We as humans tend to dwell on death and what lies beyond. It’s only natural as we simply don’t know. Behind the Frameexplores 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.
I love cyberpunk settings. There’s so much darkness and imagination that can go into the setting. It’s also a setting we could possibly be heading into ourselves with the way technology is advancing and how much we rely on it. Stray is all about exactly this issue. You play as an unnamed orange cat who ends up in the middle of trying to help a race of robots see the “Outside” again. You befriend a robot named B12 who helps you communicate with these robots and he also learns about his identity along the way.
Stray has some really good pacing. It’s a very short game that can be completed in a single sitting, but it has exploration, puzzles, scripted action events, stealth, and collectibles. That’s a lot to back into 5 hours and it’s done very well. Let’s start out with the obvious. This is the best representation of a cat in any video game. The animations are insanely realistic, you get a meow button that’s pretty much useless, but it’s there, and you can do cat things like knock stuff over, sleep, scratch on carpets and walls, and get paper bags stuck on your head that reverse the controls. While it may seem superfluous on the surface it helps add to the love of cats that the developers have even though none of these things really involve advancing the game further.
Jumping around in the game is dealt with context buttons. The jump button will appear on top of the platforms you can climb onto. Outside of this, there are no other actions except accessing B12’s menu to look at items and the flashlight. On occasion, you will have chase sequences in which you are running from a swarm of insect-like creatures, but most of Stray involves finding ways into rooms, platforming, and minor puzzles such as rolling barrels underneath things to jump up to. There are three major cities you end up in. The first one involves vertical platforming that lets you find lost music pages, B12 memories, and various item gathering to progress past certain points. The second city is a brief visit, but the last one is pretty large and looks beautiful. You can also talk to the various robots in the city to help you find out where to go or give you hints.
My favorite parts of Stray were the areas in between cities. I liked climbing around, jumping, and running from the insects. The city areas slowed the game down too much for me especially trying to gather the items needed to progress out of the city. The game looks gorgeous with lots of neon lights, and it’s surprisingly dark and gritty for a cat starring a cute cat. The story is pretty touching and tugs at your heartstrings towards the end. Despite the short length, the developers did a great job connecting you with these characters. However, there does seem to be a missed opportunity here. This is a game that would benefit from being open-world. A vast cyberpunk city with side quests and tons of areas to explore. While quite ambitious for such a small team, it would be great, and I think a lot of people are mistaking this game for something like Cyberpunk 2077 in its scope.
Overall, the game is a lot of fun and quite enjoyable despite the limitations of exploration. The game is sadly, poorly optimized on PC with lots of stuttering, terrible temporal anti-aliasing, and shader caching issues. I played the entire game on Steam Deck and it suffered from stuttering when going into new areas. When it’s all said and done, Stray is a very unique game and the love of the domestic feline companion oozes through the screen and pulls on your heart.
Oh man, where do I start. I’m not the biggest 3D Sonicfan and never have been. I didn’t care for Sonic Adventure even when I was a kid. My hot take here is thatSonic Adventureis awful and not a good game. Sonic Team seems to be the only developer on the planet that can’t improve their games in 20 years. Sonic Generationswas the only good 3D Sonic game because it cut out all the crap that slows the game down and makes it frustrating. Why do you need combat? Why do we need gimmicks? Mario hasn’t changed in 30 years but has somehow naturally evolved. Why can’t Sonic just do what it’s good at Going fast?
That may have made some people mad, but I don’t care. This type of stubbornness is just unacceptable today. NowSonic Colors is a better 3D Sonicgame, but it has many problems. The game is poorly balanced in difficulty, but it makes going fast still fun. I hate the combat. I don’t like homing in on enemies to speed the game up. If anything it makes jumps inaccurately. I nearly tore my hair out trying to complete certain levels due to stupid game mechanics.
