The PlayStation controller is iconic. It was the first controller that had force feedback built-in, and dual analog sticks, and became a worldwide icon. I remember buying my first DualShock controller as a kid. It was a green one too. The controller improved with the PS2 by adding pressure-sensitive buttons, but overall still being the same thing. The DualShock 3 was the most controversial originally being a SixAxis controller with no force feedback due to the lawsuit that Sony was in over their force feedback tech. The DualShock 3 did eventually come out, but the SixAxis motion was a gimmick and was never utilized outside of the first two years of the system’s life. It also had triggers that weren’t well done and the analog stick rubber degraded over time. It just wasn’t a fantastic controller. On the other hand, the DualShock 4 wasn’t the greatest either. The forced light bar needed to communicate with the PlayStation camera that no one had drained the battery and the added touchpad didn’t really add to any one experience just like the SixAxis didn’t. It had improved rear triggers and analog sticks, but that was about it.
Here we are the scrapped DualShock name. I have to salute that name and it will be missed. We are now in the DualSense era. This controller is probably the first ever to be truly as innovative as the built-in analog sticks and force feedback from the DualShock 1. The haptic triggers literally change how a game plays and feels. These aren’t gimmicks. There is a resistive force on the triggers in the game. You can hold down a trigger partially and it will stick with a motor. Pull down harder to actually shoot a gun or arrow. You can feel the swings of an axe in God of War: Ragnarok. The triggers can even vibrate a bit and feel suddenly loose or tight like in The Last of Us Part 1. It changes the way I shoot in games. Spider-Man Remastered lets you feel the webs that you shoot with physical force.
This is the best part of the entire controller and I miss it in every game that doesn’t have it. The rest of the controls are just slightly tweaked with a better hand feel of the grips and the top light bar was finally removed. However, there are still lights around the touchpad which is fine. The controller just looks so good now too. The change to a pure white launch color was strange, but also brave. The texture of the controller is improved as well. It doesn’t feel as slippery and the plastic doesn’t feel as cheap as the DualShock 3 (I’m sorry, but that controller was my least favorite from Sony). The D-Pad also feels better this time around and less mushy. I also love how the controller is now USB-C and we can finally get away from the micro connector. You still have Bluetooth availability and it seems to be more compatible with devices than what the DualShock 4 could do. I do like the actual PlayStation logo as the home button now, and the controller retains the speaker and mic features. There is also a mic mute button right on the controller which is a great feature.
Overall, the DualSense controller is the first controller revolution since the Wii remote and the original DualShock before that. The haptic triggers literally change the way you play and feel the game. There are so many things you can do with this type of resistive technology and many first-party games are coming out swinging already. The battery life is improved over the DualShock 4, the ergonomics have been tweaked just enough, and finally, get USB-C! I’m not sure how Sony can improve from here.
I’m not one to buy mice very often. Maybe once every 2-3 years just like keyboards. I already had the G502 Lightspeed, but what prompted me to spend $160 on a simple upgrade? Well, it’s worth it to me, but anyone who is seeking a high-end gaming mouse should look no further.
The mouse retains the signature G502 ergonomics and look. The X Plus means the mouse is a bit heavier at 114 grams over the original’s 104 grams, has better button switches, and has a removable sniper button that can disable it this time around. Best of all, the battery life has doubled with RGB off clocking in at 130 hours and around 40 with RGB on. The scroll wheel has also been updated. The RGB lights are now across the palm of the mouse rather than just the Logitech G logo. It’s a fantastic update and well worth the money in my opinion.
This may seem small compared to the original Lightspeed mouse, but it feels better and it’s the small things that matter here. The weight helps quite a bit, the buttons feel more clicky and less mushy, and the RGB effects are awesome. While the battery life has doubled the RGB lights are very bright, so turning them down to 50% can net you upwards of 50 hours easily. If you have the Power Play mat you don’t need to worry about charging ever again, but that’s another $120, and most may not care for that. Who games for 50 hours straight?
