What would happen if a puppet broke free from its story? That’s the tale that A Juggler’s Tale spins. You play as a puppet named Aby who is following the lead of a narrator. Aby is an acrobat for a circus when she decides she wants to break free and be an actual person. She spends her time on the run which seems to be a familiar theme with these sidescrolling tales that star children such as Limbo, Inside, and even Little Nightmares. The first act is spent as a tutorial. You can run and jump, drag things, and throw objects. Each are used to solve simple puzzles. Usually there’s one or two per act. The acts are very short clocking in at around 15-20 minutes each. You can easily finish this game in under 2 hours counting for deaths and time figuring puzzles out.
Whle I didn’t find the puzzles themselves hard it was difficult to distinguish what could be interacted with mainly throwable objects. While some objects that could be pushed had red ribbon on them there would be rocks or apples that blended in with the background. I thought I was stuck and couldn’t figure out a puzzle until I looked it up and releaized that a cart was needed to progress, but I had no idea I could interact with it. The game at least has a good pace and I always felt like I was moving and advancing things. There is a bandit that is hired to capture you named Torda who chases and torments you throughout the game. Most of the platforming is simple such as hopping over gaps or climbing up ledges. Nothing that will test your Mario skills, and the physics are floaty.
Part of the puppet gimmick is that Aby is attached to her strings and they will get caught on objects. A lot of the time you are figuring out how to move the objects to free your strings. There are a few stealth sections with Aby hiding from flashlights and distracting bandits by moving certain objects. Nothing that we haven’t seen before. The game is rather entertaining, but the story is simple and nothing too special. There aren’t any crazy plot twists or any voice acting or dialogue to speak of outside of the narrator. It’s hard to get attached to characters like the little boy in Little Nightmares or Inside due to the lack of events and progress that the characters go through despite not speaking.
Overall, A Juggler’s Tale is fine. The graphics are colorful and well done with nice paper cut outs and a flat shaded art style, but the gameplay is very simple and won’t challenge anyone. This is a cute distraction that will get you through an afternoon, but you will soon forget about it.
There are many games these days trying to bring back the nostalgic feeling of Nintendo 64 adventure titles, and many of them don’t quite pull it off. There’s a reason why we have moved away from collect-a-thon games such as Banjo Kazooie and Donkey Kong 64. While the worlds may be charming, the characters fun, and the visuals cute, the overall gameplay loop can feel tedious and sometimes boring. Tiny Terry tries to bring back that type of game with a large open map and things to discover but ends up feeling like a chore very early on. Unless you specifically like this type of game, then there isn’t anything here for you.
There are modern games that do these tasks well. Games like A Short Hike make the gameplay loop of collecting and finding things appealing and fun. Tiny Terry starts out by just dumping the player into the world with just a couple of objectives. This is also fine, as talking to people can also give you more objectives. The issue lies within traversing the world, the mechanics, controls, and some of the objectives being very obtuse. The overall humor of the game is fine, but nothing noteworthy attempting to emulate a specific style. Terry wants a car only to go to space. Someone built a highway to space, but no one knows why. He goes to an unemployment center where they lend him a car. It’s your job to find enough junk in the world to upgrade Terry’s turbo booster eight times to make it to space.
Objectives are mostly fetch quests. You must bring someone who has stolen a car to earn cash. That cash can be given to someone else to fulfill an objective, which in turn gives you a location on your map to dig up a trash can that has 100 junk in it. Each upgrade costs 150. However, to dig up that trash can, you need the shovel. Do you understand the direction I’m taking with this? There’s a lot of leading on with objectives. You need this object to complete this objective to obtain this amount of an item to finish another objective. The process can get tedious and frustrating. Finding a way to grind out cash to also acquire other items to allow access to different areas can feel like you aren’t accomplishing anything. You’re always fighting between not having enough cash to find more junk and vise versa. You also can’t unlock fast travel until you have upgraded your car seven times. By then, you’ve nearly completed the game.
I found that the vehicle physics are annoying. Cars get stuck effortlessly and will clip into objects, and you can’t get out of it. I found it faster to run through most of the map, but it’s laid out in a very frustrating way. To run or drive, you must follow the road loop around since there are no shortcuts. Elevators can take you higher. Going from one end of the map to another and back again to finish an objective gets very tedious. 8 hours of this is infuriating, and some people might want to quit. Sadly, the game world has nothing to offer. There are only a few key characters to interact with, no mini-games, no varied objectives, and nothing remotely enjoyable to do other than grinding cash and junk in tedious and roundabout ways.
