Linear narrative-driven adventure games are some of my favorites. Bramble does a great job trying to be a 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 very quickly. 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 non-existent. You go into a room with a locked door only to have 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 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 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 size 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 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 tech 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 super 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 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 reprogramed 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’s 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 controller? 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’s 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 rather than a main controller.
Overall, the NYXI Wizard controller is a note nostalgia trip, but for 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.
Obsidian Entertainment lit the world on fire with their game 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. If falls short in nearly every way. The game really does feel like it’s trying to be New Vegas with the funny humor in the propaganda posters, 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 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 system. 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 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 the weapon’s level up with you and future weapons don’t matter. There were no cool unique weapons found on bosses or for getting into a hard-to-hack safe. 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 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 and had to abandon the quests there and couldn’t go to the shops too. This is really frustrating and there’s usually no way to gain 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 was 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 by being 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 4-5 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 a 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 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 16-bit and games of yesteryear. Your main goal to 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 sea shells, 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 game, 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% 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 do. 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 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.
I never thought that I would have so much fun with a chore. There are various curated threads online about watching power washing. It’s satisfying to see someone turn an incredibly dirty surface into a sparkling clean one like wiping a window with a squeegee. There are many jokes about missing a spot and everyone in the comments losing their minds. r/powerwashingporn is a popular subreddit dedicated to these videos. FuturLab has done an incredible job of making this chore feel fun and satisfying. There’s even a silly story that’s evolved over the course of the Early Access phase involving gnomes.
Every surface is covered in dirt, rust, mud, or some type of grime. You get a power washing nozzle and you spray things down until they turn clean. You can decide what to spray, what direction, and in what order. That’s part of the fun. Tackling each area in a certain way is satisfying and fun for you. Your tools include various spray nozzles that have different widths as well as spray liquid for getting tough areas, but this stuff is expensive and limited. You also have a spray gun that shoots various distances. These can be bought and unlocked with money by completing levels. You are paid at the end of a level and you can see a sped-up replay of your work. There are also cosmetic items such as your suit and gloves.
Some levels are multi-storied so you get step stools, ladders, and scaffolding that can be moved around and put wherever you need it. There are a few levels that have some frustrating buildings to clean such as the giant shoe level. There is a meter on each surface that shows how complete it is and sometimes it can be hard to find that one dirt spot that’s keeping the surface from dinging. Thankfully there is an illuminate dirt button that turns all dirt a golden yellow for a few seconds so you can see what you’re missing. Getting down the last percent in each level can get annoying as you’re just hunting down that last dirt spot. There is also a list of each surface and the percentage that they’re cleaned, so you can at least eventually narrow it down.
There isn’t any background music. You just get ambient noises like birds chirping or cars driving in the background. It’s a very silent game. You’re best just playing your own music in the background as this is a very zen game where you can veg out and not think about much. I also appreciate the control scheme on a controller too. It’s easy to control and you don’t have to move your aim camera back and forth like you used to in Early Access. You can now press a button to move your sprayer within the frame of the camera. This can reduce motion sickness and overall irritation. It wasn’t a big problem on a PC with a mouse, but it was unbearable with an analog stick. Most levels can take you 1-3 hours to complete depending on how big they are. There are smaller challenges that involve just cleaning a vehicle like an RV, alien spaceship, Mars rover, or bicycle. Levels get more complex as you go on with more small objects and more complicated surfaces. Things like planes, boats, helicopters, and the previously mentioned shoe house can get really busy. I would end up doing some levels in multiple sessions. The longest level I spent time on was nearly five hours.
Again, you have to like this kind of thing to see an appeal to it. The visuals are bright and colorful, but rather basic and simple. There is no raytracing, AI anti-aliasing, or anything complex rendering-wise. The game can technically get very repetitive, but that’s actually the point of this game. I feel many may mistake this game for a business simulator when you only do the power washing and buy upgrades and cosmetics. I had a blast (no pun intended) with this game and FuturLab is still putting out content that I need to catch up on. Overall, PowerWash Simulator is one of the most relaxing and satisfying games I’ve ever played.