The addition and update to USB-C is really nice as well. You can use any USB-C cable as there is no weird proprietary shape for the port this time around. The software lets you customize the RGB effects, change power settings, and set macros or change what the extra buttons do. It’s nothing special, but the Logitech G Hub is nice and clean, and simple to use.
The G502 series has been my favorite mouse over the last 5 years and that doesn’t seem to like it will change any time soon. With a Power Play mat I can foresee this being the perfect wireless mouse setup. At the price of $160, it’s high-end, but well worth the price if you want great RGB effects, good battery life, and probably the best mouse sensor on the market right now. I don’t know who is crazy enough to have a 25,000 DPI setting on their mouse, but it’s there. I only go as high as maybe 4,000. The addition of USB-C puts this mouse in 2023 and beyond. I can’t recommend this one enough.
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.
Keyboards aren’t something I buy very often. Good keyboards are really expensive and are even more personal than mice. The weight of the board itself, the looks, keycaps, switches, layout, and everything can get very complicated for some. I tend to go for high-end gaming keyboards and usually wait 2-3 years before purchasing a new one. Wireless keyboards have kind of been terrible recently especially gaming keyboards with RGB lighting. I’ve always been fine with wired keyboards as they always stay put, but they do need cable management and their cables can sometimes be very thick. A positive side of wired keyboards is USB pass-throughs which would drain a wireless keyboard.
I cut the cord on mice 15 years ago. The technology for responsive mice has been here for a very long time. This is my first wireless gaming keyboard and I was very skeptical at first. There are three key types available. I chose clicky as I have heavy hands and like the sound of bright clicks. There is also a tenkeyless version available as well. When taking the keyboard out of the box I have to say that this is the thinnest keyboard I’ve ever seen. It’s so sleek and low profile. The brushed aluminum is also a nice touch. Despite the thinness, it’s surprisingly weighty. It also sports feet to raise the back up higher.
I was sad to see the plug is USB mini and not USB-C. It comes with a wireless dongle and a USB cable for charging. You will notice how close the keys are compared to other keyboards. The caps are low profile so they are similar to some laptop keys, but the switches are nothing like that. Logitech is using unpopular GL switches here so there are almost no third-party keycaps available on the market. I’m not sure if Logitech did that on purpose or if it was just bad judgment. The typing feel on this keyboard is very nice and I can rest my hands on the home row without the keys pressing just from the weight of my fingers resting.
I’m not the biggest fan of the other keys as they are soft rubber and not solid buttons. I’m glad there are dedicated media keys here and a volume wheel and the texture of the buttons is kind of velvety. It’s a bit odd. At least there is a bit of an indentation in each key so you know if you are on one. There are four profile keys, wireless selection, a game mode button, and a brightness button. There is a battery indicator light at the top. It lets you know when your battery is below or above 15%. You can also press a key combination to change between RGB patterns that are in the internal memory. You technically don’t even need Logitech G Hub software.
The software itself is used for setting macros, changing power settings, creating shortcuts, and changing the lighting. The keyboard allows for animations as well if you want to get technical and fancy. You can also see how much power you’re consuming based off of current settings. The battery can last about 30 hours with full RGB brightness. I tend to reduce mine to around 70% and I get nearly 40 hours. With RGB off you can easily get over 100 hours of battery life according to the software.
Overall, the G915 Lightspeed is a fantastic keyboard. The slim profile, brushed metal, and fantastic clicky GL keys feel really nice. I wish the extra buttons were more tactile and not a squishy velvety rubber, but at least they’re there. There is also no palm rest which is surprising for the premium price you are paying and it’s not USB-C. I’m impressed with the battery life quite a bit and overall it’s just an incredibly solid keyboard and is a delight to type if you like clicky keys.
Microsoft isn’t someone to mess with when it comes to controllers. Sure, the original Duke is lauded as one of the worst controllers ever made, and it has its fans, but the Xbox S controller really changed things up. Not to mention their analog stick orientation which is copied to this day by even Nintendo. The Xbox controller made built-in headset plugs a thing too. The Xbox 360 controller was considered the best controller ever made at the time. The ergonomics were fantastic and the later improved rotating D-Pad was a huge plus. The Xbox One controller only made things better with bumper button rumble, and just overall improved ergonomics and build quality. Microsoft messes the least amount with their controllers. They just like making it feel good and work. They also have a battery fetish that a lot of people don’t care for.