There are a few things you can spend your cash on, like a couple of food items and silly hats, but the cash is in such short supply; why would you waste it on these things? They don’t accomplish anything. There is no health bar, no combat, and you cannot sustain any injuries. You can use the lead pipe to whack NPCs for cash or steal cars. You also have to use it as a double jump by swinging the pipe after jumping to get extra height. Why not implement a traditional double jump? I found the fundamental parts of Tiny Terry to feel frustrating and cumbersome rather than fun and engaging. It felt like the game was always fighting against me.
Overall, Tiny Terry’s fun premise and peculiar sense of humor fall short of its potential. The gameplay loop feels frustrating and tedious, the objectives constantly loop around to nowhere, and the map isn’t fun to explore. The only redeeming value is if you like this exact type of game. Early 3D adventure games can be frustrating and slightly grindy, but in the past, the worlds and characters were enjoyable and engaging. This is a very forgettable game with visuals that don’t feel like anything special. Tiny Terry doesn’t have standout features. It’s fine. Just fine.
Do you remember the days you were a kid and went on adventures outside? The days you would be outside from dusk to dawn playing too far away from home and weren’t quite sure you’d find your way back, but kept going anyways? That’s the feeling of adventure you get from Röki. The game is much longer than most point-and-click adventures, taking around 8 hours to complete. This allows for a better and deeper story to unfold. While the overarching story isn’t anything super special, the relationship between Tove (the girl) and Lars (her little brother) and their father is rather deep, and you can feel the tight relationship and love this family has.
The game is a more open adventure title. Rather than being completely linear, you can fast-travel between several areas to find objects and solve riddles. The game’s openness necessitates the ability to press the left stick for interactive objects to flash. Just like any adventure title, you need to find objects to advance the story, and due to the openness, some puzzles might take a couple of hours before you eventually get all the parts to solve them. This also leads to the most frustrating thing about the game. If you miss an item for a puzzle, you have to figure out where it is. As the game opens up, this can lead to tedious backtracking and flashing all the objects on the screen and running around until you figure out what you missed. Frequently, this occurred due to the game’s lack of clear instructions or tracking features. The journal is rather useless and holds a map and various optional items you can pick up as collectibles.
Tove can run by holding down a button, and she can interact with objects. Outside of this, there isn’t much to the controls. She can climb walls and ladders, but you’re mostly just interacting with things. I found some of the puzzles quite fun, intuitive, and clever. The game experiments with ideas such as controlling two characters (swapping) and using a couple of different objects to complete puzzles and unlock new areas. There are giant beasts that need to be defeated and tamed. The game is based around Norse mythology, so you will encounter many beasts from this lore.
Despite the game’s lack of voice-acting, the writing conveys the characters’ emotions. Every so often the game will cut to a long scene and then give you control back. There aren’t many cutscenes in the game, but despite the length, the game never felt tedious or boring. I wish there was less need for backtracking. Sure, fast travel is helpful, but you still have to run towards an area, climb, or enter it, and some parts of the game can be really tedious to get to. You can’t skip climbing segments. Climbing dominates some later puzzle areas, leading to frustration. I spent more time waiting for animations to finish than actually solving the puzzle.
The visuals are really nice, but this visual style is something we are seeing a lot of, and I don’t find it the most appealing. The use of paper cut-out/flat texture with solid colors is a common visual style. It works, but I would like to see something more original. The music creates a captivating atmosphere, and certain tracks evoke strong emotions during specific scenes. I found the whimsy of the beasts and monsters to be really charming, and this is where the art style worked the best. The game has a lot of whites and grays (stones) due to the entire thing being set in the winter. There’s not much variation in environments.
Overall, Röki is a surprisingly lengthy but well-built adventure title. There are a lot of puzzles and rooms, and the pacing is great. I didn’t really want to put the game down…until something tedious came up, like missing a single object for a puzzle, and I had to spend 20–30 minutes hunting it down. This happened far too frequently. This phenomenon occurred at least once with each major puzzle. If you love Norse mythology or just want a touching story about family, then this is for you.
Whether you like Tarot, believe in it, don’t, or are somewhere in between, it’s an interesting topic for a game. The Cosmic Wheel’s main gameplay loop is focused around creating Tarot cards and using them to change the fate of those around you. You play as Fortuna, an exiled witch who is imprisoned for over 200 years (when the player steps in), and in the meantime the entire witching cosmos is being told through visitors that come to your window. You can sit these visitors down and converse with them as well as tell most their fortune.
