I never thought I would play a game about sentient corn, but that’s what’s great about games—there’s always an idea someone hasn’t done yet. This is a typical adventure game with puzzles and hallways where you wander around, finding objects with cutscenes thrown in. The game is simple, funny, and has an ending that will leave a smile on your face.
The game starts out with small, funny hints on what to do, like “Pressing Q doesn’t do anything,” which helps open up how this game is going to be. As you wander around the maze-like cornfield, you realize you need to pick up highlighted objects. Most of them are for puzzles, but some are added to your folio and add little story bits. Slowly but surely, you will exhaust each area, as there are only so many areas for you to explore and only a few items in each room.
I made my way underground to the laboratory, where most of the story unfolds. The place is littered with sticky notes from two scientists at each other’s throats, and it also helps add to the story of what’s going on. Most of the puzzles were fairly simple, as they were highlighted with outlines of what items went where, but the problem here was getting lost all the time. The hallways all look the same, and once I searched every new area, there was always the problem of missing something. I had to search each room again several times to figure out what I missed, but this is common with adventure games.
The game looks really nice, and while it won’t smoke your GPU, it uses Unreal Engine 4 to bring the game to life. The sentient corn characters are funny, and each character is interesting and has a personality. I was surprised the developers pulled this off with a playtime of about 5–6 hours. The story kept me pushing forward, as I wanted to know what happened to all these characters and why I was there.
Overall, Maize is a great indie game with funny characters, lots of detail, and a funny story worth seeing through to the end. There isn’t much gameplay here outside of picking up items and wandering hallways, but it’s all for an evening well spent.
The original Walking Dead was a fantastic adventure game. It was well written, tense, memorable, and had amazing characters. The dialog choices kept the game moving, and you always felt like you were in control of every moment. Season Two adds to this while taking place moments after the end of the first game.
This time around, you play solely as Clementine. Right off the bat, I can tell you that your choices from the first season hardly impact Season Two. I imported my save, but I didn’t see many changes or choices I made from Season One affect anything here. We get an all-new cast, setting, and goal for Season Two that kept me going until the end.
Clementine is a child, but her raw character shows this season thanks to what she went through. Going from an innocent child to a hardened killer isn’t easy, and it makes Clementine such a likable character. Adults respect her for how mature she is; she can make adult decisions, but she still has some vulnerabilities that a child would have at her age. The new characters come across as strong, just like in Season One, but I felt a slight disconnect from them. Something about these new characters didn’t quite click as well. A lot is introduced early on, so this might be the reason.
Throughout the game, we are seeing Clem get to a word-of-mouth safe haven called Wellington as she meets new friends, makes new enemies, and has to escape dire circumstances. I feel that this time around, the game is more of an interactive movie than a game. There are hardly any gameplay moments, and there is zero puzzle solving. The action sequences are somewhat entertaining, but the horrific moments of terror are far and few this time around. The few spots where you can walk around an area feel pointless, as all you do is go to the only interactive object to progress. The gameplay is seriously lacking here, but that’s not really a bad thing.
The dialog options are still strong, and many choices had me wanting to go back and change my choice, but that’s good. I always thought about what would happen if I chose something else, as some choices are designed to unfold later and some are immediate. The pacing of this game is also slower and less balanced. There are many slow moments of downtime and dialog build-up. Sometimes 20 minutes would go by with nothing but dialog options, which is a stark contrast to the first game.
I did notice the visuals are slightly improved with better lighting and more detailed textures, but overall the game engine is seriously aging and doesn’t hold up to other games. Season Two is still a memorable game with great characters, excellent writing, and tense moments. If only it were paced better and had more gameplay.
Game of Thrones is one of my favorite TV shows of all time, and for good reason. It had memorable characters, well-written scripts, fantastic actors, and so many gripping plot twists that will make your head spin. How do you copy this in a 5-hour game? Telltale somehow managed to do it, with some flaws, and I left wanting more.