Fast forward to today and we have Microsoft’s next-generation controller. It’s probably the least changed compared to other companies, but it continues its design DNA. The ergonomics are slightly tweaked still, the built quality feels even better, and they took the idea of the rotating D-pad and the D-pad from their Elite controllers and made it standard. Xbox has the best D-pad out of all three companies. The bowl-shaped D-pad works so well with fighting games as it feels almost like an arcade stick. It’s very clicky and detents in the right spots. You can roll your thumb around for those quarter-circle moves with ease.
The trigger texture is also improved and feels very bumpy and gritty. The haptic feedback hasn’t changed either, but I guess that’s okay. It’s a stark contrast to Sony’s fantastic DuelSense controller. There isn’t much tech packed into this controller either. It’s probably the most basic controller available right now, but many gamers prefer that. You still get a headset input at the bottom and that’s about it. This feels like the Xbox One 1.5 update rather than a next-gen controller. There is an added share button in the center with Microsoft taking notes from Sony from the DualShock 4 controller. This makes sense with streaming and social media has blown up since the Xbox One debuted. The controller does have a USB-C port just like the DualSense so I applaud Microsoft for not making me get out the USB micro.
You still get your Bluetooth functionality, and they are still using AA batteries. Some praise this as that means this controller will always work and you won’t need to get a battery in a few years and tear it apart. Some hate it saying it’s not very modern of them to do. You can get rechargeable AA which I have been doing since the Xbox 360 era so there’s no need to whine.
Overall, the Xbox Series X|S controller is the least changed, but it still works. Microsoft is the poster child for “if it ain’t broke don’t fix it.” USB-C is nice with the added texture to the bumpers and triggers, but the biggest change is the D-pad. It just feels great. If you liked the Xbox controller up until now then you won’t be disappointed.
LucasArts’ SCUMM engine games hold a great fanbase for those who grew up in the 80s computer gaming scene. They were bright and colorful. Revolutionary, for their time, in terms of gameplay and art. They were also later updated with voice acting which was some of the first of its kind. While the games were short (running around 6 hours per game) they were memorable and had a special sense of humor that was considered top of their class. The series got a much-anticipated remake starting with the first game. While not much was really added, the entire game was redrawn from scratch with all new lines of dialog recorded by the original cast.
The game definitely plays like an old point-and-click adventure of yore. Clumsy controls (which were never really fixed), slow pace, obtuse object hunting, and no puzzles. That’s not to say the game is bad. While it doesn’t feel as modern as The Longest Journey or even David Cage’s games with quick-time events and button pressing that’s part of the charm. Thankfully the game has a hint system that slowly gives you more specific hints including full-on arrows pointing to the exact spot you need to be. This was really helpful and a must-have for first-time players or those who aren’t familiar with this era of adventure games.
The game has two main areas. The first one consists of some small areas, a town, and a large overhead map to get to these areas. Most of the game is gathering items and figuring out where to use them and how. You have multiple commands such as talk to, push, pull, look at, use, open and close. These are used by pulling up an action command menu and then you have your inventory. To use these commands you need to pull up the command menu and then the inventory. This is cumbersome and took a while to figure out. You control Guybrush by clicking around on the ground, but his walk cycle is pretty slow. There’s a lot of backtracking in this game and this slowed the progress a bit. One thing I didn’t like was the insult for sword fighting. You have to lose to pirates to learn their insults and comebacks. You need to learn enough to defeat the first “boss”. There was a lot of trial and error doing this and it got really frustrating.
The star of the show is the characters and the writing. The salesman Stan for example is hilarious. Using overexaggerated arm waving and an obnoxious coat to look like a sleazy salesman. The pirate LeChuck doesn’t get much on-screen time, but neither do most of the characters. The main character Guybrush is who you will get to know the most. There is an optional dialog for most characters to get to know their personality more than their backstory. There just isn’t enough time to get to know them more. So, it makes up for funny writing and witty humor which the game does solidly.