The story is incredibly detailed and diverse, and I have never played a game in my life in which the choices I made during it mattered so much. So many things I did wound up deciding so many minute twists and turns in the plot, both large and small. You can create cards by choosing the background and the art itself. Every background carries a corresponding fortune. These also cost energy. There are four colors you collect after each Tarot reading, and you spend these points on creating the cards. You can collect art and backgrounds from visitors. You can customize the art on the card by dragging and dropping pieces down, flipping, rotating, scaling, etc. It’s fairly basic, but it’s enough for just Tarot cards. You can create your own unique deck this way, and it truly feels unique to you.
If you don’t like a card, you can dispel it in your cauldron to gain the points back, and when you aren’t talking to visitors or creating cards, you can study, read interactive fiction (to gain small amounts of points), or sleep until the next day. You have a main Behemoth that you summoned (which is forbidden and illegal, by the way) named Abramar, who keeps you company and is trying to help you find ways to escape. As the plot unfolds, you keep talking to people, and how you respond to them matters. Picking any answer won’t do. Make sure you think about how you talk to people. You can gain friends and allies or create new enemies. The game’s lore explains itself surprisingly well, with witches from all government factions visiting you. They visit you either as friends or as new witches seeking guidance, among many other motives. You eventually head toward a political race, and it’s up to you to either run yourself or just support friends who are running.
As each chapter unfolds, you learn more about your past, your friends’ past, and the overall cycle of the witches and their entire existence. I was surprised that the game was able to convey an entire universe of magic and explain it all in a cohesive way without mass dumping codex pages on me or subjecting me to reading insane amounts of text. Talking to people naturally teaches you the lore and universe, which you gradually piece together in your mind. The storytelling and writing are phenomenal. These are some of the best storytelling and writing I’ve ever encountered in a video game. To truly show you an entire universe of lore from the confines of a single home isn’t an effortless task. There isn’t any exploration here. The entire game confines you to this single home, interspersed with sporadic cutscenes depicting your life on Earth in the past.
Having said that, every decision you make, whether it’s a dialogue or deciding whether to read someone’s fortune, has a significant impact in the future. There were choices I made in chapter one that I regretted five chapters down the road and didn’t realize it would have mattered. This is a game that requires multiple playthroughs to feel like you can truly master the choice-based system; however, I really wish there were more locales. While the dialogue is a constant stream of entertainment and you always feel like things are moving along, I wanted to see more of this world. In other worlds, the witches homes and see more of their past. The developers did a fantastic job of keeping you entertained in a single area for 10 hours.
With that said, the pixel art is fantastic, the characters have a lot of personality in their outfits and designs, and when the game ended, I had real attachments to these characters. I wanted more from them, and I didn’t forget about them by the next day. The Cosmic Wheel is a special type of game that can balance excellent storytelling, keep it well paced, and confine the players to a single playfield while making every choice matter. Games like this don’t come around often. Give this game a try if you enjoy story-based games.
I absolutely love how the human mind works. It is fascinating how the human mind can break, repair itself, and affect the body and psyche in ways we still don’t fully understand. The Town of Light explores these ideas with a real-life case. The game is set in a hospital in Tuscany, Italy, called the Ospedale Psichiatrico di Volterra. You play as a woman named Renee who seems to be coming back to this hospital and reliving her experience here. The game’s unsettling ambient audio and flashbacks of dark and disturbing sketches are fantastic to experience.
Sadly, that’s the only enjoyable part of the game. The entire game has an incredibly slow pace and the usual obscure and abstract way of finding your way around and figuring out what to do. There are way too many doors to open, and there are too many spaces to explore with nothing in them. This hospital is two stories and quite large. With the slow walking pace, I just wanted to experience the story and move on. You don’t know you’re heading in the right direction until Renee continues narrating the story or a flashback happens. These flashbacks are either pencil sketches or full-on cutscenes. If you press the back button, some chapters will have Renee tell you where to go; however, everything is in Italian, so unless you pull up a translator or can kind of figure out prefixes and suffixes of words, you might get lost based on the signs.