You play House Forrester, who are aligned with the Starks in the North, not seen in the show. They are trying to come out from under Roose Bolton’s foot, as the Boltons were assigned as wardens of the North after Ned Stark died in the first season. Ramsay Snow is constantly coming back to the house to “babysit” them, and this is some of where the major turning points happen.
You follow five characters in the game as our viewpoints change. Mira Forrester is in King’s Landing, trying to gain Lady Margery’s favor before she becomes queen. Then there’s Ethan Forrester, who is the new lord of House Forrester after his father dies in the hands of Frey’s ambush. Then there’s Edward Tuttle, who was the original Lord’s Steward, and he gets sent to the Wall. Asher Forrester is off in Essos, trying to gain Daenarys’s favor for an army. With all these different viewpoints, it feels just like the show with everyone spread out.
This is a much more story-driven Telltale game, and I know that sounds silly, but there’s maybe 5% gameplay here and not even any puzzles. There are some combat quick-time events, a few times where you walk around an area looking at things, and then the many, many dialog options, with some being meaningless and some having a full swing of the entire story.
I won’t get into details about the story as that will spoil it, but I was kept in for the whole game. The acting from the original characters who do appear is nice, as is the acting from the new characters. The new characters are memorable, hold their own, and feel like they would fit right into the TV show. As the episodes pick up, you spend less time with each character as all the choices you make culminate in the finale. Some choices were rather difficult to make as you decided who lived or died or how you acted towards someone. This was especially brilliant, as I thought I was doing the right thing sometimes, but it turned out it was hurting me more.
In the end, the point of the game is to gather a large enough army to fight back the Whitehills, whom the Boltons assigned to watch over House Forrester. All your choices will mean the difference between a house that lives or dies. I didn’t find the game really dull, but the scenes where I had control felt pointless. Rarely did it ever feel relevant, such as in a scene where Mira is searching for a letter in Tyrion’s office and guards are running down the hall, and she was trying to not get caught.
The game does end with a sequel in mind, but I don’t know if that’s ever coming; not all the characters’ stories were fulfilled, which is a shame. The visuals are downright ugly and still use Telltale’s decade-old engine, which needs an overhaul. The mobile version of the game is still riddled with bugs and poorly optimized, with frequent slowdowns, crashes, freezes, and bugs. The audio was terrible, as in the last 2 episodes it was somehow compressed to sound like PS1 audio. Overall, though, the game is well worth a playthrough for fans of the show; just don’t get the mobile version.
Monument Valley is one of the most memorable mobile games I have ever played. The game helped show that mobile games have a place with many of the great console games. It was smart, beautiful, unique, and a blast to play. It felt like a mix between Echochrome’s (PSP) gameplay and Journey’s (PS3) art style.
With Monument Valley 2, I got really excited to play this. I expected more and something new at the same time. That’s not entirely what we got. We just got really new. MV2 is an extremely short game and not very challenging. The MC Escher-style puzzles were a breeze to get through, which is a shame, as the first game had a few head-scratchers. Using various switches, you push, pull, spin, and align the various platforms through optical illusions to get the character to the door. At the end of each stage, the player can swipe their finger around to create a star that goes into the heavens; the meaning of this is unknown.
In the first game, we understood it was a journey, but this time around, all I know is that the character is a mother who is seeing her child off for her adventure, and they reunite. That’s it. I like subtle stories, but this one was too subtle. At least a few new elements are thrown in, such as controlling two characters at once, which creates a tad bit more of a challenge.
The game still looks amazing, with gorgeous art direction, music, and heartwarming colors. It’s just a shame it’s in such a short package with no challenge. I still recommend playing this game, but I sure did want many more puzzles than the dozen we got.
Netherrealm Studios made a name for themselves in the comic scene with Injustice: Gods Among Us. It was the first 3D fighting game that featured superheroes in a long time and was actually good, some even considered it the best ever made. With the backlash for Mortal Kombat vs. DC Universe, NetherRealm decided to keep the MK universe out and go for its own thing, and the results were well received.