Sonic’s double jump is terrible. It’s too floaty and I constantly overshot jumps or undershot them. His wall jumping is awful. You have to waggle the stick in the same direction as each jump. This is too much for a game that’s supposed to be fast. The Wisps, while interesting in their own way, just slow the entire game down. Some are neat like the drill that lets you burrow through water and dirt. The purple one that turns you into a giant monster is fun. The green one that lets you shoot around like a dart is also fun. The ghost is an awful Wisp. It’s slow, the zooming through rings mechanic just doesn’t work right, and it made some levels insanely difficult to complete. The Wisps are cute, but I don’t want them back.
Like other 3D Sonicgames, you are on a track and transition from 2D to 3D. I honestly wish the game stayed in 2D. The fun loops and speed pads are so much fun. This is where the game accelerates (HA!) and does a great job. The levels zoom by here and there are a good amount of collectibles. Red stars plus gold coins to spend in the shop to customize Sonic (which I didn’t care about at all), and it made my completionist demon itch. Sonic games have always been good at making you want to explore and retry levels and master them to know where all the goodies are. Colors kind of does this until you have to use the bad mechanics in certain levels. Why does the game need to slow down and make me bounce across a moving spring through half a level just die dozens of times to get a single jump timed right? That is what killed this series.
I also don’t care for the repeating boss fights. They are pretty dumb, to begin with. A giant Ferris wheel thing that just adds annoying obstacles later on that make it frustrating and not challenging. There’s a ship you need to take down and the captain jumps down after you get through its obstacle course. Later on, it adds missiles that need to follow you through a series of moving platforms to break a glass bubble. This slows the game down as you need to wait and guide the missile carefully. This isn’t what makes Sonic games! That’s like having Mario go through an entire level on a floating platform and jump over an occasional rotating fire bar. But that’s it. No enemies. No power-ups. Just float along and occasionally jump. It would be maddening!
There are a few levels that made the game enjoyable somewhat. They were better designed but didn’t have any obstacles or ridiculous platforming shenanigans or floating platforms to deal with. The levels that focus mostly on using Wisps also were frustrating and took dozens of tries to get through. I also never mentioned the story. Yeah, just forget it. It’s pretty basic and pointless and doesn’t really have a conclusion. The voice acting has at least improved over time.
The visual upgrade from the Wii version is decent. The game runs smoother and there are texture and model upgrades, but it’s not mind-blowing. There’s an extra mode where you can do challenges in 2D mode only, customization, and that’s about it. I don’t see any reason to replay this game unless you specifically like this kind of Sonicwith the momentum always being interrupted. It’s over-engineered gameplay when it needs to stay basic. Colors is decent to play through, but many gamers will turn it off after their first irritating level they get stuck on.
Whenever Valve releases a new in-house first-party game people pay attention. They are masters at storytelling and world-building. Aperture Desk Job is set in the world of Portal. You’d think this is a Steam Deck exclusive Portal game, but it’s not. This short 30-45 minute tech demo shows you the Steam Deck’s unique features.
Desk Jobopens up with Cave Johnson giving a riveting motivational speech to his employees (J.K. Simmons retains his role) and the game pans down a factory level by level. You arrive at your desk with a new Wheatley-type character. He’s funny and got some laughs from me, but he isn’t as energetic. He’s a bit masochistic and Valve did a great job with his writing for the short time he’s on screen. Your desk has the exact layout as your Steam Deck and the short story unfolds with you as a toilet tester. Valve’s on-point humor hits here with the subtly they’re known for. You test a few toilets and then time goes by and you see some ridiculous number on the counter board.
You eventually turn the toilets into turrets which is pretty funny. Here you learn about the right stick’s touch sensor inside the Steam Deck for gyro controls. It’s calibrated pretty well, and I haven’t used good gyro controls before. It’s done right here. Without telling too much more of the story you take a ride back through the factory and you get a fun turret song at the end. The humor punches throughout and I had a good time. There are a lot of missed opportunities here like just a longer game or even some mini-games. It almost seems pointless for Valve to go through all this effort to create such a well-produced tech demo. I’m hoping this means more is coming along, but knowing Valve, it’s not.