There are eight diary pages to collect and find. These are highlighted notebooks in certain rooms, and I suggest getting them all. The notebook is an insightful dive into the mind of those that are mentally ill and have various psychological diseases. The sketches are haunting and beautifully done. The best part of the game is the narrations of the various hospital records you must find to advance the story. The entire tale of Renee and her fellow patients is fascinating, haunting, and quite disturbing. It also shows how awful the healthcare, especially mental healthcare, was in the 40s and 50s in not just Europe, but all over the world. I work as a nurse myself in a hospital, and it’s insane to know that our current modern way of doing healthcare (humanely) is very recent. Like the last 25 years, recent.
I also have to give credit to the developers for accurately portraying a decaying asylum. It looks and sounds just like you would find one in real life. I highly recommend watching The Proper People on YouTube, who are the best urban explorers out there. They have visited asylums in Italy, and the building is very reminiscent of how they stand today. The peeling paint, depressing color scheme, abandoned, rusting bed and wheelchairs, and old and mysterious medical equipment that look like torture devices (some were). Despite all of this, however, the game is very boring and ugly to look at. Even for 2016, the game is teetering on the border of asset-flippy territory. It just looks so generic and low-budget despite some decent lighting effects.
The voice acting is very well done, and the overall picture you walk away with is the narrative of mental health in general and how people are taken advantage of back in the day. The game also explores how orderlies raped and molested the women and lied and were believed. The doctors literally got away with murder, and families were lied to and betrayed without ever knowing it. Thankfully, this is all in the past, but the hundreds of thousands of victims who died and suffered under the guise of humane healthcare is a sad story and something worth discussing even today.
The idea of DLC for Mortal Kombat was an exciting prospect when it started with Mortal Kombat (2011). You paid $5 for a new character, and this felt fine. Mortal Kombat X introduced the character pass system, which was also well liked. You paid $20 for four new characters that were spread out over a few months. Mortal Kombat 11 introduced a terrible monetization feature that required too much grinding for unlockables and customization items. This trend sadly got worse with Mortal Kombat 1, with entire outfits and sets being stuck behind a paywall. One of my favorite features of any MK game was the alternate outfits, and being able to customize them was a dream come true, but Neatherrealm went the evil route and locked most of it away.
The same appears to be the case for single-player content. While I don’t mind paying a few dollars for more of the fantastic story mode and more characters, make sure to make it worthwhile. The Aftermath expansion for MK11 was awesome and was a great ending to that story. This epilogue has a lot of problems with it, mostly being the terribly written dialogue. Everyone is angry, growly, and so much “GRRR!!!” in their voice that it is laughable. Everyone seems to be delivering one-liners rather than cohesive dialogue. Trying to throw in bits of story exposition into single lines of dialogue is so stupid and elementary. The main campaign had pretty good writing with some characters delivering full speeches and emotional depth. This just feels like a 5th grader reading a bad comic out loud. The entire Khaos realm invading the current timeline is a cool concept, and Titan Havik makes for a great villain, but it’s just so badly written, and the fights are monotonous and boring. You get four more chapters, but each fight is just a recycled and uninteresting Khaos version of other characters. These seem to have some sort of Mad Max vibe to them, but it just looks like a group of terribly dressed punk rock fans.
Let’s talk about some truly awful characters. Sektor and Cyrax seriously suck. Not because they are gender-swapped. Oh no, no, no. They are no longer cyborgs, which means their uniqueness is gone. Netherrealm could have made these female cyborgs, and it would have been awesome still. Even if these were human males, they both would have been lame. I don’t understand the push to humanize Cyrax and Sektor lately. This means their cool moves and deadliness feel off. We don’t need them to have in-depth dialogue and feelings. They are killing machines and reminded me a lot of the Predator. Because these are lame exo-suits, you no longer get the cool gadgets like the Cyrax’s chest blade or net, and Sektor’s missiles just don’t look cool. The missile launcher is a giant, oversized shoulder pack that just doesn’t look right. The characters are also poorly written and feel generic, so there was no saving them there either.
Then that brings us to the DLC characters, which at this time of writing, T-1000 and Conan are not available yet. Ghostface is one of three guest characters, and he looks great with these flowing robes, having great physics effects, and the goofiness from the series as well is fine. I don’t enjoy his power moves, which just have him use various knife moves. His fatality is funny, so there’s that, but his animality is weird. Noob Saibot is the only character here that I enjoyed playing. He looks cool, and his backstory actually makes sense in the epilogue. Noob Saibot is the only saving grace for the entire package, but it still doesn’t justify the price tag.