I liked the visuals in this game. The hand-drawn art is beautiful and still captures the classic LucasArts look. Some of the animations feel a bit stiff still, but again, that all adds to the charm. The voice acting is awesome, there is some funny use of items and small little tidbits of humor thrown in that did make me chuckle. I have to say that this game won’t hold everyone’s attention. It is slow to build up and takes a while to get going. A lot of people might feel lost clicking on everything and not realize what order to do things in, but the hint system makes this game much more enjoyable. I highly recommend this classic remake, but it won’t be to everyone’s taste.
We all love a good scare, right? Horror games are some of gaming’s greatest past times. Usually booming in October, horror games from the past and present are played all around the world. The problem is, there just aren’t a lot of them made, and the best ones are far and few between. Usually, this is a great time to dig up old classics rather than trudge through recent crap. While the PS1/PS2 era was the golden age of horror games, the HD era, or the seventh generation of consoles, struggled and was probably the most anemic when it came to horror games, especially the good ones. There’s a reason why some of the rarest and most coveted physical games are horror. It’s the genre that’s been the least explored and not done well enough most of the time. If you can look past clunky controls and awkward gameplay most retro horror games do provide good scares, atmosphere, creepy monsters, and good visuals. I’ve compiled a list of the best and the worst.
American McGee is well known for his dark interpretation of the Alice in Wonderland series. The first game, American McGee’s Alice, was clunky mechanically but was a visual treat. The same goes for the sequel. It’s a gorgeous game with a lot of dark themes dealing with mental illness. The enemies are fantastically designed and the levels themselves are living art. Despite the incredibly repetitive gameplay, this one is a blast to play through.
A lot of people didn’t like Homecoming due to its more action-oriented combat, but I actually quite liked it. I feel it was the last good Silent Hill game in the series and it still retains the creepy atmosphere and insane creature design. The haunting music is still present as well. While it’s not as tense as the original trilogy, Homecoming does have better combat despite it being the wrong focus here. This was the first game in the series that was part of the jump to the next generation. The next game in the series, Downpour, would be considered the worst in the series, and I personally hated it. These would be the last games in the series to date.
Metro 2033 and Last Light, these were some of the best horror games to grace the seventh generation of consoles. While they played and looked best on PC, the console versions still looked great and did a good job giving us scares. The post-apocalyptic horror series had an intriguing story and tense atmosphere along with crazy creature designs. The final game in the trilogy, Exodus, would be on the next-generation systems and receive mixed reviews.
While not inherently designed to give you nightmares, Shadows has a lot of horror elements in its design such as creepy enemies and an overall atmosphere of dread. It’s more of a comedy horror title, but it has tons of style that help make swallowing the shallow substance a bit easier. It’s also not very good-looking, on a technical basis, but the art is awesome. Most of Suda 51’s games were one-shots and never saw sequels. SotD never saw high enough sales even if he wanted to do a sequel. To date, it hasn’t seen a remaster, remake, or port.
Condemned Series
Condemned: Criminal Origins really showed us what next-generation visuals could look like. The E3 2006 demo blew me away and it was one of the reasons I got an Xbox 360. This was one of the few games that looked the part and really pushed the industry into a new era of HD visuals. It’s a game that can be replayed many times and you will always have a fun experience. It’s too bad the series is dead because Monolith nailed the atmosphere here. The game is intense with crazy melee combat and incredibly dark and haunting levels. Crazy bums coming out of nowhere breathing and panting and trying to attack you in dark hallways is something else. The sequel, Bloodshot, was great but focused more on combat and less on the atmosphere, so it’s not quite as scary. It was also the nail in the coffin as due to the poor sales of the sequel Sega shuttered the series for good. To date, the series hasn’t seen a remaster, remake, or port of any kind.