The visuals are great and run well on the Steam Deck. 60FPS throughout with great textures and lighting effects. I don’t see the point of playing this on PC unless you just want to enjoy the writing and characters. In Valve’s defense, handhelds are subject to tech demos. Sony did it with the PSP and Vita, and Nintendo loved doing this with the DS and 3DS. Anyone who has played handhelds their whole life won’t feel so shocked or hate Valve for this. They just used such a beloved IP and didn’t go anywhere with it. It’s a painful tease as we all know there’s nothing else coming from it.
If you have a Steam Deck this is a no-brainer. It’s a fun 30-minute demo to play while you wait for other downloads or something. While the main character didn’t get enough time to fully mature like in other Valve IPs just the fact that they got laughs out of me in 30-minutes says a lot. Most games can’t get a smile over the course of hours.
I recently picked up the Complete Edition on Switch as I never got around to The Kid’s DLC, Secrets of the Maw. I replayed the original game and will post my original review below and address further thoughts with the DLC review.
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 and 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.
Secrets of the Maw DLC
After replaying the original game I still felt the same about it. The game portrays a really creepy atmosphere and digs into the fears of children and well – their nightmares. TheSecrets of the Maw DLC tells the adventure of the kid you see in the cage when you first start the game up. The DLC is about as long as the original game and is divided into three chapters as well, however, there are more gameplay elements mixed into each chapter to make it more interesting gameplay-wise.
The DLC still gives off that creepy and dark atmosphere and sense of dread that the Kid has to go through. Sadly, we only get one new monster known as The Granny in the first chapter. You spend this chapter at the bottom of the ship in the sewers escaping her grip in the water. The main gameplay loop here is jumping around platforms in the water and swimming for your life to the next segment. I wish we could have seen her more instead of just bubbles in the water. She does appear at the end of the chapter, but with this being the only new monster it’s a bit of a letdown.
Overall this chapter focuses mostly on platforming and the DLC didn’t address any issues such as the camera problems and not being able to line up your jump correctly. The Switch version suffers greatly from long load times so dying often can be a frustrating mess on the Switch. Loading can take up to a minute between each death and sometimes I died shortly after loading just to wait another minute to try again.
The second chapter brings back The Janitor which was the first monster in the main game. This is a very long chapter that consists of three puzzle areas. Here you also get to solve puzzles with the little gnomes from the main game to push things around and activate levers. I found several bugs here such as gnomes disappearing through floors which required checkpoint restarts. Overall, running from The Janitor again isn’t as terrifying as the first time.
The last chapter brings back The Geisha which was the final monster in the main game. This one mostly focuses on a new flashlight combat system in which you shine your light on phantoms and they turn to ash. I found this frustrating as the closer they are to you the less effective the light is which doesn’t make sense. The smallest point of the cone of light is what causes this and it seems like an oversight. I found there were too many phantoms coming after you at once and it became overwhelming. The puzzles in this chapter are the best in the entire game, but again it’s another monster we’ve seen before.
Overall, Secrets of the Maw is a great DLC that doubles the length of the entire collection. It feels more like a game and less like a haunted house ride and just feels more thought out. There were some glitches, the platforming and camera need work, and reusing monsters brings the tension down too much. With the entire package wrapped up, you have about 3 hours of fun creepy atmosphere here.
Bright Memorywas an impressive tech demo that was in Steam Early Access a couple of years ago. It had a scantily clad female protagonist (which doesn’t do anything for the game honestly) and a mix of sword and gunplay in the first person which felt fast-paced and punchy. Infinite is the fully released game, and it’s basically a much longer tech demo. You can finish the game in 90 minutes and this leaves nothing for story or character development which is almost non-existent. All I gathered is that there’s a black hole forming near-Earth and you must stop an evil military guy from taking some sort of artifact that will bring Earth back to Feudal Japan? I’m honestly not even sure.
The best part about the game is the gunplay. The swordplay kind of takes a back seat and is only needed in certain situations. You get a standard arsenal of four weapons. Automatic pistol, auto-shotgun, assault rifle, and sniper rifle. Each weapon has an alternate ammo type that’s usually explosive and does massive damage which is best saved for larger enemies and bosses. The weapons feel heavy and punchy, and they are fun to shoot and use. The gunplay was so good that it kept me wanting more from the game. It had a AAA budget quality to it that’s not seen in many indie shooters. The swordplay consists of mashing a single button or launching enemies into the air. There’s a tacked-on afterthought of a skill tree that lets you unlock abilities and upgrade your alternate ammo firepower, but in 90 minutes you upgrade almost everything pretty quickly so it feels trivial.