And honestly, these guest characters are getting old. It was cool back in MK (2011) with Freddy Krueger and Alien, but it’s becoming too much. Spend the money on the licensing to bring back characters people love or create new ones. There are also no Kameo characters this time around either, which is a real shock. We could have at least gotten a few more of those. That also doesn’t help justify the price tag. $40 for a 2-hour, terribly written epilogue and three new characters. At launch, Ghostface was not available at all. The only redeeming part of the game at launch was Noob Saibot. What is Netherrealm Studios thinking? They aren’t.
And that brings me to the fact that this is my favorite game series of all time, and it’s becoming live-service garbage. The entire series needs to take a few years off, reboot, and come back with what fans loved. More content, less grinding, and more unique characters with fewer guest ones. As it stands, Khaos Reigns is worth maybe a $10-15 purchase on sale, but that’s it.
Contra is the blueprint for side-scrolling action games. They need to be tough as nails, have insane bosses, and usually have a lot of gore or some sort of inspiration from biomechanical art. Moreover, the Earth is under the control of a vast and formidable alien race. Iron Meat nails all of these and is a blast to play. The game can also nail all of these aspects and still fail in level design and gameplay. That’s thankfully not the case here.
As a stalwart soldier, your mission is to save Earth from an alien race that has taken over the Moon. There are nine unique levels in this game, each with varying lengths, enemies, and obstacles to overcome. The game is very pick-up-and-play friendly, as you just run forward and blast everything in sight; however, Iron Meat has a couple of things it does a bit differently. You can find ammo pickups inside objects. Occasionally, friendlies may drop them, or you may find them lying around. They are not commonly found, and if you die, you forfeit your weapon. The standard weapon is a rapid-firing machine gun that works well enough. Other weapons include different firing rates and patterns. There are also pickups to increase your score by 1,000.
In Iron Meat, you can shoot in eight directions. Another great feature is that you can hold down a trigger button to maintain your position while shooting in any direction. The game constantly presents you with enemies at a rapid pace. Some enemies, such as boxes with jaws, bugs, melee enemies, weird snakes, bats, and various other insane abominations, may be incorporated into the level itself. The enemy design is fantastic, and you get to know what each enemy does and how to kill them. Occasionally, following a specific order can also prove to be an effective strategy. You can also avoid enemy fire by lying down prone and shooting. Some levels will also test your platforming skills, featuring obstacles such as collapsing ceilings, death pits, and suspended platforms.
The bosses are really great. They have various attack patterns, and you get used to knowing when to attack. Some will chase you, while others will fly around you. Some are small, while others are massive, possessing multiple forms and phases. They all look grotesque and nightmarish, though. The game’s pacing effectively breaks up the action. There is a vertical level, followed by a level that emphasizes platforming, and then another level that presents a large number of enemies at once. You can unlock characters and swap body parts to create your own unique soldier. Once you complete the game, you can go through it again in mirror mode.
Although the game may appear to have less content compared to modern games, it truly pays homage to the classic 16-bit run-and-gun shooters. Most of those games featured a mere half dozen levels and lacked additional modes. Iron Meat does have a two-player co-op mode, which is a nice addition, but I feel there’s a lot of content here for the asking price. Going through and learning all of the attack patterns and enemies is fun, and then getting more points on higher difficulties can be a fun challenge. You can complete the game in less than two hours, but those two hours are filled with enjoyment.
Overall, Iron Meat nails pretty much everything you would want in a 16-bit run-and-gun shooter. Iron Mean boasts massive bosses, captivating soundtracks, copious amounts of gore, diverse levels, and exceptional controls. There’s not much Iron Meat does wrong outside of the occasional straightforwardness of some levels. This is one of my favorite games in the genre, and you shouldn’t miss out.
Some of the best storytelling comes from the least expected places. Nobody anticipated that DONTNOD would become a masterclass in storytelling. Square Enix’s publishing of DONTNOD was a risk, and no one anticipated such a feat from a publisher arm of such stature. I played the original back in 2014 and fell in love with its characters, atmosphere, setting, and story. The game is a supernatural tale grounded in modern times in a quiet fictional town of Arcadia Bay in the Pacific Northwest. At the time I lived in Southern California, just 60 miles north of Los Angeles. I had no idea that the place I fell in love with would become my home ten years later.