Dante’s Inferno is one of the best hack and slash games ever made, but EA was bound to make sure you didn’t know that. It didn’t get much attention or was considered just another God of War rip-off. While the game was short, it had incredibly responsive and fun combat, an interesting protagonist, and insanely gory and adult-themed levels. It’s just too bad the story wasn’t fleshed out enough. What’s here is a fun 4-5 hour game that you won’t find anywhere else. Sadly, the game’s low sales sealed its fate to have no sequel, caused Visceral to shutter, and hasn’t seen a port, remaster, or remake to date.
Specifically speaking about the first two games, BioShock had a crazy dark atmosphere and some creepy enemies and horror that kind of just oozed everywhere. There was no jump scares or downright frightening scenes, but you always had a sense of dread and fear and that’s really hard to pull off in games. The game was more about psychological horror and isolation and it sure pulled it off mostly the best in the first game. Surprisingly, the entire trilogy was released during this generation and would receive barely passable ports later on as the BioShock Collection.
While Dead Space 3 was mostly about the action and less about horror, the first two games were damn scary. I would consider them one of the scariest games I have ever played. Jump scares aside, there was a constant foreboding presence of something lurking around every corner and the Necromorphs are some of the greatest video game enemies of all time. This was peak horror during the HD era. Another trilogy that saw its ending in the same generation cycle. The series would stall here and the first game would receive a remake two generation cycles later.
Deadly Premonition is the perfect game of it’s so bad it’s good. The gameplay is dated and feels like a PS1 game, the graphics are terrible, and the voice acting is awful, but the writing and overall atmosphere the game presents are well done and memorable. It really feels like a PS2 game that was quickly ported over to next-gen consoles without any improvements in mind. It can be scary in the sense that its trippy Japanese horror weirdness will freak you out more than scare you. This is one of the few games you should stomach the terrible design for the weirdness. It’s worth it. It would get a sequel in the next generation, but not look like it and would be poorly received
Oh man, this one brings me back. The first game was very scary with crazy The Ring girl vibes that were all the rage in the early 2000s. The gunplay was genuinely solid and you needed a NASA PC to run it back in the day, but forget about understanding the story. The second game had some really scary elements, but was more action-oriented and had less of a mid-2000s PC shooter Half-Life 2 style vibe to it. The third game, well, just isn’t scary at all. Another trilogy that was released all in the same console cycle. While the first game was a port and was released during the PS2/Xbox era, the entire trilogy would never see a remake or remaster.
The Resident Evil series really took off after the previous generation. This generation would see the most action-focused games yet. Resident Evil 5, 6, and Operation Raccoon City were the main releases. There was also an HD port of the 3DS exclusive Revelations as well as Revelations 2 as a sequel. Some would consider this the weakest run the series had only to go back to its roots in the next generation cycle starting with Resident Evil VII. The games also weren’t very scary around this time. They were just too action-focused and didn’t have the nuanced scares and puzzles as before. Revelations would be the only sub-series to feel scary or have any tension at all. Operation Raccoon City would be lauded as the worst game in the series.
The Last of Us would be considered one of the best horror games ever made. It was wildly praised and made waves throughout the gaming industry receiving awards and praise from all angles. The tense stealth scenes with the Clickers were awesome. These monsters are some of the creepiest and eerie creatures ever made for a horror game. This wasn’t just another zombie game. It would receive a sequel in the following generation as well as some of the most controversial decisions ever for a game. It would also receive a full remake and remaster.
Outlast
Released at the tale end of the HD era of gaming, Outlast never saw a port to consoles until the next generation. It was damn scary. This small indie game made waves and became one of the top streaming games of all time. The tense atmosphere and overall great design, in general, made Outlast terrifying. The sequel would be released several years later on PC and consoles as well as a port of the first game released about a year later.
Amnesia was probably the top-streamed video game of the year in 2010. Game streaming was new and scare reactions reached the charts on YouTube. There hadn’t been many really scary games during this generation. It was all action-focused and multiplayer-focused to generate sales. That’s why this indie game was released on PC only at the time. It had interesting puzzles and enemies you couldn’t fight. It wouldn’t receive a port until many years later and two-generation cycles later. The sequels A Machine for Pigs and Rebirth would be poorly received, and I personally didn’t like them that much either.