Injustice 2 is a continuation of the first game in terms of story and content. The gameplay is more refined and feels tighter and punchier, and there’s just a lot more content. The story revolves around Brainiac trying to destroy every civilized planet in the universe for his own entertainment, but the Justice League and other DC heroes are fighting it out, trying to control their rage, and getting into moral dilemmas. To be honest, I’m not a huge fan of the Injustice storyline. It feels like a straightforward comic book when it could be so much more. Instead of taking the smart ideas from the movies, it sticks true to its form, which is, I guess, a good thing if that’s what you’re looking for.
After the story was finished, I felt it was long-winded and didn’t seem to really go anywhere. The characters weren’t changed or progressed in any way, which is what I would have wanted. Outside of the story, the game is fantastic and plays very well. Every character got an upgrade from the last game, and the new additions are interesting. Bigger names like Super Girl, Swamp Thing, and Scarecrow are present, while many lesser-known heroes such as Captain Cold, Gorilla Grodd, Black Adam, and Cheetah are here. It’s a very diverse cast of heroes, with every fighting style imaginable. The characters punch and kick with force, and the game is fast-paced and a lot of fun.
The interactive arenas are back with bigger and better things to do. Whacking your enemies with various items and kicking them off into the background is a lot of fun, as is knocking them out of the arena and into another level. Each character has a special meter and a unique power that ranges from attack to defense to passive. One of my favorite features is the new special moves, which are epic scripted moves that are unique to each character’s powers.
The biggest addition is the Eye Vault and the various unlockables to customize each character. There are hundreds of items that are unique to each hero, and they are unlocked through the story and multi-verse missions. Skins, colors, and parts go on every part of the hero’s body that add RPG stats, which is a blast. I didn’t feel buying loot boxes was needed as the unlocks came at a steady pace, and I found some epic gear fairly frequently.
Other than this, there’s an online game that is always fun, which is why we play fighters. I didn’t experience lag, and I got to show off my customized character, which is always keeping me going back. Outside of all this, not much has changed from the last game, but it does feel like an actual sequel rather than an upgrade.
The game looks and sounds great, but you can clearly see some overly shiny textures and some details washed out, even on the Xbox One S upscaled to 4K. This was probably to keep the game at 60FPS, which I’d rather have.
Do I want Injustice 3? I don’t know, honestly. The story doesn’t really do much for me and is forgettable, so the only reason I want another is for more superheroes and new content. Injustice 2 is one of the best fighters to be released in this console cycle, but it’s not for everyone.
The Uncharted series is one of my favorites, and it helped push the PS3 to the top of the charts. Going from a game just called “Dude Raider” or a generic Indiana Jones rip-off to one of the best-selling game series of all time is a huge achievement. Naughty Dog pushes each Sony console to its limits and provides fantastic acting, scripts, gameplay, and also the famous action movie-scripted events. Uncharted 4 is no different and feels like the pinnacle of the series, as well as the end.
Uncharted’s story is a little more personal and complex than in past games. The game spans 22 chapters and clocks in at around 12 hours from start to finish. Nathan finds himself trying to retire from treasure hunting when ghosts from his past come knocking, and he must do one last hunt. Of course, an evil corporation is out to get their first, but small branching paths in the story see us playing Nathan as a child, and this unlocks mysteries surrounding why he started doing all this in the first place. The story concludes with no cliffhanger, which is relieving, as this is the final chapter in the Uncharted saga. I felt satisfied with the ending, and all my questions seemed answered, but I still wanted more.
Gameplay-wise, Uncharted has fine-tuned its not-so-great third-person shooting as best as it can. I honestly don’t care for it, and I felt the shooting sequences slowed down the more fun adventures this time around. Stealth was a bit easier, and the shooting segments are spread out more, so it’s not as frequent, but I still don’t care for it. Nate moves around cliffs and buildings faster and more gracefully. I felt Assassin’s Creed needed to take a note from this game, as I never had Nate cling on to things he shouldn’t or hop around like an idiot.