The story of Max Caulfield and Chloe Price is one of the best told in gaming. The writing is fantastic and portrays feelings and love for these two friends like no other game can. The combination of settings, sound, ambience, and choice-based storytelling creates a perfect setup that is difficult to match or surpass. Life is Strange has some of the deepest decision-making in gaming. These choices have profound repercussions in the game and feel as heavy as real-life choices you would make for yourself. Choosing between siding with an angry stepfather or joining in on the lashing could determine whether you get help when your life is in danger or not later on. The excellent thing about the choices here: You can’t tell what the outcome will be. Max makes a comment after each choice, and if you rewind and choose the other option, you’re just as clueless and worried as to whether you made the correct choice.
Max possesses supernatural powers that enable her to jump through time by focusing on photos and also rewind time. If you make a choice, you can rewind and choose again, but the outcome won’t play out here. You have to go based on pure instinct and forethought. Relationships with game characters and their feelings will bias you. Some characters may feel like you want the worst to happen to them, but is that the best choice for everyone? The game’s time-bending storytelling captivates you as you enter chapter three. Max starts visiting alternate realities, and her irresponsibility with this power comes to fruition… or does it? The cycle of rewinding makes Max’s nose bleed, and she passes out, not remembering what happens. Her irresponsible and rebellious friend, Cloe, is the polar opposite of Max’s own personality, but do you sacrifice their friendship for the better of everyone or selfishly keep your friends?
Given that the original game is already 10 years old, I will disclose some spoilers here. If you don’t want to read about them, then skip ahead. I want to delve deeper into the minor details of Life is Strange’s story and conduct a somewhat psychoanalytic analysis of it. The game’s release sparked controversy because it exposed the vulnerable side of minors. As teenagers, we all experienced awkward moments involving sexuality. There are a few scenes toward the end that show Max and the others kidnapped and tied up. Many people accused DONTNOD of being pedophiles or “creeps,” despite the lack of any explicit sexual content. Of course, we see these teenagers making out and kissing, but there’s nothing inherently sexual about it. DONTNOD’s portrayal of these teenagers, stripped down to their core and shattered with fear like animals, can truly unnerve people. I also find that the lack of explanation as to where Max got these powers is baffling. Where did they come from? Is this all imaginary? Is this part of the entire encompassing process of teenagers pretending or over-exaggerating a lot of what happens in their life? Is Max dreaming all of this? There’s a lot of interpretation left to the player, and to this day no one can explain it much.
Although the writing is engaging, it contains a significant amount of outdated slang. Slang from the 1980s and 90s is no longer relevant today, let alone in 2014. Max will employ phrases such as “Shaka Brah,” and refer to Cloe as “Totally Punk Rock,” a term that is both cringeworthy and outdated. While the voice acting is mostly good, it varies in quality, with some performances being truly bad and some exhibiting strange tones for the portrayed expressions. However, it doesn’t take away the overall theme of childhood nostalgia. And that’s what really sells me on Life is Strange. I never had the opportunity to attend private high school, live in dorms, and experience the adventures these teens have in this game. I always yearned for this experience and romanticized it. I still feel nostalgic and warm from the scenes. Just teens being real teens. Hiding in a junkyard and playing with things they aren’t supposed to. Engaging with unconventional individuals, skipping school, and so on are common practices. It seems weird, but we all had those moments or yearned for them as teens. DONTNOD brings that out in all of us.
The soundtrack is one of the best ever written for a game. Jonathan Morelli’s original music reaches deep into your heart, evoking emotions you may not have known existed. The licensed soundtrack rings with tones of nostalgia, the Dog Days of Summer, and days gone by. The soundtrack evokes memories of a simpler, more innocent era that you long to revisit. Life is Strange’s art style resonates deeply with its use of watercolor and smudges, depicting a past that is often out of focus, much like our own. We can recall the specific details, yet the distance and finer details are consistently blurred.
This is primarily a walking simulator with minimal puzzle elements. There are some rewind puzzles that allow you to get optional photos for achievements or to get better dialogue options to help you along in the story. There isn’t much gameplay here, but you aren’t coming into this for that. The remastered version of this game is quite disappointing, with only minor changes such as increased brightness and slightly improved lighting. This game was very dated when it released and is even more dated today. The lip-syncing remains unimproved, and the facial animations exhibit extreme stiffness. Additionally, the game occasionally introduces bugs, crashes, and glitches, and there is currently no update available for the PS5. The high-resolution mode runs at 30 FPS, and while that’s fine for this type of game, it’s not necessary for the hardware in the PS5.