There is a grapple line for traversing long distances which are scripted, and you can wall run. These ninja acrobatics feels a bit stiff and not as refined as the actual gunplay. In fact, all of the animations feel stiff and like they were hand done. The faces almost don’t animate and thankfully there are less than 10 minutes of total screen time where the camera shows any faces. Your main character, Shelia, is questionable in the sexy department since you hardly ever see her and there are DLC costumes that seem pointless due to the short run time. You can go through the game again on higher difficulties, but I don’t see the point.
The issue with a short game like this is there is no incentive to come back. There are no modes, no multiplayer, and hardly anything to aim for. The visuals in the game are fantastic with great use of ray-tracing, but again the animations are weird. There’s a short scene where you drive a car and it feels really janky and half-baked. Overall, the boss fights are fun, but there are literally only four types of enemies in the whole game so it gets repetitive quickly. At a sale price, this could be a fun evening, but that’s about it.
I’m not the biggest Postal fan as I didn’t grow up with it. With Postal 4being another turd in the series, I can easily say this is the best game in the whole series despite being a spin-off. It takes the meta-humor, gore, and whacky character designs of the main series, puts them into a Doom clone, and does it quite well. You are put into the shoes of the main protagonist who falls asleep on this couch and end up playing the levels of his nightmares. There are plenty of locales, fun weapons, and tons of enemies.
You start the game out like you do in the main games. You are in a lively neighborhood and go, postal because your TV is broken. The game ramps up the difficulty quite nicely as this first level has simple enemies like redneck shotgun MAGA hat-wearing enemies, dogs, and innocent people to slaughter. These people give you Wal-Mart bags that give you health. Later on, you run into floating fat enemies that chuck McDonald’s burgers and cups at you. Mind you they don’t use the actual names in the game, but you can easily tell what they’re making fun of.
Later levels bring on various enemies and there are three main bosses in the game. There are three different campaigns to play in. You eventually go through the desert, asylum, sewer, forest, and swap levels to eventually get to the F4 Expo campaign to take on Leon Dusk (har har) and his space program. Each level consists of mostly linear hallways to shoot through but there are many blocked doors that require certain items or colored keys. Finding these can sometimes be a bit of a pain as the levels can be quite long and labyrinthine and the level design overall isn’t the best among these Doom clones. I honestly felt a lot of the time that the pacing was off with arenas being way too large for the loadout you get (you frequently lose your entire arsenal and have to gain it back again) and it can sometimes feel overwhelming just in terms of getting your bearings. The enemy designs are well done as you know what enemies are weak against what types of weapons. You have enemies that mob you, strong enemies that stand back, and some with long-range weapons.
The humor in this game is a bit different from the main entries as it stays meta and makes fun of current global issues. Coronavirus (it’s literally a boss), various memes like Elon Musk, the toilet paper shortage, and various one-liners that poke fun at what’s been going on for the last five years globally. No racism, sexism, chauvinism, or anything like that is needed to be a fun game. The game pokes fun at things rather than promoting them. Anyone saying “Twitter will end this game” is just creating fake outrage. It’s funny no matter who you are and isn’t offensive. The developers got with the times and actually had to make an effort to be humorous. What a crazy idea right?
With that aside, the game does get really repetitive after the first campaign is over. Previous enemies cycle in, the same 8 weapons can only do so much, and most of them are pretty basic weapons, but a few are unique like the Pussy Blower that shoots cats out and you can recall them to do damage on the way back. Most other weapons are just clever or funny renditions of normal weapons with alt-fire modes. You do get items to use such as slowing down time, refilling a weapon’s ammo, and refilling health, and you also get a piss button. Peeing on things is useless unless you have fire or nitrogen bottles to burn or freeze enemies with your pee. Yeah, it’s pretty funny. There is also an Akimbo item which is probably the most valuable in the game.