I could end this review there, but Uncharted 4 is much more nuanced with its fantastic scripted events. From breaking into a mansion and running from cops as a kid to finding your way around an island during a massive storm, The game has vehicle segments, which are fun, and even some underwater swimming. It just feels so well balanced and paced so brilliantly that I never get bored. I only felt like things slowed down during shooting segments, and I kept dying frequently. Some shooting segments are actually avoidable, as you can sneak through or even climb around the enemies.
My favorite thing about this game was the many locales to explore. This felt like a true-to-heart adventure, with so much detail crammed in that it made me almost feel like I was there. Searching for pirates’ treasure is a classic story, but this is done in a way where I felt like it might just actually be true. We go from civilization to completing remote areas all through the game. Most of the games had vast, sweeping landscapes that were just gorgeous to look at. Uncharted 4 is still the best-looking console game to date, and it even tops PC games in the looks department. Naughty Dog pulled off some miracles with the PS4 hardware, and it just oozes detail. Foliage is individually rendered; I rarely found flat, lifeless textures, and the character models are incredibly detailed. Mud, water, dirt, sand, snow, and grass. It all actually felt different, and I felt pulled into the whole experience.
Other than getting through the adventure, you can collect trinkets, which I’m not a fan of, and then there’s the dreaded multiplayer. I already don’t really like Uncharted shooting mechanics, so more of it doesn’t sit well with me. It feels forced, like Uncharted 3, and just comes across as a generic shooter—nothing really all that special. Same modes, maps, and mechanics you would expect from any third-person shooter. I won’t be coming back for it anytime soon.
Overall, Uncharted 4 is a true adventure game from beginning to end. It tells the tale of someone who overcomes a huge personal goal, and Nate feels truly human and not like an immortal action hero. The sweeping landscapes, varied locales, amazing acting, fun scripted events, and various gameplay elements culminate in what is essentially what 99% of video games fail to achieve. The only downside was the combat slowing everything down, as Uncharted’s combat is not the best out there. This is what makes me proud to be a PlayStation owner: a game that pushes visuals and gameplay to their limits. Uncharted 4 captures the essence of playing a movie.
Am I 13 again? That’s the question I asked myself when I first loaded up WWII. World War II shooters dominated the gaming industry back in the late 90s and early 2000s, with Medal of Honor and Call of Duty at the forefront. With so many WWII games (check out my articles on nearly every WWII game ever made), everyone was done with them into the late 00s. With Modern Warfare, Battlefield, and other games jumping into modern combat, we quickly got sick of those in about the same amount of time.
Here we are in full circle. It’s rather funny that a WWII shooter feels fresh when, just 10 years ago, we were begging for it to end. Call of Duty was always my favorite of the bunch, as its slower, more cinematic take on the war was memorable and the gunplay was more realistic. There was always an interesting connection between teammates, rather than the war as a whole. In Call of Duty, you always followed one squad, or a small few (Finest Hour), but it never created anything groundbreaking.
WWII follows this old trend again as you play Private Daniels, who follows his squadmates through theaters of war and discovers losses along the way. It’s enough to keep you moving forward, but it never really amounts to anything. These are just generic soldiers that we have seen time and time again in these historical war shooters. What I was in for was the cinematic set pieces, weapons, and realism of WWII coming back with our current technology. Remember, these WWII shooters died in the middle of the last generation cycle.
I was very impressed with the storming of Normandy Beach as the game opened up. It showed the visual prowess of the game, with bullet shells flying everywhere, realistic and detailed characters and animations, and great water physics. What amazed me the most was when a soldier’s head was blown clean off, and I said to myself, “Wow, so they finally took the hint from Brothers in Arms that there was gore in these wars.” It’s just a no-brainer. I don’t know if it was technical limitations or just trying to get the teen rating, but why was there no gore for all those years these shooters were out? Only Brothers in Arms did that, I can remember.