The 8-bit era of Atari was before my time. I started the next generation with the Sega Genesis and Super Nintendo as a young toddler. I still respect and have enjoyed iterations and ports of Atari 8-bit games over the years. What hasn’t been done well is anything outside of bundles of seemingly random collections. They’re nearly countless at this point and have spanned to nearly every console imaginable. Atari anniversary collections, various Atari-themed packs, and various retro packages with fancy UIs or presentations. However, no single retro package has been as cohesive or beautifully created as Atari 50. Even Sega’s recent Genesis Collection with its retro 90’s bedroom and bookshelf display can’t beat this.
The entire game is presented like an interactive history lesson. You go through four timelines. Atari’s origin story and their arcade routes. You get to see photos, printouts, commercials, and interviews with various Atari developers and industry veterans such as Tim Schafer (Psychonauts) and Cliff Bleszinski (Gears of War). These are presented in chronological order. A game is presented when its release comes up in the timeline. Some games have cover art, photos, and even comics underneath them to view. As you advance in the timeline you get a feeling like you’re playing an interactive museum tour. There are no fancy 3D menus or anything, but the clean and simple UI works well. There are a few surprises peppered in like unreleased prototypes and Digital Eclipse’s own recreations of iconic games like Yar’s Revenge and Haunted House.
As you advance to the home console and PC timeline things get more interesting. You will eventually get to Atari 5200 and 7800 games which are a bit more advanced. You will also get to play a few PC games for the Atari home computers. Then you will finish up in the 90s with the Atari Lynx and Jaguar. Sadly, there aren’t many games in this timeline, and the biggest issue with this entire game is the lack of third-party titles. You only get to play Atari-published and own games. That’s very limiting, and while I understand this is Atari’s own history there are many games that helped make their systems great outside of internal developers. The few Jaguar games range from Cybermorph to Tempest 2000 and Missle Command 3D. They aren’t great, but interesting to dive into. That’s another thing about this whole collection. Very few games are fun to play longer than five minutes. Some are pretty clunky and bad. This isn’t a “greatest of” collection which I really appreciate. You will most likely go back to the more fun games like Missle Command, Centipede, Millepede, Tempest, or their latest versions in this game. You get special bezels, backgrounds, overlays, and control options for every game as well. You can also select various modes and some games support save states which is cool. You also get a digital view of every manual for the game including the arcade operator’s manuals. They didn’t leave anything out.
By the time I spent around 5 hours in the game, I got to the end of the timelines. You can go back and play any game in the library view and pick your favorites. These games run really well and look great, but many gamers who didn’t grow up in the 80s will probably find this nothing more than a history lesson. Even more, will find pretty much every game boring or uninteresting. However, that’s not a knock to the games, but just a warning to younger audiences. Anyone younger than 30-35 will most likely not find this game interesting or fun. If you have a curiosity about Atari’s history or games then this is the best place to get that. If you have an itch for trying out 8-bit games or want to go back without emulating anything then this will give you nearly 100 games. I also appreciate how few ports and copies of the same game are in here. Each game was hand-picked and placed with relevancy.
Overall, Atari 50 is one of the best retro packages you can ever play. Telling an entire developer’s history with games placed in their correct time slots and even including unreleased games and reimaginings of some is just fantastic. The videos are entertaining and interesting and you will learn a lot. There are so many details added from commercials, print ads, posters, manuals, customizable controls, save states, and more. It’s a complete and cohesive package for Atari lovers out there. Just be warned that there are no third-party games and less of the 90s stuff.
What would happen if you combined Resident Evil with Silent Hill? Probably a game with crazy enemies, creepy music, inventory management, and tank controls. Well, that’s exactly what Signalis is. It combines the best of PS1 horror and shoves it into a nice retro package with great controls and animations. Developer Rose Engine might be a bit on the nose with its inspirations, but it does do a good job of making it feel more modern with a retro flair.