Overall,Brain Damaged has excellent art direction and retro visuals that harken back to the 64-bit era of games like Quake II and Unreal Tournament. The controls are great, the game is fast-paced, the weapons and enemy designs are awesome, there is varied level design, and the humor is actually funny and not offensive just to be offensive. There are plenty of nods to video games, gaming culture, and world events from the last five years that everyone can relate to. If you can get past the repetitious design and so-so-level design problems then you will have a great 5-6 hours on your hands.
The first Shadow Warrior was a lot of mindless fun that brought back the craziness of the original DOS game. It did a good job with great visuals, crazy monster designs, cool weapons, and that fast-paced feeling of classic FPS action. Shadow Warrior 2 really sets the series back by trying to do too much and not doing any of it very well. First off, the story is just stupid and pointless. You are once again doing jobs for the Chinese mafia, and you end up stuck in some sort of family drama about a woman’s soul getting trapped in your head, and you must reunite her with her body. It’s pretty dumb and uninteresting, including the barely passable voice acting and lame jokes.
After DOOM came out in 2016, it set the standard pretty high for rebooting classic 90s FPS games. Shadow Warrior 2 misses the mark in almost every way. One thing it does get right is the awesome monster and enemy designs and cool levels, as well as plenty of interesting weapons, but less is more, and Shadow Warrior 2 doesn’t implement this practice. For starters, the game is incredibly repetitive and poorly balanced. You repeat the same themed levels just to meet different objectives. A couple of levels were literally repeated twice over, and I just hated it. There are three different themes at play here. There’s Hell with demons and monsters, the real world with assassins and ninjas, and then a weird cyber world with robots, drones, and mechs. The monster designs are pretty awesome, but there’s no strategy for each enemy like in DOOM. In that game, you know what weapons work well against each enemy and can strategize on the fly, but here you just empty all your weapons as fast as you can, starting with the most powerful.
I really hate this, as it leads to more useless filler, such as weapon upgrades. These are just mindless stats that boost weapons, and there’s no strategy here either. There are so many of them, and I literally just equipped the highest-level ones and got rid of the rest. It honestly never mattered. Some enemies are immune to or weak to certain elements, but I didn’t bother with this either. I’m not going to sit and sort through dozens upon dozens of upgrades for different enemy types. DOOM did this right with just a couple of weapon upgrades per weapon, and you knew how you wanted to use these. Less is more. Then there are just an insane amount of weapons. There are different styles that match each area, such as demon, real-world, and cyber weapons. Sure, they look cool, but they all mostly felt the same. They had no personality or uniqueness to them. I just picked the most powerful ones and spaced out my arsenal with one of each type. Then there are the pointless powers. I rarely ever used these, as I was so busy mowing down enemies and trying not to get killed. They’re not even useful. spikes to hold a single enemy down, and it doesn’t work on larger enemies? Invisibility? Why?
So combat is pretty mindless, there’s no strategy here, and the story is pretty silly and pointless. This leads to the fact that you get side quests and trials. I didn’t even bother with these. The game starts feeling like a chore less than halfway through the game. The thing is, I started this game back when it came out and shelved it for years because it was just so boring and monotonous after the first few missions. I had it installed on my PC this entire time, and I finally just plowed through the story in about 7 hours, and I didn’t have a lot of fun. Sure, sometimes when you get the right weapon and kill a group of enemies, it’s pretty satisfying. The bosses are pretty cool and felt good to take down, but these are little bites in a giant cake that just don’t taste very good. The developers should have stuck with a more linear design and fewer weapons and upgrades. Other than that, the visuals are really good, and the art style is great.
I love Lovecraftian horror, but video games have really struggled to bring these myths to life. Most of the games get the atmosphere and monster design down but can’t nail a good gameplay loop or decent story. By far the best game for this is still Call of Cthulhu: Dark Corners of the Earth. While its gameplay is clunky, it has great storytelling that’s somewhat memorable. The Sinking City does a great job nailing the twisted town of Oakmont with great visuals, but that’s about it. No single gameplay element or loop comes together to create anything interesting or worthwhile enough to make you want to stick around outside of the main story.
