2D walking simulators seem to be a whole new genre of their own, are more interesting, and tend to be better than fully 3D ones. Games like Limbo, Little Nightmares, and Inside are perfect examples of this. There is some light platforming, some puzzle solving thrown in, and maybe a little bit of stealth. While none of those had stories that blew me away, they did make up for it in atmosphere and character. Shady Part of Me sadly doesn’t accomplish any of those things. The only thing going for it is the dual-character puzzles, and that’s about it. There really isn’t even a story to speak of. Yourself, your shadow, and some disembodied voice narrate the entire game with cryptic dialogue that really is either open for translation to the player or is entirely meaningless.
This game reminds me a lot of Limbo and Lost in Shadow. You play as a little girl in a white dress who is afraid of light, and her shadow (always on the wall) is afraid of darkness. You switch between both to help each other advance. Puzzles involve pushing boxes and pulling switches, and in later levels, your shadow can defy gravity and even take over puppet bodies. Most of the puzzles have that “Aha!” moment, which can be satisfying, but there were a few that really stumped me and took a lot of time just fiddling around until something changed. Most puzzles have you manipulating objects in front of lights to make new shadows, move them, or make them grow or shrink. The real girl can’t jump, but your shadow can. This means there is light platforming in the shadow, but nothing complicated.
I did find the aspect of two characters to be a bit tedious. Some areas just have you running to the right to stop in the circle to advance to the next area. You then have to switch to the other character and run that full length again. It’s not a major problem, but it happens too frequently. I also found the rewind feature to be really handy. This prevents constant deaths and restarts. You can rewind as long as you want, so I have to applaud the developers for making this a frustrating mess. A lot of times your shadow will die or you will get caught in light, and it stops the game, but rewinding allows you to see the error you made and correct it. If you fully died every time and went back to a checkpoint, this game would be unbearably frustrating.
Overall, the visuals are great. The sketchbook look and early 20th-century aesthetics are fun, but they’re also nothing memorable. We’ve seen this kind of art style before in other games. That’s the biggest takeaway from Shady Part of Me. It does what it does fine. Nothing more, nothing less. It doesn’t leave a lasting impression like the above mentioned games. Limbo was gruesome and had a memorable atmosphere. Little Nightmares’ ghoulish monsters stood out, and Inside’s dystopian world put you on edge. You will spend around five hours in this game and mostly forget about it the next day.
The Cold War was a rough time, and you really feel it in the South of the Circle. You play Peter, a British scientist struggling between love, his career, and being stranded in the Antarctic during one of the most strenuous times with Russia. Peter is a climatologist and ends up meeting a Scottish woman, Clara, who is protesting the war. He ends up torn between her companionship, his career, and the present times of him stranded at a remote research station trying to find rescue.
I don’t want to spoil the story because that’s all that South of the Circle has going for it and is the only reason to keep playing. There is almost zero gameplay outside of pressing buttons for dialogue choices. These come in the form of emotion bubbles that range from neutral, scared, sad, happy, and so on. I don’t quite know if this effects the overall story path, as my choices almost seemed to not matter. As Peter is talking to people, a bouncing red ball means a scared response. A blue ball hanging low means a sad response. A sun icon will make Peter respond joyfully, etc. These come up pretty frequently, so you’re always pressing something. Occasionally, you can move Peter around and interact with the rare object here and there, but that’s all there is to it. There are no puzzles or anything like that.
You follow this linear path of Peter trying to find people at this station while seeing flashbacks. You start in the middle, and as you move forward in the story, the flashbacks start from the beginning. It’s very entertaining, and I was interested in the story until the end thanks to the well-written dialogue and fantastic voice work. The visuals are striking in the sense that they almost look rotoscoped. There is motion capture for this minimalistic style of art, and it’s quite captivating.
The entire game is a linearly scripted adventure and lasts less than four hours. It’s a bit longer than most super-short story-driven walking simulators, and the excellent writing will keep you hooked. All of the characters have depth, and you actually have feelings for certain characters, despite some having only a short time on screen. Scenes can get intense and emotional, and you can feel the dread that Peter is facing in his struggle for survival. It’s just so well done, and it’s sad there isn’t more gameplay attached to it. It’s one of the better walking simulator stories I’ve finished in recent years.