The weakest part of the game is its story. I will get that right out of the gate. While most PS1-era horror titles had convoluted and messy stories that usually made no sense or were open for player interpretation, Signalis is very cryptic, but the overall journey has a twist ending that is pretty eyebrow-raising. It will leave you stunned a bit and is a great payoff outside of almost no world-building or lore to get into. You get the occasional note similar to Resident Evil that tells a little snippet of what happened just before the current event. See, you’re some sort of AI controller robot in some dystopian German world. That’s all I really got out of the story and the few cut-scenes peppered throughout the game.
Just like the horror games that inspired Signalis you have limited inventory space, very little ammo for your weapons, fewer healing items, and lots of backtracking. I will praise Rose Engine for making backtracking in Signalis less painful than games of the PS1 era. There is a good map system that even marks puzzles that require items. The final area of the game has no map, but you will learn to remember landmarks. The level design in Signalis is fantastic. A game with a lot of backtracking needs good landmarks so you remember where every room is. If you are familiar with the 32-bit era of horror games this style of progression won’t bother you. There were some puzzles that had me write stuff down (math puzzles) or take photos of diagrams. You get a radio about halfway through the game and you can use the frequencies to help solve puzzles. I will admit that inventory management is a little too tight here. You only get 6 inventory slots and there are no upgrades in this game. I wish I had at least eight. I constantly had to leave healing items and ammo behind to dump puzzle items and backtrack a couple of times. At least in my first playthrough, I was able to preserve quite a bit of ammo. I didn’t even end up using two of the weapons. You can easily run from most enemies which I recommend later on when you enter rooms with four or more enemies.
You can only shoot enemies while standing still. There is an aim button that auto-locks and you can fire. Enemies will fall down and you have to stomp on them to temporarily kill them. Yes, after the first area, you get thermite which will permanently burn enemies and keep them from rising. This is why I recommend only killing enemies in main corridors that require you to frequent them often. Most rooms are a one-time entrance. You run in, grab everything, and leave. Rooms with puzzles and save rooms don’t have enemies so this helps. Just like games of this genre, you will eventually unlock shortcut doors to get back to the main puzzle areas or save rooms which help cut down on a little bit of the backtracking.
Enemies themselves are very Silent Hill-like. Almost exact copies. There are EULR enemies which look exactly like the Bubble Head Nurses from Silent Hill 2. The STCR enemies look like the Closer enemies from Silent Hill 3 or the Siam from Homecoming. Everything aesthetic and atmosphere-wise is very close to Silent Hill. Even the music is similar. The entire game looks similar to the Otherworld from Silent Hill as well. I have to say I like it a lot. We need more Silent Hill and this is the closest you will get. There’s a little cyberpunk infusion with the AI robots and dystopian world. It’s a great fusion and I couldn’t get enough of it.
I didn’t find much of the game frustrating. Puzzles are fairly straightforward. You may have to look up one or two, but the solutions were mostly right in front of me and I just didn’t see it. There are only two boss fights in the game and they are pretty fun, but not very challenging. The challenge in the game’s combat arises from getting swarmed. As long as you run you will always be safe. Enemies usually have to stop to swing and unless you’re backed into a corner you won’t get hit. The variety of weapons helps and you can store everything in your save room chests and go back to get what you need. I did finish the game with plenty of healing items and ammo. I can’t express enough how much running helps in this game. There were occasional rooms that needed my flashlight too.
Overall, Signalis nails the feeling and atmosphere of Resident Evil and Silent Hill. The monster designs are great, the music is haunting, and the level design is done in such a way that memorizing the layout of an area isn’t that hard which is key for games that need a lot of backtracking. Puzzles aren’t insanely vague or obtuse, and it’s obvious what items go where once you find both. I just wish there were more than six inventory slots. It just adds artificial fluff to the play time by constantly having to go back to your storage chest and dump off items. I also wish the overall story and world-building were better. The game is only about 6 hours long so there isn’t much time or room for character or world-building anyways. Thankfully the atmosphere, enemy design, tight controls, and well-designed areas are all nailed down tight. This is easily the best retro horror game to be released in the last couple of decades.