Unlike most other Lovecraftian games, this one doesn’t take place in Innsmouth, but it is mentioned that many are fleeing from that town. You play Charles Reed, who is a private eye investigator searching to end his visions. That’s about it, as far as the entire story goes. You bounce around from case-to-case-solving problems of townsfolk in the form of favors to get one step closer to where you need to go. This is where things start falling apart. Not a single character is interesting, including Reed; the dialogue is drab and boring despite the voice work being pretty decent. There are small little stories for each case you can unravel, but I didn’t care about any of them. I just wanted to progress further and hoped there was some cool twist, but that never came.
When you are inside investigation areas, you can examine items and look at objects. There are key evidence items to progress the story and bonus items to complete all evidence for achievements. This is mostly uninteresting, and there are dozens and dozens of these with you just wandering and looking at everything to find any object you can examine. Once you examine everything, you are given clues to advance the case, but nothing is marked on your map for you. You are given a district and then cross streets and have to pin that yourself. I found this kind of interesting until I found out that all of the main story cases are almost always right near fast travel points.
Speaking of fast travel, it’s so necessary because the town of Oakmont is boring and lifeless. Sure, there are people wandering around, but they are just animations to fill space. They don’t make any sound or have any dialog, and there are no stores or anything like that. It’s just linear streets that look pretty broken up with water-logged streets that require a motorboat to navigate. Some areas are sectioned off as infested areas full of monsters and aren’t worth going into for any reason outside of a few side cases that require it.
That gets us into combat, which is another half-baked idea. The game is trying to be a survival horror game by making ammo scarce, but you can craft ammo and health! Sure, but you will literally be scrounging bullets, and some areas have tons of monsters. I got lucky, but usually went down to my last bullet, and aiming carefully is a must. There are five different weapons, including throwables and traps, but honestly, you just start with your weakest gun and work your way up until you’re spent. There’s no strategy to this, all the weapons feel the same and don’t have any weight to them, and there is no cover system. Like any Lovecraftian game, there is a sanity meter, and as this drops, you hallucinate wylebeasts, and they will attack you unless you take psych meds.
There are some underwater levels in which you walk around in a diving suit and avoid hot air vents and a couple of monsters, but it’s slow-paced and even duller as they are all pretty much the same, just with different layouts and an excuse to maybe add filler. You can shoot a harpoon gun to slow the monsters down, but there was no challenge in these six or so underwater areas. There’s a single boss fight, and you occasionally attack humans, which are easy but usually come in large numbers. Part of the appeal of this game is story choice. Choosing who lives and dies doesn’t really affect much except what endings you can choose, which are uninteresting and unfulfilling.
There’s literally nothing else to do in the game. I desperately just tried to find all the fast travel points. I don’t understand making this open-world if it’s so boring and uninteresting to explore and feels so lifeless. The same loop of investigating cases, fighting some monsters, fast-traveling around to the next case, and listening to the dialog is so dull, and I only kept playing because of my love for the lore. If you don’t care about Lovecraftian mythos, then I wouldn’t even bother with this game. I also didn’t bother with any side cases, as the main story takes around 12 hours and drained me. I couldn’t spend another minute in this game.
Overall, The Sinking City is another barely passable Lovecraft-inspired game that gets the atmosphere and looks right but can’t nail any gameplay elements. While none of them are broken or bad, they are just boring and could have been greatly expanded upon. The main story doesn’t really go anywhere; there are no interesting characters, the dialogue is drab, and the bullet scrounging gets tiring because of the number of monsters that get thrown at you. Not to mention
I love Japanese horror as it has such exciting mythology and creatures that are great for video games. Ghostwire does a great job making an entire game focused on Japanese folklore and mythology while also mixing it with the modern world of Tokyo. Ghostwire has great visuals and art direction, as well as fantastic monster designs, but it falls flat in more ways than I wish it did.