Overall, Life is Strange Remastered may not entice returning fans, but it’s an excellent option for those who are new to the game. The game is one of the best stories ever told, with some fantastically written characters, an amazing atmosphere and setting, and some of the best music ever composed.
The quality of minimalist games varies greatly. Games like Gris, Planet Lana, Inside, Little Nightmares, etc. are sidescrolling titles that have a focus on one or two things. Visuals alone typically tell the story, which can be challenging to master. Neva seems to nail the story, which is rare for these types of games. The only voice acting in the game is Alba, your character, who grunts and calls out Neva’s name. Neva, a dog or wolf god, is fighting back against a blight that has swept the land. Everything has been overtaken by black goo disguised in strange white masks, and your mission is to uncover the cause of this calamity before it destroys all life on the planet.
The story requires a lot of player interpretation, but it’s quite obvious what is going on. We don’t have names, lore, history, or anything like that, but it’s an obvious good vs. evil story, and Alba obviously has a strong bond and love for this God, Neva. There are ups and downs, close calls, and tragedies in the story as you fight your way through everything. I don’t want to spoil anything, but the story is very touching. The gorgeous animations and art mixed with the astounding soundtrack by Berlinist will wrench a couple of tears from you; it nearly did for me. Most of the game focuses on skilled platforming with triple jumps and some puzzles here and there. There are also some extras you can collect, but they require a bit of thinking, and some of the most advanced platforming in the game requiring surgical precision on distance and height.
The game uses white to indicate what you can do. Bright white lines adorn climbable platforms and walls. At times, you must solve puzzles by striking white gongs, which can move platforms in various ways. As the game progresses, these challenges escalate in complexity, yet they remain surmountable. The game consistently introduces new elements to the player, leaving me astonished each time. Just when I thought I saw everything the game had to offer, something new came along. At times, you can ride Neva and use her for combat; new enemies will emerge, surprising you with their unique fighting styles. Even some puzzles will be enemies themselves. One of my primary concerns with brief games such as these is that they reveal all their features within the initial hour, leaving you trapped in an endless loop of gameplay that quickly loses its allure. Neva consistently introduces new elements or modifies familiar elements to keep you engaged. I love this so much.
Combat is simple as it contains only a three-hit combo, but the enemies are the real challenge. You must learn their patterns and attack animations, and then dodge, jump, and attack accordingly. As previously mentioned, the game introduces new enemies in unique ways. You can roll through enemies and some of their projectiles, but some might be in the air, some might throw things, and some might be huge, including bosses. In some fights, you can use Neva to stun enemies, which can be advantageous. However, in other fights, Neva may not be available, resulting in reduced damage and a reliance on pure skill. Some fights were so tough I restarted over a dozen times because my timing was off. Multiple enemies pose a real challenge, and the game lulls you into a false sense of security early on—that the combat is simple and easy and something you don’t need to focus on.
The game never becomes dull or boring because everything, including the scenery, is constantly changing. The game is absolutely stunning to look at with so much color and vibrant displays of black. Playing with an OLED screen is a must, as the colors pop and come to life. The game’s short duration of about 4–5 hours may turn most people away, but the sheer variety of what’s changed up with so few enemies and a simple gameplay loop is superbly done. I couldn’t put the game down, as I wanted to see these two succeed and find out what caused this blight in the world of Neva. The game and its characters are truly captivating, and I eagerly anticipate more.
Disney has a long and dark history with video game studios and the entire industry in general. Many developers and studios want more creative freedom with the property, and Disney constantly holds their hand and shoots down great ideas. Warren Specter, the creator of Deus Ex and the infamous flop Tabula Rasa, aimed to explore a new genre of games and create a dark Disney fantasy game. However, the Wii version he produced was a disjointed mess. The game’s ambition exceeded the capabilities of the console it was designed for, yet its release came too late for the company. Disney wasn’t pleased with the poor sales of the game and weak reception. The biggest issue that Epic Mickey faced was the terrible camera, and this game needs constant camera work to play correctly.