As time goes on I’ve learned to appreciate engaging casual games that don’t require intense focus. Small adventure games that only take a few hours to beat, relaxing puzzle games that don’t really have an ending, and anything in between are fun to enjoy and veg out on. It’s the same effect for me as binge-watching a show. A Little to the Left tries to be that. It has engaging puzzles and serotonin-squirting organization puzzles along with cute visuals, but it does come with issues.
The game’s puzzles start out fairly simple. There are around 75 puzzles in the main game with 365 daily puzzles. Puzzles start out with just straightening photos on a wall, putting cat toys in a basket, arranging a dinner set, aligning colored pencils in a certain order, stacking rugs, etc. These first dozen puzzles are relaxing and really give you a taste of what this game could be. Yes, I said could be as the game quickly ramps up the abstractness, and even with a full-on guide and accessible hint system in the game it still doesn’t make sense. The arrangement puzzles are the absolute worst. These are abstract shapes that don’t snap together but instead are arranged in a specific pattern. The patterns usually make no sense since the pieces are so far apart. These puzzles will frustrate most players and lead you into a false sense of relaxation and simple organization and stacking.
That’s not to say I don’t like a challenge. One puzzle has you sliding a mirror to the left and right and arranging the objects according to the reflection. Another has you stacking cat food cans in colored columns that match. These puzzles were enjoyable. My favorite was the organization puzzles. Put all the junk in the correct cubbies. That’s a lot of fun with the process of elimination. Sadly, there are only about four of those puzzles and I wanted more. The difficulty is all over the place, but it’s the artificial difficulty. The puzzles are just so obscure sometimes that most people may quit the game.
I also found the snapping system pretty broken. Sometimes you place an object in the right spot and it will snap into place and make a faint ding sound. However, abstract pattern puzzles require two symmetrical objects in the same spot in the scene before they will snap into place. This hinders progress as there are no tactile hints that you are making progress. There is a hint system that shows you the solution by erasing and uncovering. This was nice as I would try to just erase one part and still be able to solve the rest on my own. However, even the hints sometimes make zero sense.
Thankfully, you can still move on with the “Let It Be” system that skips the puzzle for you. There are some puzzles that have two or more solutions such as sorting from highest to shortest, then by color, and then by matching an image on the same object. While the first solution may seem easy to spot the additional solutions can be insanely abstract and obscure. I really tried to solve as many as I could on my own, but in the end, I solved maybe a quarter of the puzzles by myself. There were just too many that were frustrating or I felt I wasn’t making any progress. Some were just me overthinking the puzzle, but some were just poorly designed.
The visuals are cute. It has a pastel minimalistic look. Lots of colored pencils, charcoal, and watercolor art designs. The music is great and relaxing to listen to in the background it’s just too bad the game isn’t as relaxing. In the end, A Little to the Left is misleading in its first dozen puzzles and quickly ramps up the abstractness and obscurity too much requiring too many puzzles to be skipped. The most enjoyable ones are too few. This isn’t a bad game at all. There are fun puzzles peppered throughout the bad ones, and the overall cat aesthetic is enjoyable with great music.
There were quite a few great Switch exclusives this year with even a few third-party ones popping up. Nintendo has had 5 consecutive years of greatness on the Switch with fantastic exclusives year after year. It doesn’t seem like Nintendo is slowing down either.
Bayonetta 3
Bayonetta is finally back. After a long hiatus and rumblings of cancellations she made her debut on Switch. It didn’t disappoint. Fantastic visuals, advancements in every system, bombastic set pieces, and fun characters. It was well worth the wait.