and boring or felt rushed. Each episode probably doesn’t stand on its own, but as a whole, the game is wonderful.
I want to complain about the exclusive quick-time events being the only thing that consists of gameplay, but I won’t because it works for the game. There’s action, drama, and plenty of comedy thrown in that any Borderlands fan will love. The visuals aren’t technically impressive, but the meld of Telltale’s art style and Borderlands is a perfect match here, and it feels like an actual Borderlands game, which is what counts.
In the end, no matter what console you play it on, TftB impresses on every level and tells a story that any fan will love and approve of. Even non-Borderlands fans will like the game. TftB is a perfect formula for how you do a franchise spin-off and do it right.
When you think about soccer, the last thing you think about is cars. Rocket League takes a joke and turns it into one of the best competitive games in years. That’s a bold statement, I know, but you have to play it to believe it.
There’s no story, no leagues, no teams with some sort of crappy background to tie something in. You just customize your RC car and smack a giant ball with it. It sounds boring and simple on paper, but it is the perfect formula for something amazing. Once you jump into the tutorial, you will think it’s quite simple: drive your car into the ball and get it into the goal. It sounds simple, but when you have five other players doing the same thing, it can become insane and immensely fun. One of the key assets of Rocket League is that the control mechanics are simple to learn but hard to master. Sure, you can do a bicycle kick, launch your car into the air willy-nilly, and even guard a goal, but it’s how you do all this with finesse that will determine how good you are.
When you finish the tutorial, you will notice it will take about a dozen rounds before you start to really grasp the mechanics. Again, it’s not that they’re hard; they just require practice. The maps have speed boosts strategically laid out throughout the map. These are orb globes (full boost) or orange plates (partial) that are placed so well that you will subconsciously remember where they are and hit them as you are going around the map. This is hard to get right without breaking concentration. Hitting the ball into the goal is the main goal, but what’s so great about Rocket League is how this is done. Because this game is online, there will be exciting and memorable moments that you can save via replays, like an amazing pass, a long-shot goal, a great defensive move, or something along those lines. I made some incredible, insane shots and helped my team out without having to communicate, and that’s also hard to get right.
Rocket League doesn’t have voice chat, which is a blessing in disguise. Instead, you get predetermined messages that you can select with the D-pad that get your message across. Most players are great athletes in this game, and the competition is the same. Outside of scoring, there are other ways to get to the ball; you can drive on the walls and ceilings. Rocket League has each map in a glass case, so this allows you to drive up a wall, kick off, and hit the ball that’s high into the air. Even after dozens of matches (probably over 100 at this point), I still miss jumping up and hitting the ball in the right direction. I have to warm up like any good online game.
The visuals are fantastic, with individually rendered grass blades, great lighting effects, high-res textures, and gorgeous colors and sound. I really felt like I was in a stadium playing a sport. The customization for your car is nearly endless, as parts are unlocked based on achievement goals, which makes you want to keep playing to have the best-looking car on the field. There is a great match-making filter implemented, and free maps and updates are constantly being added. 1v1, 2v2, 3v3, and 5v5 are all possible options, and they are so great. Matches are quick to start up, and there are tons of players online, so you will always find a match to join. The servers are also very stable, with no hiccups during my entire time playing the game.
With that said, I can’t stress enough how Rocket League is more like soccer than actual soccer games are. You get the thrill and joy out of scoring like you would in real life; this is in contrast to the stale solo plays of real soccer games like FIFA or PES. Some people may scoff at that, but it’s the truth of the matter. Rocket League is addictive and fun, and anyone who plays online competitively will enjoy this game even if they don’t like soccer or cars. The game has a wide appeal to all audiences and will allow for hundreds of hours of fantastic gameplay.
Shoot-em-ups, shmups, and side-scrolling shooters, however you want to call them, had a grand place in the video game industry. While they may seem like a dying breed, they dominated the arcades and consoles leading up to the PlayStation 2. R-Type, Raiden, 1943, Cotton, Ikaruga, Defender, and even Space Invaders and various other shooters were household names. They are also some of the toughest games ever made. Only consisting of a few levels, these difficult pieces of art were what made you a hardcore gamer. Blazing Star was one of many, and it is now playable on mobile phones.
Blazing Star has only seven levels, but they are extremely brutal, and most people won’t make it past the first one. The controls are simple enough: use your thumb to move the ship around while you fire your bullets, and use another button to cause your bullets to scatter around. It’s fairly simple—sometimes too simple—but it works. The game is as hectic as you would expect and is actually one of the harder bullet hell games I have played. As you move along the 3–4 minute levels, you acquire points and also power-ups along the way. If you die, you get a chance to recover your power-ups, but there’s so much going on on the screen that you will have a hard time gathering them all back up without dying again. Honestly, there’s more going on than I could keep track of, but it was a lot of fun.
The final level is actually just a really tough boss, but beating the game is quite satisfying, and I have to say it looks good too. The screens are bright and crisp on high-res phones, and the only problem I had were the controls. They felt strange somehow, but I preferred a controller. I had to constantly lift my thumb and move it back because the ship didn’t follow my thumb where I wanted. The delay caused me to underperform, but this was fixed using an actual analog stick. I honestly can only recommend this game to hardcore shooter fans; casual lookers will immediately hate this game. There’s also nothing particularly memorable about Blazing Star that really sticks out; it feels average, but average enough to be better than a bad shmup.
Horror games that are truly scary are far and few these days. Neverending Nightmares actually helps change that idea with an extremely intense atmosphere, which is what horror games are all about. Neverending Nightmares has you playing as a boy (or man?) named Thomas who roams the pencil-sketched hallways in his checkered pajamas trying to find his sister (or wife?) that had been murdered (or she killed herself?). There’s a lot of open interpretation of the game’s story, but that’s kind of the fun part.
The game’s pace is at a crawl; let me just say that right away. Thomas trods along the hallways with a limited—and I mean limited—sprint button. The slow pace is supposed to add to the tension, but sometimes I wish he moved just a tad faster as the game got repetitive towards the end. The point of the game is to continue moving left (or right) through the hallways, opening doors, and interacting with anything that’s colored and stands out from the black and white background. These give hints at what may have happened to the girl that Thomas is looking for. While there’s no inventory system or even a combat system, there’s really no other goal than to head downward. Sure, there are enemies in the game, but your goal is to avoid them or hide from them. The toughest of them all are the big ogre-like monsters that require you to hide in closets, or worse, run from them. I found these segments frustrating as Thomas’ sprint is limited to about three seconds, and I had to exploit this to escape from these ogres and make it to the next door. I had to tap rapidly to stretch out the sprint or time when I started perfectly. This isn’t fun, and it doesn’t add anything but frustration.
The game has three possible endings, but there are no clues as to how to get them. At the end of each level, you are approached by this girl in different ways, but it all kind of blurs together. When you die, you start off in bed again, leading to the fact that Thomas might be asleep and can’t wake up. Is he insane? Is he a ghost? Who knows, but the endless hallways are probably the worst part of the game. Sometimes I thought the game was glitching because I would go through 5–6 hallways that I swore I went through earlier, but somehow I was progressing.
Thankfully, the game is actually scary; use headphones, and you will be in for a scary night. The music is haunting, and so are the sound effects. I applaud the game for the atmosphere, but the gameplay is really something that’s lacking and needs more polish. I’m fine with just wandering around places, but give me something to do while I’m doing that.
As it stands, Neverending Nightmares is a great horror experience, but as an actual game, it’s lacking mechanics, and the story and progression need work. I shouldn’t be playing a game thinking I’m not going anywhere or giving clues as to how to get a different ending.
Super, thank you