Overall, South of the Circle provides an entertaining, well-acted, and well-written story and script, but the lack of gameplay makes you question whether this is just enough here to be an excuse for a game. The art is fantastic, and the motion capture is enticing. I wish the dialogue choices were a little more obvious about what they did or if they changed anything at all.
Walking simulators can be really great or really terrible. There is usually no in-between, but somehow Kona manages to accomplish this unremarkable achievement. You follow Carl Faulbert, a private investigator, who arrives in a remote other Canadian town to discover something is lurking around and killing its residents. The plot itself is mostly uninteresting, and details are really only explained in found notes. There is a narrator who explains things throughout, but he mostly just asks questions and never answers anything for us.
The game starts out fairly simple, and it’s an illusion of how the rest of the game is. You walk around in first-person view, interact with objects, and drive your truck. You can pull out your map in the truck to figure out where to go. You have an inventory system and can pick up objects to store, such as duck tape, hardware, flares, matches, etc., but most of these items are useless, and you don’t ever use half of the consumables. The game isn’t open-world, but there is a giant area to explore. You can wander off the beaten path or main road to find campfires to light, objects to pick up, documents to read, and various other things, but this is purely for achievements only. Wandering around the town is a chore due to the slow walking speed and short sprint speed. You have heat, sanity, and health; however, the heat meter helps drag the game down further. Yes, this is a remote area in the cold, but needing to find a specific object to obtain a jacket from a person you may never find without a walkthrough is pretty annoying. Once you get the jacket, your heat meter never becomes an issue. There are wolves spread out in the wilderness off the main road, and these can harm you. Hit them with a hammer or hatchet, or shoot them with a gun, and they’re gone. There’s an option to throw steaks at them if you want to hunt for achievements too.
The game always feels clunky in some way. Having to constantly pull out your map to check your surroundings gets tiresome, and never knowing exactly where to go will make people quit early on as well. You just wander into each house marked on the map and hopefully figure out how to make your way north until you reach the end of the game, which isn’t satisfying and doesn’t make me excited for a sequel. You can only save at campfires, and if you don’t have matches, a firestarter, or a log, you can’t save. Your inventory space is limited, so you must drag your items around in the back of your truck, and then if you need something, it’s a hike back.
You have a camera and can take photos, but again, this is mostly for achievements. Achievement hunters would love this game, but outside of that, the gameplay is mostly repetitive or pointless. The visuals are great and hold up well even today, but you are mostly seeing just white and log cabins. There isn’t anything artistic or unique about this game, which makes it a very boring game to look at. The narrator does a good job, but what’s the point if he doesn’t help progress the story? I only kept pushing forward to see if the story got more interesting or had a really awesome ending that made all of the mind-numbing walking worthwhile.
Overall, Kona has its place for a certain crowd. I love walking simulators, but many often waste my time with forgettable stories, boring settings, or mind-numbing gameplay. Kona has more gameplay than any other walking simulator has a right to, but if you cut all of it out and only let the player drive down the main road, that effort put into all the extra exploration stuff could have been put into a better story. As it stands, Kona doesn’t do any one thing particularly well.
When it comes to walking simulators, some get more praise than others, and some are just forgotten. Ethan Carterwas talked about quite a bit upon its first release, even receiving a BAFTA award for best game innovation. After playing this game, I can’t understand that kind of high praise for game innovation, but it sure does look pretty, and I have to give the ending some credit. It’s one game that builds up to a great conclusion where everything comes together. However, during the actual journey, the narrative is pretty messy and vague.
You play a detective trying to find a boy, Ethan Carter, and along the way, you solve murder scenes. The game is built to be sort of open-ended. You can easily miss side content (in the form of puzzles) if you don’t wander off and check out the house off the beaten path. Your main goal to advance the story is to find every clue for the scene, then go to the main part of the scene (usually an object), hold down the mouse button, and go into detective mode to piece everything together. Blue whisps fly out and show scene segments. You need to put them in the correct order and play it out to find out what happened. Once you do this, you get a piece of Ethan’s story and can move on.
There are a couple of areas with optional puzzles. You need to navigate an area to find the clues, which are usually identical to the area with the puzzle in it. These are either audio or visual clues; they can be quite challenging and make you think a bit. Notably, there aren’t any collectibles in the game, so you don’t have to worry about missing much. There are a couple of objects to find for achievements, but that’s about it. I wish there was some sort of reward for taking off into random, remote corners of the game. The path seems to be far more linear than it lets on. It’s really more of an illusion of how far you can walk.