You play as a man named Akito who finds himself awake in the Tokyo streets, apparently dead, and being possessed by a spirit named KK who is trying to stop a demon named Hannya. And that’s about as far as it gets. Sure, there’s a side plot of Akito wanting to bring his dead sister Mari back to life, and Haanya wants her to seemingly become queen of the underworld. I don’t know or care. The story is so underbaked and doesn’t really go anywhere, and that’s no thanks to the story only lasting about 6 hours or so. It’s incredibly short compared to the rest of the repetitive and mostly boring filler throughout the game.
Let’s just start out with the combat, because Ghostwire is pretty exciting during the first two chapters of the game, and then that quickly fizzles out. You get three elemental attacks that are thrown out with your hands. A speedy green wind gust, which is your main weapon, a more powerful fire-piercing attack, and a wider-range water attack Think of it as a shotgun. You can charge these up and do more damage, and then there’s a super ability that lets you do extra damage. You can manage your health with food items, and you acquire “ammo” by destroying enemies or ghost-like objects scattered all over the place. One of the gimmicks of the combat is destroying the cores with a cool animation of Akito using his hands to pull their soul out with a wire (thus the title of the game!). The animation looks cool, but it’s fleeting at best. This becomes incredibly repetitive early on, as you’re just spamming attacks and using each weapon depending on whether you have a tougher enemy or not.
That leads to enemies. They are super cool-looking. They reflect Japanese mythology and folklore, such as the Students of Pain and Misery, which are headless schoolchildren who were either bullied or had some other issue in real life. These are fast-moving enemies. There are Rain Walkers who look like slender men who are salary men or women in real life. They block with umbrellas and are slower-moving. These enemies all look cool, but in the end, there are only half a dozen kids with different variants of them. They aren’t all that challenging in the end, as you just spam all your weapons until you run out of ammo, essentially. Despite all these cool visuals and monster designs, there just aren’t that many.
That leads to the open-world filler, which many games unnecessarily think they need to do these days. Ghostwire would have been a really great 8–10 single-player linear adventure, so more focus could be had on the story and enemies and deeper combat. While Tokyo seems big, it all looks the same. The same empty streets with nothing on the outside of groups of enemies you can walk into. There are various tasks here, such as cleansing trees, finding Jito statues to max out your ammo, and cleansing Tori gates to clear the deadly fog that opens up more of the world. You can find coins and food spread throughout, and you can give animals food for money too. There are various collectibles you can find and outfits to deck out Akito, but once you finish the story, you never see his body again, so I feel this is pointless. Most of your cash will be used to buy more paper dolls to capture spirits, but again, this is another large task that felt like it wasn’t worth doing. There are hundreds of spirits throughout the area, and most side quests give you more spirits to capture.
You can cash in spirits at payphones to empty your paper dolls and get some XP. This leads to the most useless ability tree that takes pretty much getting 100% completion to unlock, but once the story is finished, there aren’t any tough bosses or anything anymore, so why would you continue to unlock more stuff? You could argue it’s for a new game plus, but that’s also pointless as the story isn’t worth revisiting as it’s so shallow and underdeveloped. You’re left with this huge, empty, boring world with stuff to do that leads to basically nothing outside of 100% completion. Games like God of War make you want to find everything thanks to challenges you can complete that still require further upgrades beyond what the story can give you, and Ghostwire just completely fails here.
There’s also a vertical element to Ghostwire in which you can grapple up to demons that are flying and jump around rooftops, but platforming in this game is quite annoying. You can glide around a bit, but it requires upgrades to glide longer. But, with all that said, Ghostwire is a shallow game that tries to be bigger than it needs to be. It’s another victim of trying to cram a pointless open world when there’s so much great mythology and art to make a solid single-player experience, and it’s just squandered.
I do have to mention that you need to complete at least a couple dozen side quests to upgrade enough to make the game not super difficult. Getting more health, max ammo, and some abilities really help, but things like sneaking and your bow are totally useless outside of specific story scenes. It’s clear that this was meant to be a single-player linear adventure that was crammed and stretched out into an open-world game that no one asked for. It looks cool enough and plays well enough to warrant maybe 15 hours inside this world (I clocked in 12 and I explored quite a bit and nearly unlocked).
Super, thank you