As I played through the campaign, I had a sense that I was the small man in the war, never really a true hero. There are “heroic moments” that allow you to pull someone to safety to save someone from a Nazi trying to kill them, but these felt like they were wasted and just got in the way. Same as trying to find hidden moments everywhere. When you’re stuck in the middle of tank fire or being raided by bombs, you aren’t going to go around hunting for stuff; it’s just plain silly.
That wasn’t the only silly thing in the campaign; some of the cinematic scripted events are too crazy, and they feel like some sort of Indiana Jones thing, like when Daniels is falling down a bell tower and the bell is chasing him. Don’t drag it out so long and make so many near misses that you start rolling your eyes. These things took me out of the experience. However, the game did change up the pace quite a bit by throwing in stealth missions, escort missions, one mission where you are flying a plane (which is horrible), and even some tank and driving sections. It’s all here, and it feels like the culmination of Call of Duty from yesteryear, but in the end, it’s still missing something.
You can feel a bit of the Modern Warfare series in this game, such as the hit counter, quick scoping, and grenade lobbing. I wanted this game to stand apart from those and have nothing familiar in it, but it gets even worse in multiplayer, where it feels like Modern Warfare with a WWII skin attached.
After I finished the 8-hour campaign, I was left wanting more, which is always a good thing. I’m sure Activision will milk this again, as will other developers, but let’s use this opportunity to create something unique and give us parts of the war we haven’t seen. How about through the eyes of the Jews, or something a little more personable? It can happen, but WWII did what it was supposed to, for now.
I won’t get into multiplayer or Nazi Zombies much, but zombies are completely evolved. The new story carries out, and the map is much larger, with little puzzles here and there. There are a lot of upgrades, and Zombies is at its best yet, but you should probably already expect that. I never played Zombies much on CoD and probably won’t here either. Multiplayer is a little different and isn’t sure if it wants to be WWII, a Modern Warfare skin, or a Battlefield 1 clone. Multiplayer needs the most work in the next series, but I would love a larger campaign.
As it stands, WWII is a much-needed game in the series. Another Infinite Warfare, and the series would have been done for good. A few more hours in the oven, and Call of Duty could possibly cook up the best WWII shooter ever created next time around. With fantastic cinematic moments, a variety of gameplay, a long campaign, amazing visuals, added gore, and wholesome weapons, WWII is one of my favorite shooters to have come out in recent years.
Minimalist side-scrollers have become very popular in Limbo. Inside is just another example of these horror-side scrollers done right. Little Nightmares doesn’t really tell a story through voices or words, but through actions. Unlike Inside, Little Nightmares doesn’t have too much of a story to tell. You play as a child trying to escape a ship from humongous fat monsters trying to eat you. That’s all we get, really.
Sadly, the story doesn’t really explain much, as the art direction, monster design, and backdrops are wonderful and beg for more storytelling. The beginning of the game is made up of basic platforming with simple physics puzzles and a lot of atmosphere. Eventually, you start seeing the occupants of this ship, and that’s when things get creepy.
Little Nightmares does a fine job of creating a tense atmosphere and suspense. Grabbing and sneaking are tied to the shoulder buttons, so when you grab something, you must hold the button down. This makes things more intense, as you are running away from a monster with a key to unlock a door, and if you let go of that button, it’s all over. The middle of the game is made up of outsmarting these monsters, and the puzzles get bigger, but not really harder.
There’s not much to really explore outside of lighting lanterns for checkpoints and breaking porcelain dolls to unlock achievements. The game is definitely intense throughout the 3 hours it takes to complete; there wasn’t a dull moment that I can remember. I always felt like I was running, overpowered, and small. From climbing stacks of dishes and escaping on meat hooks to chopping off the arms of a doll maker, The game gives players something that most don’t, and that’s solid gameplay while combining excellent visuals and touching moments.