The locales vary quite a bit, and the game is really pretty. When the game was initially released, it was a great piece of tech for PC gamers pushing Unreal Engine 3, and now it has been ported to Unreal Engine 4. While it looks sort of dated today with some less-than-stellar lighting effects and a lot of 2D leaves and branches on trees, there is still a lot of detail. Huge open vistas look into the forests, lakes, rivers, and dams of the Wisconsin wilderness. It looks good in these wide-open areas, but the interior parts look pretty average, and there’s nothing to write home about in terms of art direction or style. It’s hyper-realistic-looking, with very minor touches of horror sprinkled throughout.
While looking at the landscape is nice, you can easily get lost as the game prides itself on not holding your hand; however, being completely clueless also isn’t fun. Without a guide, many will turn the game off before even knowing you must solve these murder scenes during the first ten minutes. You can walk for quite a ways before realizing nothing is happening or hitting a dead end. This requires a lot of backtracking and aimless trekking through nothing but silence. While there is technically a “path” you can follow, it’s very loose and not so obvious all the time.
My favorite atmospheric segments were when the detective narrates and you’re just traveling through the vistas and valleys, taking in the scenery. It’s a bit foreboding in spots but never creeps into horror game territory. There are no jump scares, no ghouls, and nothing supernatural. A building might be dark and dilapidated, and you might enter an old mine, but there’s no creepy music or anything. It’s foreboding. That’s the best word I can come up with. I constantly found myself confused and disoriented trying to figure out what was going on in the story most of the time, so I always looked forward to that break in solving crime scenes with the walking and narration.
Overall, The Vanishing of Ethan Carter is a game I have put off for nearly a decade, mainly because I knew it would be a confusing mess and the story would disappoint, but I do have to say waiting for this Unreal Engine 4 port was worth it. If you like walking simulators, this is among the best visually and is a nice change of pace from the horror ones we seem to get mostly. Even if the open-ended nature of the game frustrates you, stick with a guide or keep trying, as the ending is well worth it and those open vistas are incredibly gorgeous to look at.
Linear, narrative-driven adventure games are some of my favorites. Bramble does a great job trying to be different than the rest by delivering a little bit of everything and not overstaying its welcome. You play as Olle, who is trying to rescue his captured sister from the bramble and evil forest creatures who took her.
The game does a great job of luring you into a false sense of security. The game starts out bright and colorful, with beautiful sweeping vistas of green. You get to solve various simple puzzles with cute gnomes that laugh like little babies. The first third of the game is cheerful and bright—until it suddenly isn’t. Bramble quickly turns dark, gory, and downright depressing. Sacrificed babies, wading through pools of animal gore, climbing moldy meat—and those cute little gnomes get slaughtered at some point. It’s just done abruptly and suddenly, and it’s shocking.
The majority of the game has you running around areas with fixed camera angles, jumping, climbing, pushing the occasional push, twisting the odd lever, and solving the easiest puzzles. I honestly don’t know why these puzzles are even here. Exploration is also nonexistent. You go into a room with a locked door, only to find the key on the table in front of you. This happens multiple times as well. I don’t understand the point of it. There is a bit of combat thrown in, but it’s saved for boss fights. You have a ball of light that’s not only used to illuminate areas and clear some paths, but you can also chuck it at weak points at bosses. The boss fights are the only challenge in the whole game, as you must memorize attack patterns and dodge, jump, or toss your ball at the right moments through waves of attacks.
The environments are constantly changing, and they all look fantastic. Depth of field is used well here as you are a small person in a giant’s world, so everything from blades of grass to a normal-sized rock is huge. This is well shown, and the perspective is pretty cool with the depth of field effects used. Textures look great, and models look good too. The entire game is narrated by a woman, so it’s the only voice acting in the game. I do want to mention that the soundtrack is gorgeous. During chapter changes and while the camera pans across a vista while you’re running, an incredible vocal soundtrack will play, and I honestly would listen to it outside of the game. The soundtrack by Martin Wave and Dan Wakefield is fantastic.