Epic Mickey is a strange game still. It takes some time to fully understand the game. It doesn’t play like a typical platformer and aims to be something else. I wanted to immediately explore, collect, and paint, but the game doesn’t let you do much of this early on. The game takes place in the Fantasia universe of Mickey, where he serves as The Apprentice to the Sorcerer. The Sorcerer created a world, and Mickey got curious one night and dumped a bunch of thinner inside and went and hid. As time passed, the consequences eventually caught up with him, and now Mickey finds himself inside this world, armed with the magic paintbrush. There’s a light and dark theme that has you using Paint or Thin enemies and bosses to get a different ending. When you defeat each boss, this will also determine which side receives more tank upgrades.
Once you get past the prologue, the game opens up a tiny bit. There is a main hub town that requires Sparks to open new portals to one of the five worlds. Players can find Sparks in the world or through the completion of both side and main quests. This is where the game gets a little frustrating, as side quests are missable. Each world features a primary hub area, but once you complete that world, you can no longer access the subsequent areas. I found it annoying not knowing that part of a quest was here, and once I finished, I was told the quest can no longer be completed. Most quests are tedious fetch quests, and obtaining a Platinum trophy doesn’t necessitate collecting every item. I found this very odd as well, as it feels there’s no point to 100% the game. You only need to finish maybe 70% of the side content to get every achievement or trophy.
Navigating through the cramped levels feels strange. Areas with outlines require painting, and areas with brighter and vivid colors can be thinned. To create platforms, locate hidden chests containing pins, and navigate the area, you must undertake this task. Certain side quests require painting specific objects, a fun but underutilized mechanic. Early on in the game, I didn’t use the brush all that much. Many things appeared to require painting, yet there was no justification for it. I noticed numerous buildings and objects with missing parts, but where was the enjoyable “Paint everything for a special item” quest? Maybe for a cool outfit?
Due to its sparseness and the ability to avoid most enemies, combat is incredibly easy in this game. Depending on the ending you want, you can paint enemies to make them fight for you or thin enemies to make them disappear. If you paint enough, you can send sprites out to “possess” enemies to fight for you, but I never used this feature. The game solely presents challenges in the form of boss fights and animatronics, which necessitate thinning before a physical attack. You can save caged Gremlins to simplify certain aspects of the game, like stopping enemy generators, but the game’s simplicity makes this unnecessary. I found most of the enemies to be annoying and a hindrance to platforming, especially since many would respawn later.
Another puzzling gameplay element were the E-Tickets. These were completely useless. Every so often someone will offer to make something easier to allow you to purchase a spark or something similar for e-tickets. You can purchase items from shops like hearts, tanks, and permanent upgrades, but the availability of these items is limited. Most of the E-Tickets are for concept art, and I always had more E-Tickets than I could ever want. They are scattered throughout the game and have the ability to reappear. At the start of the game, I devoted a significant amount of time to collecting every single one in sight, only to discover that they would reappear upon my return or even upon my death. I would have liked to spend more tickets on outfits or customization options like paint color or brush type.
For the most part, Mickey’s momentum and physics feel good. He’s a bit floaty, especially in the 2D levels, but it works. Mickey can do a jump and slam move, a spin move, and a triple jump. The more advanced platforming sections present the biggest challenge in the game, but they also offer the most enjoyment. You can complete the 2D levels, which are transition levels, in around 30 seconds. Each level features concept art and two film reels. You use these to unlock items at the cinema, with approximately 64 available throughout the entire game. However, you only need half of these for the achievement, and permanent upgrades aren’t really necessary. Halfway through the game, you receive various items such as a TV to distract enemies, a clock to slow down time, and an anvil to crush enemies, among others. I never used these except on rare occasions, as combat is mostly avoidable. With the exception of a few puzzles and boss fights, I rarely used these.
The visuals are fantastic, with some of the darkest for a Disney title to date. There are numerous melancholic landscapes in black and white, blending dark hues with sporadic bursts of brightness. Everything appears perilous and gloomy, yet it maintains a striking beauty. Unfortunately, most of the game’s content is forgotten much like its characters. Platforming takes precedence over combat, painting, and a cohesive level design. Only boss fights and a few puzzles provide occasional challenges. Navigating levels is a bit of a nightmare due to their haphazard design and layout. Purple Lamp did a great job fixing what they had to work with from the original game, but it needs more, and I doubt we will ever get it. The story isn’t even enough to bring the game up a notch or two, as it’s elementary and childish, which is in stark contrast to the tone of the entire game. It feels like a Saturday morning cartoon story that would put a toddler to sleep, which is a crying shame. Overall, it’s well worth a playthrough for platformer and Disney fans. If you hated the original, this might just be enough to change your mind.
Super, thank you