S.T.A.L.K.E.R. Series
The STALKER series wouldn’t sell well at first but would gain a huge cult following. The entire trilogy was released around the mid-life of the HD era and was exclusive to PC. It’s rough around the edges, but a huge following of modders would improve the game and it wouldn’t be until two generations later when a true sequel would be released. The game never saw a port to consoles and for a reason. The engine is already poorly optimized on PC and wouldn’t do well on consoles. It would be a huge undertaking to port the entire trilogy and it would be hard to market.
Alien Isolation
Alien Isolation wasn’t technically developed for HD consoles, but mostly for PC and next-generation systems. It came out right as the next generation was coming in and the HD versions were quickly forgotten. Isolation is considered the best game in the Alien series and one of the best horror games of the last couple of decades. It captures the 80s aesthetic of the movies and tells a great story while being terrifying. I still haven’t completed it to this day because of how scary it actually is.
Penumbra Series
The original horror trilogy, Penumbra, was developed by Frictional Games who would later go on to make the Amnesia series. This was released for PC only and never received a console port. It was a less talked about indie series that was loved among horror fans, but indie PC games didn’t receive the same spotlight that they do now. Console gamers didn’t care unless they were ported. Penumbra is a slow-paced, puzzle-focused horror series all about adventure and discovery. It’s creepy, full of psychological horror, and is a must-play for any horror fan.
While this is stretching it a bit, The Evil Within was mostly meant for next-generation consoles and PC. It played and looked nice on PS3 and Xbox 360, but those weren’t the intended systems. This was Shinji Mikami’s next opus and was definitely creepy and had some good elements, but was too action focused and unbalanced and the story made no sense. Some say that’s the charm of survival horror games. There’s a bit of jank that’s needed. I personally just thought this game was okay despite the amazing monster designs. A sequel would later come out, but not sell as well.
This is one of my favorite horror games of all time. It has a great story, memorable characters, and a great combat system that plays off of light and darkness. I’ve replayed this game many times and it wasn’t an instant hit for Microsoft. The sales were slow and it wasn’t appreciated until much later. It received a PC port and a recent remaster. It’s a must-play for any horror fan.
Siren: Blood Curse
It was a surprise to see a niche and obscure horror title return to PS3. Siren didn’t sell or review well but is considered a cult classic and part of the classic survival horror era. Blood Curse was a digital-only episodic release that had some great scares and an overall fun adventure. Sadly, only Japan received a physical release.
Oh man, where do I start? My favorite horror series was butchered with this release. I rented this from GameFly and had to follow a guide through most of the game. It was a confusing convoluted mess and felt like a chore to play. It wasn’t scary, wasn’t fun, and was the worst game in the whole series.
While the movies were quite enjoyable despite their flaws, the games were just awful. They weren’t as gruesome as the movies and played it too safe. Pretty much every bad conventional video game flaw was present here. Awful voice acting, terrible graphics, bad puzzles, and poor level design.
Vampire Rain
Easily considered one of the worst games of the HD era there was no redeeming value in this game. There was nothing you could overlook. There wasn’t any “it’s so bad it’s kind of charming” to this game either. It was just a disaster and an unplayable mess. It wasn’t scary, it felt like it was trying to be several games at once, it looked bad, it played even worse, and wasn’t any fun despite all the hype leading up to release.
Aliens: Colonial Marines
This game needs no introduction. It’s been covered by every “worst of” and “most controversial” video game on YouTube out there. Its history has been extensively documented. From broken AI to awful visuals, and just a completely unfinished and broken game. It’s also considered one of the worst games ever made. It’s a stark contrast to Alien Isolation.
I had the displeasure of actually finishing this game when it came out. I was hoping it was going to be a great reboot of a classic horror series. I followed the developer’s diaries all the way through the release and played it without reading any reviews. The game is pretty bad. It’s one of the worst games of the HD era. It was just an awful chore and a mess of a game. It wasn’t fun. It wasn’t scary. It was just plain bad.