Despite the great pacing, wonderful visuals and soundtrack, and challenging bosses, there still isn’t much of an actual story here. The game is narrated like a children’s storybook from medieval times, but that’s about it. I had no reason to get attached to the characters or the world around me. The monster and creature designs are top-notch, and I always looked forward to the next screen because it was always a surprise. The game is nice and short and is better than most short, linear, narrative-driven adventure titles. I love the dark tone and theme, and while you may not discuss this with your friends a year from now, it’s at least a sight to behold.
Retro controllers are making a comeback thanks to retro enthusiasts. Many companies are finally catching on to this and making controllers compatible with older systems but with newer technology and sometimes better designs. NYXI might be a generic Chinese brand, but they’re the first to make GameCube WaveBird-style Joy-Cons that slide onto the Switch and include a centerpiece to turn them into a controller. This got me really excited, and I love my original WaveBird. The excellent purple (indigo) color brings back memories that I wish I had, as I didn’t play GameCube games until I was an adult.
The controller itself feels good in the hand. It has a nice weight, doesn’t feel cheap, and looks the part. The button arrangement on the front is just like the original GameCube controller. There are a few changes, such as the added turbo buttons (I personally don’t ever use these), and there are two buttons on top where the Z button normally is on the GameCube to represent L and R. There are also two buttons where the grips are, and these can be programmed to be anything you want. While all this seems fine, the controller does have some flaws.
First off, the buttons don’t feel all that great to press. There’s a cheap, hollow pinginess to them, and the shoulder buttons are micro switches rather than rubber domes. It has an unsatisfying feel, and most people will be turned off by this. The controller buttons are also very loud. The large A button makes a loud clunking sound. This is a huge letdown, despite how good it feels in the hand.
The analog sticks work just fine, and the right stick has an interchangeable direction gate to make it like the default 8-way gate or a regular round one. The 8-way gate would be great for the N64 emulator on the Switch. As a bonus, the face buttons are backlit, which was a really nice touch and looks pretty cool. I just wish the joysticks lit up as well. They, of course, make the Switch incredibly bulky when used in portable mode. Especially the OLED switch. It makes the entire system nearly a foot long! Another small annoyance is the overly bright status lights on top. They won’t turn off and outshine the otherwise nice glow of the face buttons. It’s a distraction.
Are you ready for the worst part of the game? The vibration function One side is about double the strength of the other side. This makes no sense. You can adjust the vibration strength with a button combo, but I had to put the stronger side all the way down to match. This isn’t all. It’s incredibly loud. You can hear the motors vibrate and shake the controller. It has some of the worst vibration functions I’ve ever seen. For the high asking price, I’d expect more. This definitely looks better as a display piece or for casual emulation than a main controller.
Overall, the NYXI Wizard controller is a nostalgic trip, but anyone who may not have fond memories might want to stay away. The buttons don’t feel that great, the controller creaks, and the vibration function is awful. I do appreciate the backlit buttons and the interchangeable analog gate, but it’s not enough to offset the weaknesses.
Did you ever play Resident Evil 4 and want to just organize that inventory? It’s kind of satisfying getting all your items in the right spot, so someone thought that should be its own puzzle game. In Save Room, you organize weapons, health, and other items ripped straight from the game it’s inspired by.
There are only 40 puzzles in total and you can blow through them in just about an hour. On the left is a cache with a grid and on the right are the items you need to fit in there. There are just enough squares to fit every item exactly. You begin with just fitting small pistols and then larger weapons like shotguns and rifles. Shortly after this, you need to organize health items and grenades. Things get more complicated when you start out with too many items.
Well, just like in RE4, you have a health meter and need to refill your guns. You need to do this in a certain order as this is also part of the puzzle. You may have three health items, but can only use two so you must figure out how to combine herbs and also hurt yourself with poisoned eggs and fish to be able to use more health items. Later on towards the last dozen puzzles you start crafting ammo in addition to stacking ammo and reloading weapons.
This all sounds complicated, but if you ever played RE4 you know exactly what to do already. A few puzzles will get your brain juices flowing. Mostly the ones that needed me to combine certain types of ammo and reload or stack ammo in a certain order. I only had to look up a few puzzles online, but most are quick trial and error levels and you will be breezing through them.
This sounds like a great concept, but in the end, it gets old really fast and it makes you just want to play RE4 instead. The visuals are pretty ugly, there’s a single track that loops in the background, and that’s all there is to this. For the low asking price, I can’t really complain. I had my hour of fun, but it’s totally forgettable. This isn’t on the same level as Portal or even something like The Room series. You won’t be talking about this 10 years from now. I honestly can only recommend this to RE4 fans who want some sort of weird spin-off. Anyone else who never played RE4 just won’t care about this or even get the idea.