Overall, there are some of the best 3 hours you will spend. From beginning to end, Little Nightmares has something interesting to offer, and it’s never boring. The graphics are gorgeous, with art styles that reminded me of box trolls mixed with coraline. If you love horror games and platformers, then this is for you.
Immortal Redneck is, unfortunately, not going to get the attention it deserves. It’s neither a fantastic game nor a bad game, nor is it original in any sense, but it does combine elements from several other games into one package and does it fairly well.
You play as, what else?, an immortal redneck mummy with a wooden pistol, shotgun, and dynamite. At least those are your starter weapons. The game is set in Egypt, and the idea is to defeat all the enemies on each “floor” to make it to the top of a pyramid. The game is a mix between Serious Sam, Rogue Legacy, and Dark Souls. Like Serious Sam, the game is set in Egypt and features fast-paced first-person shooting action with strange monsters. The game almost looks like Serious Sam as well. Like in Rogue Legacy, when you die, you actually get stronger by using the gold you collected to unlock various upgrades and buy new weapons.
Like Dark Souls, the game is extremely hard, gets repetitive, and isn’t for people wanting a linear FPS experience. Your first hour you will spend just dying a lot and obtaining upgrades until you can unlock the weapons shop, and that’s where things pick up. However, the constant repetition of going floor to floor, despite it being randomly generated, can be annoying and get boring after a while. Redneck doesn’t have much going for it style-wise that other games haven’t tried. It looks good, on a technical level, and the shooting feels just fine.
The issue would be just the difficulty alone and the grinding to achieve better weapons and upgrades until you can beat the pyramid. It’s nothing amazing, but it’s also fun enough to make you stick around to the end, but only if you like any of the above-aforementioned games. The game is just average all around, honestly, but still worth a weekend purchase. On a second note, it’s nice that the game supports modern systems such as 4K and ultra-widescreen monitors.
Obscure Asian horror games are something I’m a sucker for. I know the gameplay and controls will probably be awful, but you’re in for one scary ride, and that’s what matters the most. Detention is a 2D adventure game that takes place in Communist China in the 1950s. You walk around solving simple puzzles and unraveling a somewhat confusing and convoluted story. The atmosphere is very surreal, and the slow pace of the game helps drive this home.
The game begins with some strange images and wandering back and forth through classrooms in a school, trying to get to the top floor. The game involves finding items and then figuring out where to use those items. Like most adventure games, it’s best to wander through the entire area first, pick up all the items, and then place them where they are needed. There are three areas that are like this, and then the final area is actually just walking around making story choices. It’s kind of strange, as the pacing is really broken up throughout the entire game. There will be some chase sequences, a tense atmosphere, and enemies you need to avoid by holding your breath and walking past them slowly, or even turning away so as not to stare into their gaze. It’s an interesting concept and puts you on the edge of your seat with the amazing sound effects and disturbing soundtrack.
A lot of the sound effects and music remind me of Silent Hill. The pounding heartbeats, screeching static, and urgency were felt throughout. The game isn’t so gory, but just overall weird and disturbing, which is just fine. I enjoyed the gameplay and scares quite a bit, but the story was definitely lacking. I could tell there was something about the main character being involved in a forbidden book club, her inner torment of her parents fighting, and some sort of guilt about being responsible for a death, but it never worked together or meant anything. There’s a lot of poetry and ancient proverbs thrown around the game, but all this accomplished was confusing me more as to what was going on. As it is, the game can be beaten in less than 4 hours, so it’s important to get the story across as strongly as possible since you can’t drag it out.
With that said, Detention is a must-play for horror fans or anyone who likes 2D adventure games. You’re going to have to go into this expecting a lot of scares and simple puzzle-solving rather than a memorable story or characters. The art style is fantastic, and the music and sound effects all jive together to create a disturbing experience that you really can’t get in most Western horror games.
Yeah, it's pretty damn awful. Notoriously one of the worst games on the PSP. A 4 was actually being generous.…