Amy
Probably one of the worst games ever made. This was a small indie game that was supposed to be full of suspense and horror, but instead, it’s a chore of a game with awful controls and graphics. The game was also poorly optimized and suffered terrible framerate issues. The story made no sense, and overall, it was just a stupid and lazy game.
I was so excited about this game, and every time I think about or have to write about it break’s my heart. I absolutely love Clive Barker’s work and had it since I was a young teen. I fawned after the figures from Todd McFarlane and loved the characters in his movies. Undying was also a cult classic. The game was just trying to do too much at once. It had cramped level design, awful performance, dated visuals, and just felt like a chore. The only thing it had going for it was the art design. It’s one of the worst games I’ve ever played and one of the saddest scars of the HD era.
We as humans tend to dwell on death and what lies beyond. It’s only natural as we simply don’t know. Behind the Frame explores this concept with an emotional tug-of-war of a story, but you really need to pay attention, and a lot of the story is more between the lines and not what’s really being shown in front of you. There’s a lot of assumption that you know what’s happening when the main character looks shockingly off in the distance based on the previous scene. It’s done fairly well too.
Most of Behind the Frame is puzzle solving. It takes a dark twist halfway through and it surprised me. Your goal is to acquire all five missing colors on your paint palette to finish your painting. To do this each color is locked away behind a chapter puzzle. These got rather complex towards the end, but nothing you can’t figure out without exploring and finding that key item that gives you that “AHA!” moment. Some puzzles are as simple as matching colors on a painting to memorization. Nothing is overly complex and it does eventually come together. The painting itself is a matter of scribbling enough in the empty space and it will auto-fill. Nothing extraordinary there. There are some other small tasks like making food which is as simple and dragging items around.
There isn’t a lot of context on the main character’s life itself through any reading of notes or anything. It’s pretty much learning about her past and her connection with her neighbor. The game has gorgeous anime-Ghibli-inspired art with a few small cut scenes thrown in. I never got tired of looking at the game, but it is confined to mostly her apartment. Every so often you “dive” into a painting, but it’s usually just for story context. There were a few panoramic scenes that were breathtaking. I actually felt like I stepped into a painting myself a few times.
In the end, the game is over in about 90 minutes or less depending on how long it takes you to solve the more complex puzzles in the final chapters. Without having to solve these this game is over in an hour. The story does unfold quite a bit towards the end and without voice acting it gets a lot of emotions across and I have to give the developers credit for that. Most of these short indie games don’t have any meaning behind them. They have some clever gameplay ideas or neat visuals and nothing beyond that. Behind the Frame actually tugged at my heart strings a bit and got me thinking at the end which is more than I can say for 60-hour-long AAA titles. If you want a puzzle-filled emotional evening with great visuals and fun gameplay mechanics then look no further.
The original release of Doom 3 was a huge deal. It was a technical marvel with fantastic new lighting effects and textures that could fill the latest GPU and all of your RAM. It split fans due to the slower pace and focus on jump scares (that honestly don’t really work these days anymore) and a bigger focus on the story (if you can call it that). The game retains the same dark visuals and monsters from before, but being the first game in full 3D it had a lot of problems.
The first thing you will notice is that this release has no visual upgrades outside of some texture filtering and anti-aliasing and slightly better lighting. The textures still look muddy and the models are still low-poly. With this being the third official release of this game I’m surprised more work hasn’t been done to it. You play as a marine who is stationed on Mars when things suddenly go wrong. The first couple of levels is probably the best since they slowly introduce the gameplay to you and have better-designed levels. Zombies emerge from the dark, and your flashlight is a lifeline. It does have a short battery but recharges within seconds.
The main issue with Doom 3 is its much slower pace in every part of the game. The movement is slow (you have adrenaline that’s used for limited sprinting which is annoying), and the weapons reload slowly (why is there reloading anyway?). Not to mention the weapons just plain suck. The pistol is useless outside of the first couple of levels. I never touched it after this. The machine gun is useless in later levels, and everything else just feels slow. Enemies feel slow as well. The environments are also cramped with too many enemies spawning at once and I constantly backed into walls and got stuck in corners trying to get away. Very rarely does the game ever feel like a classic Doom game with more open areas.