Obsidian Entertainment lit the world on fire with Fallout: New Vegas. Many considered it superior to Bethesda’s own offering, Fallout 3. The Outer Worlds was considered a spiritual successor to New Vegas. The same type of play style. A first-person RPG with shooting elements, a large story, companions, quests, and worlds to explore Many were calling it New Vegas in space, but is it really that, and does it live up to New Vegas?
The short answer is no. It falls short in nearly every way. The game really does feel like it’s trying to be New Vegaswith the funny humor in the propaganda posters and the overseeing mega-corporation that’s trying to take over the Halcyon colony, and you’re trying to get factions to agree with each other or side with them. The overarching story is pretty much forgettable, and that goes for most of the game. The story, characters, and side quests are mostly boring. I hate to really say this, as this game has sat installed on my PC for a couple of years now, and I would do a mission or two and quit because of just how dull the game is. The characters aren’t memorable; there’s no personality that stands out, and the overall mega-corporation humor that overshadows the game just feels like it’s in the background.
The game is also incredibly short. I did several companion quests, dealt with all the factions, did multiple side quests, and still clocked in at around 12–13 hours. If you blow through the main story, you can finish it in 4-5 hours easily. I feel that contributes to the problem of the story and characters being uninteresting. There’s not enough time for them to develop. Your entire crew is all humans, and they all just feel like generic Bethesda faces that were run through a random generator, and nothing stands out. I wound up skipping through a lot of dialogue because I just didn’t care. I loved the characters and overall story of New Vegas. It was fresh and interesting, but this just feels like a generic space odyssey.
So what about the gameplay? It’s tighter and more refined than New Vegas, but not by much. I hated the upgrade and skill tree systems. They felt generic and half-baked. The game’s poorly balanced, where it’s either way too easy and you mow down enemies, or they swarm you and kill you on the spot. I felt like none of the items you can use helped at all; stats didn’t seem to matter, and the only thing that really did matter was your level in each respective category. You really want to get your speech levels high, including in engineering, as you can bypass a lot of battles with speech checks. Most of the weapons in the game felt pretty generic, and their weapon power didn’t seem to matter.
Weapons can be tinkered with and modded at workbenches. Mods can be picked up and attached to various parts of guns. They can add elemental damage, increase clip size, add scopes, and do damage to different types of enemies, but outside of this, you can just tinker with the weapon’s level, and future weapons don’t matter. There were no cool, unique weapons found on bosses or for getting into hard-to-hack safes. Looting, like in Fallout, feels pointless as there is so much given to you. By the end of the game, I had thousands of rounds of ammo for each weapon type. You can specialize in long, pistol, or heavy weapons, but I just wound up dumping points into all three. Add a few good mods and tinker with the weapon up to your level, and you will stick with the same weapons through most of the game, rarely trading them out. You can equip up to four weapons, and I rarely ever used healing items until the final showdown, where you are swarmed by enemies in every room you go into.
Another balancing issue is with the factions. You can gain and lose reputation, and this will make guards attack you on-site in certain towns, locking out quests and not being able to finish any in this case. I wound up pissing off a couple of factions, had to abandon the quests there, and couldn’t go to the shops either. This is really frustrating, and there’s usually no way to get the reputation back. This can lock off companion quests and many side missions. Throughout the entire game, I mostly just mowed down every enemy in my way and used my companion’s abilities when I was swarmed on occasion. You get a single ability to slow down time, which is useless because it slows down time too much.
The only thing I really enjoyed were the visuals. The game looks like a last-generation title, but the worlds are unique and look really good. I was interested in discovering new towns and new enemies, but that was really it. Everything else was either ignored, forgotten, or skipped because of how uninteresting most of the game is. I don’t feel like this is Obsidian’s best work or their love letter to New Vegas. The game is horribly optimized, looks dated, and feels dated because it is too safe. The game lacks any depth, and most may not even enjoy the shooting. The story and characters are boring and unoriginal, and the game’s length doesn’t justify this type of game in general. Who wants to play a 4-player RPG with supposed vast worlds to explore? You might enjoy blowing through the main story, but that’s about it.
You can’t really call this a walking simulator or a platformer. It’s a bit of both. A Short Hike doesn’t have the touching story that tugs on your heartstrings that a lot of short indie “walking simulators” have, nor is it a skill-based platformer that requires precision timing. It reminded me of something familiar from the 32/64-bit era, such as Super Mario 64, Donkey Kong 64, or Kingsley’s Adventure. This is an isometric “retro pixel” style 3D platformer with tons of charm and a fun island to explore. The entire game can be completed 100% in less than four hours, and the main story can be finished in one hour, but if you just race to the top of Hawk Peak to get the cell phone reception you need to hear back from your mother, then you are robbing yourself of an entire game.
There are dozens of characters dotted throughout the island offering challenges, golden feathers, hints, and just plain silliness. The writing for the characters is very similar to that of 16-bit games of yesteryear. Your main goal for progress is golden feathers. These are single jumps or stamina for climbing. I found 11 on my journey, but there were a few more I missed. You can do more than a single hop without the first golden feather. You really should glide around the island and explore. Some characters want seashells; one runner is missing a headband; and there are treasure maps, chests with coins, digging spots, fishing spots, and a few other activities like stickball and parkour races. You won’t discover these without talking to creatures and exploring. I love the exploration in this game. It’s not overly difficult, and you can always figure out how to get to a seemingly hidden spot. Just upgrade your feathers.
Coins are used to buy feathers from a couple of characters, and you can sell caught fish to get more coins. This all sounds like a lot of fun, but it’s packed into a single hour and somehow doesn’t feel overwhelming. The island seems big at first, but you will easily remember the landmarks, and there are signs everywhere pointing to the different trails and landmarks. You eventually unlock shortcuts by watering spring flowers and using a pickaxe to knock through a tunnel. It’s incredibly satisfying to find all the objects for a creature and then run back knowing exactly where they are and get your reward, and it’s always one step further to progress. No matter what you do in the game, it will always push you closer to your goal.
Even after reaching the peak, you get an opportunity before finishing the game to complete everything. By the first full hour, I had almost all the feathers, and I could go anywhere I wanted. I didn’t 100% play the game, but I got close to it. The platforming itself is wonderful, with great physics and tight controls. I never felt slippery, and gliding never felt off or wrong. You do eventually get a sprint ability, and this helps you get around the island even faster on foot. Thanks to the short length, there’s a constant sense of progression with every action you take. The visuals are bright, colorful, and charming, and the music is fantastic. There’s not much to hate about this game other than its length and lack of an overall story.
A Short Hike is one of the highest-rated games on Steam for a reason. It’s a bite-sized chunk of gaming goodness that merges the exploration and fantasy of adventure from the early days with the better controls and tighter designs of today. It may only take an afternoon to complete, but it’s incredibly satisfying and isn’t something you will quickly forget.
Harry Potter is one of the biggest media phenomena of the 21st century. When the novels came out they were all over the news and I read them right from the beginning. While the novels were big the movies were even bigger and I don’t think Harry Potter would be where it is today without the success of the movies. I remember my family going to see every movie up until the first part of the 7th movie on Thanksgiving every single year. By the time the 7th movies were out, I was an adult and saw those with my now wife. I did get burned out on the series though so thankfully it’s great to know Hogwarts Legacy is 100% original content with all new characters and story.
The only thing the game follows from the books or movies is the lore, aesthetics, and visual representation of various architecture, creatures, and overall visuals. You play as a nobody 5th-year student who gets caught up in a giant plot of goblins finding a way to wield dark wizard magic. You must fast-track your education at Hogwarts while also fighting off this powerful new foe. The story drags you along on a breadcrumb trail where you slowly unveil the plot, the intricacies of the characters, and the mysteries. Portkey Games did a phenomenal job of making the story feel like one of the books. The slow unfolding of the story gives a sense of mystery and constant guessing. It’s a pretty good story and one of the best so far this year.
There are of course side quests and larger side stories involving various students at Hogwarts. One involves a Slytherin student, Sabastian, and the Dark Arts. Another is a girl named Poppy who just wants to stop poachers and save creatures, and then there’s Noa who wants to avenge her father’s death. The entire game has a massive open world consisting of Hogwarts itself, Hogsmeade which is the only major town in the game, and then the rest of the world itself consisting of various regions, secrets, and activities. The game can seem overwhelming, but the entire game is strung out to you very slowly as you play. It allows you to get the ropes on all the various systems in the place game with one of the biggest being combat.