The level design is also terrible. The game is way too long as it is and it’s just boring hallways after hallway finding PDA access cards, running back and forth activating switches, and trying to open doors. nearly eight grueling hours of this. It felt like a chore after the first two. Eventually, you do get to Hell, but it’s such a short level with a boss fight at the end, but it still suffered from cramped areas and nothing new except a couple of enemies that finally show up such as the Hell Knight and Arch-Vile which are some of the toughest enemies in the game. I mostly stuck to the strategy of using guns that shot the fastest such as the Cell machine gun being the most powerful with the chaingun being second. I used the shotgun through most of the mid-section of the game until I got the cell rifle.
There are a few boss fights in the game that all play out the same, and in the end, the entire game is just one long boring chore. It’s fun at first, but if you are a veteran of classic Doom games then most of you may just shut this off early. This is my third play-through of this game and it’s less enjoyable each time. I originally played this on Xbox, and then PC, and then dabbled in it a bit on Xbox 360 and never finished it. Now I completed it on Switch.
Speaking of the Switch the game plays fine, but there is some slow down in the larger areas and it doesn’t always stay at 60FPS. In handheld mode, the game runs fine as well, and you have the option to turn off flashlight shadows to help, but overall it’s great to just have another FPS on the Switch. These don’t come around often. Included is the Resurrection of Evil expansion which I already finished once on Xbox and a new Lost Mission short campaign which I will get around to eventually. It’s nice that there’s some new content. Overall, this could have easily been a remake from the ground up or a mode that made it feel faster-paced like the classic games. If you are itching for a mid-2000s FPS game then go ahead. Don’t come into this thinking it’s like the newer Doom reboots. This game was a specific era of id Software at its lowest point (Quake 4, Rage)
Gimmicks that use various types of hardware are nothing new since the days of the Wii made that mainstream, but very few games use your camera outside of a home console for gameplay. While it’s wholly gimmicky and can be played with a controller, the game uses your webcam to see your eyes blinking to determine when to change scenes in the game or interact with objects. Not often does the gimmick feel like it’s influencing something important, but when it does it works well.
You play as a boy named Benjamin Brynn floating along the river of death in a boat with a wolf as a ferryman. He’s to be taken to a being in a large tower whom he has to sell his life story so he can pass on and the ferryman can be paid. You start out as a child and you eventually learn your mother is an accountant and failed music composer and wants you to follow in her footsteps. Each scene is full of mostly black with just what you can remember being in view. Sometimes an eye will appear on objects for you to blink at and interact with. When a metronome appears you can blink and jump to the next scene or try to hold your eyes open and see the scene to the end. Most of the time I couldn’t do it (it’s very dry where I’m at here in the summer).
You slowly progress through the story only to find out that you need to retell the story correctly. I won’t spoil anything as to how or why, but the only times the blinking gimmick felt right was when you had to close your eyes to focus on someone talking. With headphones on this is a great effect. The game does a great job detecting your eyes even in low light, and I was using a laptop webcam which isn’t that great. There isn’t much else to this game. It’s an interactive adventure with interesting visuals. The whole game reminded me a lot of That Dragon, Cancer, but I can’t connect to this game as much as it’s shorter and at the time I was expecting my first child so that game hit home quite a bit. A big fear is your child being born with some sort of debilitating disease.
You’ll most likely not really feel the game’s impact until the last 20 minutes when things get really dark and sad. It didn’t make me tear up, but it was really sad for sure. You can finish the game in about 90 minutes, but I did connect with the character to an extent, but not wholly. The scenes rush by too fast and you’re meant to understand the moral of the story more than connect with the characters and get behind their motives and feelings. I feel a game like this misses the mark due to its short run time, but the gimmick would get tiring for more than 90 minutes.
Overall, Before Your Eyes is a charming game with a lot of heart and a fun gimmick that works well when it wants to. It’s a very short game and doesn’t let you really connect with the characters enough. It’s forgettable in the end, and not as memorable as some other short adventure titles I’ve played in the past, but it’s fun and worth a look.