Combat is probably the weakest and coolest part of the game. It plays similarly to an MMO with shortcut keys and hot bars. Each hot bar has four slots and you can have up to four hot bars. You learn spells through the story as you attend various classes. These are all the spells you know from the book and movies. Wingardium Levioso, Avada Kadavra, Repulso, Accio, and many others. There is only magic combat in the game so don’t expect to find swords and shields. Defense is dependent on a halo around your head that flashes red or orange. Orange means you can deflect attacks while red means you must dodge.
You can whip out spells at a lightning pace, but of course, they have cooldown timers so this means you need a balanced loadout and need to switch between hot bars constantly. This is something I didn’t like in the game. I can understand with a controller you can only have four hotkeys, but do what Dragon Age did and give PC players the ability to use maybe eight hotkeys and combine hot bars. I found myself always fumbling with the controls trying to quickly dodge, deflect, keep an eye on my timers, swap between hot bars, and keep an eye on the enemies, and then my health and magic meter. It’s too cumbersome and needs some balancing in the next game. The combat looks cool with fast and smooth animation, great sound effects, and tons of on-screen info being blasted into your eyeholes. There are plenty of boss fights, mini-bosses, world bosses, and all sorts of enemy types to shake a wand at. Goblins, beasts, and humans alike.
The next part of the game is exploration. This game is very similar to Skyrim in that manner. You will always find something no matter where you go. Once you unlock the ability to fly on a broom you can use Revelio in the air and it will mark stuff on your map. There are a lot of activities to do from filing out your field guide by finding flying books, interesting spots, and objects, there are secrets inside Hogwarts itself like hidden chests under bridges that require puzzles, but you also need the spells to complete certain puzzles and get to certain areas. You can pick locks (which has an absolutely awful lockpicking mini-game that can’t be skipped), but one of the major problems with all of this exploration is the lame loot. If you get ahead of the story you will mostly end up finding armor that’s behind you in levels. Exploring dungeons is fruitless as you will solve a puzzle and get a lame piece of armor or just 50 coins. I wound up ignoring side paths in dungeons because it just wasn’t worth it. Finding the best armor in the game will come to you eventually.
The third biggest part of the game is the Room of Requirement. Here you can decorate, expand, and craft. You can add traits to clothing/armor, and breed beasts that you can capture in the wild for more unique traits that can be woven into clothes. You can also plant seeds for using the three combat plants or creating potions. While this all sounds neat and fits into the world of Harry Potter it’s very tedious. I wound up not bothering to add traits to clothing as the loot you find it pretty awful anyways and you end up selling 90% of what you find. I would add traits closer to the end game when you stop finding a lot of armor that is at a higher level. I also didn’t bother brewing potions much as you must wait in real time for plants to grow or potions to brew. It’s pretty dumb and tedious.
You can fast travel between dozens of Floo Flames as you discover them and this makes traveling quickly essential. The various activities you can do are Merlin Trials, a combat arena, various puzzles, and of course side quests for people around the world. It really is a well-created open-world game and feels different from the dredge of crap we’ve been getting the last ten years. I always had fun exploring the world, doing tasks and puzzles, and seeing what secrets the game had. It really is this generation’s Skyrim or will be as close as we get to it.
The visuals, voice acting, and overall atmosphere of the game captured what we loved in the movies perfectly. The visuals are gorgeous with great lighting and tons of love and detail in every part of the world. Sadly, it’s so poorly optimized. Ray tracing is unplayable, and there’s stuttering in Hogwarts no matter how powerful your system is. Some patches have ironed most of the problems out, but they will never be perfect. The game still looks fantastic and I loved flying over new areas for the first time or seeing the seasons change. Portkey Games did a stupendous job making this game feel like a living breathing world.
Overall, Hogwarts Legacy is a wonderful open-world RPG with some flaws. The combat can be unwieldy sometimes and cumbersome, crafting is a chore, and the game is horribly optimized, but the characters are wonderful, the graphics are fantastic, and it feels like a living and breathing world of Harry Potter that captures all of the magic and love that we grew up with. You will spend dozens of hours having fun exploring the nooks and crannies that the world has to offer, the powerful beasts you can fight, and the creatures to capture.
Yep! The fact that I forgot about this game until you made a comment proves that.